© 2018 by Yexin Wang. 

 

Time: 12/2017
Team member: 
Team Role: Prototyping, ideation, user testing, video making

Purdue Everywhere

It's a little embarrassing for me to talk with alumni in the career fair because we do not know each other even we once study in the same building for 2 years!   

I do not even know I can borrow the camera in the building that I spent my entire college life.  

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WHAT IF,

Have a question?
I happen to know this!
         Goal: Engaging the freshman in college life by creating a sense of community.
 
                                                                             How:
Building connections with experienced students in a natural and easy way.  Therefore,
the fresh can not only get awareness of recourse around and learn a lot but also everyone can benefit from this community.

Q&A Community

Location-based Tips Share

Tailored Events Recommendation 

Students in the same college help each other in this community and get to know people easier. Sometimes this might be a start point for a conversation.

You might never know you can borrow a camera in your college. This is a chance for students to share useful resource tips based on the map.

Also, students can search and join events groups. 

Majority of our daily media interactions are screen based

Today people tend to own multiple devices and move seamlessly between different channels throughout the day. Context drives what people choose to use.

Computers keep us productive and informed

For Purdue students, the official website and the BoilerUp event website are two primary sources to keep informed. 

Smartphones keep us connected

Purdue students use diverse apps to get connected, keep track thing.

TV is a major catalyst for search

At Purdue, there are a lot of digital signages and TVs around the campus, offering a chance for people to look for information during waiting times or "micro-moments". 

Goal: To figure out a feasible multi-channel interaction

After the research, our team found more touchpoints opportunities as well as more channels to involves the students. For example, smartphones and TVs are perhaps a good combination. While we were not sure whether it is an appropriate context to use. Therefore, we used "Experience Prototype", a method in Participatory design to get design insights and validate our concept by designing with the potential users.

Who were the stakeholders involved in the experience prototype?

  • The design team

  • 3 students ( potential users ).

First Round:

  • The potential users were asked to be in the real context in a lobby with TV 

  • Unsupervised interaction, observation, interview

 

   Key insights:

  •  All of the users are willing to answer questions if they see it on TV when they         are waiting for the elevator in the lobby

  •  2 out of 3 users said that standing in front of the TV for more than 1 minutes might be disturbing to others.

Second Round:

  • The design team discussed with the users about the design possibilities.

  • Q & A, Voting, and scan to track are some interaction possibilities we found.

  • Team discussion, ideation

Third Round:

  • The design team made low-fidelity prototypes based on the insights discovered and tested it with users in the real context.

  • The form of the prototype was based upon some initial assumptions about the fact that social and contextual factors would be important elements of the experience. This type of insight is necessary to guide the design of a specific Experience Prototype so that it can simulate important aspects of the real user experience.

  • Think aloud, observation

"Scan to save"- never miss a good event 

"Easy to vote"- Tell us what you prefer 

"Quick to answer"- Help others anytime

Key takeaways

  • The use of TV definitely opens a new design opportunity, helping create a streamlined experience. 

  • The actual use is limited and driven by the context: the time, goal, attitude and the motivation. After the testing, we gave up the voting feature because all the users said that they won't have the motivation to do the voting if they cannot see the results immediately. 

  • The team found that in this case, simulating the experience with physical products was the only way to truly communicate their ideas for the eventual user experience, finding idea-communicative limitations when showing purely digital prototypes.

By incorporating TV and smartphone, users can answer questions and add events on their phone whenever they see them.