Empathise
Introduction
Since the specification for this project has already been defined (see here for the full spec), the objective of this stage was to identify the metrics for success based on the requirements, customer observations and assumptions.Â
The client has already identified target audiences. Customers come from various backgrounds with differing reasons for attendance, so the goal is to understand how to create an experience that would best suit them all.Â
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Observations &Â Assumptions
The sanctuary can be very sunny on some days, making it hard to view screens, especially through thick display glass. Plus, some people are visually impaired & have different height ranges or viewing perspectives (i.e., being in a wheelchair), so the design needs to accommodate these attendees.Â
Many attendees are new to the sanctuary, so useful information needs to consistently be present. Attendees should also be able to easily navigate through the system because people have varying ranges of computer literacy, e.g, small children or the elderly. They may come from different countries & cultures too, therefore imagery needs to be universally understood.Â
Another observation is that people have different hand sizes. Some people have larger thumbs than others and the design needs to consider that. Also, people's fingers slip up, and if a user is on a page they don’t want to be on, it should be easy to navigate away.Â
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Empathy Maps
Define
Introduction
After drawing up assumptions and noting observations about the target audience, at this phase, the types of customers and their behaviours need to be defined to inform the design. Online research was conducted to understand more about the types of audience, i.e., how small children interact with kiosks etc.Â
The user journey and user flow had to be defined to understand how to sculpt the customer’s experience at the sanctuary. This will also help with fulfilling the sanctuary’s goals, for example, generating donations, getting customers to attend activities, educating viewers etc.Â
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Personas
Online Research
Accessibility
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Ideate
User Journey
User Flow
Infomation Architecture
Prototype
Paper Prototypes
Wireframes
Visual Identity
Icon Design
Interactive Features
Final Design
Test
Heuristic Evaluations
Safety
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Reflection & Learning
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