Академический Документы
Профессиональный Документы
Культура Документы
Group:
Aden Murray - S2947680
Adrian Palenzuela - S2894057
Blake Gibson - S2935986
Daniel Blakesley - S2918742
Page 1
Date
Complet
ed
Ver.
Author
Addition/Alteration
16.3
20.3
0.1
Aden
Section 2
16.3
20.3
0.1
Adrian
Section 3 - 3.2
16.3
20.3
0.1
Blake
Section 4
16.3
20.3
0.1
Daniel
Section 1
20.3
27.3
0.2
Aden
20.3
27.3
0.2
Adrian
20.3
27.3
0.2
Blake
Section 5 - 5.2
20.3
27.3
0.2
Daniel
27.3
01.04
0.3
Aden
27.3
01.04
0.3
Adrian
27.3
01.04
0.3
Blake
27.3
01.04
0.3
Daniel
Ensure correct
references are
distributed through
the report
27.3
01.04
1.0
Daniel
Submit first
assessment item
Page 2
Stage 2
Date
Date
Assigne Complet
d
ed
Ver.
Author
Addition/Alteration
20/04
05/05
1.1
Aden
20/04
06/05
1.1
Adrian
20/04
03/05
1.1
Blake
6.1 documentation,
structure diagram, revise
first report
20/04
02/05
1.1
Daniel
04/05
06/05
1.2
Blake
Revision of stage 1
04/05
07/05
2.0
Daniel
Page 3
Stage 3
Date
Date
Assigne Complet
d
ed
Ver.
Author
Addition/Alteration
15/05
15/05
2.1
All
12/05
06/06
2.2
Aden
12/05
06/06
2.2
Adrian
8. Final Design
Documentation
12/05
06/06
2.2
Blake
12/05
05/06
2.2
Daniel
25/05
06/06
2.3
All
Revision of previously
assigned work from stage
2
08/05
07/06
3.0
Daniel
Submission
Page 4
Contents
1. Introduction......................................................................................6
1.1. Purpose of this Document............................................................6
1.2. Scope of this document...............................................................6
2. Background......................................................................................8
3. Target audience................................................................................9
3.1. Audience beliefs.........................................................................9
3.2. Audience levels...........................................................................9
3.3. Audience demographics...........................................................10
3.4. Audience expectations.............................................................10
4. Problem Statement.........................................................................12
5. Goals..............................................................................................13
5.1. Usability Objectives..................................................................13
5.2. Single message........................................................................13
5.3. Mandatory elements.................................................................13
5.4. Deliverables..............................................................................14
6. Alpha Design..................................................................................15
6.1. Structural Design.......................................................................17
6.2. Visual Design.............................................................................19
6.3. Prototypes..................................................................................23
7. Testing............................................................................................27
7.1
Test Plan...................................................................................28
Final Design...................................................................................33
9. Appendices.....................................................................................37
10. References......................................................................................49
Page 5
1. Introduction
Date
Author
Time Spent
18/03
Daniel Blakesley
1h
19/03
Daniel Blakesley
1.5h
23/03
Daniel Blakesley
0.5h
Blake Gibson
0.5 hours
01/04
which they can be overcome. The intended outcome of this project will
also be considered so that the design stage will have a defined goal
which can be designed towards. Details on the creation of a prototype
will be shown and will implement the features that have been
researched for the project, such as design choices made to appeal to a
specific demographic.
This document will not detail any aspects that would be required to
develop such an app. This includes but is not limited to items such as
resources and technical expertise required for development, details on
creating or maintaining a functional app, information regarding
copyright and trademarks relating to characters, and estimates
regarding the time required for the creation of an app.
Page 7
2. Background
Date
Author
Time Spent
19/03
Aden Murray
2 hours
01/04
Blake Gibson
0.25 hours
Page 8
3. Target audience
Date
Author
Time Spent
19/3
Adrian
1h
22/03
Daniel Blakesley
2h
23/3
26/04
01/04
Adrian
2h
Daniel Blakesley
0.5h
Blake Gibson
1.5 hours
3.1.
Audience beliefs
The research gathered showed that though children did have some
interest in the idea of the cyber safety program, a majority of children
have been found to not really care for such a program. However it was
found that girls demonstrated a much better attitude towards the
program due to many young boys trying to exemplify a bad boy
persona which I found to be very puerile. When asked for thoughts on
particular mobile apps presented to them, it was found that this
audience preferred childrens apps with more colour, interesting
images and interactivity.
Page 9
3.2.
Audience levels
The Primary Level audience being targeted are primary school children
aged between 5-12 years of age. This is because the target of the
entire program has been directed towards this age group due to the
program having the greatest predicted rate of success with this
demographic.
Secondary Level audiences are adults such as parents and teachers
who can recommend the app to their children/students that make up
our primary audience.
The mobile application looks to consolidate the existing client-base but
aims to reach a greater number of potential clients within that target
group.
3.3.
Audience demographics
In the ABS survey, Square Eyes and Couch Potatoes (2012)[1] , it was
discovered that at least 80% of both boys and girls aged 5-14 in
Australia participated in watching TV or other screen-based activities
(including mobiles and the internet). This means that the audience will
most likely be used to consuming a large amount of content through
apps or websites.
Another source revealed that 90% of children aged 5 to 14 years
accessed the Internet in the 12 months prior to April 2012[2]. In
addition, 95% of children 8-11 have had access to the internet in the
past 4 weeks with nearly every child having access to the internet at
some point of their lives [3]. This means that our app should not have
issues being used by our primary audience as they will most likely
have prior experience with similar design concepts.
As of April 2013, 35% of Australian children have mobile phones, a
number on the constant rise[4].This bodes well for the program as there
will be great coverage of the application by the target audience. Our
target audience is of course primary school aged children of both
genders. Consequently, their education and literacy levels will vary
greatly, however by designing the prototype to require extremely
minimalistic literacy and education levels we can cater for all
variations quite easily.
3.4.
Audience expectations
of the app when initially opening the app. This means that the app
must offer clear visual identifiers which can be understood quickly and
with minimal or no reading required by the user to access the
educational content. To achieve this colour schemes and design of the
user interface must be simple and allow for users to quickly identify
and hold obvious meaning.
As the audience is expected to be young, it must be assumed that they
will react better to short form content and feedback intensive
components. This means that the app should educate mostly through
things that will not take a large amount of time to convey an idea and
that the app will always respond to input from the user with feedback
that will make sense to the user.
It is also expected that the different components of the app should
always feel consistent in design and in the way that they react to user
input. The app should always convey the idea that it is a single
application, and therefore all components of the app must be logically
connected in the simplest way possible.
When it comes to actual application usage, 60% of apps for kids are in
the category of education, with 46% of that number also being in the
game category[5]. This can indicate that quite a number of educational
apps are in fact highly interactive as it will be more appealing and
enjoyable for young children.
Page 11
4. Problem Statement
Date
Author
Time Spent
19/03
Blake Gibson
1.5 hours
01/04
Blake Gibson
0.25 hours
Our client, the Fraud and Cybercrime Unit of the Queensland Police
Service, is facing the problem of a rising number of cases involving
cyber-crime. In response to this issue, the client has developed the
Fiscal the Fraud Fighting Ferret Cyber Safety Program as stated
above. This program aims to encourage school children to learn about
cyber safety, online threats and responsible online behaviour and to
share this information with their family so that they too can benefit
from the application. We have been tasked with developing a user
interface design for a mobile app that primarily focuses on primary
school aged children as they are the applications primary audience.
The Queensland Police Force requires that the design be complete by
Friday, June 5th and includes the existing characters and artwork they
have provided to present Fiscals five tips to help protect your
identity. This places a slight time constraint upon us joining the low
budget constraint we are already facing.
Page 12
5. Goals
Date
Author
Time Spent
20/03
Blake Gibson
2.5 hours
23/03
Aden
45mins
25/03
Aden
2hrs
01/04
Blake Gibson
5.1.
1 hour
Usability Objectives
Our application will require an extremely high level of usability as its primary
target audience are very young; primary school aged children. Due to the
expected age of the primary audience we must assume that these children
only have basic web and mobile navigational skills and so it must be as easy
as possible to use. Success in achieving this will be measured by the ease in
which children are able to navigate the application and find what they are
looking for with a minimal amount of effort. A simple way to measure success
in this area is by gathering together a group of children that represent the
target audience for the app and ask them to use the application and give
their opinions on how easy it was to use or just if they had any problems
finding anything they needed.
5.2.
Single message
5.3.
Mandatory elements
If we can ensure the children using our app remember one thing it would be
to take the steps you need to protect your identity online and stay cyber
safe. Hopefully they will also remember that they can use our app to find out
the necessary precautions that should be taken to achieve this message. In
order to guarantee the audience responds to the given information, they will
have to believe that the tips we give them can ensure their safety. We must
make them incontrovertibly trust Fiscal and his friends and believe they know
what they are talking about. This way, the children don't feel as if they need
to follow the five steps but instead that they want to; resulting in a far higher
percentage of success and since the message comes from QPS, this adds
credibility to the message as well!
5.4.
Deliverables
Page 14
6.
Alpha Design
Date
Author
Time Spent
22/04
Daniel Blakesley
2 hours
28/04
Daniel Blakesley
1 hours
30/04
Adrian Palenzuela
2 hours
02/05
Daniel Blakesley
1.5 hours
02/05
Adrian Palenzuela
2 hours
02/05
Blake Gibson
3 hours
03/05
Blake Gibson
2 hours
04/05
Daniel Blakesley
2 hours
05/05
Adrian Palenzuela
1 hours
05/05
Aden Murray
4 hours
06/05
Adrian Palenzuela
1 hours
06/05
Aden Murray
1 hour
06/05
Blake Gibson
2 hours
07/05
Daniel Blakesley
1 hours
03/06
Daniel Blakesley
2 Hours
This section will explore the initial design of the app and its
components. To come to this, design tools were used to ensure that the
goals of the app were identified. The tools that we used in the design
were personas and brainstorming. With the information from these
tools we were able to design the structure and visual elements of the
app. With this information a prototype was developed and continuously
updated, to ensure the design was functional and able to meet the
requirements of the app.
Page 15
UI Design Tools
The Design Tools selected, Personas and Brainstorming, are intended
to help specify the ideas more clearly. They are built on the research
results discussed in the previous sections, meaning that the designs
are robust and fact-based.
Personas
Personas are powerful modelling tools that use the information from
the user research stage of the brief to represent the users of the
application. They are specific models based on behavioural and
motivational observations made on people discussed in the research
stage. It allows the user research findings to be turned into something
tangible, as there is a conceptualization of the user. It was considered
as the best choice as it includes goals that people have when using the
app, tasks they wish to complete, what the product should provide and
how it should behave. This will provide a clearer idea on how to
develop the app. This tool also proves to be beneficial as work can be
tested using the personas prior to testing with real people, which
allows problems and flaws to be found early.
For the documentation see appendices A
Brainstorming
Our primary goal is to design an educational app for children
Rules:
o Realistic
o Mainly focus on children
o Remember parents and teachers
Ideas:
Aden
o
o
o
o
Bright colours
Clarity
Easily identifiable
Good font
Danny
o
Simple
Simple
Uses basic
words
Colours
Symbols
Page 16
Adrian
o
funducational
Blake
o
Child
friendly
Swiping left brings the user to the activities page and swiping to the
right displays the five tips page. The activities page has buttons that
link the user to each of the different activities that the user can
complete to teach them the five tips. Each activity will then have its
Page 17
own individual page in which the user could complete the activity to
keep the application interesting but the applications primary focus was
to increase the knowledge for cyber safety. In order to achieve this the
tips page displays all five of Fiscals tips for cyber safety, each of these
tips are presented on a button which, when pressed, will take the user
to another page that gives them more in depth information about each
of the tips. This information includes a very clear explanation about the
message each tip is trying to convey, strategies the user can
implement to achieve what the tip is recommending and also how
things could improve if the tips advice was followed.
We also used multiple personas derived from interview results as an
extremely useful design element. The eighteen interviewees are from
all three of our target audiences and we got very varied results for
example children are motivated by enjoyable and interactive activities
whereas their parents are motivated by activities that educate or
improve their childrens safety. Based on the findings from the
personas it became clear to us that for the Fiscals five tips to be
successful the application must teach children how to be cyber safe
but it must also be an enjoyable experience. We made many of our
design choices based off the personas as well as the information
gathered from a brainstorming session.
Wireframes
Splash
Screen
Main Menu
Activity
Page
Page 18
Activity
Selection
Tip
Selection
Tip
Page
Page 19
For the visual design a certain style framework was followed in order to
give the user a good experience. This was done by aiming for a clean
page limiting too much text and picture as our main target audience
this would allow us to keep attention and limit distraction.
The colour of the pages is general throughout the application
consisting of a blue background due to its ability to be able to have
both Bacchus and Fiscal be easily seen on top without clashing. The
colour blue also has associations with wisdom and intelligence, which
relate to what is needed for being able to keep cyber safe. The orange
aspects of the app were chosen as it can be easily seen on the blue
background and doesnt clash with the graphics. The colour of the text
was white due to its ability to be easily readable and identifiable over
the other colours chosen.
Page 20
The fonts carried over for each page in the app. For the titles of each
page Ahroni was used as it is easily readable and contrasted well with
the graphics style and the other text. For text other than the title
Calibri(body) was used this is because it worked well with the title text
and the style of the graphics used. Thee font size was 24 for heading
and 12 for other information as the personas showed us that most of
our audience already has good reading and comprehension skills we
have included an option to increase font size if necessary.
The Back and Hamburger button were placed as they are a staple in
any modern application. They are placed in a location that many
people know and are easily identifiable as they share the same
conceptual design.
In terms of Audio and animation we have placed audio when you are
clicking on certain aspects of the application, as of right now there is
only one sound but depending on feedback we may add more. We
dont have any animation as we feel they may detract from the
experience but looking at the personas there was a lot of positive
feedback when it came to animations so they may be added in the
Page 21
In Figure 1.0 the layout of this is fairly similar to the other app pages
and tries to follows the same framework of being clear and concise
whilst still being visually appealing to grab attention a title is placed on
the top of the screen, an image of the protagonist Fiscal in the centre
where the eye is first drawn to and instructions of where to go directly
below the image as the eye will move down and that will be easily
seen after looking at the image. The visual elements present on this
particular page are the main one of fiscal looking inquisitive in nature
which goes well with the questions underneath it. The colour of this
page is limited the light blue background is used because Fiscal can be
easily seen as well as the white text. This goes back to the framework
of not pushing the limit of too many colours and such which would
serve as a distraction. For the font in the title Ahroni is used as it is
clean and easily readable and fits the question theme. For the body
text Calibri (body) as it suits the heading text and still manages to be
easily readable.
Figure 2.0 Early prototype to show design.
For figure 2.0 the layout is fairly simple the word search and word list
takes up the majority of the page and falls in the middle where the
eyes would be drawn in the first place. The images on the side are for
a sense of familiarity to the characters and apply their message of the
app. The Words of the page is placed at the top to indicate the title of
the app and the activity. The background colour allows the font to be
easily seen over the top. The graphic used for this page include one of
Page 22
Fiscal this is to relate the activity to fiscal since the crossword will have
words and question that relate to Cyber safety you will be able
distinguish the relationship between fiscal and the being safe online.
The amount of text used for the page is fairly limited due to clarity
purposes. The title of the page Word Search uses the font ahroni and
coloured white due to its readability and ability to draw emphasis. The
other text on the page is to be Calibri Body with the colour of the text
being black straying away from the normal white as discussed earlier
due to it being in a white box to keep as a clean look.
Page 24
6.3. Prototypes
It has been decided that multiple iterative prototypes will be required
to ensure that the brainstorming and personas are fully utilized in ways
that make sense. Also required, is the ability to share the prototype
with others and to allow others to make updates if needed. Therefore it
was decided that the prototype would be created with Microsoft Office
PowerPoint.
PowerPoint was chosen due to its ease of use and the fact it is installed
on a large number of computers along with the other components of
Microsoft Office, which is installed on most computers. To create the
prototype each slide was treated as a separate screen, with buttons
inside each slide used to link to different slides. Some of the buttons in
the prototype are used as substitutes for gestures where appropriate,
though most are used to show what screen would be moved to when
Page 25
Planning Stage
Before creating the app prototype it was decided that in order to meet
the specification given the app would have to focus on a small number
of key ideas. Fiscals five tips would be the focus of the potential app
and would need to be presented in an information format that is easy
and quick to find. There would also need to an interactive component
so that young children could be engaged.
To achieve the goals from the specification a brainstorming session was
held from which we drew the following conclusions. The app prototype
would have to be useable by children and feature design elements that
would appeal to them. These elements include bright colours, easily
identifiable symbol, a font which can be read easily on a screen and
keeping the app simplistic.
The team also used personas to identify key features of the users we
wish to appeal to. We determined that most children have some level
of experience with mobile apps, though some do not. With this
information and the information that not many children are aware of
common design elements, it was decided that all elements would have
to have a very obvious purpose or a quickly reversible outcome. With
the finding that not many children are aware of internet safety despite
a large number using the internet regularly, it shows that the
information must be provided under the assumption of little to no prior
knowledge on the subject. It seems that almost all children notice
design elements such as colour and visual feedback despite them not
actually being aware of the use of them, therefore common design
conventions were still used.
To engage the largest number of children the activities will need to be
interesting while at the same time they need to teach aspects of the
five tips. In the design of activities it was found that simple games
were unable to convey more complex ideas, therefore it was decided
that the activities would range from simple (spot the difference) to
slightly complex (crossword and quiz). The more simple games are
able to convey ideas such as finding things and being observant, the
more complex games require more knowledge from the user, which is
found from looking at the tips in the information focused section of the
app prototype. This also means that no single tip corresponds directly
to an activity, but that the activities have aspects of the tips in them at
varying levels depending on the complexity and depth of the content.
Page 26
Initial Design
Page 27
Later Versions
Multiple iterations of the prototype were made to give an example of
visual elements in the app. When an element was proposed that would
alter the design or structure the prototype would be updated to give a
partially functional example
In an earlier version of the prototype the menu below was used for
activities.
After looking at the app and the personas, it was clear that this would
not be suitable for children of limited reading ability. Thus we decided
to use images to make the activity the user would choose obvious
without needing to read a title.
With icons inside the buttons, the menu item has a more quickly
recognisable destination. It also allows for users who lack the ability to
read well to be able to identify the activity they want to choose.
Page 28
7.
Testing
Date
Author
Time Spent
15/05
All
2 hours
30/05
Blake Gibson
3 hours
02/06
Blake Gibson
2 hours
06/06
Blake Gibson
1 hour
04/06
Aden Murray
3 hours
05/06
Aden Murray
2 hours
06/06
Aden Murray
1 hour
04/06
Adrian Palenzuela
1 hour
This section focuses on the testing of the prototype made for the
previous section. We created a test for people of our target audience to
complete which we hope they will be able to complete and if not will
ensure that the information gained from the results will be helpful for
improving the prototype. After the testing has been completed the
results will be analysed and quantified to find meaningful information.
From this information recommendations will be made which will be
used to make improvements to the prototype for the final design.
Page 29
7.1
Test Plan
Desired number of
participants
Demographics
Children
10
Adults
10
Age Group
Age 5-8
4-6
Age 9-12
4-6
Parents
4-6
Teachers
4-6
Reading Ability
None to Minimal
1-2
Page 30
Low
2-3
Standard
15-17
Page 31
Method
Our approach towards testing means that we have gone in a direction
that will involve getting the tester to attempt to use the app to
complete a series of tasks from a premade task list. A moderator will
guide the participant in completing the test when required and an
observer will take notes on their progress. The time taken in order to
do this process should be around 15mins.
- There are a number of pre-test Requirements that both ourselves and
the participants have to follow in order for the tests to work smoothly.
This is a list of what ourselves and our participants have to do:
o Ours
Test document
Participant
Computer
Prototype file
Task list
Legal Documents
o Participant
Fill in legal documents
- Before these tests get underway we have to follow certain guidelines
before we begin the testing process. At the start of the session we will
greet the participant, ask them to sit down and fill out required
documents. We will then tell the participants that we are testing the
prototype not the person of interest, so they dont feel pressured.
- As well as having a specific guideline to follow at the beginning of the
session we also have specific tasks that need to be completed. This
starts by getting the moderator to run through the tasks from the task
list and then helping to guide the participant in the case that any
assistance is required. The observer will write down notes based on
the completion of the tasks
- At the end of the tasks we run over a post -test debrief which we then
ask for feedback and thank them for their contribution.
-
Task List
Task Name
Task Description
Task Benchmarks
Find home
10 seconds, 0 errors
Find tip 3
1 minutes, 3 errors
Go back to home
30 seconds, 1 error
Open crossword
1 minutes, 3 errors
Page 32
1 minute, 3 errors
Error rates
Time to complete task
Number of times assistance is required
In order to have a better understanding of the application prototype
and see how to apply this data collected we need feedback on a
number of things including:
o
o
o
o
o
Page 33
7.2.
Page 34
necessary. For the younger audience it was apparent that the colour
scheme was a main issue especially for the girls as they thought it was
too boyish. Another issue found was the choices of the graphics; some
found them rather daunting or too childish to be placed. Another issue
found in this age group were the navigational structure was hard to
comprehend. On the positive side there was a lot of feedback talking
about how the font and icons choices were good. The next audience
group consisting of Parents and Teachers had a lot of positivity
surrounding the prototype saying that the app was well designed but
was clearly designed for kids and perhaps that more comedic approach
would be good.
Certain aspects of the test document were able to give us adequate
feedback which we can then take and use to transform our prototype.
7.2.1
Page 36
8.
Final Design
Date
Author
Time Spent
02/06
Daniel Blakesley
2 hours
04/06
Daniel Blakesley
2 hours
05/06
Adrian Palenzuela
2 hours
06/06
Adrian Palenzuela
1.5 hours
Page 37
changes included the shape being changed into arrows, the color
changed to green, and an outline was included to create a clearer view
of the item.
Based on the findings of the previous tests results the many of the
words used within the app had been replaced with symbols to create a
greater sense of familiarity with the younger users. In addition, the rule
text was removed from the buttons which linked to information as it
was felt that there was a large amount of unnecessary text.
Page 38
Page 39
9. Appendices
A. [Personas Documentation]
Interview Groups (By Role) & Interview Questions
Using the information discussed in Section 3.Target Audience (pg. 7)
the roles that the Personas can be based on have been identified as
Parents, Teachers, Students and Children.
The following are the Interviewees:
Kids
Jemima Hopkins
Jake Hurwitz
Amir Blumenfeld
Benny Schwartz
Thomas Middleditch
Brian Murphy
Dave Rosenberg
Jeff Rosenberg
Emily Axford
Allison Williams
Parents
Kobe Bryant
Mickey Schwartz
John Wolf
Chantelle Jones
Leslie Carmichael
Teachers
Mr Stark
Mrs Johnson
Miss Mendoza
Page 40
10.
Have you
Do you use
Do you
Do you like
Do you like
Do you
Do you like
Do you like
Behavioural Variables
Each roles behaviour variables have been detailed as followed:
a. Students/Children
i. Activities: Learning,
Playing, having Fun
ii. Attitudes: They love
interactive and fun-looking applications
iii. Aptitudes: they are
innocent and can be taught
iv. Motivation: Can be to
learn about safety, can also be that it is fun
v. Skills: Receptive to
interactive activities
b. Parents
i. Activities: Full/Part-Time
Work, Take care of children
ii. Attitude: Positive
attitude, see it as a good platform to educate
iii. Aptitudes: Parenting
iv. Motivation: Childs
Safety They want to protect their children but cannot be
around them all the time so it is important for the children
to know how to be safe
v. Skills: Parenting Skills
Page 41
c. Teachers
i. Activities: Teach the
children, Take care of children
ii. Attitude: Positive
attitude as they want to educate. They see technology as a
good platform to educate
iii. Aptitudes: Caring for
childrens education and development
iv. Motivation: It is their
job and passion
v. Skills: Teaching skills
Page 42
Bad
2
How experienced are you with
smartphone devices? (Very/Medium/None)
Very
None
3
Do you have access to a smartphone?
(Always/Sometimes/Never)
Always
Never
4
Do you notice consistent design
elements across multiple apps? (Always/Sometimes/Never)
Never
Always
5
Do you think about internet safety?
(Always/Sometimes/Never)
Never
Always
6
How often do you use the internet?
(Always/Sometimes/Never)
Always
Never
7
How often do you use
computer/smartphone? (Always/Sometimes/Never)
Always
Never
8
Are you aware of how internet fraud can
be committed? (Yes /No)
Yes
No
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(Good/OK/Bad)
Bad
Good
10
(Yes/No)
Yes
No
Always
Always
Always
14
Do you like apps to be colourful?
(Always/Sometimes/Never)
Never
Always
15
(Yes/Sometimes/No)
Emily
Always
Never
Never
Never
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Page 45
b Parents
& Teachers
Bad
2
How experienced are you with
smartphone devices? (Very/Medium/None)
Very
None
3
Do you have access to a smartphone?
(Always/Sometimes/Never)
Always
Never
4
Do you notice consistent design
elements across multiple apps? (Always/Sometimes/Never)
Never
Always
5
Do you think about internet safety?
(Always/Sometimes/Never)
Never
Always
6
How often do you use the internet?
(Always/Sometimes/Never)
Never
Always
7
How often do you use
computer/smartphone? (Always/Sometimes/Never)
Never
Always
8
Are you aware of how internet fraud can
be committed? (Yes /No)
No
Yes
(Good/OK/Bad)
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Bad
Good
10
(Yes/No)
Yes
No
Always
Always
Always
14
Do you like apps to be colourful?
(Always/Sometimes/Never)
Never
Always
15
(Yes/Sometimes/No)
Always
Never
Never
Never
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Page 48
Age: 35
Location: Broadbeach
Job: Served in
Afghanistan for the US Army for 4 years. Currently a casual
Science Teacher at St Benedicts Primary School & Part Time
Geologist for Tristan Sims International
Goals:
Educate his
Page 49
Protect his
daughter and ensure she has fun
Suggest
app to school to educate his students
Age: 50
Status: Divorced
Goals:
o Be the principal of the school
o Successfully better the learning
experience of students
o To be the cool teacher
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Children/Students
o Persona: Jake Hurwitz
Age: 7
Location: Robina
School: Robina State
Grade: Year 1
Goals:
Have fun
Build stuff
Be smarter
Primary School
Page 51
Age: 9
Location: Nerang
School: Nerang Primary
School
Grade: Year 3
Goals:
Finish
learning The Bach Chaconne
Want
s to be in the UN like Angelina Jolie
Want
s to teach her 3 year old sister how to behave
o Persona: Amir Blumenfeld
Age: 8
Location: Burleigh Heads
School: Marymount Primary School
Grade: Year 2
Loves Soccer and outdoor activities
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Very outgoing
Goals:
Page 53
Persona Types
The children/student personas (Jake Hurwitz, Amir Blumenfeld & Emily
Axford) are all Primary Persona types as they are the main targets for
the app. The parent persona, John Wolf, is an example of a Customer
Persona Type as they can be treated as they can be the ones directly
involved with procuring the app or allowing the app to be used by the
children. Teachers can be seen as Supplemental as they can be
presented as stakeholder representatives. They can promote the usage
of the app to the school or to the parents.
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Teacher
o Mr Francisco Stark
Francisco has been renowned and praised by students and other
teachers as being the most funniest and best teachers they have
been around. He aspires to give the students of Marymount the
best education possible and is very open to changes and new
implementations, especially when it comes to technology. In his
own household there are a multitude of devices that Francisco
has. Other than fishing, he is always on the computer or phone
or watching TV. Since Francisco loves technology so much, he is
also always searching for new educational technologies that will
be better the education of his students.
Parent
o John Wolf
John is a very positive and Zen man who is content with his life
and grateful for his family. Time spent serving the army has
made him appreciate everything he has and counts them all as
blessings. However, this has also made him very wary when it
comes to taking care of the ones he loves; and though America is
much different to Afghanistan there are still threats and he
knows that he must prepare his children even at such an
innocent age but does so in a fun way. He is content with his 70k
per annum salary as he has made good investments in shares
and has been shrewd with his earnings. He is happier with doing
what he loves to do rather than what he earns.
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10.
References
Page 56