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Design of everything The Design of Everyday Things Project 3 Instructions Your Task This project consists of designing a user interface (UI) for a mobile time-bank device that fits in your wallet. A time-bank allows people to exchange their time for another person’s time. ...

Design of everything
The Design of Everyday Things Project 3 Instructions Your Task This project consists of designing a user interface (UI) for a mobile time-bank device that fits in your wallet. A time-bank allows people to exchange their time for another person’s time. To keep things simple, everyone’s time has equal value. My hour is worth the same amount as your hour. Watch the project introductory videos to better understand how your time-bank should work. Also gather the following materials: • Pens—Thick and thin and in different colors • At least one highlighter • Multiple sheets of paper—as large as you can find • Several printouts of the Project 3 templates, which are located here. • A straight edge such as a ruler for drawing In this step you will explore how your time-bank might behave and look. More specifically: • Sketch ten ideas for how your time-bank might use signifiers to support an accurate conceptual model for adding and subtracting time. • Sketch five ideas for how your time-bank might support discoverability. • Sketch five ideas for how your time-bank might provide feedback. Now you’re going to use your sketches to inform wireframes that summarize what each screen of your time-bank will look like and the major steps users will take when interacting with it. As you assemble your wireframes, make sure they address the seven questions users ask when crossing the Gulfs of Execution and Evaluation. UNDERSTAND PROJECT AND GATHER MATERIALS CREATE SkETCHES CREATE A STORYBOARD OF WIREFRAMES 1 2 3 Next ask three to five people to provide feedback on your wireframes. Try to get a variety of people of different ages and backgrounds, not just folks like you. You will be surprised by what you learn—make sure to take ample notes! Now that you’ve collected user feedback, it’s time to use what you learned to inform another round of iteration. Using a fresh set of templates, redraw your wireframes. At this stage you should be quite inspired by what you learned from users and have clear ways to improve feedback and discoverability. You might also have some ideas for refining order and hierarchy of your time-bank screens. The final component of this project involves creating a debrief in PDF format that includes the following information: • PagE 1 Project title, date, and your name. • PagE 2 Shows images and text of your conceptual models • PagE 3 Discoverability: a multiple screen sequence (flow) that shows how you handled discoverability and the gulf of execution. • PagE 4 Feedback: a multiple screen sequence (flow) that shows how feed– back helps people understand the results of their actions, gulf of evaluation. • PagE 5 A summary of what you learned by evaluating your designs with others. GET USER FEEDBACk REFINE YOUR DESIGN SHARE YOUR DESIGN 4 5 6 When you’re finished, upload and share your PDF in the course forum. Congratulations! The Design of Everyday Things
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