Why are we creating prototypes?
The type of feedback that will be most helpful for refining and improving our service or app idea is:
- Does our overall idea interest and excite you? Would you actually download this app and use it on a daily basis, and would this interest continue for a long period of time?/ Feedback 1
- Is our app easy to navigate and usable? Is it too complicated? Too simple? / Feedback 2
- Do you think our service will impact you as a user, and actually inspire you to contribute more and help environmental issues? Or would you only be motivated to learn, and not do certain tasks or actions? How can we motivate users to actually apply their knowledge? / Feedback 3
- Any overall improvements or comments or first impressions of our service? Why? / Feedback 4
What service or app features are we prototyping? And why? What do we hope to learn from testing this feature?
- Unique game character for each user, goes through different 'story levels' or steps in its journey. Story levels will be educational, meaning each one will be a different topic or idea in environmental issues/sustainability —> user can choose between plethora of topics, and each level is a different one
- Is the story method effective and impactful? Does it keep users engaged and excited?
- Is the story method the best way to keep users interested? To get them hooked?
- Progress bar = shows user's growth and learning over time
- Does the progress bar motivate users to keep going in the app?
- Does the progress bar maybe give users confidence and inspiration to continue improving and learning?
- Short survey at the beginning to ask what the person is interested in regarding environmental issues to see what they should start learning
- Does the survey help people get more interested in the app, or does it instead close their minds to other topics that they might actually find interesting? (though I guess we could just make the survey optional if we needed to)
- Does the survey have any type of positive or negative impact to how much the user can learn or do?
- List of tasks/involvement opportunities at the end of the levels to act as a sort of "reward" or "end result" for the user
- Do people actually interact with the opportunities or do they just ignore them and move on?
- Is the divide between commitments off-putting or is it helpful?
- Community aspect to compete with others = user can invite friends or compete with other strangers to see who can make more progress
- Is the competitive aspect too stressful or does it motivate people more? (we should probably make this optional)
- Does the competitive aspect keep users interested and motivated? Is it an effective way to allow for sustained use of the app?
How will you prototype and share these features with others to get their feedback?
We plan to create...
a series of digital drawings showcasing different tabs or parts of the app itself
- App icon (exterior, aka how it shows on your phone when it is closed)
- Home screen
- Takes you to grid of all different topics
- Progress bar? Maybe a drop-down at the top of the home screen
- Story/journey path screen
- Survey pop-up
- Competition/friends screen