tisdag 10 maj 2016

Motivated design changes

At the last exercise, we presented our first prototype. Compared to the other prototypes our concrete design was not as visually engaging. The conceptual design was well received. We received feedback regarding the settings button not being highlighted when in the settings menu. The navigational feedback at the bottom of the app was not consistent. Today, we have decided on some changes based on this feedback, these will be summarized below. 

Firstly, we have decided on having the search bar, settings button and navigational footer statically placed. These will never disappear. The current submenu the user is in will be highlighted in the navigational footer, same goes with the settings button. 

Additional changes we've made include changing the content of the search function. A user will now be able to search for addresses, a transport option will appear that opens the map and guides the user towards a chosen destination. The food submenu has been changed. When clicking the button it now displays all of the restaurants and cafés in Djurgården ordered by their distance to the user. We decided on this since there are only 15 restaurants/cafés in Djurgården. We decided to order the amusement sub-menu in a similar fashion. This design choice is supported by the theory of automated learning (Marilyn Mantei, John Mylopoulos), designing user actions that always follow a predetermined pattern to increase learning. 

Changes to the map involve adding static WC-icons that depict public toilets. We've also added a button that appears when a route is started, the button allows the user to cancel the route. 

In the main menu, we've added a "tickets" button. The user will be able to see their purchased tickets there. We chose to place it in the main menu to make it as easy and obvious as possible to access  purchased tickets.  If the ticket is bought online, it will be usable even when the application is offline. 

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