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Interactive environments The Deep app

Interactive environments The Deep app. By Gina Pittaway. Key Stages. The National Curriculum is divided into four key stages that children are taken through during their school life. Programs of study set out what teachers should cover in every subject during each key stage.

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Interactive environments The Deep app

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  1. Interactive environmentsThe Deep app By Gina Pittaway

  2. Key Stages • The National Curriculum is divided into four key stages that children are taken through during their school life. • Programs of study set out what teachers should cover in every subject during each key stage. • There are also four general teaching requirements, which apply across all subjects: • Use language effectively. • Use information and communication technology (ICT) effectively. • Follow health and safety guidelines • Provide teaching that includes different ethnic minority viewpoints. • I will be creating an app that is aimed at key stage 2. I will need to think about how I will communicate the information in an effective manner that appeals to 7-11 year olds.

  3. UX Design User experience is how a person feels when interacting with a system. The system could be a website, a web application or desktop software and is generally denoted by some form of human computer interaction. Those who work on UX study and evaluate how users feel about a system, looking at such things as ease of use, perception of the value of the system , utility, efficiency in performing tasks and so forth.

  4. Touch gestures Touch gestures refer to the ability of a surface to recognize the presence of one or more points of contact with the surface. Apple, Android and other smartphones have retailed and distributed numerous products using multi-touch technology. For the app that I am creating I need to know the basic touch gestures that are easily used by children. Also to develop the visuals of the app and what touch gestures that I will be needing.

  5. Museums The Deep Maritime Museum Streetlife Museum Hull and East Riding Museum

  6. Brainstorming

  7. Ideas generation for The Deep The museum that I have chosen to create my app on is The Deep. My initial idea is the app will be in the form of an aquarium that is empty. Around the actual aquarium there will be different images of fish that you have to scan with the app. When the child has scanned in a fish, they will get facts and information about that fish. You will then be given a clue to the next fish you have to find, at the end you will have an aquarium full of fish.

  8. Personas Who will be using the app? Teacher: The teacher will be using the app if she is in charge of a large group of children. She is familiar with iPad software. Therefore, the app needs to be quick and easy to use, what with the chaos of children all wanting a go. There will be no need for a lot of information, the less of the information that needs to be read the better, this will make it confusing and will take up more of her time. Child: The child (school trip or with parents) will be there as a new experience. The child will want to be engaged by the fish and hopefully want to learn something new. Therefore, the app needs to be new user friendly and quick and easy.

  9. Style board/Mood board When creating my app I need to think about the style of it. With it being The Deep it needs to be modern and vibrant that will engage the children. The colours will need to be bright, that will grab your attention. Fun fonts and visuals. Mood board- The app needs to be: Educational, engaging, fun, interesting, captivating, different, modern, new, enlightening. When people use my app I want them to feel all of the above, I want them to have an experience that they want to go through again, it needs to be memorable and they can take something away from it.

  10. Wireframe Wire framing allows you to define the hierarchy of your design, it makes it easier for you to plan the layout according to how you want the information to be processed. It is useful to determine how the user interacts with the interface.

  11. Ideas generation

  12. Ideas generation

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