/FinalProject5013

Final project for MSTU 5013 site

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Final Project


Final Project Design Plan

Complete notes from the reading

=="The biggest reason user experience should matter to you is that it matters to your users."==

5 Planes and their documentation

Strategy- strategy document Scope- project scope Structure- architectural diagram Skeleton- wireframe Surface- style guide

My thoughts and ideas are in blue or purple, Notes from the book are in black

Strategy

Why are we making this product?

==Be explicit==

By 3rd grade, many students start to say that they don't like math or that they are bad at it. At this level many of the math concepts being taught are abstracted from higher level math. Students can no longer see how math fits into their life. The goal of this project is to allow students to "play with math."

Project objectives - Give students fun tools to explore more abstract math concepts in meaningful or fun ways.

  • Students will build confidence in their abilty to do math.
  • Students will express a more positive attitude towards math (measured by asking to continue playing on the site?)

User needs

  • Who are your users? - Upper elementary school (3-6th grade) students.
  • What do they need? - experiences in math that help them really understand how math works
    • experiences that help them see how math can be applied to more than just math (art, science, coding, etc.)
  • What are the users' attitudes towards tech in general? - The target user will most likely be more hestitant about tech, in a capacity beyond consumption.

Scope

What are we going to make?

A website with interactive manipulatives and experiences that engage uses with math. The interactives need to be simple to use. Since this is a site geared towards less techy user it will direct users though experiences.

The project scope:

  • defines the requirements and goals for the project - Clear pathways through the site.
    • Well defined pathways for going through the experiences.
    • Well labeled buttons and clear directions
    • Engaging interactives that teach concepts in a way that leads to understanding.
  • defines a common language, important when working in teams - Manipulatives are more open ended
    • Interactives are guided but open to user input in some way.
  • addresses potentional conflicts and issues - With user input there are likely to be bugs we can't anticipate with out extentise user testing.
    • The more we guide users through and experience the more likely we take away some of the interactivity or exploration.
  • is a reference for all future project work

Hardware requirements: - The site needs to work on both computers and tablets without the need for additional software installation. The goal of student use makes this a requirement.

Content requirments: Concepts that are often overlook by other math sites becAre there content requirements?

Notes about content requirements:

  • types of content- image, video, text, etc.
  • size of the content features- mb, pixel, etc.
  • who will create the content and how frequently will it be updated?
  • content is hard work.

The Structure Plane

The shift from abstract to concrete

==My architectural diagram==

Your site will have a structure whether or not you plan it out. The sites that are built according to a clear structural plan tend to be the ones that require less frequent overhauls, prouce contrete results for their owners, and satify the needs of their users."

Interaction design The site is designed for older children so it needs to be very easy to navigate. Multiple pathways will help encourage exploration.

Conceptual model A combination of explanatory interactives and interactives that let students play with the math

Dealing with error Since the point of the site is to encourage interactivity, the chance for error is high. Guiding users through some of the experiences can help with error but the balance will be to do that without limiting the flexbility.

Edge cases will need to be considered for most of the site.

Information Architecture

  • the structure of information so that people can understand and use it.
  • categorization schemes should correspond to
    • the site objectives
    • user needs
    • and intended content
    • I think this approach will work best for the site since math is generally taught in categories. I think there needs to be some organicness to the organization though to help students see how concepts intertwine
  • ==it is best to strike a balance between the top down and bottom up approaches so important content details are not overlooked and the system stays flexible to accommodate changes==

Information is organized into basic units called nodes which are then organized into a structure A combination between heirachical and organic stucture seems to make the most sense. A prominent navigation menu will help kids keep from getting lost in the site, but they will be able to move between places in a variety of ways

The Skeletal Plan

Individual components and their relationships

Navigation Design Goals

  1. provide users with a way to get from one page to another wihout having a link to every page on every other page.
  2. commicate the relationships between navigation elements.
  3. communicate the relationship between the content and the page a user is viewing. "Where am I, and where can I go?"

Global navigation- My navbar that houses the big picture items. Students can jump between learn and play and back to the start

Local navigation- As the site gets bigger and students drill down into specifics, the sidebar navigation menu will let them jump between related topics quickly and easily without going all the way back to the start. This part isn't fleshed out since I was focusing on the p5 and other elements.

Supplementary navigation- The right sidebar will provide hints and links to related content based on user interaction

Information Design

The glue

How do I best represent the information so that users can understand it more easily?

What informations should be visual? How should things be group or arranged?

Information on each page will be specific and limited to focus user attention. Access to other related information will be easy to find with the local navigation sidebar.

Wireframes Integrate all 3 elements of the skeletal plane. Combination of user experience and visual design.

==My wireframe==

The Surface Plane

How the information should be presented visually.

Goes beyond aesthetics. The visual design should serve a purpose. It is a strategy.

  • Focus user attention
    • Where does the eye go first?
    • Simple colors will keep extra details from being distracting. Main content will stay in the center of the page, and above the fold when on the computer
  • Separate different components of the site
    • Contrast can help draw attention or blend things into the background
    • Needs to be different enough that users know the contrast was intentional
    • The canvas is intentionally different but only slightly. I want it to blend as much as possible while letting the user know it is a separate entity
  • Reinforce the structure of the site
  • Clarify user options
    • should not be busy or cluttered
    • guiding the user without overwhelming them.

Uniformity of sizing, fonts, colors etc. keeps a site from becoming overwhelming and makes design easier.

  • set a limited color pallete
  • Stuck to mostly one color for the site, beyond grays. The muted colors help the manipulates on the Canvas pop
  • use consitent typography
  • I went a little fun with this one based on feedback since it is a kids site
  • The style guide is the documentation of the visual design for the site.

Grid layouts helps ensure uniformity even when the template for the pages varies the underlying grid does not.
==mobile devices make this harder==

Even though it meant I had to do a big redesign, I chose to go back and use bootstrap to make the site both more aetheticaly pleasing and easier to organize. I orginally wasn't using much CSS at the start. I can see the benefits now of having some idea of style set at the beginning.

Being thoughtful and deliberate in the short-term will save a lot of time in the long term.

Garrett, Jesse James. The Elements of User Experience: User-Centered Design for the Web and Beyond (2nd Edition) (Voices That Matter) (p. 162). Pearson Education. Kindle Edition.