Categorieën
Low-fidelity

Booth layout

Now I had to think about how big this booth would be and where it would be in the terminal. How big should the screen be and the distance between the screen and the participant.

I made a sketch of which elements should definitely be present in the booth. For example the screen, the arrows on the ground, but also a printer.

I based myself on this existing pop-up booth. The dance booth I’m going to make will have to be a little bigger so the participants can move.

Here is an example of the measurements of the dance booth. Then I thought about how big the arrows should be on the ground, and how far from each other they should be.

I soon noticed that these shouldn’t be too close together. The participants must have room to move.

Categorieën
Low-fidelity

Low-fidelity testing

Then I tested the low-fidelity prototype. I did the test with someone from my bubble and with an external test person. In both cases I showed the same prototype and asked the same questions. Unfortunately I couldn’t project it on the wall so I showed it on my laptop’s screen.

I started by explaining the concept of the “app” to the test person.I told them that it takes place in a booth at the airport and that they can navigate through the app using movements and there’s a sensor that tracks those movements. I then told them that they can navigate the app using arrows on the ground.

To use this prototype, the test persons had to use their arrow keys on the keyboard. Then I gave them a couple of tasks.

Low-fidelity test: Sophie

I’m going to go into detail with testperson 2: Sophie. Sophie is 24 years old and lives in Belgium. She travels a lot and has just lived in Dubai for a year. So the terminal at the airport has no hidden secrets for her.

Because she is currently staying in the Netherlands, I did the test by video call. As I said before, I explained the purpose of the test and told her how to navigate. She opened the prototype and shared her screen.

She came on the home screen and I immediately asked her to move on to the next screen.This worked immediately (by pressing the enter key / jump on the arrows).

Then I asked her if the screen explaining the navigation was clear.She said that she clicks these things away rather quickly, because she will find out for herself how it works. If she then clicked wrong, the explanation screen came back on. Here she said that it was very good that it came on again but that this can possibly be animated so she does not have to read too much but it is immediately clear.

I asked her to go to the continent of Europe. She thought this was obvious. Then I asked her to choose something from the menu to do. Here you can only scroll up and every time you go down, the explanation screen comes up again. She said this could go both ways, but of course it is easy with the arrow keys then in real life. She chose “Gavotte’s closet”. She went through the steps and chose an outfit. Afterwards she said that she might have liked it if at the end a picture was taken with the outfit. “Then people can share it on instagram with a hashtag or something!”.

Then I asked her to go back to the menu of europe and visit the little museum. This went smoothly. At first she didn’t realize the zooming at the little museum, but when the explanation came she understood this. After a second attempt this went perfectly. She found it very pleasant that you could navigate between the information. The pictures were certainly an addition. The text was perhaps a bit too big for such a large screen.

Then she went back to europe and did the dance tutorial. She thought this was the best part of the app. She said the time indication was also good. But there could be some kind of “go back” button somewhere.

It also went very well when I asked her if she wanted to go back to the different continents. In general, she also added that the app was well organized.

Adjustments I can implement in a next version of the app:

  • Clarify the explanation screen with an animation.
  • At the end of “The closet” take a photo and a possibility to share this photo on social media.
  • Resize text at the little museum.
  • A possibility to return to the home screen during the dance tutorial.
Categorieën
Low-fidelity

Low-fidelity wireframes

For my low fidelity prototype I converted the sketches into a simple layout and put it in Adobe Xd.

Immediately after the main screen an explanation appears on how to use the arrows on the ground.

Then we get it on the screen of the selected continent. Here are several subheadings.

In this part you can scroll through the history of this dance using the arrows on the ground.

In the closet you can choose an outfit. First a picture is taken of the participant. After that he or she can choose between different clothes.

And finally we have the tutorial. Here the participants can follow a choreography using the video and the arrows on the ground that light up.

Categorieën
Low-fidelity

Sketches

With the concept in my head I could start sketching. I looked how the wireframes could look like. Which elements should definitely be included. And how to make it clear how they can navigate.

This could be the start screen. We start from the continents to discover the different dances and cultures.

Of course a user manual is essential. As an overlay over the home screen, it explains how the player can control the screen.

This is an example of what is available per continent. There will be an explanation about the dance of that continent in any case. Then the player can choose to get more information in “The little museum”, to discover the dress style in “The closet” or to take a dance tutorial.

Here we come to the screen of “The little museum”. The player can scroll through the information using dance steps. It just stands next to each other and is supported by illustrations and pictures.

Then we come to “The closet”. Here we first take a picture of the player. Then the player can “dress up” with clothes that are associated with that dance or culture.

And finally there is the tutorial. Here the player can copy the dance steps that appear on the screen. Luckily, the arrows on the ground light up and appear on the screen as well. At the top of the screen there is a timeline so the player can see how long it will take.

I have to further develop these elements in different wireframes. Now I have to see which steps are necessary to reach something. How can we make it clear to the player each time how to control the screen? And which interface fits best?