Aqueous technical presentation


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Aqueous technical presentation

  1. 1. Rachel O’Meara Alix Rhodes Ramona Tabara
  2. 2. What  Aqueous is an application that will increase water consumption by reminding users to drink throughout the day.  It aims to increase users’ knowledge about the importance of water.  It will calculate the volume of water required for individual users.  It provides a detailed account for each day and a progress graph for the week.
  3. 3. This is the pop up screen that will appear when the user is being reminded to drink water.
  4. 4. This will be the home screen for the application. The weekly/monthly graph showing user progress can be accessed by clicking the graph button.
  5. 5. Facts about water will be available by clicking the question mark at the bottom of the home screen. Each user will input personal information so the app can calculate the required amount of water
  6. 6. How  We will be using illustrator to help create our icons based on user feedback to help our app have a user centered design, these will then be moved into Axure and then adapted to create Aqueous as a working prototype.  Tutorials were completed to learn Axure software using the Axure 7.0 as well as Axure 6.5.
  7. 7. Axure 7.0 completed tutorials Login scenario: Dynamic panels, photo slideshow
  8. 8. Axure draft prototype beginning
  9. 9. User Group     Our user group is office workers. To test our user group we went into an office setting. We tested eight members of staff with the paper prototypes. Feedback was: • • • • • • To provide an option for the reminder time (15, 30, 45 ,60 minutes) To omit the ‘view in detail option’ and just to have this as the main screen. They liked the simplicity of the app. They thought it would the app would be very beneficial. Facts should be central to users custom settings, ie. Reasons for using app; beauty. Facts focus around benefits to complexion, skin tone..ect For facts “i” for information could be more intuitive, as “?” could be observed as a help icon.
  10. 10. Need for Water App  Egoscue (2009) suggests that upward of 90% of the population isn’t drinking nearly enough water.  Water is the body’s most important nutrient. Approximately 70% of the human body is made up of water (Burton, 2007).  Most people wait until they are thirsty before they take a drink. By that time they are most likely already mildly dehydrated (Colbert, 2010).
  11. 11. Motivation to Use Aqueous  Motivation to use the app is influenced by McClelland’s, 1961 theory of motivation, in particular his theory of need for achievement.  McClelland states that people are motivated by a need to achieve through setting challenging goals. These people also like to receive regular feedback on their progress and achievement.  Our app attracts people through the need for achievement theory. It is also the main logic behind providing a progress chart.
  12. 12. Motivation  Locke and Latham (1990) and Mento et al. (1987)     goal setting theory. Specific goals seem to create a precise intention. Specific goals lead to higher performance then general ‘do your best goals’. Knowledge of results (feedback) is essential as it in itself has motivation properties. Our app incorporates this theory by allowing users to set themselves specific goals on how much water to drink per day.
  13. 13. Intrinsic Motivation  Aqueous will use intrinsic motivation to encourage people     to use the app. Users should want to increase their health by drinking water. Intrinsic motivation would consist of the feelings attached to or resulting from performing specified activities (Kleinbeck, Quast & Thierry, 1990). Intrinsic motivation toward accomplishment refers to a person’s engagement in an activity for the pleasure of achieving internally defined goals (Olsson, 2008). This intrinsic motivation will encourage users to become healthier.
  14. 14. Design  Our user group suggested that the design for the app should be very simple and easy to use.  Clean silhouettes on application screens that do not crowd designs will display information in the ideal manner. Overly detailed designs do not suit mobile users (McWherter & Gowell, 2012).  A basic silhouette of a glass will be used for the home screen. The glass will fill up with water as the user drinks.
  15. 15. Type of water glass design
  16. 16. Who in the team
  17. 17. References  Burton, V. (2007). How did I get so busy? New York: Broadway books.  Colbert, (2010). 201 secrets to healthy living. Florida: Siloam.  Egoscue, P. (2009). Pain free for women: The revolutionary program for ending chronic pain. New york: Bantam dell.  Kleinbeck, U., Quast, H., & Thierr, H. (1990). Work Motivation. New Jersey: Lawrence Erlbaum Associates Inc.  McWherter, J., & Gowell, S. (2012). Professional mobile application development. Indianapolis: John wiley and sons.  Olsson, F. (2008). New developments in the psychology of motivation. New York: Nova science publishers inc.