The document describes a prototype mobile app called DRAKON that allows users to view and read comic books and graphic novels, including some based on movies and books. It will also let users submit their own creations. The app stores information on users like their age and location. The target audience is young adults aged 18-25. It will provide monthly releases that users can buy and subscribe to a variety of graphic novels. The app is designed for mobile devices only using touchscreen input.
Augmented reality objects design in augmented story book mobile application f...IJECEIAES
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
El documento presenta a Onemma, una empresa consultora que ayuda a otras empresas a aprovechar Internet y las nuevas tecnologías para orientar sus negocios hacia los clientes. Onemma ofrece servicios de consultoría, agencia y gestión en áreas como marketing, CRM, e-commerce y ventas, con el objetivo de aumentar la satisfacción de los clientes y su valor percibido para las empresas. La empresa se centra en definir estrategias basadas en las necesidades del cliente que maximicen su valor a través del uso de Internet y redes sociales.
Dallas Social Venture Partnership LuncheonsStacy Cary
Stacy Stine Cary is a Dallas-based real estate investor and philanthropist. Stacy Cary maintains affiliation with Dallas Social Venture Partners (DSVP), an organization of community leaders who work to connect philanthropists, assist nonprofits, and further social change in North Texas.
The document contains a list of verbs in English and examples of how to use each verb in a sentence. It lists common verbs like "be", "can", "do", "feel", "go", "hold", "learn", "look", "make", "reach", "roll", "sleep", and "wonder" and provides a simple example sentence using each verb to demonstrate its meaning and usage.
This document discusses how micro and nanotechnologies can contribute to progress in neuroscience. It describes how technologies like MOS transistors and nanoionics/nanoelectronics can help study the structure and function of synapses at the nanoscale level. Potential applications include using these technologies to better understand basic neuroscience, as well as in clinical areas like neuronal regeneration, neuroprotection, neuromodulation, and high resolution imaging. The document advocates for an interdisciplinary approach involving neurobiologists, neurologists, engineers, and materials scientists to identify potential applications and focus technology development efforts in order to maximize the impact of these technologies and further progress in understanding the brain.
The document describes a game design and how different design patterns can be applied to improve it. It outlines the game flow, including levels and scoring. It then explains how the Facade, Template Method, and Strategy patterns could be implemented. For Facade, a GUI facade is proposed to simplify the user interface. Template Method would allow different level types while sharing common logic. Strategy would allow interchangeable weapon choices through a weapon interface.
El documento proporciona 10 claves para el comercio electrónico. Estas incluyen medir la tasa de conversión, ofrecer una excelente experiencia de usuario, mostrar el producto de manera atractiva, mejorar el proceso de pago, fomentar el compromiso de los clientes, optimizar la búsqueda y el correo electrónico, aprovechar las redes sociales, adaptarse a los dispositivos móviles y adoptar un enfoque ágil. El objetivo es aplicar estas claves para mejorar el negocio en línea.
Augmented reality objects design in augmented story book mobile application f...IJECEIAES
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
El documento presenta a Onemma, una empresa consultora que ayuda a otras empresas a aprovechar Internet y las nuevas tecnologías para orientar sus negocios hacia los clientes. Onemma ofrece servicios de consultoría, agencia y gestión en áreas como marketing, CRM, e-commerce y ventas, con el objetivo de aumentar la satisfacción de los clientes y su valor percibido para las empresas. La empresa se centra en definir estrategias basadas en las necesidades del cliente que maximicen su valor a través del uso de Internet y redes sociales.
Dallas Social Venture Partnership LuncheonsStacy Cary
Stacy Stine Cary is a Dallas-based real estate investor and philanthropist. Stacy Cary maintains affiliation with Dallas Social Venture Partners (DSVP), an organization of community leaders who work to connect philanthropists, assist nonprofits, and further social change in North Texas.
The document contains a list of verbs in English and examples of how to use each verb in a sentence. It lists common verbs like "be", "can", "do", "feel", "go", "hold", "learn", "look", "make", "reach", "roll", "sleep", and "wonder" and provides a simple example sentence using each verb to demonstrate its meaning and usage.
This document discusses how micro and nanotechnologies can contribute to progress in neuroscience. It describes how technologies like MOS transistors and nanoionics/nanoelectronics can help study the structure and function of synapses at the nanoscale level. Potential applications include using these technologies to better understand basic neuroscience, as well as in clinical areas like neuronal regeneration, neuroprotection, neuromodulation, and high resolution imaging. The document advocates for an interdisciplinary approach involving neurobiologists, neurologists, engineers, and materials scientists to identify potential applications and focus technology development efforts in order to maximize the impact of these technologies and further progress in understanding the brain.
The document describes a game design and how different design patterns can be applied to improve it. It outlines the game flow, including levels and scoring. It then explains how the Facade, Template Method, and Strategy patterns could be implemented. For Facade, a GUI facade is proposed to simplify the user interface. Template Method would allow different level types while sharing common logic. Strategy would allow interchangeable weapon choices through a weapon interface.
El documento proporciona 10 claves para el comercio electrónico. Estas incluyen medir la tasa de conversión, ofrecer una excelente experiencia de usuario, mostrar el producto de manera atractiva, mejorar el proceso de pago, fomentar el compromiso de los clientes, optimizar la búsqueda y el correo electrónico, aprovechar las redes sociales, adaptarse a los dispositivos móviles y adoptar un enfoque ágil. El objetivo es aplicar estas claves para mejorar el negocio en línea.
An Overview of the Girl Scouts of the USA Grade LevelsStacy Cary
Tech Wildcatters mentor Stacy Stine Cary supports a number of community organizations, businesses, and charities throughout the Dallas, Texas, region. Stacy Cary is involved with the Girl Scouts of the USA as a volunteer leader.
U.S. Truck Trailer Market. Analysis And Forecast to 2020IndexBox Marketing
IndexBox Marketing has just published its report: “U.S. Truck Trailer Market. Analysis And Forecast to 2020”.
The report provides an in-depth analysis of the U.S. truck trailer market. It presents the latest data of the market size and volume, domestic production, exports and imports, price dynamics and turnover in the industry. In addition, the report contains insightful information about the industry, including industry life cycle, business locations, productivity, employment and many other crucial aspects. The Company Profiles section contains relevant data on the major players in the industry.
Food security - RRI in Agricultural research for development. By Pascal KosuthRRI Tools
Food security - RRI in Agricultural research for development
Pascal Kosuth
Director of the Agropolis Foundation
RRI Tools Final Conference - Brussels, 21-22 November 2016
PLENARY SESSION: Facing the societal challenges of our time
R storytelling is a new and immersive way to read stories. This application provides you with the most advanced storytelling techniques using Augmented Reality.
This survey analyzed data from 696 Italian parents regarding their children's use of digital books versus printed books. Key findings include:
- Nearly 35% of parents reported their children using digital books in 2014, up from 30.3% in 2013, with apps being the most commonly used format.
- Daily reading of printed books was reported by 72.6% of children, compared to 16.1% for daily or weekly reading of digital books.
- Tablets were the most common device for digital reading at 73%, followed by e-readers at 22% and smartphones at 17%.
- Digital books were most often read alone at 58% compared to with adults at 34% and siblings at 8%.
-
This document summarizes an app called "Color Me Bored" designed for children ages 4-6 to inspire creative writing and drawing without physical supplies. The app allows children to use digital chalk, erasers, and colors on interactive blackboard backgrounds. It also includes a drawing guessing game where children can play against others and share their creations on social media. While similar to Draw Something, this app allows open-ended doodling without structured games. The target audience of young children is expected to enjoy replicating chalkboard activities digitally in a no-mess way. Marketing strategies include TV ads on children's channels and product placements to generate interest from parents and fund development.
Firefly is a new storytelling device designed for children that combines printed books with interactive technology. It looks like a book but brings words and pictures to life in new ways. Firefly allows children to explore stories in an interactive digital landscape with additional content like videos and songs. The goal is to transform the experience of parents handing their children a tablet into meaningful shared reading time with an innovative new storytelling medium. Marketing Firefly will involve partnerships with parents, libraries, publishers, and the mobile industry to reach its potential audience of millions of children and families.
Mobile phones in the classroom have always been a controversial topic. Some teachers worry about the potential for student distraction, while others have decided to use them because they offer some positive learning benefits. The reality is that students, especially those ages 12-18, use smartphones on a daily basis. For most, smartphones are their device of choice, and nearly all 95% of all teens have them (Pew Research, 2018). Because this device is so commonplace, it makes sense to leverage its benefits.
From a distance learning perspective, the smartphone is a tool that can be used for research, as a mobile diary, a voice recorder, for making videos, and much more. As a modern educator you need to learn how to promote the educational uses of smartphones in a constructive way that supports learning.
Here are four simple ways to facilitate the educational use of smartphones:
The project proposes purchasing graphic novels about history topics and science to make educational reading more engaging for students. Teachers and 250 students in grades 2-5 would benefit. Students would read the graphic novels during class and be allowed to create their own graphic novels using a digital camera and online application. The $947.99 budget would cover 6 sets of biography and science graphic novels and a digital camera to support student creation of graphic novels. Overall the project aims to increase student interest in reading educational texts through an innovative graphic novel format.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The case study outlines the problem of declining reading skills due to the pandemic, and proposes the app as a solution to make reading fun, interactive, and collaborative. It describes the roles and 6-week timeframe for UX research, design, prototyping, and usability testing of the app.
What Do You Need To Know For Marketing To Digital, Mobile And Social Teens?Dr. William J. Ward
What Do You Need To Know For Marketing To Digital, Mobile And Social Teens?
- The digital landscape from a teen's perspective
- Social media facts and figures related to teen media usage
- Five tips to sparking valuable conversations through engaging content
Wordle is an online tool that allows users to generate word clouds from input text. The clouds display words from the text in different sizes based on how frequently they appear, with more common words shown larger. Users can customize the clouds with different fonts, layouts, and color schemes. Wordle images can be freely used and shared. The tool can engage students and help visualize key themes and ideas from passages.
The document discusses several educational apps and websites that could be used in the classroom:
- Duolingo is a free language learning app available online and on mobile devices that teaches through visual, verbal, and auditory exercises that increase in difficulty based on the user's skills.
- Story Jumper is a website that allows students to create and illustrate their own stories and have them printed as books. It can be used to develop imagination and is appropriate for different ages.
- Edmodo is a social network for education that allows students, teachers, and parents to access class materials and communicate in one place using smartphones, laptops, or tablets.
- Kidblog is an app for blogging in the
Personas cards--The accessibility cards is a set of 16 personas illustrating users with diverse disabilities. The personas include users described in the book "A web for everyone: Designing accessible user experiences" authored by Horton and Quesenbery (2014) and presented in W3C user stories (at: https://www.w3.org/WAI/people-use-web/user-stories/). The contents are shared with creative commons license with attribution.
Cards - Users with Disabilities - Course MaterialVivian Motti
The accessibility cards is a set of 16 personas illustrating users with diverse disabilities. The personas include users described in the book "A web for everyone: Designing accessible user experiences" authored by Horton and Quesenbery (2014) and presented in W3C user stories (at: https://www.w3.org/WAI/people-use-web/user-stories/). The contents are shared with creative commons license with attribution. The cards have been developed thanks to the financial support of Teach Access. About Teach Access: Teach Access is a unique collaboration among members of higher education, the technology industry and advocates for accessibility, with a shared goal of making technology broadly accessible by infusing accessibility into higher education, with enhanced training and collaborations with people with disabilities. Teach Access includes members from leading tech companies, academic institutions and disability advocacy organizations and other non-profit institutions. Teach Access operates as a fiscal sponsorship fund at the Silicon Valley Community Foundation (SVCF). To learn more visit teachaccess.org or email info@teachaccess.org.
Our team is developing a mobile app called Worry Box to help students who are experiencing bullying. The app will provide contact details for advice and a chat room to discuss situations and get help. It will also have scenario-based advice and search tools. Statistics show bullying is a serious problem, affecting many students' well-being and safety. The app aims to help students handle bullying situations correctly by getting the support they need.
An Overview of the Girl Scouts of the USA Grade LevelsStacy Cary
Tech Wildcatters mentor Stacy Stine Cary supports a number of community organizations, businesses, and charities throughout the Dallas, Texas, region. Stacy Cary is involved with the Girl Scouts of the USA as a volunteer leader.
U.S. Truck Trailer Market. Analysis And Forecast to 2020IndexBox Marketing
IndexBox Marketing has just published its report: “U.S. Truck Trailer Market. Analysis And Forecast to 2020”.
The report provides an in-depth analysis of the U.S. truck trailer market. It presents the latest data of the market size and volume, domestic production, exports and imports, price dynamics and turnover in the industry. In addition, the report contains insightful information about the industry, including industry life cycle, business locations, productivity, employment and many other crucial aspects. The Company Profiles section contains relevant data on the major players in the industry.
Food security - RRI in Agricultural research for development. By Pascal KosuthRRI Tools
Food security - RRI in Agricultural research for development
Pascal Kosuth
Director of the Agropolis Foundation
RRI Tools Final Conference - Brussels, 21-22 November 2016
PLENARY SESSION: Facing the societal challenges of our time
R storytelling is a new and immersive way to read stories. This application provides you with the most advanced storytelling techniques using Augmented Reality.
This survey analyzed data from 696 Italian parents regarding their children's use of digital books versus printed books. Key findings include:
- Nearly 35% of parents reported their children using digital books in 2014, up from 30.3% in 2013, with apps being the most commonly used format.
- Daily reading of printed books was reported by 72.6% of children, compared to 16.1% for daily or weekly reading of digital books.
- Tablets were the most common device for digital reading at 73%, followed by e-readers at 22% and smartphones at 17%.
- Digital books were most often read alone at 58% compared to with adults at 34% and siblings at 8%.
-
This document summarizes an app called "Color Me Bored" designed for children ages 4-6 to inspire creative writing and drawing without physical supplies. The app allows children to use digital chalk, erasers, and colors on interactive blackboard backgrounds. It also includes a drawing guessing game where children can play against others and share their creations on social media. While similar to Draw Something, this app allows open-ended doodling without structured games. The target audience of young children is expected to enjoy replicating chalkboard activities digitally in a no-mess way. Marketing strategies include TV ads on children's channels and product placements to generate interest from parents and fund development.
Firefly is a new storytelling device designed for children that combines printed books with interactive technology. It looks like a book but brings words and pictures to life in new ways. Firefly allows children to explore stories in an interactive digital landscape with additional content like videos and songs. The goal is to transform the experience of parents handing their children a tablet into meaningful shared reading time with an innovative new storytelling medium. Marketing Firefly will involve partnerships with parents, libraries, publishers, and the mobile industry to reach its potential audience of millions of children and families.
Mobile phones in the classroom have always been a controversial topic. Some teachers worry about the potential for student distraction, while others have decided to use them because they offer some positive learning benefits. The reality is that students, especially those ages 12-18, use smartphones on a daily basis. For most, smartphones are their device of choice, and nearly all 95% of all teens have them (Pew Research, 2018). Because this device is so commonplace, it makes sense to leverage its benefits.
From a distance learning perspective, the smartphone is a tool that can be used for research, as a mobile diary, a voice recorder, for making videos, and much more. As a modern educator you need to learn how to promote the educational uses of smartphones in a constructive way that supports learning.
Here are four simple ways to facilitate the educational use of smartphones:
The project proposes purchasing graphic novels about history topics and science to make educational reading more engaging for students. Teachers and 250 students in grades 2-5 would benefit. Students would read the graphic novels during class and be allowed to create their own graphic novels using a digital camera and online application. The $947.99 budget would cover 6 sets of biography and science graphic novels and a digital camera to support student creation of graphic novels. Overall the project aims to increase student interest in reading educational texts through an innovative graphic novel format.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The case study outlines the problem of declining reading skills due to the pandemic, and proposes the app as a solution to make reading fun, interactive, and collaborative. It describes the roles and 6-week timeframe for UX research, design, prototyping, and usability testing of the app.
What Do You Need To Know For Marketing To Digital, Mobile And Social Teens?Dr. William J. Ward
What Do You Need To Know For Marketing To Digital, Mobile And Social Teens?
- The digital landscape from a teen's perspective
- Social media facts and figures related to teen media usage
- Five tips to sparking valuable conversations through engaging content
Wordle is an online tool that allows users to generate word clouds from input text. The clouds display words from the text in different sizes based on how frequently they appear, with more common words shown larger. Users can customize the clouds with different fonts, layouts, and color schemes. Wordle images can be freely used and shared. The tool can engage students and help visualize key themes and ideas from passages.
The document discusses several educational apps and websites that could be used in the classroom:
- Duolingo is a free language learning app available online and on mobile devices that teaches through visual, verbal, and auditory exercises that increase in difficulty based on the user's skills.
- Story Jumper is a website that allows students to create and illustrate their own stories and have them printed as books. It can be used to develop imagination and is appropriate for different ages.
- Edmodo is a social network for education that allows students, teachers, and parents to access class materials and communicate in one place using smartphones, laptops, or tablets.
- Kidblog is an app for blogging in the
Personas cards--The accessibility cards is a set of 16 personas illustrating users with diverse disabilities. The personas include users described in the book "A web for everyone: Designing accessible user experiences" authored by Horton and Quesenbery (2014) and presented in W3C user stories (at: https://www.w3.org/WAI/people-use-web/user-stories/). The contents are shared with creative commons license with attribution.
Cards - Users with Disabilities - Course MaterialVivian Motti
The accessibility cards is a set of 16 personas illustrating users with diverse disabilities. The personas include users described in the book "A web for everyone: Designing accessible user experiences" authored by Horton and Quesenbery (2014) and presented in W3C user stories (at: https://www.w3.org/WAI/people-use-web/user-stories/). The contents are shared with creative commons license with attribution. The cards have been developed thanks to the financial support of Teach Access. About Teach Access: Teach Access is a unique collaboration among members of higher education, the technology industry and advocates for accessibility, with a shared goal of making technology broadly accessible by infusing accessibility into higher education, with enhanced training and collaborations with people with disabilities. Teach Access includes members from leading tech companies, academic institutions and disability advocacy organizations and other non-profit institutions. Teach Access operates as a fiscal sponsorship fund at the Silicon Valley Community Foundation (SVCF). To learn more visit teachaccess.org or email info@teachaccess.org.
Our team is developing a mobile app called Worry Box to help students who are experiencing bullying. The app will provide contact details for advice and a chat room to discuss situations and get help. It will also have scenario-based advice and search tools. Statistics show bullying is a serious problem, affecting many students' well-being and safety. The app aims to help students handle bullying situations correctly by getting the support they need.
iKids: Adding Tablets and Apps to Your Programs for Young Childrenlmmulvenna
The document provides an overview of using tablets and apps in library programs for young children. It discusses why libraries should use apps, the importance of kids' apps, recommendations for tablet use with young kids, considerations for iPad vs. Android tablets, checking what schools are using, what makes a good app, reviews of apps, how to add apps to storytime, and provides descriptions of specific apps that are good for storytime. The document aims to educate libraries on best practices for introducing tablets and apps to engage and benefit young patrons.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The designer conducted user research, created paper wireframes, developed high-fidelity digital prototypes, and tested them with a 7-year-old niece. Based on testing feedback, the designer iterated the design to add accessibility features, simplify navigation, and incorporate incentives to invite friends. The designer believes key engaging features are customizing characters and settings but that further iterations could improve accessibility for struggling readers.
This document discusses how smartphones and social media have transformed parenting in the digital age. It notes that smartphones have become standard parenting equipment, with over half of mothers surveyed saying they bought a smartphone as a result of becoming a mom. It also notes that 92% of children in the US and 82% of children in Western countries have a digital footprint before age 2. The document seeks input from parents on how mobile technology has impacted their parenting journey and relationships with their children.
The document provides information about an app called Snuggle that is intended to help relieve stress. It includes sections on idea development, concept statements, consistency, personas, and scenarios. The idea was to use projection mapping to create relaxing atmospheres. The app would provide simple sensory experiences through a device to lower stress levels for modern people facing pressures. It describes interactive fur textures and sounds that allow the user to experience petting animals without owning a pet.
Students will deepen their knowledge of the character Curious George by reading books and websites about him. They will then work collaboratively to develop an original storyline about Curious George and his sister Georgia. Using a digital camera or photo editing software, students will create an alternative "book" telling the new story through a series of photos. The lesson aims to engage struggling readers and get them excited about reading through a fun activity exploring a familiar character.
New Technologies...Your Classroom... Let's Go!Catherine Ritz
My Top 10 Student Performance Resources and My Top 10 Resources to Make Your Life Easier... designed for Foreign Language teachers! Hope you find it useful!!
The document discusses the benefits of technology in early childhood education classrooms. It outlines five areas of child development that technology can positively impact: social/emotional, language, physical/motor, cognition, and approaches to learning. Specific examples are provided on how digital cameras, photo storytelling, and the Starfall website can be used to support teaching concepts like farms/animals and phonics. The key benefits of educational technology are exploration, imagination, problem solving, and building on prior knowledge in an engaging way when guided by teachers.
2. The prototype of the app was
created for viewing and reading
comic books, which are based
on on movie and book
adaptations.
It will also allow the users to
submit some of their own
creations on a competition
basis.
Another key element of this
application is its ability to hold
information about the graphic
novels and information
regarding the users, so that the
program is aware of their age,
location and restrictions.
A brief description of the target
audience is young adult,
university students. (Students
aged from 18 to 25 years old)
3. PACT ANALYSIS
People
People using this technology are anticipated to be young (young adults range), with an average income, ranging from novice
to experts and based in a more relaxed environment. Theses users are expected to have a basic knowledge of how a
mobile device functions.
Activities
The app will allow the users to enjoy famous stories in different adaptations. They will also have the opportunities of
submitting their own stories. However one of the main features of the application would be to have a monthly release, where
people can buy the monthly releases ahead of the release date. The application will simply allow the user to buy, read and
subscribe to wide range of graphic novels.
Context
The context in which this mobile application will be active in most environments. This application will be used in mostly
relaxed situations. One only needs the basic senses of sight, hearing and touch for the application.
Technology
One will need to have WIFI, internet or mobile date to work the application for downloading the comic books, however the
images should be available on the device once downloaded. The application designed is for mobile devices only, meaning
that the product is created for a handheld device only, excluding tablets and e-books. Input for interaction will be in the form
of touch screen and swipe, and output will be in form of different graphics and reading materials.
4. Personal Characteristics
Hobbies & Pastimes: Clubbing,
skateboarding, computer games,
body building
Status: Single (has a girlfriend)
Description: Student at Lincoln
College has a part time job at the
gym and could be said to be
inseparable with from his phone.
Name: Tyler Prince
Age: 21
Persona
Goals and Tasks
He has two baby boys (Sam, 4 years old and Tony, 2 years
old). He has recently developed an interest in comic books,
because of his eldest son’s interest in the marvel heroes.
He has only taken an interest in his boys’ life, and wants to be
a good father, but sometimes he is too lazy.
He also wants to move out of his parents’ house as soon as
possible, and move in with his girlfriend.
Motivation and Attitudes & needs
His current motivation is to concentrate on making a place in
his sons’ life by learning more about comic books and super
heroes.
This second priority is to obtain better qualifications in order
to go to university and make a better person of himself, but
struggles, as he is very lazy and enjoy liquor too much.
He knows what his priorities are but most times he takes the
easy road and enjoys himself with clubbing and partying
rather than concentrating on things that the should be
concentrating on, like his studies, his family and his health.
He wants to be a good father but he has discovered a true
passion for comic books and uses it as a excuse to say that
he is preparing himself to build a bridge with this son.
5. Tyler is on the bus going to college for the first
exam of this term. He takes out his phone,
aiming to do some last minute revision however
comes across ‘Drakon’ a new mobile application
which provides new adaptation to original
stories.
Instead of doing some last minute revision, Tyler
decides to start on a new chapter of a futuristic
War of the Worlds Adapted graphic novel. The
application does not allow him full access to all
the stories, however he is allowed access to
some free sample stories.
This new story helps Tyler relax before his
exam, and even though he does not do some
last minute revision before the exam, he gets 42
percent pass rate and is content with this
success in both reading a chapter before the
exam and passing the examination.
Persona
User Story
6. Personal Characteristics
Hobbies & Pastimes: Reading, drawing,
volunteering, travelling, music, guitar,
competitive sports, going out with family and
friends.
Status: Single
Description: A student at PhD level, studying
drama. Ella is a firm believer that she needs
to be away from technology for at least 3
hours per day
Name: Ella
Cinders
Age: 26
Persona
Goals and Tasks
Ella wants to obtain a good education and teach drama at a
high school in England.
She has a clear vision that too much technology in one’s life
may result to as being dangerous, so she reverts to 3 hours
away from technology on a daily basis.
One of her most admirable goals is to read least 2 books per
week.
Motivation and Attitudes &
needs
Having lost her mother to cancer at the age of 16, she
understood the need to work harder, not only for herself
but also in memory of her mother.
She spends 3 hours a day, doing sports, enjoying nature
or simply meditating.
She believes that technology is necessary but also has a
tendency of taking over one’s life.
She believes that there is a need to exclude one’s self
from the temptations of technology for a few hours per
day.
7. Ella is sat on the bus going to the
university, when normally this will be
an hour of her cleansings from
technology; she has recently
discovered ‘Drakon’. So instead of
buying paper copies of the graphic
novels or books, she is getting to read
about some modern adaptations
without the hassle of carrying books
on her at all times.
Ella has been concentrating on her 3
hours of non-technological items per
day diet for approximately 6 years,
however after discovering ‘Drakon’,
she has resulted in reading from her
mobile devices rather than separating
herself from the distractions of social
media. She has discovered that she
has a new passion towards the
structure and story telling aspects of
graphic novels and comic books.Persona
User Story
8. Storyboard
Scene1 Shot 1
A month ago, Ella would be sat on the bus, either going or coming back from university. The time
she spent on the bus was described as her cleanse from technology.
9. Storyboard
Scene2 Shot 1
She would normally pack a paper copy of a comic book or graphic novel and enjoy her way to
university however after a while the load of her bag was significantly heavy, resulting in her having
pain her shoulders and her back.
10. Storyboard
Scene3 Shot 1
About a week ago, Ella decided to experiment, in using a new mobile application on her phone
rather than taking a book with her. Since then, she realized that the application has help her with
her back pain and having a lighter bag allowed her to walk quicker to the different locations she
needs to go to on a day to day basis.
11. Storyboard
Scene4 Shot 1
Description: Ella still concenters on her 3 hours of non technological cleanse everyday, however
spend her time with the ‘Drakon’ Mobile application on the bus, instead of carry additional
materials.
12. BASED ON PACT ANALYSIS
• Suitability for a specific age group - Colour scheme and general layout of the
design is adapted to the usage of the application in regards to this particular
target audience.
• Activities linked to the application – digital story telling element, how to convey
the story, in landscape or portrait
• Context and environment of the usage of the application – does the environment
affect the usage of the app??
• Technology – hand held devices, only in form of a mobile phone device, not
tablets or eBook.
Design Choice
13. To help people access, learn and remember the system
• Visibility
• Consistency
• Familiarity
• Affordance
Give people the sense of being in control
• Navigation
• Control
• Feedback
Safely and securely
• Recovery
• Constrains
In a way that suits them
• Flexibility
• Style
• Conviviality
Design Principles
14. The mood board is made up of images
and screenshots of current mobile
applications. The colour blue came up in
most of the current applications.
The mood board also as images of
current trending comic book heroes, and
once more the colour blue showed a
significant presence, however the most
common shade of blue was the metallic
blue/ electric blue/ turquoise and teal.
Conclusion: colour scheme of blue, white
and black.
Mood board