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Interactive Graphic Novel, Mobile Application
DRAKON
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)
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.
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.
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
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.
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
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.
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.
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.
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.
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
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
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
The DRAKON App

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Presentation

  • 1. Interactive Graphic Novel, Mobile Application DRAKON
  • 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