Documente Academic
Documente Profesional
Documente Cultură
08
15
Mar
Design Brief
Stage 1
Brendan Banbury s5004806 | Mohammed Felemban s2833813 | Amjad
Alharthi s2854446 | Juan Luis Sajn s2775684
2505ICT
Table of Contents
1. INTRODUCTION
3
3
2. BACKGROUND
3. TARGET AUDIENCE
3.1.
3.2.
3.3.
3.4.
4
4
5
5
AUDIENCE
AUDIENCE
AUDIENCE
AUDIENCE
BELIEFS
LEVELS
DEMOGRAPHICS
EXPECTATIONS
4. PROBLEM STATEMENT
5. GOALS
6
6
7
7
6. ALPHA DESIGN
9
11
13
BRAINSTORMING
PERSONAS
SCENARIO
APPENDIX
14
15
19
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1. Introduction
1.1. Purpose of this Document
This document will be written to outline the design of a digital
application; Fiscal the Fraud Fighting Ferret Cyber Safety Program.
The program being created by the Fraud and Cyber Crime Unit
within the Queensland Police Service will encourage school children
to be fiscal deputies and learn about cyber safety, online threats
and responsible behaviour online. This document will outline the
design parameters & more importantly the user interface needed to
build the program.
1.2. Scope of this document
Target audience: Primary school aged children but not limited to
their families.
Background: Continued development for the Fraud and Cyber crime
Unit within the Queensland Police Service. To further developed
online safety within the younger community.
Problem statement: Client needs the user interface for the digital
application developed for the program.
Goals: Write up and submit the Design Brief that has completed all
aspects user testing.
Design and testing: To be completed during 2nd phase of design
brief. Encompasses user testing at the bottom level low end user.
Right up to adult user. Testing will be in person.
2. Background
Queensland Police Service or QPS has been running community
services since its official renaming in 1990. One of many such
community services is cyber safety, a relatively new endeavour this
has taken on in the form of a child orientated safety program. Its
aim is to encourage school children to take responsibility for their
own online behaviour. This program has begin with a successful
testing phase over a number of pre-selected schools, and is now
going to be rolled out over to an digital applications for all user to
access. This part of the program will focus on Fiscal the Fraud
Fighting Ferret and his activities that will aim to help children
further learn about said topics; cyber safety etc. This program is
now entering the development life cycle, this is where this current
document will outline and research what the target user will require.
How they will react to certain aspects of the design, and therefore
how to best build a user interface that will effectively engage and
teach the audience.
3. Target audience
The target audience for this product is school children. We have
focused our product towards the kids who are beginning to become
connected, mobile and social. We want our application to prepare
these kids for the dangers that can come with being connected to
the Internet. The age group we are most focused on is the 7-11 age
group. By ages 8-11 it is estimated that 95% of kids have accessed
the Internet in the past 4 weeks. By focusing on this age group we
can inform and protect the school children and help them make the
right choices when it comes to being a responsible digital citizen
and to help prevent cyber bullying.
The two main sources of our research begin via popular childrens
shows and popular childrens apps available on the Google play and
IPhone app store. Observing how other apps and programs engage
and cater towards kids is essential in developing the perfect app for
ages 5-11. The research on popular children shows demonstrates
popular colours and fonts that kids find attractive and will be excited
about exploring.
3.1. Audience beliefs
The audience might believe the product will be a bit dry or boring
based on the fact it is coming from the police/school. It will be a
priority to make sure the application is fun and engaging while still
getting the proper information to the school children. The main thing
that needs to be avoided is developing an application that is over
complicated and hard to understand as this will then created
boredom within the user and therefore the information need to be
given will be lost.
3.2. Audience levels
It is important that the app appeals to a wide audience. The primary
audience will be school children age 5-11 because that is when they
first start to become connected to and start exploring the internet.
We want the schoolchildren to use the app even before they are
online or when it is still very new to them. This will make the
information we provide much more valuable and be able to be
retained for later use.
The secondary audience will be schoolchildren outside of the 5-11
age range. Children that maybe just want to play a fun app or have
already been connected and aware of the internet but are still
interested in learning how to protect themselves. The information
provided will be useful for people of all ages.
The tertiary audience will be the police, teachers and parents who
will be using the app to check and see if the information provided is
correct and relevant for their kids.
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5. Goals
The goals of this project is to create a user interface that is:
User-friendly.
Able to educate kids about cyber-crimes.
Use the Fiscal five tips which is provided from the client.
The main goals of this brief is to create a user interface that easily
allows children to navigate the safety program. This considering that
children will not have the same thinking capacity that adults have.
Thus to avoid usability problems, it is important that the program is
made as simple to use as possible for these children. This will be
measured by observing the children using the program and then
listening to the feedback they give. Feedback on their enjoyment,
how easy or hard they found to go through the activities and a test
of objectives, to determine how much they learnt and picked up
from the material that needed to be taught. Obviously if the user
struggles to learn the safety tips then the application has not work
effectively and will need to be rectified changed and tested again.
5.2. Single Message
This program will deliver the audience with 5 tips to protect
themselves from Internet attacks. These tips are provided from our
client QPS. In addition, to add credibility to the information in the
app, links for academic articles will be provided in the app. The
program will be developed in manner where users educate
themselves while having fun. For example, users play a game and
learn the tips while playing. As a result, users will remember our
application.
6. Alpha Design
This module included identification of our design tools and
techniques so that the user interface could be designed. The main
design tools used were user research, persona, scenarios and
brainstorming. We utilized this information to decide on a wide
range of features in our app. The user research done in part 1 of the
design brief helped us decide an appropriate text and color palette
that is detailed below. We knew based on our target audience
research that the app would be more widely accepted if it was easy
to use and simple. When people are overwhelmed by an app or
technology they are less likely to use it so we designed the app to
appeal to the technology level our personas understand and are
familiar with. Therefore allowing us to deliver an app that is a
perfect fit for the Fraud and CyberCrime Unit for the Fiscal the
Fraud Fighting Ferret Cyber Safety Program.
We kept in mind the use of the touch screen technology based on
the fact that the app will come pre-installed on Samsung mobile
devices. This allows us to use touch features such as touch, pinch
and spread to be used throughout the application.
The three design tools we used were personas, scenarios and
brainstorming. Brainstorming was our initial tool as it is a quick and
easy way to get ideas down on paper. After that we utilized
personas and scenarios because they worked well together. Our
thought process was it would give us a bit of an outside narrative on
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how our target audience would come across our product and how
they would use it.
5 Tip Button
Blurb Element
New Game Button
Character element 1
Character element 2
Character link 2
Link Button
Figure 1
As the design is for children, the foremost inclusion was the cartoon
shapes and characters that QPS already developed. Thus two
characters are still used; Fiscal and Bacchus the two ferrets. They
stand as two main design elements present in most pages. Fiscal is
the positive character and Bacchus, the negative character.
In order to keep consistency within the structure the title of each
page has been left at the top, with link buttons for help and home at
the bottom. The purpose of this is so that the user will not confused
as to where they are or where they can go.
The homepage explains what the user can do, why they are at that
particular screen and how to proceed to the next relevant place.
Certain conventions were also used such as organized and
structured layout, easily identifiable links and modified hamburger
buttons (Figure 3). We tried to make the navigation on each page
have a clear and organized structure and knowing users have a
tendency to scan material as opposed to actually read it we kept the
most important information front and center and at the top half of
the page. We initially had a very cluttered and unorganized
homepage but after brainstorming and eliminating unnecessary
items and grouping similar buttons/objects together it became a lot
more organized and easy to use.
A page has been defined to let people know about what are the
instructions and basic terminologies involved in this software. This
educates people about very basic terms in a game like antivirus etc.
This has been added for children who may struggle or have an bad
understanding or certain things. This is an automatic learning
system.
The page for 5 basic essential tips is made to have five buttons with
fiscal hand acting as point for where the last touch of the screen
was made. Children automatically get attracted to explore what is
occurring when they click the buttons. Once a button is clicked a tip
arises. If these tips are written in a table or just plain text, children
will not read them all and take the information in successfully, we
know the user will have a limited time to use the app and short
attention span there for the information needs to be conveyed
quickly and with a maximum fun factor . But this will increase the
curiosity in them to see what is behind every button.
Within the search and finding game of the app itself, 5 areas have
been selected; a park, the beach, a shopping mall, a forest and a
living room. These places have been used because according to our
research the child is familiar with and will be able to relate back to
these environments.
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(Figure 2)
Another important part of a design is not having too many moving
images or animations. This can be a distraction and can cause the
user to become overwhelmed by the application. Sound can be
useful if used correctly. The best ways to use audio is for instruction
or for hands free. The most important thing concerning audio is that
it is clear and the appropriate volume. We have decided to
implement a positive reinforcement sound when the user finds the
Ferret, it will act as an instructional tool that they have found the
right ferret. While designing our app we made sure the page layout
was uncluttered, consistent and grouped similar elements together
so the page was easy to use and easy to understand based on the
fact that our user group would be a younger age according to our
research done in part one and our personas.
The original design had smaller buttons and more but based on our
user research showing that kids like large buttons and text we
decided to eliminate some of the redundant and unnecessary
buttons and use larger ones that followed a more organized
structure. Below(Figure 3) is an example.
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Figure 3
Our goal was to keep the app simple and easy to use. We did this by
following basic design principles such as Dont make me think. If
something is hard to understand and looks overly complicated users
are less likely to invest the time to learn it. Some of the main user
design techniques we used were having a simple and easy to
understand homepage with an easy way to return to it at any point
in the app. Our personas let us know that while kids were familiar
growing up with technology they did not have an advanced
understanding. Also our adult persona technological understanding
was fairly basic as well. Knowing this information we made sure to
keep the app simple and easy to use.
Part of the design process also involves knowing the technology the
users are most likely to use. Due to the app coming pre-installed on
Samsung mobile devices and on the information we got from one of
the personas we developed, kids play on phones/tablets more often
than desktop PCs and laptops. With this in mind we will be using
the touch screen technology as a main focus. Three of the main
touch gestures we will be using are tap, spread and pinch. This will
allow users to tap to continue to the next screen or spread and
pinch If they need to zoom in or out.
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6.3. Prototypes
The three tools we have chosen are personas, brainstorming and
scenarios. We thought this would give us a wide range of
information to incorporate into the design of our application. Using
personas (Personas 1 & 2) allowed us to gather information on
different people and see if any behavior patterns are evident. It was
important to realize personas were not stereotypes and need to be
based on factual data as opposed to our own biases and
assumptions. This helped us decide what features should be
included in our design. By using a scenario (Scenario 1) we gained
narrative descriptions of a kid using a new tablet and how he would
interact with his parents. This tells us a story about why a certain
person would be using our application.
This was the best choice because personas and scenarios have good
synergy and complement each other. Finally we used brainstorming
as it is a quick and easy way to get a lot of ideas, good and bad.
After brainstorming and reflecting on what we came up with it
provided the foundation for our work to begin. This provided us with
a wide range of information to use from a variety of sources.
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Personas
1. (Steven)
Steven is a friendly kid who loves school, making new friends and
enjoys playing with smart phones and tablets. Steven surf the web
regularly and he have an account in every single social network.
Also, Steven post online a lot and he might not know how to update
his anti-virus. Steven always ask his parents to buy him the latest
technology.
Key characteristic:
Aged between 7- 11 years old.
Can read and use computers.
Have access to smartphones and tablet.
Love games and enjoy puzzles.
Reason for using smartphones / tablets
[Learning]
-------------------------------------------------------------|---------------------------[Playing games]
Why use social network?
[Socialize and play games]
-----------------------------------------|-------------------------------------- [study]
Use latest technologies?
[Always]
--------------------|-------------------------------------------------------------------------- [If needed]
Knows what Anti-virus is?
[Yes]
------------------------------------------------------------------------------|--------------------------------- [No]
Learning preference
[Tablets]
------------------------------|---------------------------------------------------------------[hardcopies]
Play with other kids on playgrounds.
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2. (Tyron)
Tyron is a kid who uses smartphones/tablets to educate himself and
read books. Tyron goes to school to use smartphones/tablets
because he does not have full access for technologies. Tyron is the
type of kid who enjoys learning more than hanging around with
friends. Tyron surf the internet and use social network to update
himself on the latest news of NASA. Tyron wants to be a teacher and
he will do anything to reach his
Key characteristic:
Aged between 9 - 12 years old.
Can read and use technologies.
Uses all the resources he have to learn new things
Enjoys learning.
Does not hangout with friends a lot.
Determined.
Reason for using smartphones / tablets
[Learning]
-----------------------------------------|-----------------------------------------------[Playing games]
Why use social network?
[Socialize and play games]
--------------------------------|--------------------------- [Play games and study]
Use latest technologies?
[Always]
-------------------------|----------------------------------------------------------------------- [If needed]
Knows what Anti-virus is?
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[Yes]
------------------------------------------------------------------------------------|--------------------------- [No]
Learning preference
[Tablets]
-------------------------------|--------------------------------------------------------------[hardcopies]
Be educated and smart.
Always learn new things.
Be a teacher in the future.
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3. (Charles)
Charles loves technology but is not super tech savvy. Charles is a
adult father of two young girls, he manage his time between
working and family. When using smartphones Charles does not care
about the features as much he cares about the convenience of the
smartphone. Charles pick his materials carefully and makes sure
things are safe for his family and girls, he makes sure that he does
not upgrade for something he do not use. Even though Charles is
not into latest technology, he loves to try new smartphones and
tablet trends. Charles also uses social network to learn and socialize
with his friends and work colleagues.
Key characteristic:
Aged between 28-30 years old
Smart & friendly.
Enjoy trying new things.
Old school paper report man.
Can use technology but not to great affect.
Reason for using smartphones / tablets
[Learning]
------------------------------|----------------------------------------------------------[Playing games]
Why use social network?
[Socialize and play games]
-------------|---------------------------------------------- [Play games and study]
Use latest technologies?
[Always]
------------------------------------------------------------|------------------------------------ [If needed]
Know what Anti-virus is?
[Yes]
---------------------|----------------------------------------------------------------------------------------- [No]
Learning preference
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[Tablets]
----------------------------------------------------------------------|-----------------------[Hardcopies]
Meet new friends.
Learn new things.
Try new technological trends.
Save his allowance.
SCENARIO 1
Step 1 Parents Jackie and Rob purchase a new family tablet. To be
used with their home internet in and around the house.
Step 2 Their Child Steve wished to use the tablet and they decide
that it would be best if everyone learned about how to safely use
the tablet online, in particular young Steve.
Step 3 They both go online to learn about online child safety and
discover QPS and the fraud fighting ferret named Fiscal.
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Step 4 They discover the Fiscal Learning App install to their new
device and have a quick run through the app determine it will be
good, in order to help Steve learn and have fun.
Step 5 Jackie and Steve give the tablet to Steve to learn about
cyber safety in a fun & educational way.
Step 6 Having learnt about cyber safety Steve can now use the
Internet with his new set of learnt ski
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Addition/Alteration
18/0 1
3
All
Introduction
18/0 1
3
All
27/0 1
3
Juan Sajn
Completed section 2
28/0 1
3
Mohammad &
Amjad
29/0 1
3
Amjad &
Mohammad
23/0 1
3
Brendan
Banbury
Started section 3
29/0 1
3
Brendan
Banbury
21
29/0 1
3
Juan Sajn
30/0 2
3
Juan Sajn
08/0 3
4
All
15/0 3
4
All
3
18/0
4
Mohammed
22/0 3
4
29/0 4
4
Brendan & Juan Rough draft completed for 6.2 and 6.3
29/0 4
4
Amjad
30/0 4
4
Mohammed
4
30/0
4
06/0
5
Brendan &
Juan
Amjad
Rewrote 6.1
22
6/05
n/
a
Mohammed
4
08/0
5
4
08/0
5
5
08/0
5
Appendix
As we determined that our site was to focus toward 7-11 year olds,
there demographics can mostly be assumed. With information taken
from
http://www.acma.gov.au/webwr/_assets/main/lib310665/no1_internet_u
se_social_networking_young_people.pdf
(Internet
and
Social
Networking by Young people) - Australian Commutations and Media
Authority Report.
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- Higher use of internet within houses that had 14-17 year olds
compared to 8-13.
What can be taken from this is our demographic of user does use the
internet, therefore they will access this via computer, tablet or mobile.
But they will only use this for a limited amount of time.
We can safely assume the are within the grade 2-5. As 7-11 year olds
correlate to those grades.
We know for a fact being a western country no child laws should be
being breached, therefore will not have a job or income and will be
adult
dependent.
Our research shows kids respond positively to larger than life designs,
large buttons, large typography, and large call-to-action areas. These
have all become a main focus in modern design. Bright vivid colours
that stimulate the senses are also a popular choice in designs for kids
and can make a big impression on a young childs mind. Often colour
schemes and designs that would be rejected or frowned upon for use
by adults are perfect for a kids website.
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