Storyline (User experience)

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One of the feedbackpoints was that our experience could be seen as week as it’s just. Doing this -> answering question -> walking there -> doing the same etc.

We will embrace this feedback because we realize how important this part is. Because we do want the user to participate with joy and with seriousness we changed the questions and the overall story line.

Before we changed the storyline it just existed of researched tekst with some facts about that place. We realized this could be interpreted as boring and not beneficial to the user.

In short what Ruben added to the storyline was: The main character will realy take you by the hand for this quest. He will ask for your help at the introduction video, he will ask en say that we have to hurry up. When he is at the first location he will give an introduction and he will tell you why we are at a location and what the goal is, for instance:

At the first location we first had just some explanatory text about the place but now it is:

Hi and welcome at our first location. I have a task for you, but before that, you have to have a bit more knowledge about this church. Let me tell you about it:

The current roman church with tower on the Oude Markt is built around the year 200. In 1480 the church was enlarged and the tower was raised. During the gelderse invasion in Twente in 1517, Enschede was completely destroyed, including the church. In 1703, during a major storm, the striker was blown off the tower of the Grote Kerk. Only after 1862 the striker is replaced.

My friend told me that there is a dial hidden at the very top of this church i think we can grab it if we go high enough and fast enough. But how high do we have to get? If you get it right we can move on to the next location!

Question:

  • How high is the tower of the “Grote Kerk” (The great church):
    • 53m
    • 25m
    • 44m
    • 35m

Ruben basically added the bold text as being the thing that he specifically asks of you and says to you. With this type of script the question relates to the story and the user will feel more connected with the experience.

Our voice over was Ruben but we kindly asked Max, who has a more manly deep and rough voice, to be our voice over. He agreed. With his voice and the new and improved script, we hopen that the user experience will be better

Promotion 1.0

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We have to reach our target group. Our target group is very broad: Families with children of 12+. To reach the biggest audience possible Femke created a facebook page and a instagram page. Younger audiences tend to be on instagram more and facebook tends to have a lot of mothers and fathers. By using the se both we hope to reach and move the user to coming to our installation. We post updates and teasers to those pages so that the user knows what we do and wants to come to our installation.

Demo sprint 3

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We had our third demo and we were disappointed in the result. We are working harder as ever but it’s not paying out in a sufficient, moreover we had a lower score than the demo before.

The main points of feedback were:

  • Character design not being changed after recieving feedback
  • Experience isn’t clear
  • The benefit isn’t clear
  • The design isn’t coherent

We can see why we got the two middle points as feedback, since we are working on that point with the website etc. But we were a bit surprised about the design part because it was implemented in week 3 and we’ve made a lot of iterations. We will test our style outside of school en ask people what they think of the design etc. if the findings are that there is something wrong we will change it. If the surveys tell us that we are having a sufficient coherent design, we will leave it mostly as it is (except for some details etc.) to make it more coherent.

Our Target Group and Our Concept

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We have chosen a target group and we have analysed them thourougly . We have chosen to go for families with children age 12+. It is a large target group but it fits our concept best.

After we analysed our persona’s we also made a swot and golden circles. We did this to know what the experience for the user will be and what are our strengts and weaknesses

SWOT

Strength – Sneaky finders is an interactive way for all ages to learn about enschede, it is mostly focused on the teenagers above 12. They are the ones that use their phones the most and will be attracted most. The scavenger hunt is mostly focussed on particular time frames, such as the world war etc. This scavenger hunt is a fun and interactive way of learning about enschede for every one.

Weakness – Our weakness is the usage of phones, as it is not very social to each other, however you do not use your phone the entire time, as when you walk from one point to the other you look around. However when this is played together you can as one team just play on one phone.

Opportunities – We have the opportunity to have an alternative way of going through Enschede

Threats – People have to come to our installation, people have to want to play it. We are users reliable.

GOLDEN CIRCLES

WHY – This scavenger hunt is a fun way of teaching families about the history of enschede, and certain facts that are unknown to most visitors to enschede.

HOW – this scavenger hunt will be played on the users phone. They will be given an instruction video, this video explains how to play. After the video the user receives the QR code for the website where you play the game.

WHAT – It is a scavenger-hunt through Enschede played on a mobile phone in a web browser