
SWITCH

THE SWITCH PROJECT
A three week group assignment during the Interaction Designer programme at Linnéuniversitetet where the focus was on idea generating.
The task was to create a bank app without using figures or letters and to show how to make a transaction using the app. The focus was on idea generation and the design process.
We created the app Switch, which is an app with the main target group 3-5 year old children. The idea is that the children should use the app to switch toys with each other, without any money being involved. We also saw this as a sustainable way of children getting new toys without increasing the consumption.
The capital of our bank therefore consisted of toys and the transaction is the exchange of toys between two children.
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MY ROLE
We didn't have defined roles in our group, however, my contribution to the project consisted in coming up with the basic idea for the project and providing with sketches regarding the interface and flowchart. When having agreed on the basic wireframes and design of the app, I designed the first pages of the hi-fi prototype of the app that was used as templates for the other pages. I also executed user tests with children from the target group.​




BRAINSTORMING
We started out by brainstorming all together, discussing different ideas and concepts. By voting on each others ideas within the group, my proposal Switch was selected to be further developed.​

THE FIRST SKETCHES
We all came up with proposals for the user interface and user flows. We discussed them and decided on what wireframes to use and develop. Everyone also came up with proposals for the graphics and we all decided on witch one to go for. We also decided to use a talking mascot to guide the user through the different processes.




PROTOTYPES AND USER TESTS
First we developed a lo-fi prototype, but since our target group consisted of 3-5 year old children, we decided to make a hi-fi prototype to use for the user tests. It was really interesting working with children. It became evident that the prototype needed to be as high definition and close to the finished product as possible in order for the users to understand the functions. Since all the instructions were given to the user by the talking mascot, the conductor of the user test gave the participants the same instructions.


LESSONS LEARNED
It was both challenging and fun developing an app without being able to use neither letters or figures. By using voice instructions mediated by the mascot we were able to overcome this obstacle. To avoid using figures we chose to let the transaction be about things instead of money.
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It was also interesting and fun to work with and for children. It was quite time consuming since we had to develop a hi-fi prototype in order to be able to conduct meaningful user tests. If having more time it would had been interesting to hold an ideation workshop with the children as well.