Design Process: Version 0 to Version 0

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Design Process: Version 1.0 to Version 7.0

Our design process was driven primarily by stages of iteration. Working with our client,, the team’s goals were to create an interactive website that promoted asthma self-care for children ages 8-14. The site design, content and story were extensions of a popular video game, Bronkie, which is available for use in the home, in hospitals and doctor’s offices in an effort to engage children in learning about asthma self-care. This website was version 1.0.
Mid-development, the client pulled out of the project due to lack of funds. The team was now faced with developing its own concept for an asthma self-care product. This break from the client was in fact the catalyst behind a highly iterative design process that saw several variations of the product. Guided by the principles of user-centered design and learning theory, the team developed a strategy for a new design. Additionally, two members of the team were life-long suffers of asthma. They acted as participatory designers, providing experience and knowledge about asthma self-care from their own experiences throughout the entire process.

Technology proved an integral component for team communication and production, utilizing such vehicles as shared postings on eGroups, MS Word edit tracking and electronic mail. A detailed explanation of each step of our design process from Bronkie 1.0 to Beating Your Asthma 7.0, is below.

Initial Bronkie Meeting

At the initial meeting, the design team was introduced to the Bronkie game and We discussed the project proposal and decided on a regular weekly meeting time. The learning problem and educational goals of our site already in hand, the team divided into research teams to get a better understanding of our audience and users.

Initial research groups:

  • Kids and games

  • Kids and the web

  • Kids and health

Project Proposal Submitted

Over a three-day period, the team produced the project proposal over email, using MS Word tracking. The final proposal was submitted to both and Chris H.
Group Meeting with

During our second group meeting and first design meeting, the team met with client Alan Miller, CEO of In this meeting we set priorities for the website, further defined our learning goals for the site, and discussed our research. To inform our user-centered design, the team played the Bronkie game, getting a clear concept of how the learning theories were embedded in the story and how the website could augment that experience. The team also reported the subgroup web research.

Hospital Visit

Needs Analysis/User study (link): In order to see the children play the Bronkie game in an authentic environment, team members conducted an observation in the waiting room of the Lucille Packard Children’s Hospital. We focused on child to child interaction with the game, solo child game interaction, parent-child interaction and the overall context of the doctor’s office activity.

First Website Site Map Created (link) The first prototype of the value added Bronkie website is created.

Interview with Dr. Daisy

Link to document. (link) As part of our needs analysis, the team interviewed an allergist for information on how she typically worked with young asthma patients to promote self-care. The interview also informed us about what suggestions she would make to parents about their role in supporting their child with regards to the home, family activities, athletic options for the child and emotional needs of the child, such as helping them to live a normal life.

Team Breaks Into Three Groups

To determine preference for the website deliverable, the team decides to include parental support as part of the content and scope for asthma self care strategy for the website. Team breaks into three subgroups: parents supporting kids, the game, self-management. Each group defined learning goals, design goals and user test ideas with regards to specific subgroup focus. Research the Child Online Protection Act to address the privacy issues. Internship Cancelled
The team takes a blow…..go to challenges.
Design Brainstorm: Concept, Context, Process

The design team begins the next generation of the independent product by reexamining the content, context and process given the new parameters. Each subgroup defined concept, context and process for its focus area. See what drove our design. (link to ccp on learning goals)

Design Meeting: CD or Website

In response to the many design challenges such as the need for a new game, new product name, new characters, metaphor and so forth (link to design challenges), the team raised the issue of shifting our product medium from web or CD-ROM. After discussion, the team agreed on the CD-ROM concept because it provided more freedom for design and better addressed our learning goals.

Audience Feedback

Expanding on audience feedback in class, the addition of a handheld device was discussed. The team agreed that it was a good idea because it addressed several of our design issues including, encouraging the use of the software, syncing data, parental involvement, easy incorporation of digital pet and mobility for a young, active user. Also, concerns about children using handheld devices and lack of cohesive story were brought to light.

Design Review with Chris

New design document produced. (link to design document BYA6.doc) MS Word tracking online over email. Process issue needs more development.

Town Concept Created

Separate groups arrived at the similar game concept of a town and racetrack adventure. (link to sketches)

Artifact Activity

(link to photos). Team comes together for a big design session to synergize our three subgroups. With the overarching goal of storyboarding the entire product, the team participated in an artifact activity, in order to facilitate better communication of our ideas. As a result, it was decided that the game would either be a racetrack adventure or a 3-D world town such as the SIMS game. Two separate groups met later to further develop the final concept of the game and the self management tool.

Epiphany #1

To address the issue of motivation and student engagement, four members of the Team created the game to include the story of the trigger monster and knowledge point system. In addition we incorporated the digital pet and self-management tool into the game concept…or so we thought.

(link to photo)
Epiphany #2

Two team members expanded on the self-management tool, developing an exercise plan for the user. In doing so, they realized there was a disconnect between the story and the self-management tool. (link to challenge of synergy)

Asthma Western Town Created

After a brief shootout, no blood was shed and the Team developed a cohesive story that pulled all of the elements of the previous epiphanies together. The asthma western town, Small Town, was founded. The story was adapted to the western theme and the self-management tool was incorporated seamlessly. (link to Mel's storyboarding)

User Test

(Link to user study) Using the "quick and dirty" prototype of the asthma town game and explaining the peak flow tool concept, two team members conducted a user test with a 13 year-old asthma patient and her mother. This informed our design with regards to features and allowed us to move into the production stage.

(link to heidi's document) The team delegated tasks for the production of our Beating Your Asthma kit. Please see credits for individual work.

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