Metaphors
Metaphor for Problem Scenario: Create a new Task
Creating a new task is like cooking. You prepare each component so that you produce the desired result. One thing that we like about this metaphor is that it concretely captures how we want our task creating to be something that is pleasurable (much like cooking). We also like that this metaphor mimics our user interface (dragging and dropping items into a “pot”). We don’t like the fact that cooking evokes a sense of long periods of time elapsing. We also don’t like that cooking is perceived as almost an art form, whereas we want our UI to be mechanical.
Creating a new task is like crafting an item in a video game. You gather all the parts and add them to the “crafting table” and hit “craft”. One thing that we like about this metaphor is that it is directly relatable to our target audience. The metaphor, again, mimics our desired user interface. One thing that we don’t like about it, is that it is a bit too specific and might not be something that a large majority of people might relate to.
Creating a new task is like crafting an item in a video game. You gather all the parts and add them to the “crafting table” and hit “craft”. One thing that we like about this metaphor is that it is directly relatable to our target audience. The metaphor, again, mimics our desired user interface. One thing that we don’t like about it, is that it is a bit too specific and might not be something that a large majority of people might relate to.
Metaphor for Problem Scenario: Spending in game earned currency on custom skin for profile page
Spending in game currency is like going to the local candy store after classes let out on a Friday. One thing that we like about this metaphor is that it evokes the kind of reaction that spending in game currency will. It isn’t supposed to be life altering, but instead will offer momentary happiness and fulfillment. One thing that we don’t like about it this metaphor is that although much of the in-game purchasing will be fleeting, there will be some items that will require persistence and dedication to purchase (i.e. you will need to level up)
Spending in game currency is like purchasing tickets to a Rolling Stones Concert. The tickets are broken up into price ranges, but certain tickets require connections (back stage etc.). What we like about this metaphor is that it simultaneously communicates that there is a price structure and experience structure (i.e. you can’t just buy your way into everything). One thing that we don’t like about this metaphor is that it evokes a experiential reward, whereas we want our rewards, though superfluous, to be viewed as more permanent and material.
Spending in game currency is like purchasing tickets to a Rolling Stones Concert. The tickets are broken up into price ranges, but certain tickets require connections (back stage etc.). What we like about this metaphor is that it simultaneously communicates that there is a price structure and experience structure (i.e. you can’t just buy your way into everything). One thing that we don’t like about this metaphor is that it evokes a experiential reward, whereas we want our rewards, though superfluous, to be viewed as more permanent and material.
Metaphor for Problem Scenario: End of day user feedback
End of day user feedback is like writing in your diary. What we like about this metaphor is that it communicates that there is no reason to lie to our system (would you lie to your diary?). What we don’t like about this metaphor is that it makes our system seem too personalized, whereas we want it be viewed as a concrete mathematical system that is binary (you did it or you didn’t do it). Another thing that we don’t like that about it is that keeping a diary is never linked with a reward structure.
End of day user feedback is like receiving your report card in the mail at the end of term. What we like about this metaphor is that evokes the idea that what you see is based upon your actions during the semester. What we don’t like about it is that it evokes extreme negatives and positives (“I got and A” or “I got an F”).
End of day user feedback is like receiving your report card in the mail at the end of term. What we like about this metaphor is that evokes the idea that what you see is based upon your actions during the semester. What we don’t like about it is that it evokes extreme negatives and positives (“I got and A” or “I got an F”).
Activity Design Scenarios
Create a new Task
Original problem scenario:
John is in the middle of his semester at Northeastern University and is starting to feel the pressure of this classes. He will occasionally, on a sheet of loose leaf paper, write a list of the day’s tasks, but he usually losses track of the paper after a couple of hours. He has thought of using applications like google calendar but thinks it is too much work to organize himself like that (“why bother?”).
Activity Design Scenario:
John wants to be able to manage his classes better because of increasing pressure that he feels. Because he doesn’t like the repetitive nature of creating tasks he has put up a cork board in his room, and has written out cards with his classes names on them (10 cards for each of his four classes) and five activities- study, meet teacher, homework, group project, and TA (with 3 copies of each). He has divided the cork board into Monday thru Sunday on the x-axis and 6 am to 12 am on the y-axis. He plans to combine one class card and one activity card for each event, and place in the correct time and day spot.
Original problem scenario:
John is in the middle of his semester at Northeastern University and is starting to feel the pressure of this classes. He will occasionally, on a sheet of loose leaf paper, write a list of the day’s tasks, but he usually losses track of the paper after a couple of hours. He has thought of using applications like google calendar but thinks it is too much work to organize himself like that (“why bother?”).
Activity Design Scenario:
John wants to be able to manage his classes better because of increasing pressure that he feels. Because he doesn’t like the repetitive nature of creating tasks he has put up a cork board in his room, and has written out cards with his classes names on them (10 cards for each of his four classes) and five activities- study, meet teacher, homework, group project, and TA (with 3 copies of each). He has divided the cork board into Monday thru Sunday on the x-axis and 6 am to 12 am on the y-axis. He plans to combine one class card and one activity card for each event, and place in the correct time and day spot.
Spending in game earned currency on custom skin for profile page
Original problem scenario:
Frank is a good student and hasn’t ever used a schedule app in the past. Part the success that he experienced before college was fueled by rewards that his parents gave to him for doing homework and excelling on exams. He really enjoyed the “realness” of Pokémon go and wants to find another game like it. He is not necessarily looking for something that encompasses Virtual reality, but something that is tailored to him and that offers him the same reward system that his parents bestowed upon him. Also, because he is a good student and is not looking for something that is going to interfere too much with his studies. Essentially he wants a game that is casual yet personalized.
Activity Design Scenario:
Frank is a good student, but wants to create a reward system for his success in his classes. With the help of his friend Jacob he was crafted a unique solution. At the beginning of each week we will send Jacob 80 dollars that he will only get back if he meets the goals that he set at the beginning of that week (he always sends these goals to Jacob before he sends the money). Each class is allotted 20 dollars. So if he hits the goals in three out of four of his classes he will receive sixty dollars back from Jacob (Jacob is instructed to send the left over money to a charity)
Original problem scenario:
Frank is a good student and hasn’t ever used a schedule app in the past. Part the success that he experienced before college was fueled by rewards that his parents gave to him for doing homework and excelling on exams. He really enjoyed the “realness” of Pokémon go and wants to find another game like it. He is not necessarily looking for something that encompasses Virtual reality, but something that is tailored to him and that offers him the same reward system that his parents bestowed upon him. Also, because he is a good student and is not looking for something that is going to interfere too much with his studies. Essentially he wants a game that is casual yet personalized.
Activity Design Scenario:
Frank is a good student, but wants to create a reward system for his success in his classes. With the help of his friend Jacob he was crafted a unique solution. At the beginning of each week we will send Jacob 80 dollars that he will only get back if he meets the goals that he set at the beginning of that week (he always sends these goals to Jacob before he sends the money). Each class is allotted 20 dollars. So if he hits the goals in three out of four of his classes he will receive sixty dollars back from Jacob (Jacob is instructed to send the left over money to a charity)
End of day user feedback
Original problem scenario:
Sally uses a google calendar for important class appointments and has even imputed most of her weekly schedule into it. She is frustrated by the fact that the calendar is not able to offer her feedback about what she should spend more time on. The rest of her digital life, Youtube’s suggested video list for example, is able to offer her insights about what she should do next, but her calendar is so static. She is forced to “judge” how she should be spending her time by the few grades she has gotten or some “feeling”. She wishes that there was a way for her to be more scientific about her schedule.
Activity Design Scenario:
Sally is unhappy with the lack of feedback that she gets from her google calendar application. She has decided to keep a excel spreadsheet in which she will record how she feels at the beginning of every class, the end of every class, and how she feels about the class overall before she goes to bed (on a 1-10 scale). She will than create a formula that will take this information, in combination with her grades to see what classes she should be concentrating on.
Original problem scenario:
Sally uses a google calendar for important class appointments and has even imputed most of her weekly schedule into it. She is frustrated by the fact that the calendar is not able to offer her feedback about what she should spend more time on. The rest of her digital life, Youtube’s suggested video list for example, is able to offer her insights about what she should do next, but her calendar is so static. She is forced to “judge” how she should be spending her time by the few grades she has gotten or some “feeling”. She wishes that there was a way for her to be more scientific about her schedule.
Activity Design Scenario:
Sally is unhappy with the lack of feedback that she gets from her google calendar application. She has decided to keep a excel spreadsheet in which she will record how she feels at the beginning of every class, the end of every class, and how she feels about the class overall before she goes to bed (on a 1-10 scale). She will than create a formula that will take this information, in combination with her grades to see what classes she should be concentrating on.