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Project: Venu

DECO3500: Social & Human Computing

Team Name: Team Apollo

1.0 Promotional Material

Conference Poster

Information Flyer

Explanation Poster

2.0 Prototype

Live Prototype: https://deco3500-venu.uqcloud.net

Low-Fidelity Prototype: https://invis.io/98E2N49TW

Prototype Quick Steps:

  1. Start by registering a user account with a simple username and password, and then signing in.
  2. Grant access to GPS, Microphone and Accelerometer sensors on your device. (Note: The prototype has not been designed to handle cases where the required permissions are not granted, and undefined behaviour will occur in this case).
  3. Navigate the map. Each of the markers on the map represents a Venue. The marker will fill with a red colour as the Venue, has increasing Capacity, Movement and Volume readings, AKA the Venue's level of Buzz. (Note: all venues except for the REDROOM and the UQ 3500 Expo have simulated buzz ratings being created.)
  4. Pick a venue to see it's profile page. This page features a breakdown of the Venue's current, real-time buzz, and other pertinent information.
  5. You can also able to enter the list view (accessible via the leftmost navigation icon), which will display all of the venues and their buzz, ordered by geographic distance from your current location.

3.0 Project Summary

The problem space was trying to bridge the gap between patrons and the venues in their city. The best that a patron can currently do before heading out is either getting a good recommendation from a friend, going to multiple venues until they find the right one, or getting lucky, in search of the right atmosphere for a night out. This was addressed by trying to create a platform which allowed users to gather accurate and up-to-date information about all of the venues surrounding them, using the affordances of social and mobile technology.

4.0 Project Process

Phase 1: Research

Industry Research

Industry research was undertaken to look at the industry that Venu hopes to enter. This is about looking at the internal and external evironemnt of the industry and searching for opportunities or threats, potentially in the form of competitors. From this research we found that the industry had some want, with few actual resolutions in place for the specific problem. However, there were some competitors found, such as Looop (operating in New York), which allowed the team to learn about their experience in the industry and the angle they took.

Sketching & Wireframing

Wireframes are a low-fidelity, generalised version of the applications layout. They are created to test out of the functionality behaviour and priority of elements within the application. The goals of creating these prototypes is to allow for quick design iteration, as opposed to make similar changes to a high-fidelity prototype, which would be time expensive. This phase of the wireframing allowed the team to explore some arbitary ideas and concepts that could work, however, they were based off shallow assumptions at this stage.

Theoretical Research: Privacy & Critical Mass

It was determined early on that Privacy and Critical mass would be two key issues for our project. Critical mass was a big problem because of the dependece of User-Generated reviews to rate venues by. Privacy would also be a concern because of the nature of knowing the time and location of where the users were, as well as how that fit together with some of the social aspects intended for the application. Our detailed discussion of these concerns can be found in section 2.3.4 in the original project proposal.

Phase 2: Requirements

Surveys, Interviews & User Testing

Early user research was done by both Survey and Interview methods. The form of the survey was generated using an online tool, TypeForm, and was made up of 22 quantitative and qualitative questions and were possed to the social network of the group. The key goal of this early research was to get an understanding of the habits of Nightlife Patrons, what they valued, disliked, and they key feelings about certain aspects of nightlife. This research provided a wealth of information regarding our users and has been visually broken down in the following poster.  

User Survey & Interview Results

Wireframing

Through the research undertaken as part of the research and requirements gathering phases, an improved level of wireframing was able to complete and let the team create an early prototype to perform user testing on. These designs were created using Balsamiq as a test for the possible form of the application and can be found here.

Phase 3: Design

Data-Collection Pivot

Early stages of the project outlined a data-collection method that was dependant on the user manual input data. During the early design phases and testing, we began to release this was potentially cumbersome and a burden to the user. As a result, the group began exploring ideas around passive collecting data through external sources (such as Instagram), as well as features native to mobile devices such as the microphone and accelerometer. However, as a result of this, greater concerns began to arise around privacy within the project and what we would actually be collecting, these concerns can be found here. However, the issue of critical-mass was reduced as a result of passively collecting data and relying less on user input.

Brand & Style Guide

The projects style guide is a document that outlines the choices of colour, structure and typography to be used within the project. The benefit of creating this style guide was to give the designers a platform to have a defined set of styles to apply to the application as we moved from Wireframing through to Low-Fidelity designs. The style guide can be found here.

Low-Fidelity Designs & Invision Prototyping

A set of low-fidelity designs were created using Sketch to translate the function that had been proposed for the application into an aethsical piece of work that could be communicated to the user. Once a set of designs were agreed upon, they were translatted into a static prototype using Invision, which can be found here.

Phase 4: Prototyping

The final stage of the project was the prototype, which involved starting construction of a live, web-based prototype. The team pivoted to a functional prototype rather than one using the Framer prototyping software. To accomodate this late pivot, the team decided to let two members focus on building the backend, which would be agnostic to the finalised UI, while the rest of the team continued to develop the visual style of the application, and explore other features. Once designs were complete, the frontend UI was laid onto the backend logic.

5.0 Project Contributions

Luke:

  • Early sections of the Proect Proposal: Concept, Audience and Background Theory and Concerns.
  • Helped Create questions to ask for early user research survey
  • Conducted Early User Research Interviews with three participants.
  • Created outlines of tasks to do before each of the three standups.
  • Created a roadmap for all the Client-Side and Server-Side features necessary for the prototype.
  • Early Prototype Backend Construction : Setup of the Zone to host the prototype, Database Design, Database Construction, Compile information for venues to include in the prototype and add to database, Setup of Google Maps Javascript API, Early setup for Client-Side prototype to push and pull data to the backend database.
  • Late Prototype Backend Construction : Creation of Geofences for each venue, and logic to determine if current user is within one of the geofences, Logic which allows reading of accelerometer and audio sensors, logic to send buzz (gps, audio, accelerometer) data to the database linked to a user account, logic to pull buzz data from the database and process it for use in the application
  • Research and documentation for ways to address users' privacy concerns.
  • Late protoype construction : Created the dynamic UI elemets for use in the app (Buzz meter, markers, geographic distances, Volume, Capacity and Movement indicators), Linked logic & signup, sensor access events, and main loop of the application, assisted other team members with creating UI elements for the prototype.

Jake:

  • Sections of the Proect Proposal: Phases, Roles, Communication
  • Conducted the industry research and competitive analysis
  • Helped prepare and distribute the project survey
  • Managed the team throughout the standups to ensure we had a clear idea of what had been done and what was next
  • Ideated and designed early iterations of the sketches and wireframes
  • Designed the brand and style guide for Venu
  • Created the low-fidelity prototypes using sketch and translated those to an Invision Prototype
  • Design all print for the showcase (Conference Poster, Information Flyer & Explanation Poster)
  • Tested the high-fidelty prototype before the conference

Husheng:

  • Early sections of the project proposal: Team, Role Details, Team Processes, Communications
  • Early user research survey: build survey form with 22 quantitative and qualitative(main) questions.  
  • Conducted user research online survey by posting to personal and university social network
  • Helped the early backend database design
  • Early prototype backend information construction: tested the way of transfer data between database and prototype backend, push venues images to database
  • Late Prototype Backend Construction: creation of user login, signup, include logic about database data transfer, data (password& username) pull and post(signup), data matching(login), data encryption (protect password), display venue images from database to the frontend.
  • Late prototype construction: created user account and activity UI and logic, dynamic logic which display the user username that used for login, created stylings for user activity, helped the login and signup styling creation, created a background image for team to choose, helped fix some bugs.

Izhar:

  • Sections of the project proposal: Project plan (phases & deliverables, research, requirement backlog, design)
  • Created early iteration of wireframe based on sketches using balsamiq.
  • Revised the wireframe based on results from survey and interview (balsamiq).
  • Created early iteration of wireframe using marvelapp.
  • Revised again the wireframe based on user testing results (balsamiq).
  • Helped with basic logic for login feature.
  • Helped user testing with user observation and gathering data for the rating 'words'.
  • Early high-fidelity prototype: creating UI for search bar and navigation bar based on low-fidelity prototype
  • Late high-fidelity prototype: creating UI for list view, Venu view, polishing the UI of Login, sign up, pop up message.
  • Late high-fidelity prototype: styling the Map based on the low-fidelity prototype.

Wei Fu:

  • Sections of the project proposal: Project plan (phases & user testing plan & user testing method)
  • Early user research interview with three pariticipants, one of them only finish half interview.
  • Make a statistics graphy poster based on the user survey data
  • Prepared the user testing task in the low-fi stage
  • Prepared the questionnaire for the user testing to get the usability feedback