Monday 5 March 2007

Design Principles

From our research comprising of questionnaires and interviews with our personas. We established the features children want in educational toys.

In general we established that children enjoy challenges and using colourful devices, which are portable and which are not heavy.

After establishing the user requirements we carried out the design principles for our prototypes.

1. Simplicity
Our prototype was to have simple terminology that would be easily understood by the children who still developing their vocabulary. The buttons must also have description of their functions.

2. Support
We decided on a help facility, which would give description of how functions on the device operate.

3. Familiarity
We have to allow users to build on prior knowledge to make use of our device more effectively. To cater for this we will use icons that are self-explanatory and so users are aware of how to access particular features of the device.

4. Obviousness
Our design is to be attractive and encourage children to use the device. There will be use of icons, which represent the function that are carried out when certain icons are selected.

5. Satisfaction
Our design in terms of satisfaction was to create a device that would make children happy and confident to use the device without difficulties. When users have complete particular tasks or levels they will be acknowledged without delay so they will be encouraged to continue making use of the device.

6. Availability
Our aim in regards to availability was to allow navigation to be carried out with ease. This will allow users to make more use of the device therefore it will be effective in carrying out its purpose.

7. Safety:
Incorrect input by the user is present when using devices. If they are not handled correctly when the usability is affected. For example if the user decides that they want to stop playing his opponent then the device must get confirmation from the user, who may have pressed stop second player by mistake, without the warning the consequence could be that the second player could have finished before they wanted.

8. Versatility
We established versatility by allowing a user to connect to a second player. This allows competition with each other and it becomes more exciting to use.

9. Personalisation
As all people have different personalities which we must cater for in order for the product to be successful. We will allow this by allowing users to change the colour scheme of the device interface.

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