06/2017 – 12/2017
This project, Quick-Up is an application that allows students to find & create pick up games of club sports based on their availability and skill.
Below you’ll find my process in first identifying the problem, narrowing the target users with the use of personas then finally go through an iterative design process.
This project was for a course on Interaction Design at the University of Michigan.
My design process has been anything but linear. I followed an iterative
process which allowed me to try a lot of designs often. By following key
design principals from a participatory design method, I was able to involve
users and receive feedback at each step of my process.
Many college students enjoy exercising by participating in an organized sport. This creates a sense of rigidness and long-term commitment that does not fit within a student’s irregular schedule. In addition to this, intramural games do not consider the skill level of all players which makes it difficult for students to enjoy playing with similarly skilled people.
Overall, the biggest problem I faced was early on in my process. My problem statement was too broad. Therefore, I had to take a step back and focus on a
narrower problem statement.
The three areas of my design philosophy that I kept up within my design process were, focus on user needs, avoid user’s frustrations, and eliminate personal biases. At the end of the day, I’m not the user.
Considerations For the Future
Some things that had to be avoided were, creating solutions where users would be socially judged, exercising/playing alone, and getting bored with repetitive tasks.
My goal was to create a solution that got students to exercise to lower their risk of cardiovascular disease. I realized that after testing my final prototype, there is an additional impact. That exercise could be fun and easy. With further development of this project, I would focus on testing the current features with more users.