Designing Applications for Enhanced Experienced Atmosphere

Designing Applications for Enhanced Experienced Atmosphere

Designing applications for enhanced experienced atmosphere Guidelines for design of smartphone applications applied to user experiences in the physical dimension Master’s thesis in Computer science and engineering DANIEL AHLQVIST and RASMUS ANDERSSON Department of Computer Science and Engineering Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2019 Master’s thesis 2019 Designing applications for enhanced experienced atmosphere Guidelines for design of smartphone applications applied to user experiences in the physical dimension DANIEL AHLQVIST and RASMUS ANDERSSON Department of Computer Science and Engineering Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2019 Designing applications for enhanced experienced atmosphere Guidelines for design of smartphone applications applied to user experiences in the physical dimension DANIEL AHLQVIST and RASMUS ANDERSSON © DANIEL AHLQVIST and RASMUS ANDERSSON, 2019. Supervisor: Mafalda Samuelsson-Gamboa, Department of Computer Science and Engineering Advisor: Markus Ruotsalainen, Liseberg AB Examiner: Staffan Björk, Department of Computer Science and Engineering Master’s Thesis 2019 Department of Computer Science and Engineering Chalmers University of Technology and University of Gothenburg SE-412 96 Gothenburg Telephone +46 31 772 1000 Cover: Collage of concept photos for the application presented in the report. Typeset in LATEX Gothenburg, Sweden 2019 4 Designing applications for enhanced experienced atmosphere Guidelines for design of smartphone applications applied to user experiences in the physical dimension DANIEL AHLQVIST and RASMUS ANDERSSON Department of Computer Science and Engineering Chalmers University of Technology and University of Gothenburg Abstract This master’s thesis report presents the process behind the definition of fifteen guidelines for design of smartphone applications applied to user experiences in the physical dimension. User experiences in the physical dimension comprises experiences limited to certain locations, for instance theme parks, museums and exhibitions. To define guidelines for the presented topic, a project related to it was executed. Stakeholder for the project was the amusement park Liseberg in Gothenburg, Sweden, and the goal was to create an application to enhance the experienced atmosphere of the themed areas in the park. The report starts with definition of the problem, related theory and methodology. Thoroughly, the process of the project, the final product, the evaluation of it and insights are described. From the insights of the process and product evaluation, guidelines and factors impacting the experience were derived. The list of guidelines and factors are presented as the result of the report, followed by a discussion. The guidelines are created as help for other designers who are creating smartphone applications for physical experiences. Additionally, the list of factors that could have an impact on the experi- ence are generally focusing on the context of theme/amusement parks. Keywords: user experience, atmosphere, theme park, interaction design, smartphone application, guidelines, enhanced experience 5 Acknowledgements We would like to send our biggest gratitude to our academic supervisor Mafalda Samuelsson- Gamboa, for being incredibly helpful during the entire course of the project. We would also like to send a big thank you to our advisor from Liseberg AB, Markus Ruotsalainen, for supporting us during the project and letting us use your facilities as office. Last but not least, we would like to thank Klara Sundqvist at Liseberg AB, for helping us out with various tasks, including printing, opening doors when we were locked out and taking photos of us. Daniel Ahlqvist and Rasmus Andersson, Gothenburg, June 2019 7 Contents 1 Introduction 13 2 Background 13 2.1 Research problem . 13 2.1.1 Research question . 14 2.2 Limitations . 14 2.3 Definition of ’physical atmosphere’ . 15 3 Related work 16 3.1 The official Liseberg application . 16 3.2 Helix . 16 3.3 AeroSpin . 17 3.4 My Disney Experience . 17 3.5 Play Disney Parks . 18 3.6 Brick City Tours . 18 4 Theory 19 4.1 Relevant concepts . 19 4.1.1 Design approach . 19 4.1.2 Interaction design . 19 4.1.3 User experience . 19 4.1.4 Visual profile . 20 4.1.5 Emotional design . 21 4.1.6 User interface . 22 4.1.7 Look and feel . 22 4.2 Related research . 22 4.2.1 Rich emotions . 22 4.2.2 Amusement parks services . 25 4.2.3 Amusement park experiences . 26 5 Methodology and tools 28 5.1 Understand phase . 28 5.1.1 Literature studies . 29 5.1.2 Atmosphere scanning . 29 5.1.3 Concept portraits . 29 5.1.4 Interviews . 30 5.1.5 Questionnaires . 31 5.1.6 Stakeholder meeting . 31 5.2 Define phase . 31 5.2.1 Mood boards . 32 5.2.2 User story mapping . 32 5.2.3 Empathy mapping . 33 5.2.4 User journey maps . 34 9 5.2.5 How-Now-Wow matrix . 34 5.3 Explore phase . 34 5.3.1 Collage . 34 5.3.2 Crazy 8 . 35 5.3.3 A/B testing . 35 5.3.4 MDA (Mechanics-Dynamics-Aesthetics) . 36 5.3.5 Usability testing with think aloud protocol . 36 5.3.6 Pilot testing . 37 5.3.7 Content analysis . 37 5.3.8 Storyboarding . 37 5.3.9 Triading . 37 5.3.10 Cognitive walkthrough . 38 5.4 Create phase . 38 5.4.1 Rapid prototyping . 38 5.4.2 Wireframing . 38 5.4.3 High-fidelity prototyping . 39 5.5 Other methods . 39 5.5.1 Affinity diagramming . 39 5.5.2 KJ technique . 40 5.5.3 Extremes and mainstreams . 40 6 Process overview 41 7 Project process 43 7.1 Start-up phase . 43 7.1.1 Description of initial idea . 44 7.2 Planning . 44 7.3 Literature studies . 44 7.4 Atmosphere scanning . 44 7.5 Analysing Liseberg’s DNA . 46 7.6 Concept portraits . 47 7.7 Questionnaire . 47 7.8 Empathy mapping . 48 7.9 Quick typing as warm-up . 49 7.10 Change of direction . 50 7.11 Cancelled concept workshop . 50 7.12 Ideation on mechanics with content analysis . 50 7.13 Framework for collocated interaction . 52 7.14 Idea sketching . 52 7.15 How-Now-Wow matrix . 54 7.16 Mood boards . 54 7.17 Storyboarding . 55 7.18 Stakeholder meeting . 55 7.19 The final concept idea . 56 7.20 Triading . 57 10 7.21 Prototype planning . 57 7.22 Wireframing . ..

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