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COMIENZO

Good afternoon
I'm going to talk to you about my project and put it in context a bit.

The problem is that three out of 10 schoolchildren aged 6 to 12 are overweight according to the
publication made by UNICEF on March 4, 2020.

The community that I am going to focus my project on is children between 6 and 12 years old.

And the transformation perspective will be to reduce the rate of child overweight through an
App.

Taking into account that children are not normally interested in doing physical activities, much
less learning about nutrition, the App will be a video game in which the boy or girl will perform
physical activities through missions, and challenges in different scenarios such as the home, the
park, supermarkets, among others, that will require physical activity. The child will be active
and exercising without knowing it! In addition, there will be challenges in some sections that
will teach the child in a very playful way about what foods do them good or bad, but with a very
friendly and childish language.

GRUPO DE USUARIOS

From this problem or situation that I am raising, I identified a group of users that surround the
community of TOODLERS that is what I am working on for my App.

- At the end of this exercise, I was able to realize that it is an important part of the entire
research process because it is necessary to take into account who can provide us with
important information for the realization of the App but also because the User Persona will be
identified later.

INTERACTION SCENARIOS
Then I made the interaction scenarios as hypothetical stories of what could happen in the
application depending on each case.

Conclusions:
- After this exercise, I noticed that it was important to have the group of users defined to
contextualize them or place them in these interaction scenarios that, being hypothetical,
helped me define what I want to happen in my App.
- During the planning of these scenarios and taking into account the table and classification of
user groups, I made the decision to also make an App that is of use for the parents of the
children of the community to which my project is focused since they are a fundamental and
essential part in the formation of children. In this App, they will be able to link their child's
account so that they receive weekly reports of the physical activities that their children carry
out through the game, in addition, this app will provide them with information about good
nutrition, about childhood obesity and they will be able to contact an expert on a certain
moment.

USER PERSONA
In the process, the characterization of the types of users that could interact with the App
continues. This allowed me to have a broader context and learn more about each type of user.
In this case, I chose some categories that could help me obtain this information such as
biography, personality, behavior, goals, influences, frustrations, motivations, needs, and social
media.

Conclusions:
- In the process of characterizing the User Person, I could see that the definition of user groups
plays an important and indispensable role in this section.
- Thanks to the information collected from these specific characteristics for User Persona, I was
able to understand how to connect with the ideal users for my App.

JOOURNEY MAP

Then comes the realization of the User Journey Map that was made to track the touchpoints
and pain points at the moment the App is used by the User Persona in a specific scenario
considering three segments: Observation lens, Experience, and Findings.

- After this exercise, I can say that it is very important in the research process because it is
possible to identify more clearly the points of interaction of the user in the App, the
emotionality, and most importantly, the opportunities that are obtained from each phase of the
journey.

BENCHMARKING

In this last part, I am going to talk about the Benchmarking technique that allowed me to
compare some applications where I was able to identify opportunities for improvement,
strengths, and advantages.

- I have to clarify that there are two analysis matrices because my project is focused both on the
community of children aged 6-12 and on the parents of children in this community.

The analysis criteria that I decided to compare between the children's video game applications
taking into account the needs of my App, are Registration, Explanation of how the game works,
Illustrations, Missions, Awards, Leaderboard, and Color palette. As you can see, I made some
conventions to differentiate the methodological, functional, and aesthetic criteria. In this
comparison, what I did was rate each one of these analysis criteria from 1 - 10, and those that
were below 8 I raised as a problem with a solution as an opportunity for improvement.
Finally, the analysis criteria that I decided to compare between the Parental Control
applications taking into account the needs of my App, are Registration, Notifications, Reports,
Communication with an expert, Support, Linking on account of the child, and Color palette. As
you can see, I made some conventions to differentiate the methodological, functional, and
aesthetic criteria. In this comparison, what I did was rate from 1 - 10 each of these analysis
criteria, and those that were below 8 I raised as a problem with a solution as an opportunity for
improvement.

Project conclusion

- Taking into account the conclusions obtained previously, it is important to note that each of
the investigation phases was important throughout the process since one depended on the
other until the end, and if one of them failed, the result would not be optimal.
Finally, I want to say that after completing this investigative process, the focus I want my App to
have and the elements that will be necessary for my users to have a good experience when
using it is clearer.

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