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PROJECT 3
Conceptual & Physical Design

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STORYBOARD

USER TASKS:

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1. PICKING FRUITS

2. PUT FERTILIZER

3. CHECK PLANT AND SOIL FERTILITY

PICKING FRUITS

PUT FERTILIZER

CHECK PLANT AND SOIL FERTILITY

Alternative Designs

Crazy 8 Exercise

PUT FERTILIZER

PICKING FRUITS

CHECK PLANT AND SOIL FERTILITY

VOTING SESSION

WIREFRAME

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1. Strive for consistency

Our proposed interface is consistent with implementation of familiar buttons and metaphors. The icons used in the interface are easily recognized, such as gear (setting), drone (interface related to drone functions) and camera (viewing drone’s camera). The interface is also standard compared to other normal applications, such as including the view menu button, settings and many more features.

 

2. Enable frequent users to use shortcuts.

Screenshot shortcuts using power button and volume up/down buttons.

 

3. Offer informative feedback

We implement several informative feedback for our interface. Status like ‘APPROVED’ or ‘DENIED’ or ‘COMPLETE’ are implemented for our interface. For example, if the surveillance process for checking soil and plant fertility is done, a popup will appear to notify the user of the status of the scan.

 

4. Design dialogue to yield closure.

Status will be shown to the user in the app about the closure of a task. Notification will be sent to the user if a task is done. For example, if the drones are done picking fruit, then a notification will be sent to the user tablet to notify them about the status and closure of the task.

 

5. Offer simple error handling.

Our system implements simple error handling. If a user entered the wrong username or password, the system will show a proper error message and explain about the error. Next, when signing up, if a user forgot to enter an input like confirm password, they do not need to reinsert all input again. They will only need to input the slot that they forgot to input.

 

6. Permit easy reversal of actions

We use the undo button to do reversal of actions, in case the user realized he/she inserted the wrong input.

 

7. Support internal locus of control

Tablet allow user to exit the program in case it lags or just to give user power to choose to continue or stop running the program.

 

8. Reduce short-term memory load

We implement view button that looks like ‘ ≡ ’ for user to view the menus and option available for the app. We refrain ourselves from designing interfaces that require users to recall information from one display and then use it on another device.

METAPHOR

A metaphor is a figure of speech that compares two things by saying that one thing is the other. In the context of our Green it! Application System, some possible metaphors could include:

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Let’s Work Together

500 Terry Francine Street 

San Francisco, CA 94158

Tel: 123-456-7890

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