PROJECT 3
Conceptual & Physical Design
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
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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