Overview
OceanU is an educational mobile application prototype created with the intention of influencing young people within the ages of 18 – 30 to become better educated in Marine Conservation efforts, and to encourage behavioural changes to combat the impacts Climate Change has on Earth's oceans, and thus benefiting the health and protection of global marine ecosystems. This was created as part of a study in regard to how might an educational UX application raise environmental awareness and promote a positive attitude towards behavioural changes in support of Marine Conservation. By utilising the Double Diamond framework, the study and the final product were both very successful in their intended objectives.
My Role:
Lead UI/UX Designer & Researcher
Toolkit:
Adobe Photoshop
Adobe Illustrator
Figma
Research
To aid in the completion of this project, research was carried out over the course of the first 2 stages of the Double Diamond framework; Discover and Define. The research in question consisted of the creation of a User Survey where participants within the 18 - 30 age demographic were asked on their previous experience with the topic of Marine Conservation, and educational mobile applications as a whole. This survey proved to be very beneficial for gaining an insight into current perceptions towards Marine Conservation within the young adult demographic, as well as any pain & pleasure points experienced when interacting with existing educational digital tools.
Following on from the User Survey, User Personas were created to assist in gaining a deeper understanding of the target market for this project. This was carried through to the use of POV and HMW, and concluding with the implementation of  Kano/MoSCow to prioritise features based on User satisfaction.

User Survey
User Personas
POV & How Might We
Kano/MoSCoW
Development
With the first 2 stages of the Double Diamond framework complete, the next step was to proceed with the development and delivery of this project. With this, a sitemap diagram demonstrating the structure and hierarchy of the product was created to demonstrate the various pathways a User can take to explore the prototype in its entirety. Following on from this, low-fi wireframes were created along with Task Flows to showcase how key tasks are accomplished, such as navigational tasks or functionality changes (i.e. changing the language of the interface). 
Next, the prototype's branding was established, and applied to a high-fidelity prototype which was then developed into the final product.  With the completion of the prototype, 5 participants were selected to partake in User Testing to assist in identifying any bugs/glitches present within the prototype, and to help evaluate the overall effectiveness of the product as an educational yet engaging digital tool.
Sitemap Diagram
Wireframes & Task Flows
Prototype Visual Identity
Final Screens
Deliver
Mockups

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