Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Storyboard Designs

Design 1:

Storyboard

Design 1 focuses on providing data to an user for they can better decide what restaurant to choose from. The overall purpose of the application is to provide a canvas for the user to eliminate choices as they narrow down places to eat in a relatively close distance. 

Storyboard

Initially, the display shows four restaurants in their nearby surroundings with limited information about each restaurant - a name, general rating, distance, and a few menu options. From these choices, the one that seems least appealing can be swiped off, producing another query result. If at any point the user swipes two options off the screen within a set time periodat the same time, the resulting comparison will only look at the remaining two options. Another method is to slide two different restaurants into one other, announcing that the user wants to compare those particular two restaurants. 

This step provides a more detailed comparison between the two remaining choices. Between these two options, the user can again use the same method before, and swipe off the eliminated options, thereby leaving the choice for dinner. 

...

Once a choice has been made, the application displays a step by step directional map to guide the user to their designation. This page will be displayed with other information about the restaurant, such as phone number, the entire menu, as well as photos of the establishment.

Analysis

Image Removed

Additionally, another option that was considered was to input as many different restaurants/ choices as possible, and for a large percentage of our target spontaneous population, the most important option is a particular menu option. To apply this assumption, another similar idea encompasses displaying menu options, such as the most population dish for each restaurant to generate a personalized menu for a person's particular position.

   Image Removed

...

Learnability: 

Elimination is a common technique for making choices. Given a certain set of decisions, a person initial instinct is to quickly get rid of choices that are not appealing. Learnability for this particular app follows the same idea. As a user eliminates choices for a restaurant, he can just "wipe" it off the screen. This motion is used throughout the entirety of the experience. As a result, the interaction with our interface is an intuitive way for users to eliminate choices consistant with the way they perform a similar task otherwise. 

Efficiency: Presenting essential information at each particular stage of the elimination process is the key to the efficiency of this design. At our initial level of comparison, our application hopes to provide enough information for a user to eliminate a few of the choices. Later on, as choices are more limited, more information is provided for the user. In the entire searching process, the user rarely needs to navigate between screens to make a decision. 

Safety: 

A center MenuMe button helps the user navigate through previously swiped options, and allows the user to perform a more in depth 

Design 2

Design 3

Design 3 is a radically different way of choosing a restaurant to eat at.  As we have mentioned, the target market is the set of people who are hungry but want cheaper food, and are eating simply to satisfy the biological need, not necessarily to have the "ultimate restaurant experience."  In this design, we allow users to view restaurants in the area, but in the context of a game.  This medium makes a lot of sense for a variety of reasons.  First, since the game can be thought of as "competitive", restaurants could potentially advertise in a new way by rewarding winners.  This way, people would be excited to use the app and find a restaurant that they could get a coupon for.  Second, if we make the game itself compelling enough, people may be excited to use the app just because they enjoy the game.  In this way, we may be able to interest users.  Finally, by giving the user a gaming experience, people could gain an emotional attachment to the restaurant search experience.  That emotional attachment would make it more fun for the user.

...