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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

Design 2

This design is based on a compass.  When a user chooses to open our application, he can basically point the device in a direction and see what restaurants are in that direction.  The motivation for this is that sometimes a user may have some notion of which way he is trying to go.  In this application he can easily see what is in that direction.  This application will eliminate the obnoxious "pins" that tend to show up in current restaurant map searches.  Additionally, it doesn't require the user to read any sort of map to see what direction his desired restaurant is in.  He can instead find restaurants in a more intuitive manner since the device is a part of the user's world, instead of simply showing a top view of the world.  Finally, when we ultimately do show the user a map so that he can get there exactly, he is already oriented as to which direction he should begin walking.  This will make the process of reading the map eventually much easier.just

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Safety: A center MenuMe button helps the user navigate through previously swiped options, thereby allowing the user to backtrack through previous choices. Furthermore, additional back buttons will also allow the user to retrace their steps as they look into the menu and location. 

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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.

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