ArtUp GR 2 Individual Design Sketches Alexander Ivanov
Sketch 1: pretends to have non-computer interface
Carbon paper is used.
Typical use-case: a user wants to learn drawing by doing. His steps:
- He takes an existing picture (prints it on paper), a sheet of carbon paper, and a sheet of white paper.
- Then he puts carbon paper on white paper, and the picture on the carbon paper.
- He takes a pencil and draws (repeats) all the lines on the original picture.
- All the lines will be automatically duplicated on the white paper with the help of carbon paper
- Every time he wants to check his progress he can take the sheet of white paper and compare his results with the original picture.
- At the end the user will have a picture on the white paper. So, he copied line-by-line a masterpiece.
This technique of learning satisfying the following goals (allocated in GR1):
- will be really interesting to use (which means no boring readings, no boring understanding) = it doesn't require reading or learning something, just learning by doing (the most efficient way of learning)
- will be convenient to use = (you need only a pencil, 1 picture, 1 sheet of carbon paper, and 1 sheet of white paper; the user doesn't need to make something special).
- will allow to draw on a paper directly without trying to draw on web-site or in tablet while studying lessons = he draws on the paper directly
- will provide precise and objective feedback = as soon as he copies the original picture by drawing lines on it, he can see all his faults or wrong lines)
Sketch 2: pretends to have tiny screen interface
It is a mobile application. Typical use-case:
1. A user wants to practice in drawing a certain types of picture in a certain style. He searches and selects one picture.
2. He can print that picture to have an origin in front of him.
3. He takes a sheet of white paper and redraws that picture
4. Every time he can check his progress by making a photo of his sheet of paper. The application will compare the original picture with the current user's picture and will output the progress percentage.
- will be really interesting to use (which means no boring readings, no boring understanding) = it doesn't require reading or learning something, just learning by doing (the most efficient way of learning)
- will be convenient to use = (you can need only a smartphone, a pencil and paper; the user doesn't need to make something special).
- will allow to draw on a paper directly without trying to draw on web-site or in tablet while studying lessons = he draws on the paper directly
- will provide precise and objective feedback = the app will automatically compare the current image with the original one and will calculate the user's progress/success.
Sketch 3: Website
t is a website. Typical use-case:
1. A user wants to practice in drawing a certain types of picture in a certain style. He searches and selects one picture.
2. He takes a sheet of white paper and redraws that picture
3. Every time he can check his progress by making a photo of his sheet of paper. The application will compare the original picture with the current user's picture and will output the progress percentage.
4. He can see the history of his attempts, the increase in progress and all the previous pictures he has drawn before
- will be really interesting to use (which means no boring readings, no boring understanding) = it doesn't require reading long text paragraphs, just learning by doing (the most efficient way of learning)
- will be convenient to use = (you need only a pencil and paper; the user doesn't need to make something special).
- will allow to draw on a paper directly without trying to draw on web-site or in tablet while studying lessons = he draws on the paper directly
- will provide precise and objective feedback = the website will automatically compare the current image with the original one and will calculate the user's progress/success.