CHALLENGE

The children of a modern society spend an enormous amount of time in front of digital screens, that obviously to be causing declining physical activity. In this project, I propose a digital solution to motivating children for physical activity.
Duration
6,5 Months
Deliverables
AR game prototype
Quantitative analysis
Design guidelines
Published Report
Collaboration
DESIGN CONCEPT

The Geolocation Game with Augmented Reality which will help to recreate your favorite board game in a real landscape with interactive obstacles.
Stakeholders
Children (8-10 y.o)
Primary School Teachers
Parents
Technologies
Augmented Reality
GPS navigation
Pedometer
Gamification
Tools
Unity+Vuforia
Xcode
Photoshop
Illustrator
Proto.io
UEQ questionnaire
1st DEMO

For the 1st DEMO was used the marks-based interaction which involves using of the printed images as triggers of an interaction between an environment and App.
This approach allowed to simplify and to speed up the prototyping of the AR game experience for the early testing of the concept with children.
USABILITY TEST

The test of the mini-demo of All Aboard game revealed the interest of the participants to that kind of activity despite the use of unfamiliar for the most children technology.
Participants
30 Primary School Students (9 y.o)
Methods
Experience Simulation
User Experience Questionnaire (UEQ)
Procedure
Introduction Lesson
Game testing
Questionnaire
Data Analysis
OUTCOME
For validating the gaming experience, I offered the children complete an anonymous User Experience Questionnaire (UEQ), which allowed evaluating criteria such as attractiveness, insight, efficiency, novelty, stimulation, and reliability relative to the scores for the successful digital interfaces included into the analytic tool of this questionnaire.
Attractiveness
the game looks attractive, enjoyable, friendly and pleasant.
Perspicuity
stands below average because the participants faced some difficulties while interaction with the new technology of AR game.
Efficiency
was evaluated above average that means the users still managed to learn how to perform the tasks.
Dependability
the low score could mean that participants might misinterpret some items in the questionnaire scale, especially, taking into the account the age of the participants (9 years old).
Stimulation
using the product was interesting, exciting and motivating for the children.
Novelty
the excellent score testifies the product catch the interest of users.
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