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Carpe Diem

Project Goals

​The main aspect of this project was to create an app that would be inclusive in at least three major sense’s. With the major senses that were disabled, this focused on permanent, temporary, and situational. As well, the major senses our group focused on were touch, hear, and speak. With the major disabilities to focus on this is what helped create the app for people to do activities that weren’t limited to them, so that they could make the most of their day. The touch points of the project were to create a interface that was friendly to the senses that we chose to focus on, and to develop a video demo that illustrated the best of the project. With all of this, it would illustrate and create the ideal app for the project.

Process Of The Project

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The first step of the project was to think about what we only trust a computer to do and what we would only trust a human to do. Then to get the human to trust an aspect of a human to a computer. We would then create a persona spectrum that would help as a guide to focus in on at least 3 major senses that could possibly be disabled on a human, thus giving us a guide on atoning for those aspects. We would then focus on a press release this way customers and buyers would quickly understand what the app is about. After, we would create a prototype of the app and demo video to exemplify the use of the app.

Team

In the team, we had Alex Giovinazzo, Julie Nguyen, Aaron Nay, and Sam Henderson. Each person came with their own expertise and ideas for the project. They also were able to input thoughts and concerns on each aspect of the project, so that it could be better than just one person doing it. As well we all have different thought processes and work styles so the app could be viewed at many different points.

Expectations Of Each Deliverable

Each person was assigned an aspect of the app and the video so that the work was evenly distributed. Aaron Nay was in charge of editing, cutting, and acting in the video, and was in charge of the Landing page and setting page. Alex was in charge of filming the video and helping choose music for the video, for the app he put together the questions page. Julie was the director of said video and was in charge of profile page, log in, and sign in/up screen of the app. Sam (myself) was in charge of creating the animation of the app and acting in the film, I also created the activities list and the icons that went and showed which activities showed ability and disability. After each deliverable was added we were in charge of making changes to each section and to make sure that it was to the highest standard.

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Expectations Of Each Deliverable

Each person was assigned an aspect of the app and the video so that the work was evenly distributed. Aaron Nay was in charge of editing, cutting, and acting in the video, and was in charge of the Landing page and setting page. Alex was in charge of filming the video and helping choose music for the video, for the app he put together the questions page. Julie was the director of said video and was in charge of profile page, log in, and sign in/up screen of the app. Sam (myself) was in charge of creating the animation of the app and acting in the film, I also created the activities list and the icons that went and showed which activities showed ability and disability. After each deliverable was added we were in charge of making changes to each section and to make sure that it was to the highest standard.

Timeline

04, 09: Project Start and group activity.

04, 15: Persona Spectrum

04, 19: Press Release

04, 29: Prototype

05, 06: 3-5 min video demo

05, 07: Presentation

05, 14: Case study Due

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What Is Inclusive Design

Inclusive design is an aspect of design which the designer looks and implements areas that will include people of all abilities, rather than adhering to the bias of themselves when designing. This is learning how to look at different viewpoints, so that the designer can more naturally design to people of any ability. This makes the app more inclusive and more empathetic. The big three for inclusive design is to recognize exclusion, learn from diversity, and solve for one extend to many. Starting with recognizing exclusion the key to this is just to not think of ones self when making an app, yet looking at if the app is going to be hindering a certain group of people. Hindering a group of people can be color blind or deaf and making the app adhere to them helps create more inclusion. This also means looking at not just permanent, situational, and temporary disabilities. Each of these can effect anyone at any given time and making an app that follows these guidelines helps with more inclusion and efficiency. Learning from diversity is begin able to see all diversity and accepting that the app needs to include them to make it more successful app. This diversity is all disabilities that can be thought of for an app and trying to include as many as possible. As well the designer should practice disabling themselves so they understand what to look for when designing the app. The last piece is solve for one, extend to many. This piece is really important and relativity easy to implement. Its basically figuring out one disability to help then extending the app to multiple people or adjusting it slightly to help more. With this it helps create longevity in the app and design as well it includes more people that could have been excluded.

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Press Release

Carpe Diem is an app based activity planner that helps the user find and locate activities based on locations, interests, and individual abilities. Finding an activity for yourself or with a group can be difficult, and with individuals who have different abilities, the challenge becomes even greater. With this app users will input a location, then fill out a questionnaire. This allows the app to determine what activities are available in the area of their selection. The app will then display a list of local options with a key, letting users know about the activity and whether it can accommodate users with abilities of all kinds.

Prototype

With how this project was laid out, my team had to jump into designing the prototype for testing and feedback from users. With the feedback, we adjusted the prototype accordingly so that we are able to present our findings.

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