TOUCH







TOUCH

 


An Outdoor Events APP for Otakus

 

 

 

 

 

 

 

 

 

 

 

 

 

 

  

   TOUCH
       An Outdoor Events APP for Otakus
   

    TOUCH
         An Outdoor Events APP for Otakus
   

OVERVIEW

OVERVIEW

OVERVIEW

10-11/2016
( 5 weeks, updated in 07/2019 )

10-11/2016 ( 5 weeks, updated in 07/2018 )

10-11/2016 ( 5 weeks, updated in 07/2018 )

Individual Project 
Tools: Sketch, Figma

Individual Project 
Adobe Illustrator, Sketch, Autodesk Maya, Keyshot

Individual Project 
Adobe Illustrator, Sketch, Autodesk Maya, Keyshot

TOUCH is an app that provides outdoor events to Otakus.

This project is geared for Otaku, a Japanese term for people who have obsessive interests, particularly in anime, game, and manga. As a result, they have little interactions with the real world. By gamifying outdoor events, TOUCH motivates them to do exercises and social activities, to improve their lifestyle and social conditions.

TOUCH is an app that provides outdoor events to Otakus.

This project aims at Otaku, a Japanese term for people who have obsessive interests, particularly in anime, game, and manga, as a result, they have little interactions with the real world. By gamifying outdoor events, TOUCH transforms their indulgent motivations into exercises and social activities, to help them improve their lifestyle and social conditions.

TOUCH is an app that provides outdoor events to Otakus.

This project aims at Otaku, a Japanese term for people who have obsessive interests, particularly in anime, game, and manga, as a result, they have little interactions with the real world. By gamifying outdoor events, TOUCH transforms their indulgent motivations into exercises and social activities, to help them improve their lifestyle and social conditions.

INSPIRATIONS

INSPIRATIONS

INSPIRATIONS

We rarely know what and how Otakus suffer.

Different from my other projects, which starts with a design challenge or user pain points, I chose the target audience as my starting point. Based on my hobbies of games and anime, I decided to design for Otakus.

In East Aisa, "Otaku" is almost equivalent to "geek" or "nerd" in the West, but in a more derogatory manner. They usually stay at home and obsess in their interests; they are marginalized and receive little attention from society; as a result, the negative impact they suffer is not so noticeable.

However, I cannot ignore their voices.

We rarely know what and how Otakus suffer.

Different from my other projects, which starts with a design challenge or user pain points, I chose the target audience as my starting point. Based on my hobbies of games and anime, I decided to design for Otakus.

In East Aisa, "Otaku" is almost equivalent to "geek" or "nerd" in the West, but in a more derogatory manner. They usually stay at home and obsess in their interests; they are marginalized and receive little attention from society; as a result, the negative impact they suffer is not so noticeable.

However, I cannot ignore their voices.

We rarely know what and how Otakus suffer.

Different from my other projects, which starts with a design challenge or user pain points, I chose the target audience as my starting point. Based on my hobbies of games and anime, I decided to design for Otakus.

In East Aisa, "Otaku" is almost equivalent to "geek" or "nerd" in the West, but in a more derogatory manner. They usually stay at home and obsess in their interests; they are marginalized and receive little attention from society; as a result, the negative impact they suffer is not so noticeable.

However, I cannot ignore their voices.

RESEARCH METHODS

RESEARCH

RESEARCH

Understanding the Otakus

My first challenge comes here. Since I share some same interests with my target users, I am afraid that my preconceptions will make the whole investigation subjective. In order to solve this problem, I referred to various authoritative reports and developed the research plans.

Understanding the Otakus

My first challenge comes here. Since I share some same interests with my target users, I am afraid that my preconceptions will make the whole investigation subjective. In order to solve this problem, I referred to various authoritative reports and developed the research plans.

Survey 

Survey@3x

Distribute questionnaires in various games and anime forums; try to discover their pain points, needs, and requirements.

Interviews

Interviews@3x

Dive into conversations with six cases. Figure out their motivation, influence on real life, and their overall opinion about their social relationships in reality.

Observations

Observations@3x

Learn and understand their daily life habits, their interactions with their obsessions, and online social network performance.

RESEARCH INSIGHTS

INSIGHTS

INSIGHTS

Five major insights after all the above research processes 

Limited social links in real life

Otakus are troubled by social problems, even if they are active online. Online social links is not a replacement of social connections in real life.

Otakus are troubled by social problems, even if they are active in online interactions. Online social activities are hard to replace the satisfaction that social connections bring to them in real life.

Otakus are troubled by social problems, even if they are active in online interactions. Online social activities are hard to replace the satisfaction that social connections bring to them in real life.

Unhealthy lifestyles

In most cases, their daily activities start in the afternoon and are most active around midnight in a day. Also, their dining habits are irregular.

In most cases, their daily activities start in the afternoon and are most active around midnight. Staying up late happens a lot. Also, their dining habits are irregular.

In most cases, their daily activities start in the afternoon and are most active around midnight. Staying up late happens a lot. Also, their dining habits are irregular.

Want to gain more attention

Some people overexpose themselves on social media, but it is difficult to attract non-Otakus' attention.

Some people overexpose themselves on social media, but it is difficult to attract non-Otakus' attention and interactions.

Some people overexpose themselves on social media, but it is difficult to attract non-Otakus' attention and interactions.

Aware of the impact of indulgence

Otakus are more or less aware of the consequence caused by their obsessive interests, namely in their moods, body conditions, social networks, and other aspects of life.

Otakus are more or less realize influence caused by their obsessive interests, namely in their moods, personality, body conditions, social networks, and other aspects of life.

Otakus are more or less realize influence caused by their obsessive interests, namely in their moods, personality, body conditions, social networks, and other aspects of life.

Lack of motivation to change

Most of them are unsatisfied with their status quo and willing to improve. However, they are used to obsessive behaviors; they lack the motivation and have no idea how to start.

Most of them are unsatisfied with their status quo and willing to improve. However, they are used to obsessive behaviors; they lack the motivation, have no idea how to start.

Most of them are unsatisfied with their status quo and willing to improve. However, they are used to obsessive behaviors; they lack the motivation, have no idea how to start.

PERSONAS

PERSONAS

PERSONAS

Based on these insights, I captured the portraits of my target audience.
My audience: otakus in Mainland China, 18 - 30 years old

Artboard@2x

 

A design challenge emerged ......

 

How could I motivate them to improve their living habits and engage more social life in reality?

 

 A design challenge emerged ......

How could I motivate them to improve their living habits and engage more social life in reality?

IDEATION

IDEATION

IDEATION

Features Selection

After analyzing user needs, goals, and priorities based on the research data, I brought out some of the must-have features. 

After analyzing user needs, goals, and priorities based on the research data, I brought out some of the must-have features. 

activites@3x

Daily Offline Activities

Daily mandatory events guide users to make changes, build social connections and gradually develop good life habits.

track@3x

Supervision and Tracking

Supervision ensures every event is completed; users can track the status of the events and know they are on the right track for improving.

Supervision ensures every event is completed; users can track the status of the events and know they are on the right track for improving.

achievement@3x

Achievements

Users can feel accomplished at the end of the day, which can motivate them to move on.

PROPOSAL

PROPOSAL

PROPOSAL

Mobile App + Tracking Device

A set of accomplishment-driven interactive product which combines an application and a device. 

A set of accomplishment-driven interactive product which combines an application and a device. 

solution@8

SYSTEM DESIGN

SYSTEM DESIGN

SYSTEM DESIGN

system

 

STORYBOARD

STORYBOARD

STORYBOARD

SKETCH

SKETCH

Based on the storyboards and the scenarios, the first version of sketches which indicate flows and functions come up.

OLD@2x

FIRST VERSION

LOW-FI PROTOTYPE

FIRST VERSION

I have initially completed sketching, rendering of the smartwatch, and design of high fidelity interface. Relevant documentation is here.

I have initially completed sketching, rendering of the smartwatch, and design of high fidelity interface. Relevant documentation is here.

old

USABILITY TESTING

USABILITY TESTING

USABILITY TESTING

However, this was far from enough.

After more than a year, I have the opportunity to conduct a usability test of my design, hoping to get some feedback and suggestions for iteration.
I tested with three target users.

However, this was far from enough.

After more than a year, I have the opportunity to conduct a usability test of my design, hoping to get some feedback and suggestions for iteration.
I tested with three target users.

However, this was far from enough.

After more than a year, I have the opportunity to conduct a usability test of my design, hoping to get some feedback and suggestions for iteration.
I tested with three target users.

test

“Too many taps for a new mission.”

“I hope I can access to my mission record more easily.”

“The watch is cool and useful, but why do I need another 'touch' watch?”

“Too many taps for a new mission.”

“I hope I can access to my mission record more easily.”

“The watch is cool and useful, but why do I need another 'touch' watch?”

“Too many taps for a new mission.”

“I hope I can access to my mission record more easily.”

“The watch is cool and useful, but why do I need another 'touch' watch?”

PROBLEMS

SKETCHES

SKETCHES(REVISED)

Based on the results and feedback from the user test, I identified some structural issues in my original sketches.

Based on the results and feedback from the user test, I identified some structural issues in my original sketches.

Based on the results and feedback from the user test, I identified some structural issues in my original sketches.

problem

FLOW CHART &WIREFRAME

CONTENT MAP

FLOW CHART

After adjusting the content and structure, the new flow chart and wireframe are shown below.  

 

After adjusting the concent and structure, the new map is shown below.  

 

Frame

VISUAL ITERATION

DEVICE

ITERATION

After above revise of structure and function, I moved to the final visual iteration. 

Originally the visual design had an insufficient hierarchy. Also, there was no uniformity in and consistency the overall style. So I redesigned a visual system, set rules for the various hierarchy of information, components, and redraw icons. The new visual system maintains the gamification style.

After above revise of structure and function, I moved to the final visual iteration. This iteration mainly focused on the following three aspects.

1. Visual Elements & Mission Function

  • Redesign the whole system of UI and flatten visual elements.
  • Cut down the mission accepting process
  • Highlight the information of current mission on the home page
BEFORE
AFTER

HI-FI MOCKUPS

HIGH-FI INTERFACE

HIGH-FI MOCKUPS

intro01

Get start with your daily missions

Three daily missions appear on the upper part of the missions page. Different colors and pics of the box indicate the status of the mission (finished or failed, accepted and incoming).

Also, users can check their stars for the day and find recommend places to finish missions.

Accept missions and track your progress

Accept missions and track your progress

Accept missions and track your progress

Daily tasks can be unlocked at fixed times.  Users can accept it or cost star to receive a new one. Once accepting. the detailed interface of the mission will display the progress.

into02
intro03

Record, search and tell your accomplishments to the world

The record saves the user's mission history. Activities allow the user to view their contact updates and search for new tasks after the daily tasks are completed. Users can check their current ranking in the Honor page as well as share to social media.

intro04

Give others a hand by creating new missions

Once users complete daily tasks, the ADD button locates in the bottom tab bar is unlocked. Users can add custom mission to the task pool to earn stars.

intro05

Contacts, chats, payments and more

Some secondary features are hidden in the side menu, which highlights the main feature - mission and calls for outdoor activities.

WATCH INTERFACE

WATCH INTERFACE

WATCH INTERFACE

watch big@2x

LOGO

LOGO

LOGO

The name ‘Touch’ represents physical contact among devices, actual and offline contact among users, and contact with the real world.

The name ‘Touch’ represents physical contact among devices, actual and offline contact among users, and contact with the real world.

brainstorm@2x
5b69b4_96e83b8139704a68842dd986cc0b8100-mv2_d_2400_1750_s_2
logo

AFTERTHOUGHTS

AFTERTHOUGHTS

AFTERTHOUGHTS

AFTERTHOUGHTS

Of course, this simple application alone cannot completely reintegrate Otakus back into society, but what I want to achieve is something that will help them make a small step forward. However, there are still some ethical concerns in this project. Can it really promote effective social contact among Otakus? If they fail in this process, will the sense of failure make the situation worse? Will they treat the mission perfunctorily in order to finish it? Is it effective to use a game to help them overcome the negative impact of games? All these concerns deserve further consideration.

Of course, this simple application alone cannot completely reintegrate Otakus back into society, but what I want to achieve is something that will help them make a small step forward. However, there are still some ethical concerns in this project. Can it really promote effective social contact among Otakus? If they fail in this process, will the sense of failure make the situation worse? Will they treat the mission perfunctorily in order to finish it? Is it effective to use a game to help them overcome the negative impact of games? All these concerns deserve further consideration.

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