INTERFACE DESIGN

Students’ projects from my Aesthetic Principles of Interface Design class: the goal was to design an interface for temporarily disabled people, “disabled” in this case being a broad category.
Proofs of concept

University of Advancing Technology

Morgane Guyot

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Ophelie Gasnier

 

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Zach Snader: “Taste Finder”
A Palette Expander for Those Without Palettes

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My goal with this final project, Taste Finder, was to capitalize on the sensations that people with anosmia can still experience.  The end result is an application that gives those with the loss of smell the ability to figure out what their food is going to be like before they eat it using as many related traits as possible, in the hope of giving the user a way to be aware of what they eat without having to eat it first.

My approach to the UI for this project was to relate what a user would like to eat with a variety of similar foods, all the while listing vital information pertaining to that food.  I wanted it to not only be accessible but also be informative enough that it could provide users a way to maintain healthy eating habits.  I also looked at other popular food apps so that I could understand how people who could taste interacted with food options; I did not want my audience to feel overly alienated.  Ultimately, Taste Finder gives those who suffer from anosmia a fun and functional way to maintain their dietary habits.

 

Jaylyn: I-phone Application:
For temporarily disabled people due to a spinal injury or stroke causing them to lose their fine motor skills.

I created a mind mapping of their current location as a guide to help them find where they are on the page and I’ve put it in the “reach” zone according to this diagram so that it isn’t in the way. Another thing I did was to offer help again because the person won’t be familiar with utilizing this application. I did this with two screens the user goes through after electing to have the phone in accessibility mode; the first screen has them choose a zoom size by offering different size buttons, the second is giving directions on how to click the buttons and another screen will appear if and only if you don’t follow the directions for double clicking or pressing and holding the button and it’ll let you know that you need to double click or press and hold to continue. Each of the screens has a cancel button located in the reach section of the screen so that they can cancel if they so choose and by having the cancel button in the reach area it prevents errors of accidentally clicking cancel and exiting the program.

 

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Seni: Users and Mobile Devices

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Kirsten Haberer: Bionic Ears

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