| UX Problem Statement | ΠΠ°ΡΠ²Π»Π΅Π½ΠΈΠ΅ ΠΎ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ΅ UX |
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| Problem: | ΠΡΠΎΠ±Π»Π΅ΠΌΠ°: |
| A sighted museum visitor wants to experience the world from the perspective of visually impaired individuals. The museum offers a unique immersive experience where the visitor enters a room of absolute darkness to explore tactile paintings and listen to corresponding music. However, the visitor faces significant challenges in interacting with the smartphone application and navigating from one painting to another in complete darkness. | ΠΡΡΡΠΈΠΉ ΠΏΠΎΡΠ΅ΡΠΈΡΠ΅Π»Ρ ΠΌΡΠ·Π΅Ρ Ρ ΠΎΡΠ΅Ρ ΠΈΡΠΏΡΡΠ°ΡΡ ΠΌΠΈΡ Π³Π»Π°Π·Π°ΠΌΠΈ Π»ΡΠ΄Π΅ΠΉ Ρ Π½Π°ΡΡΡΠ΅Π½ΠΈΡΠΌΠΈ Π·ΡΠ΅Π½ΠΈΡ. ΠΡΠ·Π΅ΠΉ ΠΏΡΠ΅Π΄Π»Π°Π³Π°Π΅Ρ ΡΠ½ΠΈΠΊΠ°Π»ΡΠ½ΡΠΉ ΠΏΠΎΠ³ΡΡΠΆΠ°ΡΡΠΈΠΉ ΠΎΠΏΡΡ, Π² ΠΊΠΎΡΠΎΡΠΎΠΌ ΠΏΠΎΡΠ΅ΡΠΈΡΠ΅Π»Ρ Π²Ρ ΠΎΠ΄ΠΈΡ Π² ΠΊΠΎΠΌΠ½Π°ΡΡ Π°Π±ΡΠΎΠ»ΡΡΠ½ΠΎΠΉ ΡΠ΅ΠΌΠ½ΠΎΡΡ, ΡΡΠΎΠ±Ρ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΡ ΡΠ°ΠΊΡΠΈΠ»ΡΠ½ΡΠ΅ ΠΊΠ°ΡΡΠΈΠ½Ρ ΠΈ ΡΠ»ΡΡΠ°ΡΡ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΡΡ ΠΌΡΠ·ΡΠΊΡ. ΠΠ΄Π½Π°ΠΊΠΎ ΠΏΠΎΡΠ΅ΡΠΈΡΠ΅Π»Ρ ΡΡΠ°Π»ΠΊΠΈΠ²Π°Π΅ΡΡΡ Ρ ΡΠ΅ΡΡΠ΅Π·Π½ΡΠΌΠΈ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ°ΠΌΠΈ Π²ΠΎ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠΈ Ρ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ΠΌ Π½Π° ΡΠΌΠ°ΡΡΡΠΎΠ½Π΅ ΠΈ ΠΏΠ΅ΡΠ΅ΠΌΠ΅ΡΠ΅Π½ΠΈΠΈ ΠΎΡ ΠΎΠ΄Π½ΠΎΠΉ ΠΊΠ°ΡΡΠΈΠ½Ρ ΠΊ Π΄ΡΡΠ³ΠΎΠΉ Π² ΠΏΠΎΠ»Π½ΠΎΠΉ ΡΠ΅ΠΌΠ½ΠΎΡΠ΅. |
| User: | ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Ρ: |
| The primary user is a sighted museum visitor who is interested in understanding and experiencing the challenges faced by visually impaired individuals. | ΠΡΠ½ΠΎΠ²Π½ΠΎΠΉ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Ρ - ΡΡΠΎ Π·ΡΡΡΠΈΠΉ ΠΏΠΎΡΠ΅ΡΠΈΡΠ΅Π»Ρ ΠΌΡΠ·Π΅Ρ, ΠΊΠΎΡΠΎΡΡΠΉ ΠΈΠ½ΡΠ΅ΡΠ΅ΡΡΠ΅ΡΡΡ ΠΏΠΎΠ½ΠΈΠΌΠ°Π½ΠΈΠ΅ΠΌ ΠΈ ΠΈΡΠΏΡΡΠ°Π½ΠΈΠ΅ΠΌ ΡΡΡΠ΄Π½ΠΎΡΡΠ΅ΠΉ, Ρ ΠΊΠΎΡΠΎΡΡΠΌΠΈ ΡΡΠ°Π»ΠΊΠΈΠ²Π°ΡΡΡΡ Π»ΡΠ΄ΠΈ Ρ Π½Π°ΡΡΡΠ΅Π½ΠΈΡΠΌΠΈ Π·ΡΠ΅Π½ΠΈΡ. |
| Goals: | Π¦Π΅Π»ΠΈ: |
| - To seamlessly interact with the smartphone application in complete darkness. - To navigate efficiently and safely from one tactile painting to another. - To fully immerse in the sensory experience through touch and sound without visual cues. | - ΠΠ·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΎΠ²Π°ΡΡ Ρ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ΠΌ Π½Π° ΡΠΌΠ°ΡΡΡΠΎΠ½Π΅ Π² ΠΏΠΎΠ»Π½ΠΎΠΉ ΡΠ΅ΠΌΠ½ΠΎΡΠ΅ Π±Π΅Π· ΠΏΡΠΎΠ±Π»Π΅ΠΌ. - ΠΡΡΠ΅ΠΊΡΠΈΠ²Π½ΠΎ ΠΈ Π±Π΅Π·ΠΎΠΏΠ°ΡΠ½ΠΎ ΠΏΠ΅ΡΠ΅ΠΌΠ΅ΡΠ°ΡΡΡΡ ΠΎΡ ΠΎΠ΄Π½ΠΎΠΉ ΡΠ°ΠΊΡΠΈΠ»ΡΠ½ΠΎΠΉ ΠΊΠ°ΡΡΠΈΠ½Ρ ΠΊ Π΄ΡΡΠ³ΠΎΠΉ. - ΠΠΎΠ»Π½ΠΎΡΡΡΡ ΠΏΠΎΠ³ΡΡΠ·ΠΈΡΡΡΡ Π² ΡΠ΅Π½ΡΠΎΡΠ½ΡΠΉ ΠΎΠΏΡΡ ΡΠ΅ΡΠ΅Π· ΠΎΡΡΠ·Π°Π½ΠΈΠ΅ ΠΈ Π·Π²ΡΠΊ Π±Π΅Π· Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΡ ΠΏΠΎΠ΄ΡΠΊΠ°Π·ΠΎΠΊ. |
| Challenges: | ΠΡΠΎΠ±Π»Π΅ΠΌΡ: |
| - Interaction with Smartphone in Darkness: - Difficulty in locating and using the smartphone's touchscreen without visual aid. - Risk of accidental taps or incorrect gestures due to the inability to see the screen. - Ensuring that the user can start and stop the music corresponding to each painting accurately. | - ΠΠ·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ ΡΠΎ ΡΠΌΠ°ΡΡΡΠΎΠ½ΠΎΠΌ Π² ΡΠ΅ΠΌΠ½ΠΎΡΠ΅: - Π’ΡΡΠ΄Π½ΠΎΡΡΠΈ Π² ΠΏΠΎΠΈΡΠΊΠ΅ ΠΈ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠΈ ΡΠ΅Π½ΡΠΎΡΠ½ΠΎΠ³ΠΎ ΡΠΊΡΠ°Π½Π° ΡΠΌΠ°ΡΡΡΠΎΠ½Π° Π±Π΅Π· Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΠΎΠΉ ΠΏΠΎΠΌΠΎΡΠΈ. - Π ΠΈΡΠΊ ΡΠ»ΡΡΠ°ΠΉΠ½ΡΡ Π½Π°ΠΆΠ°ΡΠΈΠΉ ΠΈΠ»ΠΈ Π½Π΅ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΡΡ ΠΆΠ΅ΡΡΠΎΠ² ΠΈΠ·-Π·Π° Π½Π΅Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ Π²ΠΈΠ΄Π΅ΡΡ ΡΠΊΡΠ°Π½. - ΠΠ±Π΅ΡΠΏΠ΅ΡΠ΅Π½ΠΈΠ΅ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ ΡΠΎΡΠ½ΠΎΠ³ΠΎ Π²ΠΊΠ»ΡΡΠ΅Π½ΠΈΡ ΠΈ Π²ΡΠΊΠ»ΡΡΠ΅Π½ΠΈΡ ΠΌΡΠ·ΡΠΊΠΈ, ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠ΅ΠΉ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ ΠΊΠ°ΡΡΠΈΠ½Ρ. |
| - Navigation Between Paintings: - Identifying the starting point and orientation in the dark room. - Finding each painting without visual guidance. - Avoiding obstacles and maintaining a safe path between paintings. | - ΠΠ°Π²ΠΈΠ³Π°ΡΠΈΡ ΠΌΠ΅ΠΆΠ΄Ρ ΠΊΠ°ΡΡΠΈΠ½Π°ΠΌΠΈ: - ΠΠΏΡΠ΅Π΄Π΅Π»Π΅Π½ΠΈΠ΅ Π½Π°ΡΠ°Π»ΡΠ½ΠΎΠΉ ΡΠΎΡΠΊΠΈ ΠΈ ΠΎΡΠΈΠ΅Π½ΡΠ°ΡΠΈΠΈ Π² ΡΠ΅ΠΌΠ½ΠΎΠΉ ΠΊΠΎΠΌΠ½Π°ΡΠ΅. - ΠΠΎΠΈΡΠΊ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ ΠΊΠ°ΡΡΠΈΠ½Ρ Π±Π΅Π· Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΡ ΠΎΡΠΈΠ΅Π½ΡΠΈΡΠΎΠ². - ΠΠ·Π±Π΅Π³Π°Π½ΠΈΠ΅ ΠΏΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΠΉ ΠΈ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠ°Π½ΠΈΠ΅ Π±Π΅Π·ΠΎΠΏΠ°ΡΠ½ΠΎΠ³ΠΎ ΠΏΡΡΠΈ ΠΌΠ΅ΠΆΠ΄Ρ ΠΊΠ°ΡΡΠΈΠ½ΡΠΌΠΈ. |
Since it's free, after a certain number of requests, it switched to version 3.5 and became significantly dumber. Had to go to a new chat.
Start here - user analysis
| User 1: Sighted Museum Visitors | User 2: Museum Staff | User 3: App Developers |
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| Description: People who visit the museum and want to understand how individuals with visual impairments live and interact with the world. | Description: Individuals responsible for creating conditions and ensuring the safe conduct of the experience for visually impaired visitors. Some staff members may be visually impaired, adding a unique contribution to creating this experience. | Description: Individuals developing the application that visually impaired visitors will use to manage their experience in the dark room. |
| Goals: 1. Seamlessly interact with the smartphone application in complete darkness. 2. Navigate efficiently and safely from one tactile painting to another. 3. Fully immerse in the sensory experience through touch and sound without visual cues. 4. Use the amplification of other senses in darkness for deep self-awareness and enhanced emotional perception. | Goals: 1. Create safe conditions for navigation in the dark room, including tactile and auditory cues. 2. Ensure the safety and comfort of users in the dark room. 3. Collect feedback from users to improve the experience and address any issues that arise. | Goals: 1. Develop an application interface that is intuitively understandable and easy to use in the absence of light. 2. Implement voice command features and tactile feedback for navigation and app control. |
| Challenges: - Interaction with Smartphone in Darkness: - Facing difficulties in finding and using the smartphone's touchscreen without visual assistance. - Risking accidental taps or incorrect gestures due to the inability to see the screen. - Striving for accurate music playback control for each tactile painting. - Navigation Between Paintings: - Determining the starting point and orientation in the dark room. - Searching for each painting without visual cues. - Avoiding obstacles and maintaining a safe path between paintings. - Self-awareness: - Utilizing the amplification of other senses in darkness for deep self-awareness and enhanced emotional perception. | Challenges: - Navigation Between Paintings: - Creating and maintaining a navigation system, including sound and tactile cues. - Ensuring the safety and comfort of users in the dark room. - Feedback: - Gathering feedback from users to improve the experience and address any issues. | Challenges: - Interaction with Smartphone in Darkness: - Needing to devise solutions for intuitive app usage in darkness. - Striving to minimize errors and make the interface maximally accessible in the absence of light. - Functionality: - Integrating voice command features and tactile feedback for navigation and app control. |