Beyond Bricks

Beyond Bricks

Beyond Bricks

Augmented Reality for LEGO

Augmented Reality for LEGO

Augmented Reality for LEGO

Client

Client

Client

Beyond Bricks

Beyond Bricks

Beyond Bricks

Services

Services

Services

UX Research and

User Interface Design

UX Research and

User Interface Design

UX Research and

User Interface Design

Industries

Industries

Industries

Toy and Gaming

Toy and Gaming

Toy and Gaming

Duration

Duration

Duration

3 months

3 months

3 months

Problem Statement

Problem Statement

Problem Statement

How can we enhance the Lego building experience by integrating AR to bridge the gap between physical Lego sets and virtual interactivity?

How can we enhance the Lego building experience by integrating AR to bridge the gap between physical Lego sets and virtual interactivity?

How can we enhance the Lego building experience by integrating AR to bridge the gap between physical Lego sets and virtual interactivity?

Research Questions

Research Questions

Research Questions

How does incorporation of AR features impact creativity, engagement and overall satisfaction of Lego builders during the Lego building process.

How does incorporation of AR features impact creativity, engagement and overall satisfaction of Lego builders during the Lego building process.

How does incorporation of AR features impact creativity, engagement and overall satisfaction of Lego builders during the Lego building process.

How can we provide Lego enthusiasts with a platform that combines the creativity of physical Lego building, with immersive possibilities of AR, opening up new venues of exploration and customization?

How can we provide Lego enthusiasts with a platform that combines the creativity of physical Lego building, with immersive possibilities of AR, opening up new venues of exploration and customization?

How can we provide Lego enthusiasts with a platform that combines the creativity of physical Lego building, with immersive possibilities of AR, opening up new venues of exploration and customization?

What strategies can be implemented to overcome the limitations of physical space and access to expensive or rare Lego sets by leveraging our technology to provide a virtual extension of the Lego building experience???

What strategies can be implemented to overcome the limitations of physical space and access to expensive or rare Lego sets by leveraging our technology to provide a virtual extension of the Lego building experience???

What strategies can be implemented to overcome the limitations of physical space and access to expensive or rare Lego sets by leveraging our technology to provide a virtual extension of the Lego building experience???

Proposed Solution

Proposed Solution

Proposed Solution

Beyond Bricks is an enhanced augmented reality (AR) app designed to revolutionise the LEGO building experience. This immersive application merges the tangible world of physical Lego bricks with the limitless possibilities of digital augmentation, offering a truly immersive and educational play experience.
Beyond Bricks is an enhanced augmented reality (AR) app designed to revolutionize the LEGO building experience. This immersive application merges the tangible world of physical Lego bricks with the limitless possibilities of digital augmentation, offering a truly immersive and educational play experience.
Beyond Bricks is an enhanced augmented reality (AR) app designed to revolutionise the LEGO building experience. This immersive application merges the tangible world of physical Lego bricks with the limitless possibilities of digital augmentation, offering a truly immersive and educational play experience.

| Prototype Walkthrough

| Prototype Walkthrough

| Prototype Walkthrough

Design Process Overview

Design Process Overview

Design Process Overview

Stanford Design Thinking

Stanford Design Thinking

Beyond Bricks revolves around enhancing the Lego play experience. Given its intended audience of Lego enthusiasts, including children, adults, and educators, a user-centric approach was paramount. The Stanford Design Thinking Process places empathy at the forefront, ensuring that the application is developed with a deep understanding of user needs, preferences, and pain points and hence it was the prefered approach selected by the researcher.
Beyond Bricks is an enhanced augmented reality (AR) app designed to revolutionize the LEGO building experience. This immersive application merges the tangible world of physical Lego bricks with the limitless possibilities of digital augmentation, offering a truly immersive and educational play experience.
Beyond Bricks revolves around enhancing the Lego play experience. Given its intended audience of Lego enthusiasts, including children, adults, and educators, a user-centric approach was paramount. The Stanford Design Thinking Process places empathy at the forefront, ensuring that the application is developed with a deep understanding of user needs, preferences, and pain points and hence it was the prefered approach selected by the researcher.

Empathize

Empathize

Empathize

Primary Research

Primary Research

To make this concept impactful, extensive research was conducted using both quantitative and qualitative methods. Surveys and interviews were used to connect with a diverse group of LEGO enthusiasts to grasp their preferences, issues, and expectations for the application.
To make this concept impactful, extensive research was conducted using both quantitative and qualitative methods. Surveys and interviews were used to connect with a diverse group of LEGO enthusiasts to grasp their preferences, issues, and expectations for the application.
To make this concept impactful, extensive research was conducted using both quantitative and qualitative methods. Surveys and interviews were used to connect with a diverse group of LEGO enthusiasts to grasp their preferences, issues, and expectations for the application.

User Survey

User Survey

The researcher connected with prominent LEGO enthusiasts through social media platforms such as Discord, Instagram, and Twitter. Once connected, they were requested to complete a survey, and their responses were documented by the researcher.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
The researcher connected with prominent LEGO enthusiasts through social media platforms such as Discord, Instagram, and Twitter. Once connected, they were requested to complete a survey, and their responses were documented by the researcher.
Key Finding : The survey revealed that 63.3% of respondents were highly likely to recommend an augmented reality (AR) based LEGO app to other LEGO enthusiasts.
Key Takeaway : During the survey it was found that a majority of the participants showed interest in the idea of LEGO sets coming to life and some valuable insights were gathered when they were asked about the limitations they currently faced while building LEGO sets and their preferences on how they would like this application to be
Key Finding : The survey revealed that 63.3% of respondents were highly likely to recommend an augmented reality (AR) based LEGO app to other LEGO enthusiasts.

User Interviews

Six semi-structured user interviews were conducted, incorporating both predetermined and open-ended questions to delve deeper into specific themes. These interviews were categorized into User Interviews and Expert Interviews (individuals with over 15 years of LEGO building experience) based on their expertise. The set of questions differed slightly for the experts to accommodate their level of experience.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
Six semi-structured user interviews were conducted, incorporating both predetermined and open-ended questions to delve deeper into specific themes. These interviews were categorized into User Interviews and Expert Interviews (individuals with over 15 years of LEGO building experience) based on their expertise. The set of questions differed slightly for the experts to accommodate their level of experience.
Insights : Both groups of participants expressed common concerns, including the need for assistance or instructions for large, complex builds, and the desire to view their completed sets in a virtual environment.
Key Takeaway : During the survey it was found that a majority of the participants showed interest in the idea of LEGO sets coming to life and some valuable insights were gathered when they were asked about the limitations they currently faced while building LEGO sets and their preferences on how they would like this application to be
Insights : Both groups of participants expressed common concerns, including the need for assistance or instructions for large, complex builds, and the desire to view their completed sets in a virtual environment.

Affinity Diagramming

After summarizing the interviews, the key points were referenced based on the insights and then organised into various categories depending specific codes. These specific codes were then organised in the form of affinity diagram to identify patterns, insights, and priorities, leading to more effective problem-solving, decision-making, and planning. A total of 8 Categories were created based on Expectations, Pain points, Experiences, User engagement, creativity, Satisfaction, inspiration, and similar apps that the users mentioned about during their interviews and almost 130 notes were created after dividing these categories
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
After summarizing the interviews, the key points were referenced based on the insights and then organised into various categories depending specific codes. These specific codes were then organised in the form of affinity diagram to identify patterns, insights, and priorities, leading to more effective problem-solving, decision-making, and planning. A total of 8 Categories were created based on Expectations, Pain points, Experiences, User engagement, creativity, Satisfaction, inspiration, and similar apps that the users mentioned about during their interviews and almost 130 notes were created after dividing these categories

Competitor's Analysis

A thorough competitor's analysis was conducted to make informed decisions, identify opportunities, and develop effective strategies to stay competitive, differentiate their offerings, and better meet the needs of their target customers.
A thorough competitor's analysis was conducted to make informed decisions, identify opportunities, and develop effective strategies to stay competitive, differentiate their offerings, and better meet the needs of their target customers.
A thorough competitor's analysis was conducted to make informed decisions, identify opportunities, and develop effective strategies to stay competitive, differentiate their offerings, and better meet the needs of their target customers.
Key Finding : The competitors were further divided into two categories: Direct Competitors (Play and Entertainment Companies) and Indirect Competitors (Augmented reality games and apps). This analysis was conducted based on the reviews from platforms like Trustpilot, play store and app store. Each competitor's strengths and weaknesses were examined, and it was discovered that the currently available applications on the market suffer from a lack of innovation, hardware limitations, and slow response times on some devices, all of which negatively impact the user experience. Some businesses, like Niantic and Bandai Namco, concentrated on offering products for age groups other than children whereas most of the competitors exclusively had children as their primary target audience. Additionally, as a building block for learning that might assist in framing some features for this application, some prospective feature suggestions were also obtained based on this analysis
Key Finding : The competitors were further divided into two categories: Direct Competitors (Play and Entertainment Companies) and Indirect Competitors (Augmented reality games and apps). This analysis was conducted based on the reviews from platforms like Trustpilot, play store and app store. Each competitor's strengths and weaknesses were examined, and it was discovered that the currently available applications on the market suffer from a lack of innovation, hardware limitations, and slow response times on some devices, all of which negatively impact the user experience. Some businesses, like Niantic and Bandai Namco, concentrated on offering products for age groups other than children whereas most of the competitors exclusively had children as their primary target audience. Additionally, as a building block for learning that might assist in framing some features for this application, some prospective feature suggestions were also obtained based on this analysis
Key Finding : The competitors were further divided into two categories: Direct Competitors (Play and Entertainment Companies) and Indirect Competitors (Augmented reality games and apps). This analysis was conducted based on the reviews from platforms like Trustpilot, play store and app store. Each competitor's strengths and weaknesses were examined, and it was discovered that the currently available applications on the market suffer from a lack of innovation, hardware limitations, and slow response times on some devices, all of which negatively impact the user experience. Some businesses, like Niantic and Bandai Namco, concentrated on offering products for age groups other than children whereas most of the competitors exclusively had children as their primary target audience. Additionally, as a building block for learning that might assist in framing some features for this application, some prospective feature suggestions were also obtained based on this analysis

Define

User Personas and narrative sceanrios

Based on the identified patterns and characteristics, the user base was segmented into distinct groups. Each persona reflected the key characteristics, preferences, needs, and pain points of our interviewees or our target user group. Each persona was created in such a way that it encapsulated the combination of the highlights and pain points of 2 users as per the interviews.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
Based on the identified patterns and characteristics, the user base was segmented into distinct groups. Each persona reflected the key characteristics, preferences, needs, and pain points of our interviewees or our target user group. Each persona was created in such a way that it encapsulated the combination of the highlights and pain points of 2 users as per the interviews.

Customer Journey Maps

Following empathy maps, customer journey maps were created as a crucial step in enhancing and improving our users' experiences. The narrative scenarios were taken under consideration in this phase, and a variety of user interactions were designed to better understand both the positive and negative aspects that the user would experience when completing an action that was reflected in the narrative scenario.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
Following empathy maps, customer journey maps were created as a crucial step in enhancing and improving our users' experiences. The narrative scenarios were taken under consideration in this phase, and a variety of user interactions were designed to better understand both the positive and negative aspects that the user would experience when completing an action that was reflected in the narrative scenario.

User Stories

Different user stories were created for each persona and according to a predetermined format: "As [a user persona], I want [to perform this action] so that [I can achieve this goal]"
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
Different user stories were created for each persona and according to a predetermined format: "As [a user persona], I want [to perform this action] so that [I can achieve this goal]"

Ideate

This phase yielded numerous innovative ideas tailored to address user challenges, exploring a range of potential features and functionalities. The standout ideas were refined and incorporated into user stories, fueling creativity, problem-solving, and innovation, ultimately enhancing the application's user-centered design.
To make this concept impactful, extensive research was conducted using both quantitative and qualitative methods. Surveys and interviews were used to connect with a diverse group of LEGO enthusiasts to grasp their preferences, issues, and expectations for the application.
This phase yielded numerous innovative ideas tailored to address user challenges, exploring a range of potential features and functionalities. The standout ideas were refined and incorporated into user stories, fueling creativity, problem-solving, and innovation, ultimately enhancing the application's user-centered design.

How Might We

How might we statements provided a structured approach to refine and expand upon the user stories. Four how might we statements were generated, each of which provided a usercentred perspective on a particular opportunity or problem. As a part of progressive idea generation and generating ideas impromptu for the same, particular ideas were also developed for each How might we assertion.
How might we statements provided a structured approach to refine and expand upon the user stories. Four how might we statements were generated, each of which provided a usercentred perspective on a particular opportunity or problem. As a part of progressive idea generation and generating ideas impromptu for the same, particular ideas were also developed for each How might we assertion.
How might we statements provided a structured approach to refine and expand upon the user stories. Four how might we statements were generated, each of which provided a usercentred perspective on a particular opportunity or problem. As a part of progressive idea generation and generating ideas impromptu for the same, particular ideas were also developed for each How might we assertion.

Rapid Idea Generation

Once the How might we statements were created, Rapid idea generation was facilitated to generate a large number of ideas in a brief period, free from constraints imposed by opinions or perceived limitations. These entities were randomly chosen by the researcher to produce a wide range of ideas as they were all completely different from each other and this activity served as a remarkably effective technique in producing fresh and innovative ideas that could solve our How might we statements and eventually solving our end user’s problems.
Once the How might we statements were created, Rapid idea generation was facilitated to generate a large number of ideas in a brief period, free from constraints imposed by opinions or perceived limitations. These entities were randomly chosen by the researcher to produce a wide range of ideas as they were all completely different from each other and this activity served as a remarkably effective technique in producing fresh and innovative ideas that could solve our How might we statements and eventually solving our end user’s problems.
Once the How might we statements were created, Rapid idea generation was facilitated to generate a large number of ideas in a brief period, free from constraints imposed by opinions or perceived limitations. These entities were randomly chosen by the researcher to produce a wide range of ideas as they were all completely different from each other and this activity served as a remarkably effective technique in producing fresh and innovative ideas that could solve our How might we statements and eventually solving our end user’s problems.

6-8-5 Sketching

Sketches are a powerful means of visually communicating design ideas. They make abstract concepts tangible, enabling us to quickly grasp and provide feedback on proposed solutions. In this technique, a blank paper was taken and divided into 8 distinct sections and this process was repeated 4 times to address every How might we statement.
Sketches are a powerful means of visually communicating design ideas. They make abstract concepts tangible, enabling us to quickly grasp and provide feedback on proposed solutions. In this technique, a blank paper was taken and divided into 8 distinct sections and this process was repeated 4 times to address every How might we statement.
Sketches are a powerful means of visually communicating design ideas. They make abstract concepts tangible, enabling us to quickly grasp and provide feedback on proposed solutions. In this technique, a blank paper was taken and divided into 8 distinct sections and this process was repeated 4 times to address every How might we statement.

NUF Test

Once a set of ideas were generated, the next step was to perform a “quick reality check” and refine and validate those concepts before creating our feature sets. In this process, the ideas were rated based on three criteria’s: 1. Newness: Has the idea been tried before? 2. Usefulness: Does it actually solve the problem? 3. Feasibility: Is it achievable/ can it be implemented?
Once a set of ideas were generated, the next step was to perform a “quick reality check” and refine and validate those concepts before creating our feature sets. In this process, the ideas were rated based on three criteria’s: 1. Newness: Has the idea been tried before? 2. Usefulness: Does it actually solve the problem? 3. Feasibility: Is it achievable/ can it be implemented?
Once a set of ideas were generated, the next step was to perform a “quick reality check” and refine and validate those concepts before creating our feature sets. In this process, the ideas were rated based on three criteria’s: 1. Newness: Has the idea been tried before? 2. Usefulness: Does it actually solve the problem? 3. Feasibility: Is it achievable/ can it be implemented?

Prototype

Prototype

This phase was where ideas, sketches, and design concepts were translated into functional prototypes, enabling user interaction and swift iteration. Prompt adjustments were made based on user feedback, design flaws, or innovative insights, ensuring continual evolution to fulfill user needs.
This phase was where ideas, sketches, and design concepts were translated into functional prototypes, enabling user interaction and swift iteration. Prompt adjustments were made based on user feedback, design flaws, or innovative insights, ensuring continual evolution to fulfill user needs.
This phase was where ideas, sketches, and design concepts were translated into functional prototypes, enabling user interaction and swift iteration. Prompt adjustments were made based on user feedback, design flaws, or innovative insights, ensuring continual evolution to fulfill user needs.

Lo-Fi Evaluation

Once the Lo-Fidelity paper prototypes were created, they were then evaluated by conducting one-to-one interviews with the potential users. They were then converted in the form of marvel pop links and then it was used to perform test with the participants.
Once the Lo-Fidelity paper prototypes were created, they were then evaluated by conducting one-to-one interviews with the potential users. They were then converted in the form of marvel pop links and then it was used to perform test with the participants.
Once the Lo-Fidelity paper prototypes were created, they were then evaluated by conducting one-to-one interviews with the potential users. They were then converted in the form of marvel pop links and then it was used to perform test with the participants.
Key Findings: After the initial Lo-fidelity Evaluation, it was found that the first participant wanted more information about terms on the virtual gallery page and filters on the community page. Both participants supported having a rewards store in the app to display their social status. They also suggested adding a greeting screen after users complete game challenges for feedback.
Key Findings: After the initial Lo-fidelity Evaluation, it was found that the first participant wanted more information about terms on the virtual gallery page and filters on the community page. Both participants supported having a rewards store in the app to display their social status. They also suggested adding a greeting screen after users complete game challenges for feedback.
Key Findings: After the initial Lo-fidelity Evaluation, it was found that the first participant wanted more information about terms on the virtual gallery page and filters on the community page. Both participants supported having a rewards store in the app to display their social status. They also suggested adding a greeting screen after users complete game challenges for feedback.

Information Architecture

Information Architecture

Card Sorting

Feedback from users after the low-fidelity test highlighted the need to adjust content structure and placement to improve usability and user understanding. It also helped identify menus and navigation patterns users would utilize to access different application features. To define the information architecture of the application, card sorting played an imminent role. This user-centric approach ensured that the information architecture closely aligns with how the users think and navigate.
Feedback from users after the low-fidelity test highlighted the need to adjust content structure and placement to improve usability and user understanding. It also helped identify menus and navigation patterns users would utilize to access different application features. To define the information architecture of the application, card sorting played an imminent role. This user-centric approach ensured that the information architecture closely aligns with how the users think and navigate.
Feedback from users after the low-fidelity test highlighted the need to adjust content structure and placement to improve usability and user understanding. It also helped identify menus and navigation patterns users would utilize to access different application features. To define the information architecture of the application, card sorting played an imminent role. This user-centric approach ensured that the information architecture closely aligns with how the users think and navigate.

Sitemap

A sitemap was essentially created to provide a visual representation of the IA from the data that was collected from the previous card sort workshop, showing the hierarchical structure and organization of content and features within the application.
A sitemap was essentially created to provide a visual representation of the IA from the data that was collected from the previous card sort workshop, showing the hierarchical structure and organization of content and features within the application.
A sitemap was essentially created to provide a visual representation of the IA from the data that was collected from the previous card sort workshop, showing the hierarchical structure and organization of content and features within the application.

Hi-Fidelity Wireframes

After completing the style Guide, a series of screens were created based on the wireframes created in the earlier stages of the prototype stage and as a result High-fidelity prototypes were created.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
After completing the style Guide, a series of screens were created based on the wireframes created in the earlier stages of the prototype stage and as a result High-fidelity prototypes were created.

Login and Registration

The user can either create a new account or login to their existing account by providing their basic credentials. Moreover, they can also use social media to login to their accounts.
The user can either create a new account or login to their existing account by providing their basic credentials. Moreover, they can also use social media to login to their accounts.
The user can either create a new account or login to their existing account by providing their basic credentials. Moreover, they can also use social media to login to their accounts.

Onboarding Process

The Onboarding process includes a two -factor verification and some informative description about the relevant modules of this application.
The Onboarding process includes a two -factor verification and some informative description about the relevant modules of this application.
The Onboarding process includes a two -factor verification and some informative description about the relevant modules of this application.

Home Page

Once the user logs in successfully, they will be directed to the home screen where they get access to the entire application and options to perform daily challenges, watch video tutorials, or buy latest releases and earn points into their account.
Once the user logs in successfully, they will be directed to the home screen where they get access to the entire application and options to perform daily challenges, watch video tutorials, or buy latest releases and earn points into their account.
Once the user logs in successfully, they will be directed to the home screen where they get access to the entire application and options to perform daily challenges, watch video tutorials, or buy latest releases and earn points into their account.

Daily Challenges

This module allows to user to perform fresh challenges and earn points which could be redeemed in the form of virtual LEGO sets.
This module allows to user to perform fresh challenges and earn points which could be redeemed in the form of virtual LEGO sets.
This module allows to user to perform fresh challenges and earn points which could be redeemed in the form of virtual LEGO sets.
This module allows the user to perform fresh challenges and earn points which could be redeemed in the form of virtual LEGO sets.

Rewards Store

A reward system was created for users to complete specific tasks and earn certain number of points associated with those tasks and redeem virtual LEGO sets.
A reward system was created for users to complete specific tasks and earn certain number of points associated with those tasks and redeem virtual LEGO sets.
A reward system was created for users to complete specific tasks and earn certain number of points associated with those tasks and redeem virtual LEGO sets.

User Profile

The user profile consisted of the user's virtual collection, their level depending on the challenges they've completed and a history of their achievements.
The user profile consisted of the user's virtual collection, their level depending on the challenges they've completed and a history of their achievements.
The user profile consisted of the user's virtual collection, their level depending on the challenges they've completed and a history of their achievements.

Community Page

This page allowed the user's to share their creations amongst other LEGO enthusiasts and also share the time lapse of their process.
This page allowed the user's to share their creations amongst other LEGO enthusiasts and also share the time lapse of their process.
This page allowed the user's to share their creations amongst other LEGO enthusiasts and also share the time lapse of their process.

Virtual Collection

The virtual collection allows the users to view their complteed LEGO sets in a virtual setup where they get options to view it in AR or VR mode and interact with them.
The virtual collection allows the users to view their complteed LEGO sets in a virtual setup where they get options to view it in AR or VR mode and interact with them.
The virtual collection allows the users to view their complteed LEGO sets in a virtual setup where they get options to view it in AR or VR mode and interact with them.

AR-Instruction Guide

An AR Instruction Guide was created for the user to get virtual as well as audio instructions on how to complete thier builds and get a virtual version of the set after successfull completion.
An AR Instruction Guide was created for the user to get virtual as well as audio instructions on how to complete thier builds and get a virtual version of the set after successfull completion.
An AR Instruction Guide was created for the user to get virtual as well as audio instructions on how to complete thier builds and get a virtual version of the set after successfull completion.

Test

Test

During this phase, 5-act interviews were conducted to test the high-fidelity prototypes along with heuristic evaluation and System usability testing to evaluate these prototypes and iterate the designs in accordance with the user feedback.
To make this concept impactful, extensive research was conducted using both quantitative and qualitative methods. Surveys and interviews were used to connect with a diverse group of LEGO enthusiasts to grasp their preferences, issues, and expectations for the application.
During this phase, 5-act interviews were conducted to test the high-fidelity prototypes along with heuristic evaluation and System usability testing to evaluate these prototypes and iterate the designs in accordance with the user feedback.

5 Act Interviews

It was now time to put the High-Fidelity prototypes to the test.A total of 4 interviews were conducted in 2 sets during this phase. The designs were continuously evaluated, and iteration were made after every set of interviews.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
It was now time to put the High-Fidelity prototypes to the test.A total of 4 interviews were conducted in 2 sets during this phase. The designs were continuously evaluated, and iteration were made after every set of interviews.
Key Findings: Minor design flaws were identified in the initial two interviews, lasting approximately 42 and 29 minutes respectively. Users encountered confusion with certain icons, prompting adjustments to the virtual collection and AR instruction manual. Additionally, visibility issues in the system were noted. Despite these issues, participants generally responded positively to the application.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
Key Findings: Minor design flaws were identified in the initial two interviews, lasting approximately 42 and 29 minutes respectively. Users encountered confusion with certain icons, prompting adjustments to the virtual collection and AR instruction manual. Additionally, visibility issues in the system were noted. Despite these issues, participants generally responded positively to the application.

Heuristic Evaluation

Upon identifying usability problems, they were rated on a scale of 0-4 according to severity. This evaluation guided subsequent design iterations, prioritizing swift resolution of high-severity violations to enhance user experience.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
Upon identifying usability problems, they were rated on a scale of 0-4 according to severity. This evaluation guided subsequent design iterations, prioritizing swift resolution of high-severity violations to enhance user experience.

SUS Test (System Usability Scale)

After conducting the interviews, every participant was provided with a set of 10 questions to describe their overall experience about the application. It allowed us to confirm the product's viability at the most fundamental level
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
After conducting the interviews, every participant was provided with a set of 10 questions to describe their overall experience about the application. It allowed us to confirm the product's viability at the most fundamental level

Design Iterations

The high-fidelity prototypes were refined based on the feedback and the continuous evaluation that was carried out. The heuristic evaluation played an immediate role in the refinement of the designs, as the new set of designs was created based on the severity of the violations identified during the evaluation and testing
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
The high-fidelity prototypes were refined based on the feedback and the continuous evaluation that was carried out. The heuristic evaluation played an immediate role in the refinement of the designs, as the new set of designs was created based on the severity of the violations identified during the evaluation and testing

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