The document proposes an application called Aqueous that will remind users to drink water throughout the day. It aims to increase water consumption and educate users on the importance of water. The app will calculate individual water needs and track daily and weekly consumption. Prototypes were created and tested with office workers who provided feedback. The app aims to motivate users through goal setting and feedback on progress. A simple, easy-to-use design was recommended.
2. What
Aqueous is an application that will increase water
consumption by reminding users to drink throughout
the day.
It aims to increase users’ knowledge about the
importance of water.
It will calculate the volume of water required for
individual users.
It provides a detailed account for each day and a
progress graph for the week.
3. This is the pop up screen that will appear when the user
is being reminded to drink water.
4. This will be the home screen for
the application.
The weekly/monthly graph showing
user progress can be accessed by
clicking the graph button.
5. Facts about water will be available
by clicking the question mark at the
bottom of the home screen.
Each user will input personal information
so the app can calculate the required
amount of water
6. How
We will be using illustrator to help
create our icons based on user
feedback to help our app have a
user centered design, these will
then be moved into Axure and then
adapted to create Aqueous as a
working prototype.
Tutorials were completed to learn
Axure software using the Axure 7.0
as well as Axure 6.5.
9. User Group
Our user group is office workers.
To test our user group we went into an office setting.
We tested eight members of staff with the paper prototypes.
Feedback was:
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To provide an option for the reminder time (15, 30, 45 ,60 minutes)
To omit the ‘view in detail option’ and just to have this as the main screen.
They liked the simplicity of the app.
They thought it would the app would be very beneficial.
Facts should be central to users custom settings, ie. Reasons for using app;
beauty. Facts focus around benefits to complexion, skin tone..ect
For facts “i” for information could be more intuitive, as “?” could be
observed as a help icon.
10. Need for Water App
Egoscue (2009) suggests that upward of 90% of the
population isn’t drinking nearly enough water.
Water is the body’s most important nutrient.
Approximately 70% of the human body is made up of water
(Burton, 2007).
Most people wait until they are thirsty before they take a
drink. By that time they are most likely already mildly
dehydrated (Colbert, 2010).
11. Motivation to Use Aqueous
Motivation to use the app is influenced by
McClelland’s, 1961 theory of motivation, in particular
his theory of need for achievement.
McClelland states that people are motivated by a need
to achieve through setting challenging goals. These
people also like to receive regular feedback on their
progress and achievement.
Our app attracts people through the need for
achievement theory. It is also the main logic behind
providing a progress chart.
12. Motivation
Locke and Latham (1990) and Mento et al. (1987)
goal setting theory.
Specific goals seem to create a precise intention.
Specific goals lead to higher performance then general
‘do your best goals’.
Knowledge of results (feedback) is essential as it in
itself has motivation properties.
Our app incorporates this theory by allowing users to
set themselves specific goals on how much water to
drink per day.
13. Intrinsic Motivation
Aqueous will use intrinsic motivation to encourage people
to use the app.
Users should want to increase their health by drinking
water.
Intrinsic motivation would consist of the feelings attached
to or resulting from performing specified activities
(Kleinbeck, Quast & Thierry, 1990).
Intrinsic motivation toward accomplishment refers to a
person’s engagement in an activity for the pleasure of
achieving internally defined goals (Olsson, 2008).
This intrinsic motivation will encourage users to become
healthier.
14. Design
Our user group suggested that the design for the app
should be very simple and easy to use.
Clean silhouettes on application screens that do not
crowd designs will display information in the ideal
manner. Overly detailed designs do not suit mobile
users (McWherter & Gowell, 2012).
A basic silhouette of a glass will be used for the home
screen. The glass will fill up with water as the user
drinks.
17. References
Burton, V. (2007). How did I get so busy? New York: Broadway books.
Colbert, (2010). 201 secrets to healthy living. Florida: Siloam.
Egoscue, P. (2009). Pain free for women: The revolutionary program for ending chronic
pain. New york: Bantam dell.
Kleinbeck, U., Quast, H., & Thierr, H. (1990). Work Motivation. New Jersey: Lawrence
Erlbaum Associates Inc.
McWherter, J., & Gowell, S. (2012). Professional mobile application development.
Indianapolis: John wiley and sons.
Olsson, F. (2008). New developments in the psychology of motivation. New York: Nova
science publishers inc.