Press release #5: Civil War driving tour app developers brainstorm, ideate, and develop prototypes

BLACKSBURG, Va., March 20, 2015 – This week was yet another productive week for the team Kool Katz, consisting of the three developers, Laura Avakian, Seth Canon, and Ryan Kiel. Kool Katz, with the recent interviews and contextual inquiry as a backbone, tackled their next big task in the app development process: ideation and prototyping.

Each developer separately came up with different approaches to the apps based on what had been discovered through interviews, and with that, did parallel prototyping. In doing their prototypes in a parallel manner, the team members were able to be more creative rather than relying on each other’s group ideas (which could very well happen unintentionally).

The ideation process revolved around the overall functionality of the app, the goals for the users and the client, and certain specific features.

“Because this is a driving tour app, we all are considering integral components and have shared overall goals. For our individual prototypes, this is where these features and the functionality is coming together as we individually see fit. Doing the ideation and prototype separately, but with the same overall, broad goals has been incredibly helpful in terms being creative,” Laura explains. “We are in a good place.”  

There are a few different approaches the team considered in terms of an iPhone app and a website. The team will be developing an iPhone app, but because a website is in the project’s future, that avenue was explored as well.

The ideation was followed by creating low fidelity prototypes separately. There are many features that are seen in all three team members’ prototypes that are of course necessary to have a driving tour app (e.g. map/GPS, descriptions of tour sites, etc), but overall, as expected, each prototype is unique.

The variety of approaches and prototypes helped the team move onto the next very important step: creating a medium fidelity prototype. Unlike the low fidelity prototypes, this medium fidelity prototype was developed together as the members had individually hashed out their ideas on paper/digitally, and could go from there in terms of merging these ideas. 

This medium fidelity prototype was created by using Prototyping on Paper, or POP. POP allows the group’s sketches, drawings, and screenshots to come to life, and allows the user to essentially test out the actual functionality of the app on an iPhone — the same device they would be using if they were using the actual, fully developed app. The argument for using POP for the medium fidelity prototype revolves around the fact that the final product will be an iPhone app, and POP simulates that and all of the features that will be included. It allows the user to go from the low fidelity prototypes, drawings and sketches, to a deeper level by immersing them in an environment they are able to interact with.

The three further conducted interviews with users using this medium fidelity prototype. This feedback is very valuable, and will aid the three in the development process.

Next week, the team is going to be presenting their medium fidelity prototype to the class, where classmates will act as potential users who will then critique the app and provide more valuable feedback. The goal is to get the app approved by Professor Kurt Luther. If this is accomplished, Kool Katz will begin their app’s highly-anticipated development. Stay tuned!

Contact Laura Avakian for any further inquiries.

Press release #5: Pass It On! Inc: Final Prototyping in Progress, Development beginning soon!

Blacksburg, VA, March 20, 2015: The team at Pass It On! Inc have been hard at work for the past week developing prototypes for an upcoming demo. The team believes they have came up with a solid design that everyone will be excited to see. With the user experience in mind, the team plans to move forward into evaluation and to begin full development soon.

“It is exciting to see a product take form as we begin prototyping. The research we did and other steps we took are finally coalescing into a product and it is only a matter of time before we go live and make a difference” ­ Minahm Kim

For prototyping, the team wanted to evaluate a wide range of possibilities from phone application development to website development and possibly even to smart­watch usability. Though the team felt some of the ideas fell short in the end, they wanted to evaluate as many options as possible to ensure the best experience for the user. With this in mind the team has decided to move forward developing Pass It On! solely as a website with the idea being to integrate both mobile and desktop environments for the widest possible usability scenarios.

“Prototyping is fun because it lets the whole team be truly creative. During our brainstorming process we’re able to come up with ideas that we hadn’t originally considered. I’m looking forward to showing off our prototype soon!” ­ Matthew Chittum

“Designing the mockups was great fun, I’ve done mock ups for a website before but I’ve never gotten to do one for a Smartwatch!” ­ Joshua White

In the upcoming weeks, the team plans to expand their prototype even further to encompass as many features as possible for a full evaluation. A full evaluation will involve a presentation of the team’s best design ideas to peers in the industry and the sponsor. This will be a great opportunity for the team to hear feedback about good or bad ideas. Beyond that, the team is also currently finalizing plans to fully implement the site, with plans to release an initial version in late May. If you are interested in participating in prototype evaluation, email Alex!

“I look forward to our presentation next week as we finally be able to unveil some ideas, and we will also be getting some valuable feedback from our peers and mentors.” ­ Alex Ciccone

Press release #4: The Cumulonimbus System: Snow Won’t Stop Analysis

Blacksburg, VA., Mar 3, 2015 – This week, team Cumonlonimbus devoted time to launch an analysis of its subject. Called a contextual analysis, the group gathered information from interviews, organized it, and reviewed their results. Although it did snow quickly this week, it did not deter the team from completing these tasks!

Before analyzing data, data must first be obtained. The team strategically interviewed five people that do take many photos, whether professionally or as a hobby. Next, the team (physically) creates a WAAD: A Work Activity Affinity Diagram

The interview notes are written onto sticky notes. Then, team members take a sticky note and attach it onto a wall through tape, based on similarities. When clusters form, the team decides to pick a keyword that describes the certain cluster. This process is repeated multiple times until the team is satisfied.

In addition, the team decided to create simple personas to represent scope categories created from the WAAD. Matthew Bock says, “We can determine common points of interest between groups and ideas important to one group that may have a positive impact on other groups of users.” These personas will grow in the next stage.

The WAAD helps by highlighting find common user thoughts and experiences. Finally, those notes are used to build interaction requirement statements. These statements will help Team Cumulonimbus during the prototype and design phase by highlighting the certain areas or goals that the team can pursue. Three categories from these interaction requirement statements are “Collaborative Photo Albums”, “Easily Accessible Interface”, and “Multiple Upload Methods”.

After this milestone, the team has decided to take a week-long break. Sometimes, the semester does tax the body physically and mentally. When the break is over, classes resume and the same goes with team Cumulonimbus. They will focus on researching the prototype process in order to attempt a prototype impression.

Team Cumulonimbus is a team of three senior level computer science students at Virginia Tech: Matthew Bock, Romico Macatula, and Tyler Haines. All three of them have extensive skill sets in computer science after their years of study. With several semesters of experience in the field of human­-computer interaction at their disposal, the team is dedicated to creating the best experience possible for their users through rigorous testing and design iteration. Any questions or comments, contact Romico Macatula at rmac817@vt.edu.

Press release #4: Civil War driving tour app developers conduct contextual inquiry; form categories to extract project requirements from


BLACKSBURG, Va., March 6, 2015 – This week was a productive week for the three developers, Laura Avakian, Seth Canon, and Ryan Kiel. The three of them conducted an important part of the human-computer interaction (HCI) development process — the contextual inquiry.

Each developer interviewed two individuals to understand the thought process behind the user. In doing so, they each downloaded an already-existing iPhone driving tour app (Ryan downloaded Historic Colorado Driving Tour Pikes Peak Area, Laura downloaded Annapolis Driving Tours, and Seth downloaded Dunwoody Driving Tour app).

The three of them had their interviewees play around with these apps and answer questions to give insight into what the user is thinking when using this kind of app, and further allow them to understand the user experience for a driving tour from a perspective other than the developer’s.

The team then created an affinity diagram by pulling out particular quotes, notions, frustrations, successes, positives and negatives, etc from the interviews and writing them on sticky notes. These sticky notes were arranged to highlight common themes and place them into categories that were seen in these interviews. These themes will be kept in mind while developing the app itself.

For example, Kara Trimpin, one of Laura’s interviewee’s, noted that her favorite part of the Annapolis Driving Tours app is “…that it involves so many historical sites and yet it is so easy to keep them straight and navigate back to look at a different site you were interested in.”

Lastly, the team did a “requirements extraction,” where they decided what was most important to keep in mind for the next step in terms of problems and solutions. A written report detailing all of this will be provided to the team’s boss, Professor Kurt Luther.

Next week, the team will be out of the office, but will be in touch about approaching the next milestone, which is an integral piece to the development of this Civil War driving tour app — prototyping. Stay tuned!

Contact Laura Avakian for any further inquiries.

Press release #4: Pass It On! Inc Moves Past Contextual Inquiry; Ideas Flowing for Prototyping

Blacksburg, VA, March 6, 2015: Through the past week the members of Pass It On! Inc have been conducting interviews to gather user feedback to help improve their product. With five diverse interviews having been conducted, the group feels that it has gathered information to help design Pass It On!

For interviewing each member of Pass It On! was asked to find an ideal candidate, someone who they thought fit the system best, and to ask them to perform tasks from some sites the team discovered during the Competitive Analysis. When performing these tasks the interviewees were asked feedback questions related to their experience using all of these sites.

Results were primarily focused on user experience. Some of the most common complaints were that the layouts of two of the sites they used were very poor and detracted from the experience. Another common feedback was that one of the sites was limited in location and if you were out of their service area then the site was unusable. Analyzing these results and feedback will help the team sort their ideas and will help to improve the design of Pass It On!

Starting soon the team plans to move onto prototyping, keeping in mind the feedback they have gathered over the past week. The team is excited to be able to move some of their ideas for the site from paper into actual mockups. If you or anyone you know are interested in providing feedback in the coming weeks of these prototypes, email Alex!

Some Quotes from the team:

“The contextual inquiry went well this week, I’m really excited to start on the prototypes next week!” -Joshua White

“I’m very excited to begin work on prototyping. I have some great ideas and I think it will be fun to finally visualize our system. The feedback from the contextual inquiry will be very helpful when coming up with our designs.” -Matthew Chittum

Press release #4: J5 Puts Themselves in Users’ Shoes

Blacksburg, Va., Mar. 6, 2015 ­

J5 has completed its contextual inquiry, contextual analysis, and requirements extraction!

With all the excitement surrounding the development of The Gaming Social Network, people were literally lined up to be interviewed for the Contextual Inquiry(1) phase of development.

Team member Daniel Rusz said “It’s important to consider what the users want out of our system so that they will enjoy using it when it is released”.

In addition to considering what the user wants, the contextual inquiry phase also helps J5 to prioritize features based on what the user deems important.

Team member Iyaz Shaikh said “An application like this can include a limitless number of features. It’s important to prioritize our efforts on the ones that the users deem important rather than ones they won’t use or care about”.

After the contextual inquiry, J5 began their analysis phase to produce a work activity affinity diagram. This diagram helps to visualize how all of the features of the application should be organized.

Team member Parham Ghazanfari said “Our WAAD helped us create our design requirements”.

Using the work activity affinity diagram, J5 was able to extract the design requirements for the system. The design requirements are used by the developers to prioritize certain features that coincide with design ideas.

Now that the design requirements are done, J5 is ready to begin the initial prototyping for their application.

1) ­ The contextual inquiry is the phase in which the developers interview potential users about what they would like to see in the application.

J5 – “Let’s Play Together” Contact person: Lucas Eckert <lucase93@vt.edu>

Press release #4: AddHawk Performs a Contextual Inquiry and Extracts Design Requirements

BLACKSBURG, Va., March 6, 2015 – AddHawk is a group of Computer Science students taking their Human­ Computer Interaction capstone project to a massive scale. They begun working on an application called PixelPusher, a massive crowdsourced display in Lane Stadium, using all the attendees mobile device screens as pixels. This type of project, mobile phone mosaics, has been attempted by several companies before, including Sony, HTC, and Blinkendroid. “The current guinness world record is 400 devices, we’re optimistically looking at 50,000.” said PixelPusher developer Michael Peter. The current record belongs to China Unicom, Sohu IT and HTC which used 400 HTC One devices in July of 2013, playing a one minute advertisement. This project could beat that record by over a hundred times the amount of screens.

Updates on PixelPusher:

Over the course of the past week, the AddHawk team completed the stages of Contextual Inquiry, Contextual Analysis, and Requirements extraction. A set of potential users were chosen, all with the common trait that they have attended Virginia Tech football games and may again in the future and or were in our domain of potential users. To get a wide set of results, other characteristics of the users were much more varied. Outliers such as individuals with only very basic working knowledge of a smartphone and other Computer Science students were chosen. Since this is a continuing process, please feel free to contact us at cmw2379@vt.edu and we would love to hear your opinion and ask you some questions.

“It’s really important to get a look at very different users. In order for this project to be successful, its absolutely critical that the implementation feels accessible to virtually every fan with a smartphone.” said AddHawk Backend Developer Michael Peter.

Contextual Analysis revealed striking similarities between many of the users. Almost every person interviewed revealed that they would be interested in having a display when attending a Virginia Tech football game, but the effort required to create signs for themselves was the ultimate limiting factor. Also, the process of getting enough people together to perform this is difficult to coordinate. One of our lead Frontend developers, Connor Hoene, has strong feeling about this stating, “Building a way to interact with a crowd that uses your smartphone is such an incredible idea and such a natural extension of how we use our phones nowadays. The fact that something like this doesn’t already exist is staggering”. Alongside all of team AddHawks successes this week, the team is excited with what they learned and look forward to moving forward with this process. Once again, the team is building PixelPusher for the community and would love any input you, the people, would like to share. If you want to say hi, or give us a piece of your mind, please let us know at cmw2379@vt.edu.

A Look Into the Future:

With a much stronger understanding of the potential user base of PixelPusher and their requirements, it is time for the AddHawk team to begin its first round of prototyping. The team is very excited to finally get a chance to test out the several different ideas that they’ve been debating since the idea first took flight. Frontend developer Dillon Gresham enthusiastically stated, “In this set of interviews we were able to communicate with potential Users which really helped us narrow our prototype ideas down. The team gained a lot of insight into how Hokie football fans view their smart phones and the applications the phones hold.”

Mission Statement:

PixelPusher will allow football fans in Lane Stadium at Virginia Tech to display individual pixels on their phones which are part of a larger image. In this way PixelPusher acts as a crowd­sourced collaboration application that will bring together football fans everywhere. PixelPusher also aims to break the current world record of 400 connected devices. The application will be developed with the idea of simplicity and efficiency at heart, providing a lightweight, seamless user interface to football fans at Virginia Tech.

“AddHawk is an up and coming software development initiative aimed at revolutionizing how a single member of a crowd can have a huge impact on an event. ”

For more information or questions please contact: cmw2379@vt.edu

Press release #3: The AddHawk Team Soars Towards the Future

BLACKSBURG, Va., Feb. 26, 2015 – AddHawk is a group of Computer Science students taking their Human­Computer Interaction capstone project to a massive scale. They begun working on an application called PixelPusher, a massive crowdsourced display in Lane Stadium, using all the attendees mobile device screens as pixels. This type of project, mobile phone mosaics, has been attempted by several companies before, including Sony, HTC, and Blinkendroid. “The current guinness world record is 400 devices, we’re optimistically looking at 50,000.” said PixelPusher developer Michael Peter. The current record belongs to China Unicom, Sohu IT and HTC which used 400 HTC One devices in July of 2013, playing a one minute advertisement. This project could beat that record by over a hundred times the amount of screens.

Updates on PixelPusher:

The team has officially changed its title, now going by the name AddHawk. PixelPusher will, however still be the name of the software being developed. The team feels that this is an important change to mention going forward with development.

This week the team laid out a project plan and schedule while dividing the project into smaller, more manageable roles. The AddHawk team split into two different squads: a back­end and a front­end development team. The back­end team is made up of AddHawk’s Michael and Christopher and will primarily focus on the connection of the devices and the issues the application will face in Lane Stadium. “I would love to work on the back­end team because working on something like this is a once in a lifetime experience.” says Christopher Wood enthusiastically. The front­end team is composed of the remaining AddHawk’s, Connor and Dillon, and will mainly work on the interface and user experience aspects of the application.

The team is currently looking at a 9­week work period with the majority of the development picking up around week 4. Both development teams have planned different milestones such as scouting out the location and meeting with the sponsor to finalize design ideas.

A Look Into the Future:

In the upcoming weeks, the AddHawk team plans to conduct a contextual inquiry. This will involve the entire team’s effort in interviewing multiple people whose expertise and/or experience is relevant to our goals. We will analyze the data obtained from these interviews in order to gather a more informed picture of what design requirements need to be established. These design requirements will guide the team before and during the development process. The team also plans to begin prototyping and subsequently start developing the PixelPusher software.

“We’re very excited to get started with the development of PixelPusher! We are about to discover what the system is going look like from the perspectives of the various roles we’ve assigned to our team members.” ­ Connor Hoene, PixelPusher Developer.

Mission Statement:

PixelPusher will allow football fans in Lane Stadium at Virginia Tech to display individual pixels on their phones which are part of a larger image. In this way PixelPusher acts as a crowd­sourced collaboration application that will bring together football fans everywhere. PixelPusher also aims to break the current world record of 400 connected devices. The application will be developed with the idea of simplicity and efficiency at heart, providing a lightweight, seamless user interface to football fans at Virginia Tech. “AddHawk is an up and coming software development initiative aimed at revolutionizing how a single member of a crowd can have a huge impact on an event. ” For more information or questions please contact: cmw2379@vt.edu

Press release #3: J5 Releases Plan for Development

Blacksburg, Va., Feb. 27, 2015 ­ J5 has completed its comprehensive project plan to develop the Gaming Social Network!

In order to work efficiently and complete their project in a reasonable amount of time, J5 has developed a project plan to work on certain stages of their development on a week to week basis.

Team member Daniel Rusz said “It’s easier to tackle a project of this size when its broken down into smaller tasks each week”.

The team will begin their contextual inquiry next week and move onto their analysis shortly afterwards. The contextual inquiry is the design phase that consists of gathering data for what features their audience is looking for and the analysis will determine how they will make use of the data that was collected.

Team member Iyaz Shaikh said “Our prototype will make it easy to see what features we need to include”.

After their analysis is complete, J5 will begin constructing prototypes of their application. The purpose of building a prototype is to visualize how the application will be designed and what features they will include. The team plans to construct several prototypes of varying depth to ensure that the overall layout works well without developing every feature in detail.

Team member Lucas Eckert said “We can evaluate our prototypes easily by letting a new user test how intuitive the application is to use”.

Once the prototype is made, J5 plans to use beta testers to attempt using the basic features of the system without being walked through. J5 will know whether their application is intuitive and useful or not depending on the data they gather from these initial users.

Now that J5 has their plan in place, they are ready to begin their contextual inquiry and work at a good pace until the development is complete.

J5 – “Let’s Play Together” Contact person: Lucas Eckert <lucase93@vt.edu>

Press release #3: The Cumulonimbus System: Strategy

Blacksburg, VA., Feb 27, 2015 ­ Laying a foundation is important. In construction, it supports the building or structure that it is on. When things or systems fail, the foundation will surely stay steadfast. In the human body, our skeleton supports all of our organs.

Cumulonimbus created a project timeline for the rest of the semester. It consists of weekly goals, with milestones, in addition to team member responsibilities. “I love planning these things out. It gets us on a pace, if not already on one,” said Romico Macatula. “It also brings clarity to role assignments, like ‘who is doing what’, etc.” Planning for future months can be a difficult process though. Romico said, “I think all three of us would agree that planning for specifics was tough because we would have to consider schedule flexibility.”

Creating a project plan exponentially benefits a team. Even if it’s a basic skeleton, it does serve by creating a pace for the team. Creating a plan allows each member to communicate their thoughts on roles as well It also allows the team to be on the same page with one another. Communication is a key concept to success.

With the project plan set, Cumulonimbus moves forward to their next goal: Finish the contextual inquiry and analysis. Their goal is to interview at least 5 people. Next, a WAAD (Work Activity Affinity Diagram)​will be created which will be followed up with the analysis.

The Photo Clouds Team is a team of three senior level computer science students at Virginia Tech: Matthew Bock, Romico Macatula, and Tyler Haines. All three of them have extensive skill sets in computer science after their years of study. With several semesters of experience in the field of human­computer interaction at their disposal, the team is dedicated to creating the best experience possible for their users through rigorous testing and design iteration. Any questions or comments, contact Romico Macatula at rmac817@vt.edu.