Press release #5: J5 Designs Multiple Prototypes

Blacksburg, Va., Mar. 20, 2015 – J5 has developed their initial prototypes for the Gaming Social Network!

To begin developing their application prototypes, J5 met together to brainstorm multiple design ideas. After discussing their ideas, J5 decided on the five best design ideas to sketch as low fidelity prototypes.

Team member Daniel Rusz said “We should consider making the prototypes that focus on different features so we can decide what design is best”.

Team member Parham Ghazanfari said “I will draw the sketches”. Surprisingly enough, he did draw the sketches and they were integral to coming up with the low fidelity designs for the application.

J5 built designs that range from mobile applications that focus on finding nearby gamers to web applications focused on finding friends with similar gaming interests.

Team member Lucas Eckert said “Design number two seems to meet our target audience’s needs the most so we should make that into a higher fidelity prototype”.

Out of their five design decisions J5 came up with, their second design was chosen as their best option. This design was a mobile application that shows the user nearby gamers and gives the user the option to make contact with these people based on their interests.

Team member Iyaz Shaikh said “The mobile prototype was chosen specifically because of the ease of use and intended flow of the application. The app is supposed to allow the user to quickly and easily find friends and we felt the mobile prototype was best for that”.

J5 completed their initial prototyping and are now ready to finalize the design and polish out any flaws with their application.

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

Press release #5: Reptiles, Barbarians, Crystals, Ohh My!

Blacksburg, VA; March 20, 2015 –

War of Ages has gone under some serious redesign since the break! The cavemen are all but extinct, and taking their place are the small cute natives to our battlefield: the kittens. These kittens are mighty small cats who parade the battlefield with intense prowess, stealth, and cutenessssss!… Just kidding, they’re reptiles.

Snake-men, flying raptor, burrowed drakes, you name it they have it. Or should I say “become it”? These ancestral creatures guard precious gems that alter living creatures around them. They become stronger, faster, and smarter versions of themselves, and having extra arms never hurt. The gems are super rare, and very desirable! Not only can the reptile people summon gems on the battlefield to boost their units, but they wear armor and weapons of armies they’ve previously defeated. Who doesn’t like a T-Rex with four arms and a machine gun?!

The vikings are now the war-seeking Barbarians. Still a mighty conquering race of medieval warriors, the Barbarians are led by a council of elders, who can channel great magics long forgotten. The elders can also call on old allies such as the Necromancers and the Sorcerers. Necromancers gain bonuses the more units are killed on the battlefield, and sorcerers… well sorcerers just like to play with fire. Lots and lots of fire!

For the board, we are introducing our idea of “turn crystals”. On the start of a new turn, both players receive an additional crystal to spend on units, upgrades, etc. After the crystals are all but spent, the player will end their turn and look forward to their next turn with the additional crystal.

For more information, please contact Joe Wileman: wjoe113@vt.edu

Press release #5: The Cumulonimbus System: The Collective Prototype

Blacksburg, VA., Mar 20, 2015 ­ After taking a week off, team Cumulonimbus is back at work. It’s always difficult to transition back into the workflow but each person had to press on to fulfil the next deadline. Next on the schedule is the prototype phase. Through the contextual analysis and the requirements extraction, the initial prototype was made.

Tyler, Matt, and Romico prepared low ­fidelity prototypes for their team meeting. This approach allowed many ideas and themes to be spread out across many prototypes. A low­fidelity prototype is essentially the simplest type of prototype, mostly made from sketches. In addition, each person created prototypes for the android system and the web.

When they gathered and shared their ideas, they realized that each person’s prototype had a unique strength. At the team meeting, Matt says, “Tyler’s prototype focuses on ease of use, Romico’s prototype focuses on design, while my prototype focuses on social aspects.”

The approach was a success! The team was able to “pick and copy” certain features of each person’s prototype to create a medium ­fidelity prototype. Romico’s intuitive, well laid out design would serve as a base while incorporating Tyler’s ease of access and Matt’s social components. During the testing phase, users responded with positive feedback.

While the prototyping phase seemed a success, the team must move on to the next goal. At this point, the group must consider if the project can continue and move on. Essentially, this is the Go or No­Go time period for the group. Each person seems optimistic and interested in continuing to further develop the PhotoCloud application.

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 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.

Press release #5: AddHawk Team Creates Medium­ Fidelity Prototype and Continues Backend Research

BLACKSBURG, Va., March 20, 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:

This week the AddHawk team flew through the Prototyping stage and finally settled on a design to push forward with. The team considered many different possible paths for PixelPusher but struggled the most with choosing the most efficient way to pinpoint a User’s location. Some of the solutions considered were a ticket barcode scanner, using location services, having the User manually enter his or her seat information, among others. After informally testing the prototype with potential users, the AddHawk team decided the best route to take would be to implement an interactive map that allows a User to select his or her current seat location.

“We feel that the amount of students at VT football games who do not sit in their assigned seats is high. With this in mind, we wanted PixelPusher to allow users to be able to accurately and easily select their current seat number. We felt that the interactive seating chart was the best way to achieve this goal. ” commented AddHawk Frontend Developer Connor Hoene.

The team also put extensive work into possible backend prototypes, further advancing into the prototyping process at a level deeper than originally planned. According to backend developer Michael Peter, “While the frontend is important, due to the size of this project, the backend was just as important for us to focus on during this stage.”

A Look Into the Future:

In the upcoming weeks the two parts of the AddHawk team will start to split the work and tackle the majority of it separately. The backend team composed of Christopher Wood and Michael Peter will begin extensive venue scouting to determine how each setting will handle a large stress load on its network connection. “After doing more research into potential venues, Michael and I feel we will have enough information to determine which backend prototype we should continue forward with. ” said AddHawk Frontend Developer Christopher Wood.

The frontend team, Dillon Gresham and Connor Hoene, is diving into developing and designing PixelPusher and hopes to have a working shell of an application within a week or two. The entire AddHawk team will combine the code and information generated and prepare for a meeting with the team sponsor, Ben Knapp, in a couple of weeks.

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 #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