case studies> case study 2: Sknow Buddy
Spring 2018
WNM 700 Human Centered Design
Instructor Collin Sebestyen
Is there a way to help people learn how to snowboard? It seems that there is a learning curve that takes about three days and people sometimes quit before they get through it. People have a harder time learning on their own or without an instructor. There is a saying, "don’t let friends teach friends how to snowboard. The main problem is that beginners repeat the same mistakes. Is there a way to design an solution to help them through corrective analysis? The snowboarding industry is on the decline because beginners quit before the three day learning period.
Can mobile technology help in snowboard instruction?
hands, gloves, terrain, weather
A multi-sensory learning app with a collaborative social support system for beginners.
Ride On Ski Goggles
Augmented Reality Ski Goggles
The Ride On goggles are the technical features: a hands free device, bluetooth, video capabilities, microphone, GPS, and social media synching. This product would instantly solve the constraint problems.
Altos Adventures
Animated Vector Illustations
This app inspired me because it captures the feeling of snowboarding in a digital realm, opening up visual possibilities of how to translate snowboarding through storytelling and animated scenic illustrations.
Instructors Handbook
Learning Tool: Sequence Photo
I realized there are not a lot of visual aids in helping you learn to snowboard. There were more visual learning aids in traditional media, that have not yet translated to our current digital media.
• The biggest pitfalls people make when learning how to snowboard, from an instructor’s point of view is incorrect body positioning.
• Friends and family that know how to ride, do not necessarily have the knowledge or experience to teach. It is difficult for an advanced rider to put themselves in the shoes of a beginner, to have the patience to help through the path of progression.
• Video and audio learning and comparison analysis can be a useful tool in instruction. The design constraint or problem with using mobile handheld device is that users will not have hands or eyes available at the time being while snowboarding. Overall, there is a need for knowledge source and tools to assist in learning to ride.
Beginner Hill, Canyon Lodge, Mammoth Mountain Ski Resort
| Assumptions: | Results: |
|---|---|
| Board sports will make snowboarding easier | *crushed |
| People might be learning on the wrong foot | *crushed |
| There is a need for interactive teaching media | validated! |
| It takes three days to learn | validated! |
| People need corrective analysis | validated! |
My target audience consists of beginners to intermediate riders, focsuing on the first three days of learning. Adults are my primary target audience. People of median income that can afford a lift ticket but not neccessarily private ski instruction. This demographic group is generally image conscious.
There are apps in other sports such as tennis and golf that get feedback on body positioning. There are currently augmented reality goggles that record video that are targeting on the hill advanced snowboarders ages 14-30, however there lacks a mobile instructional app created for beginner snowboarders. The mobile apps on the market now are poorly executed and lack users participation.
Guiding the user through a linear instructional progression
Using a Combination of Visual, Audio, and Analysis Tools for learning
Will the phone work in cold weather?
Is it dangerous to be distracted by the app?
Will the interface work with gloves?
30 beginners (target audience) observed.
a) gloves off when in chair line
b) gloves on when actually snowboarding
c) gloves off when recording
d) gloves off when looking at map
When going throught the steps in a first time snowboarders experience of figuring out where they would use the app, when they would use the app, and what type of physical activity they were participating in already. It was immediately apparent when imagining the scenario of the user. There would be a time to prepare, a time to refect, and a time to engage in learning. This reshaped the projcet into having two different modes. One for learning on the slopes and the other for inspiration, preparation, and to gain knowledge in reflection after. The green post its are for loddge mode and the orange for on slopes tasks. Why two modes? The user would not need all the features the app offers for one task, and likewise would not need the other features while performing another task. I had to imagine what the steps and tasks of the beginning snowboarder fram by frame. Drawing helped to think about the users location and environment first.
https://www.huffingtonpost.com/
https://www.interaction-design.org/literature/article/the-reflective-level-of-emotional-design
https://www.kqed.org/mindshift/7854/three-trends-that-define-the-future-of-teaching-%20and-learning
1. Landing / Onboarding
2. Onboarding: Goals
3. Onboarding: 2 Modes
4. Onboarding: Slopes Mode Demo
lodge mode
6.Input Skill Level
lodge mode
7. Lesson 1:
Review Gear
lodge mode
8. Lesson 1:
Gear Detail
lodge mode
9. Lesson 1:
Skill Overview
lodge mode
10. Lesson 1:
Skill Detail
slopes mode
11. Skill Demo Video
slopes mode
12. Skill Practice Play
slopes mode
13. Skill Audio Pause
lodge mode
14.
lodge mode
title
slopes mode
record request
lodge mode
record other person
lodge mode
comparison analysis
user vs. pro demo
lodge mode
video gallery
all user recordings
Several more rounds of user testing is needed on the slopes. One test to identify the snowboarder and loacation requesting video. Creating the progression lesson script and recording audio would be needed to test the audio lesson and voice commands. On-snow testing wouldbe helpful in maping out where and when the locations of Slope mode and Lodge initialize, where the GPS boudaries would be sectioned. After another round of testing another iteration could be made. Only then, a high fidelity prototype needs to be created. Now the visual design and branding process can begin.
The main user goal to accomplish from the user research, topic research, and interviews is to see yourself on video so you can correct your body positioning.