User Experience Design at Sony Ericsson - Introducing the Virtual Pet
User Experience Design at Sony Ericsson - Introducing the Virtual Pet
User Experience Design at Sony Ericsson - Introducing the Virtual Pet
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Some of <strong>the</strong> virtual pet sketches.<br />
A document showing different pets and different scenarios was constructed. The first page showed 11 pets,<br />
among <strong>the</strong>m a teddy bear, a dragon, a robot, a fish and an elf. Single screens demonstr<strong>at</strong>ing virtual pets notifying<br />
users about a call, a new SMS and low b<strong>at</strong>tery followed, as <strong>the</strong>se ideas were assumed to be fairly easy to<br />
comprehend. Three more detailed scenarios were <strong>the</strong>n portrayed, each showing different aspects of <strong>the</strong> concept.<br />
One of <strong>the</strong> scenarios developed, showing virtual pets in use.<br />
A short questionnaire was added as a last page to give users a chance to quickly sum up <strong>the</strong>ir views on <strong>the</strong> idea.<br />
The questionnaire was not expected to yield any ecologically valid d<strong>at</strong>a, but r<strong>at</strong>her aimed <strong>at</strong> setting <strong>the</strong> tone for <strong>the</strong><br />
discussion of <strong>the</strong> idea (The complete document is <strong>at</strong>tached as Appendix A).<br />
The short interviews took place an evening in Malmö, where two designers approached young people th<strong>at</strong> seemed<br />
to be of <strong>the</strong> right age, and asked to talk to <strong>the</strong>m about <strong>the</strong>ir mobile phone usage. The scene was a McDonald’s<br />
restaurant, were it was fairly effortless to find people th<strong>at</strong> were not in a hurry. Ten girls and two boys were<br />
interviewed in pairs; interviews took between 5 and 15 minutes. The concept was presented by showing screens<br />
and scenarios, and interviewees were asked to express <strong>the</strong>ir opinions and feelings.<br />
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