Wednesday, 29 July 2015

OUGD502 - Design Practice 2 - Apps analysis

Here I'm going to analyze 2 apps. I downloaded each to test them and to have a better explanation about their strengths and weaknesses.

DUMB WAYS TO DIE



Strengths:
- it's fun
- the flat and minimal design of the background and the characters is efficient and very attractive for the eye
- it's suitable for grown-ups and children
- the marketing is strong on social medias, with catchy songs (ex: the Game of Thrones version of Dumb Ways to Die song)

Weaknesses:
- some games aren't linked with the initial message, which is to care about the dangers in rail areas (stations, roads, etc.) but it's still quite interesting
- it's repetitive, even during the game the levels are going faster and faster

Target: 
The fun side of the application gives access to all audiences. Adults will see a way to have fun and look back to their childhood, while children learn to respect the instructions and become aware of safety tips.



FITBIT

Strengths:
- Provides personalized assistance on all the levels: physical activity, improve meals, weight management, sleep
- Interface well designed and well managed

Weakness:
- For optimum use of the application, you must purchase a bracelet connected and more (worth one hundred £/€)



Target: 
Essentially dynamic adults who want to monitor their physical training they already practice regularly and improve their lifestyle.

Conclusion: The presented applications usually have a tracking purpose of the person, not a goal of prevention that the greatest number key. Affected targets already feel concerned about their health and it does not necessarily reaches an audience precisely obese. In addition, the programs of these applications rather emphasize what is good and do not have enough space to explain the dangers of the consumption of fats, sugars and salt products that have the short and long term health. Surprisingly, there are few preventive and fun applications like Dumb Ways To Die, whose success was meteoric. That is why it might be interesting to design an application in the same tone, addressed to a target both children and adults. Indeed, children, first affected by junk food, must take the good habits. The learning process they understand best is the one by the game. The explanations will have to be easily accessible and assimilated. This app could be find on Itunes and Google Play.

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