Sophia Cuthbert's profile

Fundamentals of Interaction : Ex-Job Case Study

Fundamentals of Interaction : Ex-Job Case Study
Overview : Addressing convicts re-entering society, and better resources for jobs as well as finding therapy and combating stigma. I mainly wanted to focus on how life impacts felons once they get out of jail. My project is about navigating and helping reformed convicts get jobs and the hardships they face. My prototype is meant to be a video game so that’s why I chose a MacBook format instead of a iPhone one. There’s different things on a desk to click on and figure out who you can hire and you can’t, its like a management simulator but for ex felons.

Style Guide
Research Summary : 
There’s always a huge stigma surrounding people who have gone to prison and how they’re deemed “Dangerous” even after serving time. It’s also a lot harder for ex-felons to get work and jobs, especially in this economy. This issue is very prevalent because if people who served time can't make any money then they are a lot more likely to reoffend and end up in prison again.The main complaints were about how long it would take to get a job and how there’s a massive lack of people willing to hire felons. It was very clear that there’s no way to get a job in a reasonable amount of time without a lot of resources and help.

Summary of Changes : 
The main changes that I made in this prototype were just simplifying objects around the room to make it easier for me too make the shape with either a shape tool or a pen tool. Other than that I didn’t really change a whole lot. Mainly, just ensuring that the general idea of the prototype was still incorporated into the medium Fidelity as well as ensuring that the user could understand and make decisions based off of the information provided within the prototype. For the medium Fidelity, we weren’t supposed to use colors so I mainly just relied on the opacity meter to differentiate between buttons that the user could press and things that would bring the user back to the homepage. I also changed the main home screen because originally it was a little cluttered. Later on I do want to add more decorations to make it feel more like a game and a better experience for the user. But in terms of buttons to press I think this made it a lot simpler for the user to understand. I also changed within the resume or job finder tabs the squares around the text because I felt like users could think it was a button if it was colored, later on I do want to break up the text with some lines or something to make it feel more authentic. Other than that, I didn’t change a whole lot. I think my original idea still stands. The main changes I did were just simply for the users convenience that also might change with the high Fidelity prototypes that we do. 

Fundamentals of Interaction : Ex-Job Case Study
Published:

Fundamentals of Interaction : Ex-Job Case Study

Published: