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<!DOCTYPE html>
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
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<!-- Overview -->
<div class="container">
<h2 class="col s12">OPSKINS</h2><br>
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<b>Challenge</b>
<p>The client, OPSKINS is looking to bring the ability to bring purchased items into the real world using AR technology- implement a new 3D model marketplace for use in adult education with AR/VR technology for practical classroom use.</p>
<b>Conditions</b>
<ul>
<li>2 weeks at General Assembly.</li>
</ul>
<b>Tools</b>
<ul>
<li>SketchApp, InvisionApp, Krita, Material Palette, Google Drive, whiteboard, markers, Post-It notes</li>
</ul>
</div>
<div class="col s12 m6 l6">
<b>My Roles</b>
<p>C&C analysis, SWOT analysis, personas, user flow, sketching, high-fidelity InvisionApp prototype.</p>
<b>Solution</b>
<p>A clickable prototype that shares the familiar utility of PowerPoint while easing users into the integration of AR elements into their lesson planning.</p>
<a class="waves-effect waves-light btn" href="#">View Prototype</a>
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<br>
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<h3 id="dp">Design Process</h3>
<h4>Step 1: What is OPSKINS?</h4>
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<p>OPSKINS is a 3rd-party online marketplace that sells digital assets in the form of aesthetic "skins" in various games. This challenge is a pivot from their current target demographic in gaming and a point of focus for our team as we begin our design.</p>
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<img src="images/opskins/swot.jpg">
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<p>We determined that a <b>SWOT analysis</b> of OPSKINS is the next appropriate step in order to understand their existing service as well as to identify areas of opportunity that we can leverage in our design.</p>
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<center><i class="large grey-text mdi-hardware-keyboard-arrow-down" style="padding-top: 8px"></i></center>
<h4>Step 2: Research</h4>
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<p>Without knowing enough about what is possible with educational AR, our team decided to conduct a <b>C&C Analysis</b> to identify educational AR businesses and/or services to highlight commonly shared features as well as what can realistically be leveraged in our application with commercially-available technology.</p>
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<p>Equipped with a better understanding of the possibilities and constraints of AR technology and what educational AR applications are out there, we narrowed our scope through a <b>Feature Prioritization</b>.</p>
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<p>Our team makes a deep dive into user research where we identified, surveyed, and interviewed 3 potential users: educators, students, and 3D-model artists. However to avoid scope creep, we chose to focus on only educator respondents, isolating their recurring pain points and focusing on key insights through the creation of an <b>Affinity Map</b>.</p>
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<p>Informed by our surveys and interviews, we create a <b>Persona</b> based on a collection of recurring traits for our educators. This allows us to maintain the scope of our project as well as ensure that this iteration will truly resolve our their problems. "Jonathan": an adjunct professor who needs to balance student engagement and classroom resources with his own time and resources.</p>
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<p>Understanding the educators' pain points and integrating findings from the above-referenced research techniques, we create a <b>Problem Statement</b>: OPSKINS seeks to diversify their business with the inclusion of educational AR models to their library of digital assets. However, OPSKINS’ current marketplace isn't relevant to educational goals and the proposed educational AR assets lack contextual value to the user in this environment.</p>
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<h4>Step 3: Ideation- Making Sense of the Data</h4>
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<p>With the problem and user in mind, we are able to come up with a <b>Solution Statement</b>: To address this challenge is to pivot away from OPSKINS' gaming background and to create a new platform to drive the need for educational AR assets.</p>
<br>
<p>To maintain our scope, we identify a <b>Success Metric</b>:
<ul>
<li><i class="tiny mdi-action-assignment-turned-in"></i> A user is able to create, utilize AR assets, and publish a lesson deck using our interface. </li></p>
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<p>We create a <b>Wire Flow</b> based on how Jonathan might use our lesson deck builder.</p>
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<h4>Step 4: Usability Testing</h4>
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<p>We begin testing with a <b>Paper Prototype</b> in order to iterate and re-iterate.</p>
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<p>Based on our findings, we create a <b>Wireframe</b> that we use to inform the higher fidelity prototype.</p>
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<h4>Step 5: The Deliverable and Next Steps</h4>
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<p>We create a clickable <b>Prototype</b> in SketchApp and InvisionApp that reflects our findings. We test and iterate on the higher fidelity version before presenting this first iteration to our cohort at General Assembly. We also develop a timeline of next steps to help guide the next iteration as it is connected to our first iteration.</p>
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<div class="card-action">
<a href="https://invis.io/CYN5CJH4FDN" target="_blank">View Prototype</a>
</div>
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