ABOUT THE PROJECT
Nickelodeon Screens Up is a mobile application which blends Augmented Reality with TV, providing a second screen interactive experience as well as offline AR games and other branded content for children.
ABOUT THE ROLE
Working closely with the development team and the Lead UX Designer, I helped design the UX for parts of this experience. Given the nature of AR, live tracking and designing games for children, there were many constrains that we had to take into account, basically how to make sure our main user understood how to play and interact. The main tasks included defining the user flows, as well as designing the wireframes for the evergreen section of the experience. Handing over to 2D and 3D artists and integrating their assets into the Unity build was also part of the role.
As part of the Creative Technology team at The Mill, I work on the initial user journeys across different areas of the app, including the live event and the evergreen content. Following the instructions from the Lead UX Designers, I amended wireframes based on feedback and ready to be delivered to the client.
On the final stage of the project, I collaborated with the development team, testing the app across a very diverse range of devices, documenting bugs and testing scenarios, to ensure the delivery was as seamless as possible.
The Nickelodeon's Kids Choice Awards is one of the channel most watched shows, bringing in 7.3 million viewers at times. Our goal was to create an app that kept children engaged during the program and also provide branded content once the show was finished.
This project presented two big challenges: designing for children and working within the constraints of the used technology. Our core audience ranged from 2-16 years old. The difficulty of this is that the mental development of each of these users is dramatically different. Nickelodeon provided us with a vast amount of research when designing for children. We were granted access to analytical data from existing apps as well as access to some key players who could discuss their findings first hand. With Augmented Reality (AR) technology the problems were different. How did the phone detect a TV screen? What actions did the user need to make the phone recognise a TV? What happens if the phone wasn't compatible? All these factors would need to be considered and designed for.