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Page 46
not look like one big "I'm old" sticker. Part 2 was designing to a varying
exposure to patterns. Some used Instagram, like one of my mates, others
didn't know what the word was. This variation meant a lot of the tools in
our tool kit were gone, which admittedly, up until this point, didn't quite
realise how much we used them. We got genuine questions, such as,
"What's an app? What's an Android? Is it a robot? What's a device?" Fair,
if you haven't really interacted with technology. I think sometimes we
forget that the patterns and language we use are intuitive because they're
familiar, not because they're inherently logical. So, as soon as we kind of
remove that familiarity, it really meant that everything was up for grabs.
I've never had to consider what icon to use to represent location, but the
blank stares at happy hour when we put the pin one up told us that we
probably had to. We validated everything from the ground up, taking kind
of nothing as given - I'm talking scrolling, tapping, opening, closing,
everything. We wanted to test what was familiar - sorry, not what was
familiar but what was logical. Often, we did our design decisions on more,
like, analogue ways of working that kind of resonated a little bit better
with the audience. After the design phase, we moved into pilot with this
lovely group of residents up here. We had weekly sessions to learn and
gather feedback. We were excited but a bit nervous. I feel like there was
a bit of pride on the line on whether you did a good job or not. And,
ironically, the feedback we got wasn't about the interface at all. The AAA
intuitive design only got us table stakes. Yes, it was simple, but so it
should be. That didn't make it valuable, it just made it not a terrible
experience.
EMILY UNDERWOOD: Yep! We realised it was the content that was letting
us down. So, our pilot group were getting frustrated that things like
activities' descriptions were wrong, the timings weren't accurate, or