This week has been one of the most productive weeks for the development of Lemontree in terms of the multitude of things we’ve successfully done and dusted. 
Design
We finalised and signed off on all the wireframes with the University. 
In addition to our own paper prototyping process, and reviews of original specifications in our work order and functionality documents, we ran our interaction wireframes past an award winning UX designer who works for a well known national retailer. She has experience of some of the transactional elements we were using within lemontree but on a larger scale and this was super helpful in determining which boxes we were ticking for cognitive load, first hand intuitiveness and user engagement. A little bit further along we’ll do a comprehensive interactive test with a sample of users with no idea of what Lemontree is to see how they use it and what comments they have.  
Code Development 
We’ve been busy coding the interaction framework particularly the achievements handling side of things, while doing so we’ve been testing sample entries that the system would receive if it were live.  This is mostly to handle what happens when users borrow items, and how it interacts with the various feeds they have. I guess we’re 30% - 40% there.  
We met with Dave Pattern again to finalise and go through the logistics of accessing some of the data we need in realtime, key to it was knowing whether we are collecting and sending Lemontree the right data in the first place. For example if we have a ‘burning the midnight oil’ achievement for checking into the library late at night, we wanted to make sure we have access to this data. 
We also optimised the way the various bits of the system communicate with each other. 
Content & Aesthetics
With the remaining bits of interaction / design pretty much decided upon, we have a few distinct areas of content to be getting on with: 1. Visual treatment for the interface, Subtle interface interaction. 2. Visual Design of Achievements, based on a common language or theme3. Copy for main sections, system messages, Notifications & Achievement Text as well as the boilerplate/terms of use statements.

This week has been one of the most productive weeks for the development of Lemontree in terms of the multitude of things we’ve successfully done and dusted. 

Design

  • We finalised and signed off on all the wireframes with the University. 
  • In addition to our own paper prototyping process, and reviews of original specifications in our work order and functionality documents, we ran our interaction wireframes past an award winning UX designer who works for a well known national retailer. She has experience of some of the transactional elements we were using within lemontree but on a larger scale and this was super helpful in determining which boxes we were ticking for cognitive load, first hand intuitiveness and user engagement. 

    A little bit further along we’ll do a comprehensive interactive test with a sample of users with no idea of what Lemontree is to see how they use it and what comments they have.  

Code Development 

  • We’ve been busy coding the interaction framework particularly the achievements handling side of things, while doing so we’ve been testing sample entries that the system would receive if it were live.  This is mostly to handle what happens when users borrow items, and how it interacts with the various feeds they have. I guess we’re 30% - 40% there.  
  • We met with Dave Pattern again to finalise and go through the logistics of accessing some of the data we need in realtime, key to it was knowing whether we are collecting and sending Lemontree the right data in the first place. For example if we have a ‘burning the midnight oil’ achievement for checking into the library late at night, we wanted to make sure we have access to this data. 
  • We also optimised the way the various bits of the system communicate with each other. 

Content & Aesthetics

  • With the remaining bits of interaction / design pretty much decided upon, we have a few distinct areas of content to be getting on with:
     
    1. Visual treatment for the interface, Subtle interface interaction. 
    2. Visual Design of Achievements, based on a common language or theme
    3. Copy for main sections, system messages, Notifications & Achievement Text as well as the boilerplate/terms of use statements.

 
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