App concept development
User Interface Design
User engagement strategies
Digital Service Design
Interactive Design provides an overview of core design principles on how to create a User Experience that includes a digital product. The students learn about the complete design process from User-centred Research and its methods, problem definition, concept ideation, Concept Prototyping and Testing, User Interface Design to presentation and documentation of such a project.
In specific this course focuses on how to create Mobile Applications using most relevant applications for prototyping.
Each semester the students can choose from a range of topic clusters in which they research and design their concepts in. Those clusters include Design for social impact, civic participation, education, culture and health.
Hayyah – blood donation with benefits
Hayyah is an online platform that aims to give users an easy access to blood donation. The user knows when being eligible for donating, where to donate and how to make an appointment.
Accessibility is the base of the application, but in order to solve the problem of constant blood donation shortage in Egypt this app offers an additional service to its users:
With little effort any blodd donation can turn into a health check. The user can decide which additional components should be tested. The results are displayed in the app tracking users’ health over time and provide knowledge on how to enhance ones health tailord to the users conditions.
Quit kit – quit smoking companion
Quit kit is an app that helps smokers to quit smoking in the most convenient way:
The first step is tracking the existing smoking pattern to then offer a personalised step by step plan to reduce smoking.
The goal is to reduce and finally to quit smoking without pressure. Several user engagement strategies like unlocking achievement batches, communication with the community, monetary benefit and health status information about smoking are included.
Engagement strategies for the National Museum of Egyptian Civilization
»Murder through history« is a hybrid board game concept to engage with the museum audience before and after the museum visit. The game uses the artefacts and historical eras displayed in the museum to incorporate them into a various murder stories the competing users have to solve.
The digital part of the board game using scanning and sound is included into the mobile application concept for the museum itself covering all core experiences in the museum for different user archetypes.
»Sinuhe: The Timeline Explorer« is an Interactive Children’s book for children of ages 7-9.
The book tells a story about Sinuhe’s journey full of troubles, hunger, and fatigue throughout the eras, on a mission to find the invaluable Golden Scarab Beetle Coins. Through »ugly funky« illustrations in each chapter, a different scenario in Sinuhe’s adventurous journey is exhibited.
At the very end of the book, there are a series of games that help reinforce the children’s learning process.
Digital interactivity is incorporated within the book to allow the user to listen to an audiobook of each chapter through a scanner feature in the AR (Augmented Reality) smartphone app.
The app also contains other features like the option to download a coloring book containing the chapters’ illustrations.
The app is to be used by a facilitator who is helping children to get the full experience, encouraging family quality time through an educational experience.
»Check mate« is a treasure hunt based gamification concept for the Museum of Egyptian Civilization. The style is illustrative, inspired by Pharaohs.
This game is designed for museum visitors who want to explore the artefacts hall and learn more about the mummies in the basement in a playful way.
The user has to answer a series of questions connecting different artefacts in the museum. The goal is to find out who killed this king.
»Flip it« is a treasure hunt based card collection game concept for the Museum of Egyptian Civilization.
This game is designed for museum visitors to test their knowledge about the artefacts displayed in the museum. With each question answered the user gains a collectible card that adds points to their account.
Points can be redeemed in the museum shop. The collected card sets are also available in print form to be played outside the museum experience.
Aktahsef – helping to learn
»Aktahsef« is a comprehensive digital learning program that empowers administrators and teachers to help elementary students build essential skills while enjoying a playful experience.
The application includes a number of tools and guided exercises that allow for students to work independently and if necessary with the help of their peers or guardians.
The exercises are suggested and build by local educators and instructional designers that want to offer their didactal approach to a wider audience and to gain an extra income.
A digital green wallet
»PayGreen« aims to encourage its users to live a greener life for the benefit of their own health and the environment.
It enables citizens to pay their bills online through a digital wallet. The app includes a point system according to usage, but also type of products bought with the app. To redeem the points the user can donate to green initiatives.
Additionally the user can compete in challenges and to learn more about the Co2 footprint of their consumption behaviour. The app also suggests more eco-friendly alternatives, if possible.
DIGITAL SERVICE ENHANCEMENT
One app to manage all services around your home
»Khadamat« is a home services app that aims to connect the services providers with their users in a high quality and fair way. The app offers all kind of services around ones home – from temporary cleaning to a cleaning service throughout the year, moving or repair services as well as painting and renovation jobs.
The app measures constantly the satisfaction of their users but also the workers to ensure a good experience from both sides of the service.