Fiaza is a mockup project which I wish to be handy for the fish farmers. It integrates Augmented Reality to design fish farmers' experiences. Based on the existing digital content from the Internet, Fiaza features user-centred interaction to facilitate the fish farming experience, incorporating the functions of Weather Check, Getting live updates with the change in water as well as scanning fishes to find out their health and treatments.
Problem​​​​​​​
Let's take a real-life problem here.

Shankar is a fish farmer who owns a medium-sized pond in coastal Andhra Pradesh, India. He learnt the nuances of fish farming from his father, who learnt it from his father. Despite this in-depth knowledge of the profession, Shankar would like accurate data on the health of the water, the health of the fish and the weather conditions. All factors are crucial for fish farming. Shankar would like to have a device that could provide even the minute details of the next steps to do based on the health of fish, water and weather conditions.
The Research Phase
Digital Interaction
My initial idea started with creating an innovative user experience on the digital platform. I hope to expand the user experience to a wider scale in the digital world, with innovative content creation under the various forms of digital media, including but not limited to interactive web/app design, tangible design, interactive visual arts, AR, VR, media production.
Strengths of AR in Interaction and Experience Design
AR has a lot of strengths in interaction and experience design, and for exhibit design particularly. However, the huge difference of interests, ages, and cultural backgrounds between fish farmers makes it difficult to fulfil everyone’s needs. Instead of trying to fit in all the information, AR can provide personalized content based on users’ selection and manipulation, allow innovative interaction on digital media, and make the contents more widely accessible beyond the farming itself.
The application of AR to digital media can help to create immersive and insightful experiences for the farming and fish farmer experience design. Thus, it is a very tempting challenge to apply AR to fish farming design and create a more immersive experience. With this broad view in mind, this project, Fiaza, has tried to bring an immersive digital experience for Fish farming with AR technology.
Interviews
How did I perform the Interviews?
1.The Interviews question were quite basic. There were are mainly three questions. How       regularly do you have to check the water and weather conditions? What are your               necessities when you are looking up an app for Fish farming? What things do you think     are necessary to do Fish Farming?
2.There were a total of 3 people became part of this interview process.
3.I was quite curious about the non-common factors that might come out from the                 Interview process.
4.I got a few insights from the Interviews which put out some non-common yet important       things while researching on the fish farming. Many of my farmers stated that to check         the pH level of the pond, they have to perform the ph test multiple times a day. They           have to do this so, the pH level of the pond water remained balanced. On the Point of         Necessity or needs in general terms, they often prefer government schemes on fish           farming. Interestingly, most people feel that the gap between receiving the updates on       fish health, water health or weather conditions results in a delay in the prevention for         the same.
User Perona of Fish Farmer- Shankar


The Design Flow
Throughout the whole project timeline, I conducted research and design interchangeably. In some parts, I verified some ideas through research while in others I gained inspiration and developed ideas from research insights. Since there are always constraints on time, resources or technical development, it is necessary to adjust project scale and features to be focused on through the iterative process.
One major thing that was buzzing me was taking repetitive samples of pond water to check the pH of the water and thus performing necessary preventive actions which certainly take time.
As I was looking up the answers given by the fish farmers, this delay in their actions sometimes leads to bigger issues that end up taking the life of fish.
Hence I thought for a little while and sketched up an IoT ( Internet of Things ) device, which will be composed of a digital pH meter and a Camera alongside. This device will be partially submerged in the pond so that it can share the live updates on the health of water, plus the camera would be able to perform spatial mapping of the pond, which will provide information about the Water level and the number of fish per litre. The camera will also be helpful to watch the live stream of the pond and the activities are done by the fish.
Below is the Sketch of the IoT device and a 3D generated look of the IoT device.
Primary Sketch of the IOT
3D Generated Look of the IOT
With the use of this IoT device, It will give more accurate details about the health of water which will eventually reduce the delay of preventive steps.
The data accumulated from the IoT device, there will an option of alerts which will give the information to the farmer about the change in the health of the water.
I started by defining the problem space. Since my goal is to combine physical and digital resources to enhance the fish farming experience, I investigated other fish farming related apps. I then analyzed and listed down a competitive analysis to figure possible design areas and structure my ideal design scale.



Design Iterations
Iterations 1: Mockup on Paper
Sketches on the basis of Secondary Research
Three Main Features, AR Fish Detection

For the first iteration, I used a quick mockup on paper to flesh out what features to include. Three main features I concluded after analyzing existing apps are Fish Detection with AR, Weather Updates, and the details on water health.
With the mockup to clarify design direction and test with users, this initial design adapts the original problem to provide an easy search. AR detection seems to be ideal but not practical given the moving fish and dark environment; the Weather Updates feature seems dull and throws a lot of information at a time, so does the Water check feature.
Iterations 2: Interaction Design
AR Interaction

In this iteration, I came up with innovative AR interaction on mobile phones. I designed an active home page where all 3 basic details will be shown in a segmented way. In this way whenever the user opens the application, He/She will be able to know the essential details/ information. While keeping in mind the number of users and their educational qualification. I introduced the AR in the easiest way possible, by using the three main issues upon which the whole fish farming depends.
The 2nd iteration improves on a more smooth user experience that matches the fish pond environment.
Iterations 3: Through User Experience
Content Design, User Flow, Interactive Prototype

The goal of the final iteration focused on content design to approach information more flexibly and the overall user flow. To bring a thorough user experience, I sketched out the app wireframe to refine the user flow
To fully communicate the AR design in the Application, which most users have little experience with, I searched for different prototyping tools and finally have envisioned Origami for its ability to access mobile phone's camera and sensors.


Wireframes
At the beginning of my design process, I created wireframes for testing purposes.

How did I create wireframes?
1. It was quite useful to create Wireframes at the beginning of the Design process as not         only showcases the Idea in a layout form but also put the imagination into reality.
2. Earlier I used to sketch over the paper but from the last few times, I prefer to create            Wireframe into digital format, as it is easy to create them digitally plus they look better        from the perspective of scaling.
3. The Wireframes present over here aren't much into high fidelity but they do showcase        major options and fields which were included in the final prototype.
4. I prefer Figma for creating Wireframes as it has a vast library that can easily help to            create your own wireframes easily.
5. Not Completely but yes I tried to perform some usability tests over the wireframes as          well, as it helps me to put options in a better place.
User Journey
I mapped out the users’ steps to see how I could simplify their journey to help them reach their most important goals with the product.

How did User Journey help me to achieve the Important Goals?
1. I decide to do a User journey because it is an important step which states how a user        can reach the goal by simply using the services offered by the application. Also, it is            used in order to determine how fast and easily a user can reach the goal without                wasting time in searching multiple options or steps.
2. As I was mapping out the user journey, the common step that was iterating multiple           times was getting fast updates in the swiftest way and here it came out as the most           important user goal.
3. In order to determine the number of steps of the user journey, I tried to put the options        in the voice search as well so that the user would be able to get the particular option for      what they are looking for.
4. During mapping the User Journey there were small yet important options that came            into the mind like the option of Change Language or the AR Scanning, which actually          helped to improve the experience of the user, as it generates the results prior the                searching which eventually helps the user to understand how would a situation would        look like, especially when a user gets the necessary information in a sequential format.
5. In order to provide a short path to the user and an easy movement across the pages of      the application, the User journey helps me to remove some unnecessary options which      might throw too much information at a time, which will result in confusion and overload      the content consumption.

Below are some Use Cases that show the important features of the Application.
UI Design
Once I tested out all usability mistakes, I started designing the final screens in Figma.

How did User Interaction Design bring out the final Outcome?
1. The UI design was the next big step so I started the design by selecting colours. When       it comes to Fishes and Aqua, shades of blue colour are a great combination.
2. I decided to make designs for the Andriod. So I followed basic guidelines when                  designing the application. Although the design is simple yet sleek that it could easily be      modules for IOS devices as well.
3. I decided to have bottom navigation because it has more visibility and quick access            throughout the application. Also, a Hamburger menu on the top left side, which                    showcases some other options.
4. Sign in and register screen doesn't have a skip button because it is necessary to be            login to use the application (Just for a single time) and In order to make it easy and            fast, users can also log in using the mobile number only. Later user will land directly on      the Main Interface Screen.
Here is the Prototype!
Check out the App's Prototype and see how does it works and share your comments on the same and tell me how else it can be improved.​​​​​​​
Summary
It was a lot of fun for me to design the Fiaza Mobile application. The Study proves that every little tweak in the UX design matters. It can drastically change the user flow, help form habits (hence improving retention) and ultimately make a huge difference for users.
I hope you enjoyed reading
Fiaza
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