Design Process

  1. After the first user interview


    we realized that our initial idea was not accepted by the users. There are several reasons for this:
    • eMARU did not have real advantages in comparison to a standard travel guide
    • eMARU cannot be realized technically yet, so our users could not really imagine it
    • our users were not really interested in communication tips
    • So we decided to develop a more specific application MANGER that is just interesting for a certain user group, but for this group it is really helpful.

  2. After our second user interview


  3. we knew that users of the target group are interested in MANGER. For this user group it is important that the application is easy to use and that they would not buy a new device (like a PDA) to use MANGER. So we finally decided to develop a mobile phone application. To keep it simple, we just support people who must not eat something by having the menu divided into two lists, one containing all suitable meals the other one containing not suitable meal. We do not support people who want to have an additional favourite list.

  4. After our paper prototype


  5. we decided to take the settings for MANGER out of the general settings of the mobile phone. Now you can enter the settings when you start MANGER.

  6. After the evaluation of the first flash prototype


  7. we decided to have to different icons for MANGER: one showing that a restaurant is available, and the other one that there is none.




© 2003 by Konrad Gerhards • konger@t-link.de , Sunae Ju • sunaeju@gmx.de , Lilian Sunadi • sunadi@t-online.de