For this task we were asked to come up with ten different outcomes that the user would gain/experience/benefit from our interactive:
- The user should feel a sense of motivation and willingness to make a change .
- Should be inspired to help out around the home to prevent the issue from worsening.
- The user should be inspired to look up more and be willing to do their own research after looking at the interactive.
- Since it is aimed at children aged 6-12, children are more inclined to spread awareness to family and friends about the issue.
- The users will be educated on the rights and wrongs on the concept of marine plastic pollution.
- They will be offered some small solutions on how to help the issue: issues around the house.
- Will be cautious not to litter, waste water, etc at home or in the community.
- Users will be inclined to join campaigns such as clean up Australia day.
- Users will feel knowledgeable about marine plastic pollution and how it can effect the ocean and life in the ocean.
- Users will find learning about the issue easy to understand and simple through the interactive.
From the list 2 peers were asked to pick 3 outcomes and state why. The points 5, 6, 7, 9 and 10 were chosen.
Why they were chosen?
The first peer chose points 9, 6 and 10. They stated that points 9 and 5 are similar and they provide the core outcome of the interactive in terms of what the children are learning. Point 10 is important, because of the young target audience and it will provide the best results in terms of learning. 6 leads to more specific things, like helping around the house, doing more research on the issue or joining campaigns, thus it provides a simple start for anyone looking to get further involved.
The second peer chose the points 5, 7 and 10. They stated that these points are important as they will significantly improve the children’s mindset about littering in a creative way through understanding the impacts of plastic.