Tricycle Enjoying iPhone Success Tricycle has branched into the development of highly innovative mobile software applications over the last 6 months. Under the brand names of DocTOT and DelaerTOT several iPhone Apps have been launched over recent months (5 in total to date) and many more are in development and pending release.
Tricycle excels in the development of iPhone Apps because the platform requires excellence in usability, design and engineering for a successful outcome.
Tricycle’s specialist Interaction Design services are at the forefront of next generation computer
technology. The era of easy-to-use technology has just begun.
Web/Software Development
You can have Tricycle build your system from scratch, using the very best practices and the
very latest reliable technologies available to our in-house engineers and designers.
Mobile Software & Touch Screen Software
Mobile is the future for software, putting the power of large systems right into the pocket of the end-user. Tricycle develops iPhone Apps and Touch-Screen Software of the highest quality.
Interface Design & Usability
An easy and cost-effective method to overhaul your software interface with impressive graphics. Quickly optimise the user experience while your software’s mechanics remain unchanged.
Totally re-invent your product based on contemporary Interface Design principles with a
comprehensive design and build project. Tricycle will work side-by-side with you to achieve
the ultimate user experience.
Usability:
Usability is used to describe how easily an entity (e.g., device, service, environment) can be used by any type of user. It is not to be mixed up with accessibility which describes the degree to which a system is usable by as many people as possible.
- Interaction Design, Sharp, Reece, Rogers. 2007
User Experience Goals:
At the start of every interactive design project, the needs of the users are studied and documented and a list of requirements is drawn up. This list includes user experience goals which are a set of experiences the user should have when they interact with the product, service or system. Example user experience goals may be listed as follows:
Satisfying | Rewarding | Fun | Support creativity | Enjoyable
Emotionally fulfilling
Entertaining
Helpful
Motivating
Aesthetically pleasing
- Interaction Design, Sharp, Reece, Rogers. 2007
Contextual inquiry:
Contextual inquiry is a user-centered design method and is part of the contextual design methodology. It calls for one-on-one observations of work practice in its naturally occurring context. During or after the observations, discussion ensues wherein users' daily routines or processes are discovered so that a product or website can be best designed to either work with the processes or help to shorten or eliminate them altogether. Contextual inquiry comprises preparation, evaluation, analysis, and design phases.
http://en.wikipedia.org/wiki/Contextual_inquiry
Ethnographic observations:
Ethnographic observations are documented during fieldwork by an ethnographer, a person who immerses themselves in a particular culture in order to study it in depth.
Ethnography presents the results of a holistic research method founded on the idea that a system's properties cannot necessarily be accurately understood independently of each other.
http://en.wikipedia.org/wiki/Ethnography
Use cases:
A use case represents a single interaction between a primary actor (who initiates the interaction) and other (secondary) actors, and the system itself. The interaction is presented as a sequence of simple steps. Use cases typically avoid technical jargon, are often co-authored by system analysts and end users.
http://en.wikipedia.org/wiki/Use_case
Conceptual modelling:
A conceptual model is a high level description of: "the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended"