Remember to click any text looking like this!
EXAMPLE
Olympus SS1 is a camera that is designed to be user friendly and help those learn the jargon or difficulties when operating a camera, not overly expensive as it would detract those wanting to get into the field and improve their skills to become a great photographer.
The project was inspired from the Olympus TG-3 camera, when I played around with that camera I thought the features it offered was great, but to figure out how to use it was not; the Interface was dated and overall I thought this needed a fresh new coat of paint.
In regards to cameras, whether they be point and shoot to Dslr and anything In-between, they’re always evolving and changing with each new technological improvement; however there are some issues that need some work, such as:
(1) Distinct lack of innovation in regards to the cameras UI itself.
(2) Issues with organising Setting and features in a clear effective manner.
(3) Lots of jargon and technical terms without any explanation to what the term is.
It is already tricky enough to capture the best shot without having to navigate clunky and dated user Interface that bogs down users in their professional work or hobby.
Well the first part of any project is to do some RESEARCH, Information on the market and what is currently out, this can be figured out through competitor analysis and SWOT ANALYSIS which are crucial to see what can be improved and done better.
Conducting questioners' to Identify problems then Interviews to figure out how to solve them was the first part of this project, to ensure we can figure out how our users thinks and behaves I construct a PERSONA and a EMPATHY MAP to use a reference when It comes to building the User flow and Wireframe and everything else following that.
After conducting research and using that data to build a profile on the users, the next step is ideating and working on either a USERFLOW, site maps, journey maps, WIREFRAMES or all to figure out how each window on a screen is going to flow. CARD SORTING and INFORMATION ARCHITECTURE was important in this study as it was more complicated and dense with setting; this part of the process was essential, otherwise it will cause plenty of issues down the development line.
With this being a project of an existing brand, I decided to create a branch from Olympus current models of camera; hence where the SS1 comes in, Studio Scene One camera. I decided to use little to no colours, strictly greyscale to not take too much attention away from the shot someone is trying to capture.
Arial
Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn Oo Pp Qq Rr Ss Tt Uu Vv Ww Xx Yy Zz
The design of the camera was to be kept simple, aesthetic wise I wanted it to be sleek in order to come across as professional as typically point and shoot camera are known to be more for a casual experience.
The aesthetic of the camera was also passed off to the visual Interface, one to ensure the graphics and iconography didn't overburden the screen or bombard the user with too much information. Overlays and opacity was experimented to come up with a balance to ensure the Interface would stand out at times then reeceed back to allow users to enjoy their photography.
Scroll down to Reveal more of the High Fidelity Mock Up!
The Final design of the camera was to be as easy as possible to use, simple to navigate and fun without taking too much away from photography. Overall I believe this was achieved through trial and error to figure out the best optimal outcome.
The basic menu emcompasses a cycle of differenet menu setting to aid in a photographers work to capture the best phot they can, quickly making adjustments on the fly to ensure they don't miss the perfect opportunity to take a shot.
There will be a recurring style I chose which is to spread different menus across the board to make adjustments on the go so the photographer is able to make quick changes without missing out on the potential to get the best shot.
Similar concept to program mode, the idea of having a wheel that expanded to reveal more options available, but still standing out compare to program mode. the choice to give these two settings a different placement was to make them stand out between each other.
One of the main inspirations of this project was mobile phone Interfaces, the reason for this as they were designed to be as streamline as possible (though neglecting features and variety of tools as a cost). Therefore I took the best of both worlds and created this a hybrid between a digital and traditiopnal analogue Interface a phone has.
Settings was difficult, separating the options into different categories was not the easiest task in this project, trial and error and talking through with participants to get a good Idea of where to place such graphical elements.
Overall the design was positively received, It managed to engage users and not be overly difficult to use; It was definitely a step up, but still had some participants who found it slightly difficult. Based off the population sample, It was clear this camera was designed for a younger crowd, my attempts to attract an older market wasn't as successful.
That being said the goal was achieved with the desired market so was a success in the grand scheme of this project.