Read About It!
Welcome to Read About It!
0.0 | OVERVIEW
Note taking is a common difficulty across all ages. As a student or in the work place, taking notes can be incredibly difficult.
In our modern day and age, we often become so easily distracted and it becomes difficult to create intentional and useful notes to look back on. There is a current issue of over information in our society.
Read About It looks to solve the consistent difficulties of note taking by creating an all in one solution to organize and create effective notes.
DURATION: 11 Weeks
TEAM
Timothy Joo
Priyanshi Rastogi
Shaunak Pandit
James Zhong
TOOLS
Figma
Adobe Photoshop
1.0 | PROBLEM STATEMENT
Both in college and high school, students have a prominent issue of over information during times of long speaking events, which reduces the beneficial knowledge being retained.
At the moment, there are no direct solutions being proposed to resolve these ongoing issues.
2.0 | USER RESEARCH
Phase One: Google Survey
Too much information is showcased during times of lecture
96.2% of students say that note taking can be a major distraction while trying to stay attentive to the professor
Phase Two: Student Interviews
Necessity to cut down time while taking notes to improve retention of information
Main sources of studying material come from study guides and lecture notes
3.0 | COMPETITIVE ANALYSIS
3.1 | Solution 1: Video Summary
Increases the key information being brought in and filters out the less relevant information to create a summary.
Has an advantage of having students recollect their thoughts post lecture.
Disadvantage:
Student will pay increasingly less attention to lecture and focus on the summary alone.
Student will pay attention to lecture, but ignore the synopsis thinking that they do not need it, making the video useless
3.2 | Solution 2: Note-Taking Layouts
These layout essentially guide the student through the outline and have them “fill in the blanks” so they don’t have to spend time organizing their notes.
Disadvantage:
Student will spend too much time to decide where what information will go where and what potential layout to use.
3.3 | Solution 3: Game creating tools
This tool would use machine learning to figure out the questions that have the highest chances of being on a test based on previous exams. Creates a fun and competitive environment for students to engage and remember information quickly.
Disadvantage:
Assumption of student having accessibility to this type of technology. Requires internet as well as a mobile application.
Algorithm might not be able to come up with new questions from previous exams and therefore will not cover all of the possible questions.
3.4 Selected Solution
Mobile Application | Creates Key Notes
In order to solve the issue of distractions while minimizing data loss through verbal communication, the team realized the best option would be a solution that allowed listeners to utilize the tool without constant interaction.
4.0 | USER PERSONAS
After doing our user research and competitive analysis, we moved forward to create our User Personas. We do this by taking the information from our research to create a general user that would be using our product. The purpose is to receive a deeper understanding of who our end user is.
We ultimately decided that our demographic would be college students as we are primarily targeting them for this project.
5.0 | LOW FIDELITY WIRE FRAMES
After creating our personas we began our general sketched out layouts for our mobile application. This includes the following Screens:
Home
Upload
View Notes
Class Notes
Save Notes
6.0 | HIGH FIDELITY WIREFRAMES
6.1 User Experience 1 | Sharing Notes with a Class Mate
6.2 User Experience 2 | Review for Exam
6.3 User Experience 3 | Recording and Generating Notes
7.0 | DESIGN LANGUAGE
7.1 Color | Light Blue Cyan + Black
7.2 Font | Roboto