Memory Garden: Cultivating Lasting Moments
August 2019 – December 2019
In Cornell’s UX and Software Development Studio course, I gained practical experience applying design and coding principles as well as human-computer interaction methods. We were asked to examine the Ithaca Farmers Market, a member-run cooperative with more than 160 active farmers and vendors from the Ithaca area.
My team’s capstone project for the course was Memory Garden, a fully functioning progressive web application built using the Vue.js and Node.js frameworks. It allows users to complete challenges and catalog memories of their time at the Farmers Market.
Over the course of the semester, we conducted user research, designed an interface, built a working prototype, and conducted user testing. Keep scrolling to see the full process!
Discovery and Exploration
Contextual Interviews
We performed semi-structured interviews of Farmers Market patrons, Cornell students and faculty, and other Ithaca residents to try and identify a problem space where we could intervene to improve the Ithaca Farmers Market experience. By asking questions directly, we have the opportunity to ask participants to clarify their answers (if they were vague) to deeper understand why they behave the way they do at the farmer's market. Semi-structured interviews also provide the flexibility for us to delve into new topics or issues that come up over the course of the in-person interviews. We chose not to do field studies because of the concern that patrons might change their behavior if they know they are being watched.
Affinity Diagramming
Key problem identified: memory fade
People have great memories of the Ithaca farmers market but no concrete way to document and reminisce about them. Because of this, good memories can become hazy or even forgotten over time.
We had initially focused on crowdedness and vendors changing unexpectedly as our key problems, but changed our focus due to instructor feedback about scope of the assignment.
Persona: Mary, age 34
Mary is an Ithaca resident who has been living in the area for the past six years and values her community. She goes to the farmer's market around five times a year without planning much beforehand. Mary is very comfortable and familiar with the farmers market and knows her way around interacting with different booths and activities. She spends on average two hours with her friend to have a leisurely brunch, select fresh produce, and engage with the community there. She always has her phone on her in case she needs to get in touch with her friend remotely or look something up on the Internet. Sometimes when Mary is wandering around the Farmers Market, she wants to remember times when she was there years ago, but the pictures she took at the time are no longer on her phone. However, as much as she enjoys the farmers market, her memories of it tend to fade or become hazy over time. It is these memories and moments that she wants to improve her recollection of, as well as cultivate new memories that she can reminisce about later.
Main goal: Mary wants to retain her positive memories of the farmers market and seek out new things to do (i.e. make new memories) at the same time.
Design & Evaluation
One of our challenges in the class was to implement persuasive design with our design solution. We first identified the target behavior that we wanted to influence: how people both create and cherish their memories. After brainstorming, we arrived at a design concept:
A PWA that encourages people to document memories as well as make new ones
Take various “activities” that users mentioned are enjoyable and memorable, and turn them into a list of “tasks” for our users to complete, while having them take a picture in the process.
This method of suggestion will help users be able to capture and collect memories, while giving them opportunities to become more immersed in the special community that is formed within the farmers market.
Our persuasive design was based on the Fogg Behavioral Model, which states that people are persuaded based on two things: ability and motivation. Ability-wise, our app makes it easy to take a snapshot of an event by tapping into the user’s laptop/smartphone camera. Motivation-wise, people are drawn to collecting things and it is a way to store their cherished memories.
Sketches and Paper Prototypes
Usability Testing
We tested three users by asking them to perform tasks using the paper prototypes.
User 1 results:
Understood use of garden as an analogy for a photo album, but struggled with initial concept and understanding of challenges and how to view completed challenges.
User 2 results:
Found the app fairly simple in complexity, almost to a point the user wished there was more information. For Task 2, wanted to know more, such as a map for vendor location, what vendors are at the market.
User 3 results:
Was most confused about concept of a garden to keep photos. Would have rather used her own camera app to capture photos of the experience and not be limited by the scope of challenges.
These findings informed the creation of our wireframes and prototypes.
Figma Wireframe
Final Implementation
The final stage of our project (though it began in parallel to earlier stages) was to program our app using the Vue JavaScript framework.