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Rachel O’Meara
Alix Rhodes
Ramona Tabara
What
 Aqueous is an application that will increase water

consumption by reminding users to drink throughout
the day.
 It aims to increase users’ knowledge about the
importance of water.
 It will calculate the volume of water required for
individual users.
 It provides a detailed account for each day and a
progress graph for the week.
This is the pop up screen that will appear when the user
is being reminded to drink water.
This will be the home screen for
the application.

The weekly/monthly graph showing
user progress can be accessed by
clicking the graph button.
Facts about water will be available
by clicking the question mark at the
bottom of the home screen.

Each user will input personal information
so the app can calculate the required
amount of water
How
 We will be using illustrator to help

create our icons based on user
feedback to help our app have a
user centered design, these will
then be moved into Axure and then
adapted to create Aqueous as a
working prototype.
 Tutorials were completed to learn

Axure software using the Axure 7.0
as well as Axure 6.5.
Axure 7.0 completed tutorials
Login scenario:
Dynamic panels, photo
slideshow
Axure draft prototype beginning
User Group





Our user group is office workers.
To test our user group we went into an office setting.
We tested eight members of staff with the paper prototypes.
Feedback was:
•
•
•
•
•

•

To provide an option for the reminder time (15, 30, 45 ,60 minutes)
To omit the ‘view in detail option’ and just to have this as the main screen.
They liked the simplicity of the app.
They thought it would the app would be very beneficial.
Facts should be central to users custom settings, ie. Reasons for using app;
beauty. Facts focus around benefits to complexion, skin tone..ect
For facts “i” for information could be more intuitive, as “?” could be
observed as a help icon.
Need for Water App
 Egoscue (2009) suggests that upward of 90% of the

population isn’t drinking nearly enough water.
 Water is the body’s most important nutrient.
Approximately 70% of the human body is made up of water
(Burton, 2007).
 Most people wait until they are thirsty before they take a
drink. By that time they are most likely already mildly
dehydrated (Colbert, 2010).
Motivation to Use Aqueous
 Motivation to use the app is influenced by

McClelland’s, 1961 theory of motivation, in particular
his theory of need for achievement.
 McClelland states that people are motivated by a need
to achieve through setting challenging goals. These
people also like to receive regular feedback on their
progress and achievement.
 Our app attracts people through the need for
achievement theory. It is also the main logic behind
providing a progress chart.
Motivation
 Locke and Latham (1990) and Mento et al. (1987) 




goal setting theory.
Specific goals seem to create a precise intention.
Specific goals lead to higher performance then general
‘do your best goals’.
Knowledge of results (feedback) is essential as it in
itself has motivation properties.
Our app incorporates this theory by allowing users to
set themselves specific goals on how much water to
drink per day.
Intrinsic Motivation
 Aqueous will use intrinsic motivation to encourage people







to use the app.
Users should want to increase their health by drinking
water.
Intrinsic motivation would consist of the feelings attached
to or resulting from performing specified activities
(Kleinbeck, Quast & Thierry, 1990).
Intrinsic motivation toward accomplishment refers to a
person’s engagement in an activity for the pleasure of
achieving internally defined goals (Olsson, 2008).
This intrinsic motivation will encourage users to become
healthier.
Design
 Our user group suggested that the design for the app

should be very simple and easy to use.
 Clean silhouettes on application screens that do not
crowd designs will display information in the ideal
manner. Overly detailed designs do not suit mobile
users (McWherter & Gowell, 2012).
 A basic silhouette of a glass will be used for the home
screen. The glass will fill up with water as the user
drinks.
Type of water glass design
Who in the team
References
 Burton, V. (2007). How did I get so busy? New York: Broadway books.

 Colbert, (2010). 201 secrets to healthy living. Florida: Siloam.
 Egoscue, P. (2009). Pain free for women: The revolutionary program for ending chronic

pain. New york: Bantam dell.
 Kleinbeck, U., Quast, H., & Thierr, H. (1990). Work Motivation. New Jersey: Lawrence
Erlbaum Associates Inc.
 McWherter, J., & Gowell, S. (2012). Professional mobile application development.
Indianapolis: John wiley and sons.
 Olsson, F. (2008). New developments in the psychology of motivation. New York: Nova
science publishers inc.

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Aqueous technical presentation

  • 2. What  Aqueous is an application that will increase water consumption by reminding users to drink throughout the day.  It aims to increase users’ knowledge about the importance of water.  It will calculate the volume of water required for individual users.  It provides a detailed account for each day and a progress graph for the week.
  • 3. This is the pop up screen that will appear when the user is being reminded to drink water.
  • 4. This will be the home screen for the application. The weekly/monthly graph showing user progress can be accessed by clicking the graph button.
  • 5. Facts about water will be available by clicking the question mark at the bottom of the home screen. Each user will input personal information so the app can calculate the required amount of water
  • 6. How  We will be using illustrator to help create our icons based on user feedback to help our app have a user centered design, these will then be moved into Axure and then adapted to create Aqueous as a working prototype.  Tutorials were completed to learn Axure software using the Axure 7.0 as well as Axure 6.5.
  • 7. Axure 7.0 completed tutorials Login scenario: Dynamic panels, photo slideshow
  • 9. User Group     Our user group is office workers. To test our user group we went into an office setting. We tested eight members of staff with the paper prototypes. Feedback was: • • • • • • To provide an option for the reminder time (15, 30, 45 ,60 minutes) To omit the ‘view in detail option’ and just to have this as the main screen. They liked the simplicity of the app. They thought it would the app would be very beneficial. Facts should be central to users custom settings, ie. Reasons for using app; beauty. Facts focus around benefits to complexion, skin tone..ect For facts “i” for information could be more intuitive, as “?” could be observed as a help icon.
  • 10. Need for Water App  Egoscue (2009) suggests that upward of 90% of the population isn’t drinking nearly enough water.  Water is the body’s most important nutrient. Approximately 70% of the human body is made up of water (Burton, 2007).  Most people wait until they are thirsty before they take a drink. By that time they are most likely already mildly dehydrated (Colbert, 2010).
  • 11. Motivation to Use Aqueous  Motivation to use the app is influenced by McClelland’s, 1961 theory of motivation, in particular his theory of need for achievement.  McClelland states that people are motivated by a need to achieve through setting challenging goals. These people also like to receive regular feedback on their progress and achievement.  Our app attracts people through the need for achievement theory. It is also the main logic behind providing a progress chart.
  • 12. Motivation  Locke and Latham (1990) and Mento et al. (1987)     goal setting theory. Specific goals seem to create a precise intention. Specific goals lead to higher performance then general ‘do your best goals’. Knowledge of results (feedback) is essential as it in itself has motivation properties. Our app incorporates this theory by allowing users to set themselves specific goals on how much water to drink per day.
  • 13. Intrinsic Motivation  Aqueous will use intrinsic motivation to encourage people     to use the app. Users should want to increase their health by drinking water. Intrinsic motivation would consist of the feelings attached to or resulting from performing specified activities (Kleinbeck, Quast & Thierry, 1990). Intrinsic motivation toward accomplishment refers to a person’s engagement in an activity for the pleasure of achieving internally defined goals (Olsson, 2008). This intrinsic motivation will encourage users to become healthier.
  • 14. Design  Our user group suggested that the design for the app should be very simple and easy to use.  Clean silhouettes on application screens that do not crowd designs will display information in the ideal manner. Overly detailed designs do not suit mobile users (McWherter & Gowell, 2012).  A basic silhouette of a glass will be used for the home screen. The glass will fill up with water as the user drinks.
  • 15. Type of water glass design
  • 16. Who in the team
  • 17. References  Burton, V. (2007). How did I get so busy? New York: Broadway books.  Colbert, (2010). 201 secrets to healthy living. Florida: Siloam.  Egoscue, P. (2009). Pain free for women: The revolutionary program for ending chronic pain. New york: Bantam dell.  Kleinbeck, U., Quast, H., & Thierr, H. (1990). Work Motivation. New Jersey: Lawrence Erlbaum Associates Inc.  McWherter, J., & Gowell, S. (2012). Professional mobile application development. Indianapolis: John wiley and sons.  Olsson, F. (2008). New developments in the psychology of motivation. New York: Nova science publishers inc.