Target Users:
- Health-conscious (including young couples who do not have much time to cook
- Large groups of friends (usually teenagers or young adults)
- Families with young children
With the target users defined, we set about creating our user profiles and personas for these three groups of people (1 & 2 being advanced users, young children being novice users) and a fourth group – the anti-user (typically older, traditional “uncles” or “aunties” who are less tech sauvy).
Thus our product benefit specifications is defined as:
- Physio-Pleasure
- Ability to identify healthier choice of food
- Easy to use and not mind taxing for users trying to relax - Socio-Pleasure
- Allow interaction between multiple users at the same time
- Allow bonding between diners - Psycho-Pleasure
- A lively and vibrant feel
- Stress relief and stimulate customers intellectually by providing health facts
- Store high scores of customers who played the games on the entertainment system - Ideo-Pleasure
- The entertainment system with educational and fun games suitable for families
- cartoons for the kids,
- stimulating single- and multi-player flash games for the older kid, hungry customer and the groups of friends, and
- an educational game with heath facts for the health-conscious.
One of our classmate feedback that the working executive who is trying to have some peace to relax and dine, may not want to be troubled by the kids making much noise while playing the games. Hence we suggested providing headphones in the ePan system so that kids can occupy themselves and be still while watching the cartoons quietly (especially when they finish their food before their parents).

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