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2.1. RESEARCH QUESTIONS

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2.2. AFFINITY MAP

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2.3. RESEARCH THEMES

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2.4. DESIGN PRINCIPLES

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2. RESEARCH

After completing a competitive audit, I conducted interviews to better understand people's familiarity/experience with AR and social media. 

2.1. RESEARCH QUESTIONS

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2.2. AFFINITY MAP

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2.3. RESEARCH THEMES

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2.4. DESIGN PRINCIPLES

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2.1. RESEARCH QUESTIONS

Research Questions

What social media do you use? 


What do you find compelling about the platforms?

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Do you know what augmented reality is?
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When have you used or experienced AR?
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Have you used AR in an app?

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Have you visited a location in response to social media influence or another app?

Image by Samantha Sophia

RESEARCH QUESTION RESPONSES

RQ Responses
Person 1
 
16-year-old female in high school, who connects with her friends via social media.
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​-No. Does not know what AR is

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-Uses Instagram

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-"Everyone has it, so you feel like you need to have it too. It's an easy way to stay connected with people and share pictures"

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-"People naturally want to compare themselves, and that's the negative part of Instagram. People are drawn to things that they can compare themselves."

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-"I like to stay connected to my friends."

Person 2
 
13-year old female gamer, who does not use social media, but is actively participating in trending games.

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-No. Does not know what AR is

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-Used to play pokemon go

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-She liked that you could be "in a different world"

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-"You aren't cooped up in one place, you can walk around"

Person 3
 
31-year-old female illustrator who uses social media to connect with friends and family and to promote her business. 

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-Yes. Does know what AR is

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-Has seen it used in advertising. Restaurants would use a QR code to create a figure that would dance around on the table.

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-She uses Instagram to promote her business as an illustrator and stay connected to her friends and family.

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-She is reevaluating her social media presence after watching "The Social Dilemma" 

Person 4
 
20-year-old male who uses social media to access media of his interests.​​

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-Yes, but not by name.

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-Uses only Instagram

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-Uses it only to access entertainment, specific to his interests: dogs and tennis.

Person 5
 
22-year-old male, a graphic designer, university student, who uses AR in games. He uses social media for entertainment and to promote his professional life.

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-Yes, does know what AR is

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-Saw it first in 2016 in Häagen-Dazs. Where you could scan a pint, and through the phone, you could see a violinist on your pint

 

-Uses Pokemon Go and Instagram

 

-Pokemon Go: "it was such a new concept, that was the driving force of getting me into it. But also, having everyone in the same generation participating in it together. There is peer pressure and FOMO" 

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-Instagram: Mainly use it for looking up other artists, and memes, and wants to use it more to promote his professional life.

Person 6
 
15-year-old female, attending a hybrid school during Covid-19. Plays lacrosse and field hockey. Identifies herself as creative and artistic.

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-Yes, does know what AR is, but not by name. 

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-Saw it used on google when searching an animal. "I thought it was cool" "I didn't realize it was something I could do on my own."

2.2. AFFINITY MAP

With the research gathered and responses from the interviews, I organized some themes using an affinity map. The affinity map was a tool I used to recognized research themes and design principles to help guide the development of the product.

IMG_1602_edited.jpg

2.3. RESEARCH THEMES

People who are 15-30 who use social media regularly to create content and connect socially

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People who use existing augmentative reality features in current social media apps.

 

People who actively seek out content from the people they follow and take action in response to social media influence 

2.4. DESIGN PRINCIPLES

  1. Create Connection: Improving peoples social connections through AR
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  2. Physical Integration: Expand people understanding between the physical and virtual worlds
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  3. Boundaries: Facilitate social connection based on location
     

  4. Autonomy: Help people take charge of their social media consumption and connection

Affinity Map
Research Themes
Design Principles
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