+ SURFACE AREA TO VOLUME RATIO + APP DESIGN


Prompt: Design an app that describes surface area to volume ratio to high schoolers. How do you approach a project that deals with interactions and movements in a digital space to describe surface area to volume ratio?



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I started this project by looking at different visual styles that could engage high school students. After creating a series of stylistic studies, I decided on a style that fuses both photography and line art and stitched them together to create hybrid drawings. The main reason I decided to go that route was to keep the students entertained and engaged with the drawings, which describes the surface area to volume ratio – a fairly complex matter.

I focused on this idea of experiential interactions by creating moments within the application that students can engage in and not knowing what to expect once something is being clicked. For the interactive aspect, I started looking at applications on the iPad to try to understand interactions, considering it’s a big component for application design. The way the application is designed engages students by clicking through while the images start to build up, which goes back to this idea of repetition and information building up in their minds. The overall idea for this application is that the notion of clicking relates to navigating and reading through the information, while scrolling up and down relates to exploring and learning.

They start with a basic shape, the cube, and then move on to more complex shapes, the church. They’ll be able to experience the build up of the different sized cubes through an interactive animation, where time and volume are related. As the different sized cubes are being built up a number will pop up, letting them know how many small cubes makes up that shape. As for the church, the interactive part becomes an immersive 3D space, where they can zoom in and out, rotate and be able to compare the two churches with a touch of a finger. I wanted the students to be able to look closely at all the pieces that make up the church and explore that on their own.

Ultimately, this app tries to make the learning experience enjoyable and fun by using animations, colorful illustrations and by breaking the shapes down visually. Another goal for this application is to take a complex matter and simplifying it.






EARLY TYPE AND LAYOUT ITERATIONS