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Myersventure Asnas Anmetti sɣur Leying Bi and Baocheng Chen

Myersventure Asnas Anmetti sɣur Leying Bi and Baocheng Chen d anerbaz yettwaqadren meqqren n 2024 Tarbaḥt A' Design Award n Uzzal deg Taggayt n Tnaflit n Afeṣṣel n Tetiknulujiyin Tizirawin, Isnasen d Useɣẓan.


UzzalAziraw· 2024

Myersventure Asnas Anmetti

sɣur Leying Bi and Baocheng Chen

Amsaɣ: Myersventure

Anerbaz n Tarbaḥt A' Design Award n Uzzal deg Taggayt n Aziraw

14,044

Anerbaz n Urraz Yettwasenqden

Senqed Addad n Urraz i #153067

Initen

Afeṣṣel

Ɣef Myersventure Asnas Anmetti

Myersventure d asnas amaynut n uzeṭṭa anmetti yebnan ɣef ukayad n tmiẓi Myers-Briggs, yettwafeṣlen i useggen n termit tanmettit n ilemẓiyen. S usdukel n tsaragen timiknatin d tiliɣriwin timiknatin, yettmuddu-d talɣa tafriḥant yettwaseknen ɣef tbaḍnit s waṭas n tmahilin tinmettyin. S usekcem-is n iferdisen n wurar d usdukel n tilawt tamernut, Myersventure yettbeggen-d abrid i tzeɛrurin timaynutin, yettmudd-d tikli tanamett tafriḥant d tin n tegrawla.

Asmekti

Ɣef Tarbaḥt A' Design Award n Uzzal

Myersventure Asnas Anmetti d amerbaḥ n Tarbaḥt A' Design Award n Uzzal, tagmat i yisnulfa yelhan i yemmalen ayen i d-ttrajun yimdanen seg yisnulfa yelhan. Imerbaḥen n Uzzal ttbanen d tmusni, tmahilt d tazmert n yimahilen-nsen. Myersventure Asnas Anmetti ad yili d asnulfu yettwaɛezzen, yelhan, amaynut. Isnulfa-a ttwaɛezzen imi ɛawnen deg tudert, rran ddunit ugar n lxir.

Deffir n ufeṣṣel

Tagrurt n tɣamsa

Ismawen n terbaɛt, iferdisen itiknikanen akked telɣut i d-yefka umeṣṣufeɣ.

Taɣara Tasuft
Myersventure, a groundbreaking social networking app centered around the Myers-Briggs personality test, aimed at enhancing the social experiences of young individuals. By seamlessly integrating smartwatches and smartphones, it offers a delightful and privacy-focused platform with a range of captivating social features. With its gamified elements and integration of augmented reality, Myersventure creates a expectations for new relationships and a whimsical and adventurous social journey.
Tigejdiwin & Akemmus
This is an iOS/Android application service that combines smartwatches and smartphones to provide users with social services. The app also has an add-on for Apple Watch.
Tibzimin
MBTI; social app; gamification; augmented reality; UI; UX
Tasnakta n Ufares
This is an iOS/Android application service that combines smartwatches and smartphones to provide users with social services. The app is based on the MBTI personality test, allowing users' online interactions to accurately correspond to their target social groups. By integrating the concept of the metaverse and augmented reality services, the software merges online and offline social behaviors, reshaping the social process and user experience.
Asewḥel n Usnulfu
During the early stages of design, the software faced challenges of incorporating too many features, overloading the interface with information, and failing to deliver a smooth initial user experience. Our team had to reduce the number of features to achieve a minimal viable version. Through testing and modifications, we established a linear flow for users to shape a seamless experience when they first open the software.
Another challenge was cross-device interaction. During the design process, we ensured consistency and ease of use across different devices by considering interface and interaction design. We aimed to provide diverse prompts and adaptability to different scenarios, enabling users to effortlessly engage in social interactions across various devices. Additionally, we developed new popup components and interfaces specifically for the iPhone 14 Pro.
Anadi
In the initial stage, we summarized the interpersonal relationships and social needs based on Erikson's theory of eight stages of personality development. We conducted extensive desk research, analyzed the functionalities and user feedback of existing social software in the market, and examined related products with social attributes. This led us to identify the target audience characteristics and corresponding needs for using social services, with a particular focus on "Intimate Relationship," "belongingness," "self-worth," and "recognition and respect" in social interactions.
By examining users' motivations for using social software, we discovered that most apps utilize mechanisms and settings to convert users' short-term interests into long-term attachment, thereby sustaining user engagement. Leveraging competitive analysis and stakeholder mapping tools, we defined the positioning of the software and outlined its core functionalities. We used gaming mechanisms to establish connections among users and create personality-based planet communities. Feasibility testing of the software program was conducted through prototyping, scenario simulation, and prototype testing.
After multiple iterations, we arrived at the final software interface.
Aseḥbiber
We aim to develop a game-based social app that focuses on improving the social quality specifically for the young.
This app employs positive feedback mechanisms to encourage user socialization and provides opportunities for users in same locations to meet in reality. Its rich features are designed to help users recognize their unique value and gain a sense of recognition and satisfaction in their daily social routine.
Tanzagt n Usenfar
The project was launched online in April 2022, and within 4 weeks, the overall functionality and interface design were completed. Subsequently, it underwent continuous adjustments and optimizations, with iterations finalized in June 2023.
Tanila n Umahil
When users first enter the app, they will undergo a personality type test to determine the planet they reside in within the app and their target social community. Users with the same personality type will be assigned to the same planet, forming stable communities of like-minded individuals. Users with different personality types can engage in diverse gamified social interactions within the app, such as "Furniture Escape" and "Furniture Chatting."
Users will have personalized 3D avatars and the ability to decorate their virtual furniture with their preferences and experiences within the software. These elements will help users establish visual tags in their social interactions, enabling them to quickly build social impressions, filter potential social connections, and consider engaging in conversations.
One of its standout features, 'Approach,' takes place in vibrant street scenes and encourages users to initiate social interactions by correctly guessing the color of someone's clothing. This unique concept motivates users to pay closer attention to others' fashion choices, resulting in delightful surprises for both the observer and the observed. It fosters users' confidence in social interactions and promotes a more positive perception of their own appearance.
Another innovative feature, 'Imprint,' draws inspiration from the childhood game of leaving secret marks on walls. Users can create personalized marks, such as film logos or doodles, at any location on the map. When users pass by those specific real-world locations, the app notifies them through a gentle knock. By utilizing their phone cameras to scan the surrounding buildings, users can experience these marks and access related information through cutting-edge augmented reality (AR) technology displayed on their screens. Users can even choose to 'check-in' to preserve the existence of these marks, transforming reality into a vibrant community brimming with opportunities to connect with like-minded individuals. Through the 'Imprint' feature, Myersventure enables users with shared interests and similarities to meet, fostering further relationship development.
Igmamen n Terbaɛt
Chen Baocheng
Tan Chuyan

Yettwaxellṣen

Snirem Seld Designers.org

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