Comp - Digital User Manual 2.0
Bachelor thesis 2013/2014
With regard to the optimization of productivity within a company, the transfer of knowledge on machine operation is becoming increasingly relevant.
"Comp" is the basis for an interactive user manual, the content of which is generated by employees and used to repair the equipment. Thus, it can always be updated and expanded. Important information about the machines is to be stored, which accumulates over time as they are used. An employee should be motivated to make high quality contributions.
With his knowledge, he can help the other workers to correct errors. With the help of a gamification approach, the employees should be encouraged to independently provide information for troubleshooting the system. In this way, the employee makes an important contribution to the progress and process of production.
In this way, expenses can be saved directly and a smoother workflow can be guaranteed. Interpersonal hurdles are to be overcome, which on the one hand increases cooperation and on the other hand improves the working atmosphere. The platform with the working title "Comp - Digital User Manual 2.0" makes all this possible.
Moderation of the methodical procedure
Creation of questionnaires
Conception of the information architecture
Prepare test set
Structure of user testing
Current worker responsibilities do not permit the product
Create fully functional prototypes
User test with system operator
Optimization of existing errors
Digital recordings in production facilities
only with special permission
Regulations in companies influence your own work process
At the beginning of the project, the status quo of the TRW in Alfdorf had to be clarified. For this purpose, an appointment was made to talk to an employee. In doing so, the main focus was on the key questions defined beforehand. The employee explained the production line and referred to the associated problems.
After visiting TRW in Alfdorf, all collected information was processed and the ten most important findings were transferred into the
so-called Top Findings. These gave us
insights about existing problems, possible preferences of the workers or even internal knowledge.
Based on the summarized Top Findings, the current situation at the production site had to be improved and solutions had to be found. For this purpose, questions were posed which focused on the "how" of the problem solution and thus contributed to exciting solution approaches.
In order to get a feeling for how the relations of
the storyboard sequences look holistic, it was necessary to create screenflows. All screens
were listed and connection paths were added.
Like this deficits could be clarified and
During the transition from wireframes to final
product it's not only about the pure design but
also about the individual transitions and thus
about the behavior of the system. With the help
of a html based click dummy, all user
interactions were attempted to provide a overall concept and to meet the expectations of the user.
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