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FlipController

Education App

FlipController
Education App

UX/UI Design (Mobile App) | 2019

FlipRobot is a company that provides robotic STEAM learning solution for the in-class environment. And this App is a collaborative project of a summer program called "SpaceU" that takes place in Space Center Houston every year.

One of the sections in the program is a space challenge where the participant will have to collect the space materials to win the challenge. So the primary purpose is to control the robots by using FlipController with iPads to win the game.

User Research

Vision Recognition

This project was also made for foreign users of both students and teachers. This app is simple to understand, it's like a digital controller. The team has set a series of structures of cars and claws. However, it also has customize option so the users can let their imagination run wild! So here are the informations I've collected:

  • users are students between age 12 to 18 years old and teachers with age above 25 years old

  • each student occupies a Surface screen and controls a FlipRobot

  • a FlipRobot consists of a car and a claw so there will be two sections of controlling the robot

  • the app connects to FlipRobot via Bluetooth

  • a customize option that they can build the robots in their own way

 

After trying out several possibilities, the actions can be integrated into three stages: the selection of cars and claws, details about the assembly for users to make sure how their robots are going to work, FlipRobot car and claw controlling.

1. Select

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2. Details

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3. Control

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Three stages of FlipController

User Interface Design

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1-1. Selection

It's the default screen when you first open the app. The user'd see all the options of cars and claws. And if they want to create their own FlipRobot, they can click on "Additional" to add more motors.

Reflection

Teamwork matters

To meet the demands of the robotics competition, our team aimed to develop this app within a tight two-month timeframe. Initially, I anticipated that designing for international users under such constraints would pose a significant challenge. However, our collaborative effort between teams in Taiwan and Australia proved to be highly effective. We actively sought feedback from overseas users and continuously improved our product. Naturally, there were hurdles, including time zone differences and occasional language barriers, but these challenges reinforced the importance of teamwork. I'm truly grateful for my exceptional teammates. Following the competition, we received immensely satisfying feedback from students and teachers who participated in the SpaceU challenge.

For more information on the outcomes and a detailed demonstration, please refer to the videos below!

UI Design of FlipController
SpaceU User Test
SpaceU Struggling Battle
SpaceU Battle Field
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