For my storyboard of Ketla, I focus on the interaction of the user with the application, rather than just the visuals. I implemented the idea of gamification in order to gain readership and make the application “stickier”. Through competition with other friends who have smartphones and attributing points to articles, Ketla can build up a loyal customer-base that is also social. The application uses the point allocation to point readers to certain articles that are important; a higher amount of points means the article is more significant.
From a visual standpoint, Ketla primarily uses black, white, and gray, just two font types, and small color images. This is to ensure that the content loads easily on the 2G networks in rural India that can have speeds between 25 to 50 kbps. The small color images can be enlarged for those who do have the extra bandwidth, meaning the application can grow out as users are able to access faster data speeds.
We can see below that Cricket has an article that is worth 30 points, the highest out of all four categories, which include Health, Bollywood, Financial, and Cricket.
Once the user clicks on cricket he or she can see all the cricket articles and the related points.
Articles take on different visual styles, but the key element is that text should be kept to a minimum as the population this caters to is semi-literate.
Once the user scrolls to the bottom of the article, the application registers that the article has been read and the points allocated to the article are added to the user’s score.
Users can view their score in comparison to other contacts. Similarly, scores can be shared via Whatsapp, which is very common messaging app in India.
When users return to the homepage, the information is updated to reflect articles they have not read yet as well as the new scoreboard.