Here are some sketches from the three in-class exercises. Unfortunately I was sick and could not attend, but I have attempted to design with the same considerations and get the creative juices flowing.
There are a few ideas that don't meet all the criteria for the assignment but I put them down as a part of my ideation process. I also made a model for the Haptic Heart, but unfortunately I could not find information about technology that is able to recognize the form or shape something has, and therefore I had to move away from this project.
Saturday, 20 August 2011
Friday, 19 August 2011
Week 4 Interaction Design considerations
Notes from Marc Hassenzahl Design video's continued
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Picture on right: From the Why to the What and the How: Three levels to consider when designing technology-mediated experiences.
http://www.interaction-design.org/encyclopedia/user_experience_and_experience_design.html
Notes from video Experience Design 3/4:
· designing as a dialogue user wants designer gives, not a one way road.
· Model: Why (<- needs and emotions surrounding it, should put why first), what (people can do with it, core functionality), how (the way you interact with it)
· the interaction should reflect the type of need, e.g. intimacy and control should have different ways.
· the EXPERIENCE you want to deliver, through product you should MATERIALIZE AND CONTEXTUALIZE THIS
· interactive products are not static, but dynamic!
· assume close links between actions, thoughts and emotions
· An experience is subjective, holistic, situated, dynamic, and worthwhile.
· being able to relate to the actions and processes, not demanding products but encouraging, the style of storytelling matters!
· At the moment, the majority of commercially available interactive devices is either too practical or too open-ended.
· Experience Design stands for technology, which suggests meaningful, engaging, valuable, and aesthetically pleasing experiences in itself. Thinking "communication experiences" rather than "mobile devices" opens up a huge design space for possible devices - even slippers (Chen et al 2006) or pillows (Laschke et al 2010).
· Dunne (2006, p. 69) explains: "[... B]ehavior is a narrative experience arising from the interaction between our desire to act through products and the social and behavioural limitations imposed [...] through [their] conceptual models."
· But what is in an experience? Psychologically, an experience emerges from the integration of perception, action, motivation, and cognition into an inseparable, meaningful whole
- While the immediate moment-by-moment experience is certainly interesting, memorized experience is of more practical relevance. This is simply because most of our waking time, we are feasting on vivid memories of the past (or anticipations) rather than on immediate pleasures.
- Books recommended in Design Talks by Mark : Though the transformation to a post-materialistic experience society has been recognized by business, as indicated by books such as The Experience Economy (Pine & Gilmore, 1999) or Experiential Marketing (Schmitt 1999),
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Kinetic Design
(…)industrial designers will not just create forms, but choreograph those forms’ movements through space. Kinetic Design will literally open a new dimension for the aesthetic development of physical objects and the world will be richer for it.
It is universally understood that rigorous aesthetic control over all the aspects of an object’s development produces more beautiful and pleasing results. Designer Raymond Loewy explained it succinctly saying, “Ugliness does not sell.”
developing or recording a spatial event that takes place over time.
Critical Elements of Kinetic Design Methodology
1. A Vocabulary for Motion. Designers must be able to clearly explain and discuss their ideas about movement. To this end, they should borrow openly and freely from every discipline, though at first glance they may seem only remotely related. If choreographers can talk about “transition,” “climax,” and “balance,” so can designers. All of these principles apply to movement in products. If puppeteers can describe a movement as “lumbering” or “stiff,” so can designers. In turn, Design will create its own words and conventions as kinetic sophistication evolves.
2. Methods for Sketching Motion. In order to attack a kinetic problem aesthetically, words alone simply will not do. Designers must be able to model moving concepts. Most practicing designers already have the training and experience to create simple sketches and models of static objects. From there, it’s not that huge a leap to sketch a kinetic model. As long as one doesn’t get too concerned with the engineering/mechanical specifics, a sketch model can contain ample information to communicate an idea. The technical workings of a concept can be developed later.
2. Methods for Sketching Motion. In order to attack a kinetic problem aesthetically, words alone simply will not do. Designers must be able to model moving concepts. Most practicing designers already have the training and experience to create simple sketches and models of static objects. From there, it’s not that huge a leap to sketch a kinetic model. As long as one doesn’t get too concerned with the engineering/mechanical specifics, a sketch model can contain ample information to communicate an idea. The technical workings of a concept can be developed later.
Fancy hardware or mechanical elements are not necessary for such models and, in fact, can become a hindrance. As long as a sketch moves as it should, it doesn’t matter how it’s made or from what. Dirty, fast, and cheap sketches are usually sufficient to demonstrate a motion concept. One can use simple materials like foamcore, tape, hot glue, and balsa wood. The model itself is not important — just how it moves.
3. Recording Motion. A kinetic concept is only as useful as the record of that idea. In order to effectively analyze, develop, and refine a movement, it must be repeatable. There are a variety of recording methods that allow designers to capture movement and these will vary depending on the nature of the sketch. Sometimes, a series of drawings or photos can capture a gesture. In other cases, a 3D model can be “spring-loaded,” allowing the user to execute and then reset a movement event indefinitely. Ultimately, video is the most natural and effective method to record motion concepts. It might require several takes from various angles to accurately capture what’s going on, but nothing can compare to video for precisely documenting a kinetic model’s movements through space, over time. If a designer creates a model of a new kind of car door, for example, he can use video to help determine how quickly that door should open. Perhaps he tries opening the door at various speeds and analyzes the movements from different camera angles. This will create a useful record of his efforts to design the pacing of that door’s movement through space.
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Underneath: Task analysis Template Image
Microsoft Future vision video – of interaction design and interfaces.
Tuesday, 9 August 2011
Week 3 Inspiration and research
I wish to narrow down my focus and identify a topic I believe I may find a problem, a need, or an area where there room for improvement, to focus the topic of my design on.
I watched several interviews with professor Marc Hassenzahl attempting to explain Experience Design
http://interaction-design.org/
From this I learnt:
I want to not only focus on usability in the design, but the experience, as the user makes and stores a mental representation of the experience, a story, in their mind. I would rather have the my object almost disappear, so that the user focuses on the emotions instead. One example (used in this interview) of an object that does this is the Wake-up light, by Phillips, an alarm-clock that allows the user to wake up through gradual increase in sunlight accompanied by bird song or similar. The 'experience'-focused angle to design focuses even more on the user and the psychology of the user. Focus less on 'the aesthetics of the interaction (as Marc Hassenzahl describes it) and more on the interaction as a story/stories. He claims it is a more post-materialistic approach, you still have a product, ut you care more about the experience it provides.
Important questions that arise:
Focus on memories of the experiences!
Focus and consider these elements:
Think about the WHY of product use
- E.g. what other requirements for closeness do you have, looking at the actual needs to people. They don't have the need to make a telephone call, they have the need to feel close to someone, be popular, help one another etc.
Both universal needs and individual needs must be considered, there are commonalities that should be considered
Design positive, especially WORTHWHILE experiences. E.g. a roller coaster isn't all pleasant, but you have a story to tell after the experience.
Make technology more humain
IDEAS for DESIGNS:
- focus on bringing closeness to friends or couples, add deeper meaning, bridge existing gap, through a touch-focused device. Could focus as a web-cam that you plug in through USB, but has a mold that shapes after the counter-users face, heats up and similar.
- with the mood-ring reflecting the users mood through temperature and colored light, add meaning through signalling to people that are close to the user what mood he or she is in..
Must do til next week
- Look up in my psychology book 'Maslow's hierarchy of needs', refresh my memory
- Look up communication and interaction in Psychology book from last semester
- Look up cognition chapter summaries from last year
Should look up as these resources as they lay foundation experience as story:
Patrick Jordan's 'Designing pleasurable products' (about the new human factors, there's more to it than usability!)
John McCarthy and Peter Wright 'Technology as experience'
I watched several interviews with professor Marc Hassenzahl attempting to explain Experience Design
http://interaction-design.org/
From this I learnt:
I want to not only focus on usability in the design, but the experience, as the user makes and stores a mental representation of the experience, a story, in their mind. I would rather have the my object almost disappear, so that the user focuses on the emotions instead. One example (used in this interview) of an object that does this is the Wake-up light, by Phillips, an alarm-clock that allows the user to wake up through gradual increase in sunlight accompanied by bird song or similar. The 'experience'-focused angle to design focuses even more on the user and the psychology of the user. Focus less on 'the aesthetics of the interaction (as Marc Hassenzahl describes it) and more on the interaction as a story/stories. He claims it is a more post-materialistic approach, you still have a product, ut you care more about the experience it provides.
Important questions that arise:
- How does it feel?
- How does it fit?
- What is important in this story?
- All they all very personal, or can we share?
- Will you understand my story and vice versa?
- How can we put these stories in to products?
Focus on memories of the experiences!
Focus and consider these elements:
Think about the WHY of product use
- E.g. what other requirements for closeness do you have, looking at the actual needs to people. They don't have the need to make a telephone call, they have the need to feel close to someone, be popular, help one another etc.
Both universal needs and individual needs must be considered, there are commonalities that should be considered
Design positive, especially WORTHWHILE experiences. E.g. a roller coaster isn't all pleasant, but you have a story to tell after the experience.
Make technology more humain
IDEAS for DESIGNS:
- focus on bringing closeness to friends or couples, add deeper meaning, bridge existing gap, through a touch-focused device. Could focus as a web-cam that you plug in through USB, but has a mold that shapes after the counter-users face, heats up and similar.
- with the mood-ring reflecting the users mood through temperature and colored light, add meaning through signalling to people that are close to the user what mood he or she is in..
Must do til next week
- Look up in my psychology book 'Maslow's hierarchy of needs', refresh my memory
- Look up communication and interaction in Psychology book from last semester
- Look up cognition chapter summaries from last year
Should look up as these resources as they lay foundation experience as story:
Patrick Jordan's 'Designing pleasurable products' (about the new human factors, there's more to it than usability!)
John McCarthy and Peter Wright 'Technology as experience'
Week 3 Workshop - Disassembly
Disassembling a Sony Walkman mobile phone
The first picture is the phone in original state (the sliding part is open, exposing keypad) At this end of this blog there is a video showing the internal mechanism allowing the screen component and keypad component to slide apart.
Back cover, aesthetic decor on sliding part and battery out.
In the process of taking all the pieces apart, by unscrewing screws and detaching segments. This proved very challenging, as this particular phone had been in salt water for over 20 min, and had rusted as a result. Therefore the screw-threads were no longer intact, and the screw-cavities were filled with rust, salt and sand instead.
Here are all the components in the phone layed out on an A4 sheet for scale. I could not take the circuit board apart without breaking it.
Here are all the tactile buttons (keypad, 'selection buttons', volume buttons on the side), the button pads, speakers (top and button) and all the screws. The tactile buttons covered the button-pads, which laidd on top of the circuit board. The circuit board had extending parts that reached the volume buttons on the side of the phone, and had clear 'points' under the tactile ones attached to the cover.
In this image we clearly see the rust caused by the salt water. The 'flap' that is raised in the image was connected to the battery connector on one side and the circuit-board which was on the on the other side of this board (see next image).
In this image we see the two poles the battery will be inserted in between, to connect it to the circuit-board.
In this image we see the two sliding components in a closed position (without the covers). We can observe two little springs connected to hinges through the little squared 'window' in the center towards the right of the phone.
Here is an image of the same two components, in the open position (slid apart). The two parts naturally slide and stop in this position well slit apart part a certain point. We can see that the hinge is no longer visible in the window.
This is another image of the two components in the original position (closed, seen from top), with the visible hinge. We see that the springs and hinge are at an angle.
This image is from the same view, but in the half-way tensed position. If I don't hold the top part in place and release it either slides back to the closed position or to the open position (if it has moved past a certain point). Here we see that the angle of the hinge has rotated to a more horizontal position.

In this picture the two components are fully slid apart and we see that the hinge is now in a horizontal position all the way in the edge of the window. Here the hinge is stopped by an edge.
Underneath is a video of the two compartments being separated and we can clearly see the hinge moving.
(The last image is of the new rapid prototyper in the workshop).

The first picture is the phone in original state (the sliding part is open, exposing keypad) At this end of this blog there is a video showing the internal mechanism allowing the screen component and keypad component to slide apart.
Back cover, aesthetic decor on sliding part and battery out.
In the process of taking all the pieces apart, by unscrewing screws and detaching segments. This proved very challenging, as this particular phone had been in salt water for over 20 min, and had rusted as a result. Therefore the screw-threads were no longer intact, and the screw-cavities were filled with rust, salt and sand instead.
In this picture the two components are fully slid apart and we see that the hinge is now in a horizontal position all the way in the edge of the window. Here the hinge is stopped by an edge.
Underneath is a video of the two compartments being separated and we can clearly see the hinge moving.
(The last image is of the new rapid prototyper in the workshop).
Friday, 5 August 2011
Week 2 Visit to LifeTec
Visit to LifeTec at Newmarket
At LifeTec we were shown different aids helping users perform everyday tasks. Especially aids intended for users with physical or mental challenges were emphasized.
After a general tour we were given tasks testing physical movements (strength, dexterity, stamina, co-ordination and so on). Then we were asked to perform the same tasks using the utilities available at LifeTec. After that we were tested in tasks involving cognitive requirements (planning, problem solving, memory and similar) with and without aids. Most of the tasks were impossible to perform with one hand without and aid. However some of the aids weren't sufficient enough, such as the can-holder. Underneath there are a few images from the visit at LifeTec.
In the photo we see a custom designed chopping board, aimed to make food preparation a bit easier. the corner angle on the left let's the user cut or butter bread slices using ne hand, by pushing towards this edge. the spike on the right side is intended to hold food down, e.g. you push a potato on the spike. The grader has been mounted to the board to make it easier when grading cheese or vegetables.
This dishwasher is designed as a drawer where the opening is on top instead of on the front. This makes the interaction a lot easier, as the user does not have to bed. When in a wheelchair this is also made easier through accessibility.
The silicon bucket in this image is designed to help the user remove and place content in a kettle without having to move or lift the actual kettle. This is practical for users with reduced strength, arthritis or limited mobility.
All of these devices function as regular telephones, the only difference is enlarged buttons, number and writing for users with visual challenges. Another telephone had the option of placing images on the buttons (e.g. of family members). They would then work as speed-dial buttons, that might aid users that suffer from dementia.
We were given the task of attempting to open cans and jars, first with one hand, then with two, and then with the use of different aids designed to help users that might be challenged with regards to strength, grip, arthritis and so on. It was definitely hard to try to open cans with one hand, even with an aid. The thechnique in the image was the only one I found to work; the use of one device held against the edge of the table and surface, and another aid to pull up the ring and peel off the lid.
Here's a close up of the aid that holds cans and jars in place. The movable part clamping the can in place had to be pushed against itself by using a hand or your body. However this was not sufficient, and an awkward position to try to open the can in. This device also only worked for small cans, as the taller ones tended to tilt over the edge.
The interface on this computer was quite different. Instead of using a computer mouse, input method is changed to a sensor placed on top of the screen. The user places a small reflective sticker on a central place on his/her face (can also be placed on the frame of a pair of reading glases). The sensor pick up on the location of the sticker and translates this to an arrow/pointer on the screen. When the user moves the cursor moves accordingly. A small clamp-like clicker functions as a mouse button. The blue stick with a ball at the end of it also works as a mouse button, where the user can knock the ball with an elbow or similar if using the click button proves challenging.
A chair with a controller allowing the chair to recline to an almost horizontal position. This redirects the users weight off the seat. The pillows are also filled with air. This position makes it hard for the user to climb out of the chair, giving the chair a secondary function as a temporary 'holder' of the user if needed, therefore helping nurses or carers.
Here are several visual aids to help users remember to take their medicines. The traditional pill box with labels marking weekdays, an electronic alarm that notifies the user when to take their pills and also a wristwatch with alarm. Another item in this group was a container with an alarm that only revealed the pill relevant to the time of day, stopping the user from taking the wrong amount or pill.
Here we see Andrew in a motorized wheelchair. I tried the chair as well to try to get the same experience as a real user.
The electric wheelchair had several screens and input methods. First there was a joy stick allowing the user to navigate around. There was also a general screen attached to the left armrest, letting the user change between different modes. The first one was the joy-stick, second was the one we see in the image (this screen is attached to the armrest on the right side) where the different parts of the seat can be adjusted, angles and height, to shift what part of the body is receiving the weight of the body. The third mode was one where this screen displayed 4 arrows (right, left, forwards and backards) one was illuminated at a time. When the arrow representing the direction you wish to go is illuminated, you simply lean your head back on the headrest, thus pushing the button placed here, and the chair moves in this direction.
Here are a few custom designed kitchen utensils. The cup ha a small detector that beeps when the liquid reaches this level, as the user fills up the cup. The plate in the center has a detachable The knife has a built in fork, allowing it to be used one-handed. The plate in the background is tilted, making it easier to scoop up soup. The cup in the background has a cut out angle on one 'side' letting the user tilt the cup more than a normal cup, thus not having to tilt their head when drinking the last bit of the content.
Shower room with taps that turn off after a certain time if the user forgets, a shower chair and space under the sink leaving room for a wheelchair.
This kitchen is designed in a way that the oven can be reached without having to bend. The door opens sideways allowing easy access.
A few customized pieces of furniture, e.g. kitchen chairs with armrests helping the user get up and into chair. On the table there is a house central alarm-system, aiding a user by automatically calling the emergency room if they fall and can't get to the phone.
This computer works as a large magnifying glass enlarging whatever text is put underneath. The user can choose a different colour contrast (e.g. black and green as seen in image) that they find comfortable to read. You can also choose column view, sentence by sentence, zoom and so on.
An induction cook top is know to aid users with alzheimers or dementia as heat is not radiating without the pan being directly on there.
This clever invention vacuums/sweeps your floors by moving around the house, using sensors to avoid walls and obstacles. pushing the button on top once, starts this process, pushing a second time makes the device return to the charger.
This bed consists of a pressure mattress, connected to an alarm, allowing a caretaker or similar to be notified if a patient leaves the bed. There is a personal alarm on the nightstand connected to a carer or emergency room. The alarm clock flashes and vibrates when it goes off to help the user detect it. It may also be connected to the doorbell so the user may easier notice the doorbell if having a hearing impairment.
Here is a collection of personal alarms in the shape of wrist watches.
Here is a selection of aids making it easier to interact with computers or phones. On the bottom (center) there is a computer mouse with a different mode of interacting, through a scrolling wheel.
Here we see a selection of key-boards that have been customized to suit different users and their needs. One keyboard might have enlarged keys that are spread out, another has all the keys laid out in a way that let's the user utilize only one hand. Color coding and similar differentiation is also an efficient visual aid.
In the background there is a harness used to aid the moving of people when strength and weight might be an issue.
The chair in the center is used to lead on when cooking.
There were several kitchen utensils that had been adapted
to help users cook and dine, aiding the processes involved.
Underneath there is an overview over different ways of interacting with a computer, mouse, joystick and others.
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