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Human-centered Design Research to Explore Disruptive Opportunities with Flexible/Stretchable Wearables in the Internet of Things
BEST LAB, UC BERKELEY PI - Alice Agogino
2015-2016
Research Goal The goal of this research is to identify user needs to explore disruptive opportunities in order to develop innovative device concepts inspired by emerging wearable and the Internet of Things markets.
Research Objective (1) Identify the barriers, opportunities and user needs based on
various human-centered design research methods. (2) Explore new product and service concepts from the user needs
analysis. (3) Design and test compelling conceptual prototypes and user
scenarios.
Alice Agogino Principal Investigator
Osvaldo Romero Mechanical Designer
Euiyoung Kim Graduate Lead
Daniel Lim Prototyping Expert
Chloe Ng Undergraduate Researcher (Media Studies and English)
Faye Han Undergraduate Researcher (EECS & Cognitive Science)
Geun Ho Ahn Undergraduate Researcher
(EECS)
Peter Chau Undergraduate Researcher
(EECS)
Melanie Silva Undergraduate Researcher (Cognitive Science & EECS)
Serena Chang Undergraduate Researcher
(EECS)
Tim Chan Undergraduate Researcher
(EECS)
Chai Lall Undergraduate Researcher
(IEOR)
Team Members 2015-2016
Design ProcessA total of 70 people were interviewed as part of our design process. An additional 35 people gave feedback in a trade show feedback session on December, 2015. Over 30 different locations were visited for observations such as cafes, streets, gyms, music festivals. Appendix A-1 contained user needs research from 4 sub project teams during the Fall 2015-Spring 2016 semesters. 71 core user needs are defined and more than 450 concepts were developed and examined to explore potential research focuses. The target markets, design processes and mission statements for these 4 teams are summarized below.
70
Interviews
30
Observations Final Prototypes
70
User needs
450
Concepts
12
(Selected) Concepts
Drink Well Run
Bass BandJoey
Selected User Needs 2015-2016
Emotional connectedness - Facilitates emotional connection with those around users
Non-intrusive and functional - Allows focus on desired function within the environmental context
Fills in shortcomings of smart phone - Provides functionality not possible with current smart phones
Aesthetics - Easily incorporated with user’s life style and design aesthetics; non-intrusive design that melts into their existing belongings and clothes
Portability - Lightweight and convenient to carry around in daily life
Durability - Able to be used for long periods of time in intended contexts
Design Process: Concept Generation
450 Concept Generation
Museum assistant design sketch Non-intrusive wearable device that would enhance the museum experience without interrupting the engagement with the art.
Concert tattoo A solution to investigate the different ways a person can grab another’s attention and potentially be able to locate others.
Connected glove A wearable glove that displays notifications at the top of your hand.
Input Method Concepts Clustering
Initial Concepts Clustering from Samsung Run
Embedded Clothing Concepts Clustering
Clothes Concepts ClusteringVisual Output Concepts Clustering
Example Concepts in half sheets
Opportunity Space 2015-2016
X: Functional Focus vs. Emotional Value Y: Interactive vs. Passive
Passive
Interactive
Emotional Value
Functional Focus
Wearables #100
IoT Run #76
Festivals #50
Festivals #41
#24 #8
X: Functional Focus vs. Emotional Value Y: Context-Sensitive vs. Context-Independent
Context-Independent
Context-Sensitive
Emotional ValueFunctional Focus
Wearables #100
IoT Run #62
Festivals #67
Festivals #41
Opportunity Space 2015-2016
#14
#7
#8
#8
Mission & Top User Needs 2015-2016
Parent: Peace of mind Parent: Maintain “line of sight
with child”
Child: Aspirational with child-friendly watch
Child: Comfortable & appealing
Emotional connection between parent and child
Enhanced concert experience
Health & Safety
Appearance
Durability
Comfort
Running functions & music without phone
Non-intrusive: focus on the running
experience
Novel functionality: makes life easier
Regular use
Non-intrusive
Aesthetically appealing
DrinkWellSamsung RunBass BandJoey
Create a child-friendly wearable device that
provides “Peace of Mind” and “Emotional
Connection” when parents and children separated
Create a wearable device that enhances
the music festival experience
Enhance a user’s running experience by creating a
distraction free environment, providing
complete control of music, metrics and phone
functionality
Create a sustainable solution that optimizes
hydration in an increasingly health-
conscious world
Solution Space 2015-2016
X: Functional Focus vs. Emotional Value Y: Interactive vs. Passive
Passive
Interactive
Emotional ValueFunctional Focus
DrinkWell
Samsung Run
Bass Band
Joey
X: Functional Focus vs. Emotional Value Y: Context-Sensitive vs. Context-Independent
Context-Independent
Context-Sensitive
Emotional ValueFunctional Focus
Solution Space 2015-2016
DrinkWell
Samsung Run
Bass Band Joey
Design Process: Low-Fidelity Prototyping
Create a child-friendly wearable device that provides “Peace of Mind” and “Emotional Connection” when parents and children separated
BassBandCreate a wearable device that enhances the music festival experience
BassBand enhances the music experience. It is feasible, sleek, comfortable, and durable and—most importantly—creates a healthier and safer festival experience.
A sleek and portable wearable that syncs to the beat of music, creating bass vibrational sensations all throughout the user's body.
Six vibrating motors, easy on-off clip, and soft, easily adjustable band
Samsung RunEnhance a user’s running experience by creating a distraction free environment, providing complete control of music, metrics and phone functionality
Thumb to finger contact for control- It’s modular, electronics removal & different gloves washable
Glove User Interface Flow DiagramUser Testing
Low Fidelity Prototype of Shoe and Glove Concepts
DrinkWell Create a sustainable solution that optimizes hydration in an increasingly health-conscious world
Initial 3D Print of Bottle 2 with Cap 1 (LEFT) and Cap 3 (RIGHT) Using Type A Printers
Snap lid concept with straight body
Tapered body concept Tapered cap and magnetic cap concept
Detailed tapered body and magnetic cap design
DrinkWell Application Hydration Tracker and Weekly Achievement (Left to Right)
Final 3D Print of Bottle Using Etcheverry Printers with a Coat of Color
Example Design Roadmap - JOEYCreate a child-friendly wearable device that provides “Peace of Mind” and “Emotional Connection” when parents and children separated
• Three Phases (Near-term, Mid-term, and Long-term) • Integrating design research outcome into the Design Roadmaps • Mapping the Design Roadmaps with Technology adaptions
Phase 1 Phase 2 Phase 3
Key QuotesQuota&onsyoufoundoutfromdesignresearch:observa&on,interviews,Open-endedsurveyresponses.
Core NeedsUser’sdesires.Representa&velatent,unmet-userneedsinterpretedfromkeyquotesinthepreviousstep.
Design PrinciplesConsideringyourbusiness,ac&onabledesignprinciplestoguidethedesignofyourproduct/servicedrivenbycoreneedsinthepreviousstage.
VisionOne-linerstatementthatdoesdescribetheclearmidtolong-termgoalofyourbusinessthatspecificenoughincludingdirec&on,objec&veofyourproduct/serviceaswellashow,what.
3 Phases of Product/Service DevelopmentDescribethemasaformofoneofproduct,service,prototype,and/orexperience.
Phase 2 (Mid-term)
Phase 3 (Long-term)
Phase 1 (Near-term)Experience (High)
Experience (High)
Experience (High)
Experience (sub) Experience (sub) Experience (sub)
Form factors Form factors Form factors
Technologies Technologies Technologies
Kim et. al., Design Roadmap Worksheet, 2016
Provide parents peace of mind through location tracking and emoticon exchange.
Provide voice calls, let users give and receive immediate reactions.
Phase 1 (Short-term)
Phase 2 (Mid-term)
Phase 3 (Long-term)
Joey 1 Joey 2 Joey 3
High-end (Premium)
Low-end (Mass)
Pinkie 1 Pinkie 2
Corresponding User need
Parents slowly give children more independence by allowing them to be out of sight but not off the premise.
Kids learn to earn emojis by accomplishing parent-specific tasks (brushing teeth, doing HW, etc.)
Kids develop a social bond with other kids through phone and chatting.
Short-range location tracker that is not noticeable enough for strangers.
The older children get, the more freedom is provided by parents with added features.
Gamification feature is included, for child development.
Independence Achievement Social
PublicationASME JMDASME IDETC/DTMICED
2013-2016
Journal/Conference Papers Kim, E., Chung J., Beckman S,, Agogino, A. M., 2016, “Design Roadmapping: A Framework And Case Study Of Planning Development Of High-Tech Products In Silicon Valley,” ASME Journal of Mechanical Design Special Issue on Design Theory and Methodologies (Accepted).
Kim, E., Chung J., Beckman S,, Agogino, A. M., 2016, “Design Roadmapping: A Framework And Case Study Of Planning Development Of High-Tech Products In Silicon Valley,” Proc. of ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, North Carolina, Charlotte.
Kim, E., Yao S, and Agogino, A. M., 2015, “Design Roadmapping: Challenges and Opportunities," DS 80-6, Proceedings of the 20th International Conference on Engineering Design (ICED 15), Vol 6, Milan, pp. 85-94.
Kim, E., Kocsik, V. S., Basnage C. E., Agogino, A. M., 2013, “Human-Centric Study of Digital-Paper Transitions: Framing Design Opportunity Spaces”, In DS 75-7: Proceedings of the 19th International Conference on Engineering Design (ICED13), Design for Harmonies, Vol. 7: Human Behaviour in Design, Seoul, Korea, 19-22.08. 2013.August 2013. Won Reviewers’s Favourite Award.
Publication (Cont’d)
Thesis, Posters, Technical Reports
Master of Engineering Thesis Papers Alameddine, Nada. “Samsung IOT: Hardware Design in a Children’s Wearable Device.” Diss. UC Berkeley, 2016.
Print.
Cho, Hyunil. “User Experience Design for IoT Wearable Device: Concept Visualization in Iterative Design Process.” Diss. UC Berkeley, 2016. Print.
Dehghani, Borna. “Samsung IoT: Wearable Product Development: Mechanical and Industrial Design, and 3D Modeling.” Diss. UC Berkeley, 2016. Print.
Kim, Hyeji. "Samsung IoT Wearable Product Development Quantitative Analysis of User Experience Expectations on Wearables: Computerized Clustering and Scenario-based Conjoint." Diss. UC Berkeley, 2016. Print.
Tung, Jessie, “Design for Manufacturing of a Child-Friendly Wearable Project.” Diss. UC Berkeley, 2016. Print.
Chinen, J., “IoT and the Restorative Smart Office,” MEng Capstone report, UC Berkeley, 2015. Print.
Frese, W.J., “Design of a Bioreactive System for Emotionally Intelligent Internet of Things Environments,” MEng Capstone report, UC Berkeley, 2015. Print.
Hamstra, L.B. “Environmental Responses to Stress in the Office of the Future,” MEng Capstone report, UC Berkeley, 2015. Print.
Lim, D., Rapid Prototying in UX Design Research for the Internet of Things,” MEng Capstone report, UC Berkeley, 2015. Print.
Segovia, O., “Audio, IoT and the Advent of the Smart Office,” MEng Capstone report, UC Berkeley, 2015. Print.
2013-2016
BEST LAB, UC BERKELEY best.berkeley.edu
Alice Agogino [email protected]
Euiyoung Kim [email protected]