moxxi thesis dissertation
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Facilitating physical rehabilitation in the home through inclusive design
by
Fabiola Einhorn
A thesis submitted to the faculty of Parsons The New School for
Design, in partial fulfillment of the requirements for the degree of
Master of Fine Arts in Design and Technology
Katherine Moriwaki & Andrew Zornoza Thesis Studio, Spring 2015,
Melanie Crean & Ethan Silverman Thesis Studio, Fall 2014
Thesis production website:
www.moxxirocks.com
Copyright 2015 Fabiola Einhorn
All Rights Reserved
TABLE OF CONTENT
KEYWORDS
ABSTRACT
CONCEPTUAL FRAMEWORK
PHYSICAL REHABILITATION IN THE AGE OF ROBOTICS
PROTOTYPING & USER TESTING / PHASE I
Deconstruction > Construction
Facilitating Consistency Through Haptics
How Kinetics Pertain to an Animate Object
Duration & Empathy
Real-time Feedback
01-01
01 -01
01 -02
03 -09
10 -16
11 -11
12 -13
14 -14
15 -15
16 -16
THE AESTHETICS OF USE
PROTOTYPING & USER TESTING / PHASE II
Health is Balance
Positive / Negative Form
A Physical Data Visualizartion
Testing with My Users
FINALIZING THE FORM
CONCLUSION
BIBLIOGRAPHY
ATTACHED DOCUMENTS
Task Analysis
User & Physical Therapist Questionnaire Responses
Sketchbook
17 -26
27 -36
28 -28
29 -29
30 -30
31 -35
36-42
43-44
45-48
49 -62
49-51
52-62
63-64
ABSTRACT
KEYWORDS
Moxxi is a simple, intuitive, animated
rehabilitation sculpture designed to help
primarily the elderly and disabled going
through physical rehabilitation in the home.
Available for rent from a physical therapist or
available for purchase, Moxxi tracks your
exercises and stimulates mirror neurons by
performing the exercises with you. If the user
has not performed their required exercises for
the day, Moxxi will get eager to move in the
presence of the user as a non-obtrusive
reminder. As different weight classes are
exchanged at the users therapist office, a vast
number of upper extremity and torso
strengthening or range of motion exercises are
supported. Most importantly - designing
inclusive and empathetic medical devices for
the home that can be part of your interior
decoration, facilitates communication with
caretakers and helps turn a patient’s home into
a person’s home.
01
Connected health, empathy, aesthetic usability
effect, user experience design, product design,
volition, physical therapy, telerehabilitation,
inclusive design, therapy aids, wellbeing,
affective computing, 3d printing,
empowerment informatics, robotics,
kinetics, psychology.
CONCEPTUAL FRAMEWORK
A person with a physical disability typically
feels entrapped due to restrained impact on
their direct environment, and having some of
their abilities taken away from them greatly
effects their independence. The aftermath of
an injury is mentally extremely burdensome,
and this is fortified by the constant action that
physical rehabilitation requires. Being a
caretaker myself, I have witnessed the
hardships tied to this constant struggle. If you
were to think of rehabilitation as an algorithm,
deconstruction of the body is the dominant
value - constantly working to deconstruct
what you have been working so hard on to
construct. Hence, time works against you. If
you are passive in the process, the body will
deteriorate. Fast recovery for the elderly is
especially crucial, as they are more prone to
secondary complications due to their physical
state. Moreover, experiencing persistent illness
often results in people’s self concept
becoming tied to either the past or the
present. This is not surprising, as the present
becomes very monotone, and joyful
conversations in the home easily get shaded
over by caretaker’s concern about medical
conditions. This paper explores the ways in
which kinetic movement through an object
can help motivate, provide companionship and
be a logistical aid through your rehabilitation
plan, in order to make room for more positive
energy.
02
PHYSICAL REHABILITATION IN THE AGE OF ROBOTICS
For six years I have been a caretaker and
witness of my mother being bound to bed,
physically trapped in her own body. She is
merely one of the millions of people around
the world that has woken up after a serious
injury, infection or stroke with little or no
mobility due to inactivity of the neuromuscular
system. Through the process, I realized that
one of the main reasons my mother didn’t
recover as quickly as expected was the lack of
motivation to perform her exercises.
Conversation in the home turned to nagging,
and health practitioners have confirmed that
patients most commonly report the same
problem. Spinal cord injury is one of the most
common reasons for disability, of which more
than 88 percent rehabilitate in the home. So
how can we help people empower their own
rehabilitation and in hand alleviate much of
03
the stress that caretakers go through? As
patients are reimbursed earlier from the
hospital, it is vital to bring a more holistic
healthcare practice that considers the
aftermath of injuries into the home. Most of
these patients face depression and are often
very reliant on caretakers and physical
therapists constantly checking in on them.
Closely monitored care becomes difficult to
attain as only about half of the patients have
health insurance that covers this. As over 18
million Americans have physical disabilities
making them the second largest minority, it
becomes evident how many people struggle
with rehabilitation in isolation. Most of these
people are over 65 years old, as one in five
typically have immobility issues. The elderly
represent the fastest growing segment of the
American population, making this issue
foreseeable at a greater scale. Moreover, this
user group is often overlooked when it comes
to design innovation.
I strongly believe that technology and design
has the ability to facilitate these often tedious
recovery plans, and moreover make the
experience more joyful. Healthcare products
have traditionally been designed with
aesthetics being secondary to functionality.
There is a lack of assistive devices today
demonstrating a clear awareness of the
contextual milieu that an immobile person
lives in. 40% of healthy consumers with
exercise machines use them much less than
expected; they often collect dust rather than
help improve muscle structure. The Kettlebug,
a micro-controller with tracking capabilities is
one of the few examples tackling this problem,
by detaching the electronic components so
that one can potentially use it for any device.
However, current telerehabilitation devices are
exceedingly focused on screen based
interactions, and generally only tackle one
specific muscle group at a time. There is a
04
clear lack of aids that are small, aesthetically
pleasing and help guide you through more
than one specific type of exercise. The
psychological and empathetic aspects of the
user experience with these devices has clearly
been neglected. Hence, I see it as my duty to
leverage my personal experiences with
physical disability and my background as a UX
researcher in advertising, to design better
experiences for the people that need these
types of technological aids the most.
Lygia Clark has been inspirational in terms of
her psychotherapeutic methodologies using
art as a vehicle to bridge the mind and the
body. This is a vital aspect of recovery as the
body has debilitatingly been broken down into
separate entities in traditional medicine since
the early 1800’s. Clark developed a
psychotherapeutic methodology she called
the “structuring of the self”, which she would
practice in private with her clients in order to
break the frontier between the body and the
object. Her work exemplifies how I would like
to use technology and the power of the object
in order to enhance the capabilities of the
mind through therapeutic practices. As one of
my main goals is to help facilitate physical
rehabilitation by treating a person from a
holistic point of view, it is paramount to
consider the psychological and physiological
aspects of care in parallel. Thad Starner’s
Mobile Music Touch demonstrates a step
forward in taking advantage of the brains
ability to heal quicker through passive haptic
feedback and visual cues. He developed a
glove that uses vibration motors to indicate
which keys on the piano to touch when
playing a simple tune. After only 30 minutes of
wearing, users were able to play a song they
never could play before. His team is currently
testing how this device can help people with
tetraplegia regain control and sensation in
their hands.
05
There is clear evidence that the brain has a
greater ability to heal than previously thought,
and that the activation of mirror neurons
indeed help speed up recovery even post the
critical stage of recovery, which is typically six
months. As Moxxi is designed to perform the
exercises with you and visually mimics your
movements, Moxxi presents great
opportunities for more efficient recovery
through the activation of mirror neurons. This
function not only makes the exercises more
fun and affords greater social attribution, but
presents vast opportunities in helping patients
diagnosed with stroke, meningitis and other
neurological deficiencies or even autism to
recover much more rapidly. Moxxi is designed
with the elderly in mind, but its function and
aesthetic invites even children to engage in
the rehabilitation practice in a more joyful
manner.
Research has shown how physical
embodiment of an object rather than virtual
fosters greater social engagement when
performing tasks. A study entitled “The
Benefits of Interactions with Physically Present
Robots over Video-Displayed Agents” by
students at Yale, showed clear results favoring
physical interaction when studying the impact
of a robot’s co-location on interactions
requiring trust and respect. Particularly
interesting were the results pertaining to a test
where the robot would assign an “unusual
task” to the participants in order to gage trust.
The robot would urge participants to throw a
book in a garbage can, and reaction times
were measured. Twelve participants
interacting with the physically embodied robot
placed the books in the garbage can, while
only five participants in the live-video and
augmented-video condition placed the books
in the garbage can. The study features
comprehensive data of a total of 59
06
participants, and their familiarity with robots
and technology was ranked low. The study
also points out that lonely people have been
observed to prefer interacting with a physically
present object. This is important to note, as
the elderly are at higher risk of feeling lonely
and often face post traumatic depression after
an injury. These findings clearly suggest how
beneficial physical presence can be in the
context of rehabilitation, yet there are so few
examples of products offering this currently on
the market.�One reason for this is cost. There is
a strong tendency to design robots with
evident anthropomorphic qualities, as multiple
studies like the one mentioned above show
results in favor of these compared to virtual or
screen based robots. Paro, an interactive robot
designed to provide the benefits of animal
therapy, cost $15 million to develop. Taizo [1],
one of the few robots designed to help the
elderly with calisthenics routines specifically,
has an eerie appearance and costs $8,000
1 07
[1] Taizo, a robot designed to lead exercises for the elderly.
apiece. Other service robots like Twendy-One
[2], Cosmobot or Autom all share similar
aesthetic qualities. The overarching problem
we are facing here is that the great majority of
these studies all include robots with clear
human-like features, and there is a lack of
documentation considering aesthetics and
mental wellbeing in the user testing phases.
I would like to argue that objects do not need
apparent anthropomorphic qualities to offer
greater social engagement and trust. Rather,
the inherent function of the object and its
movement is essential to how it is
experienced. Humans have since ancient times
associated movement with life, and an object
does not need to have eyes, arms or a mouth
to signify that it has decision making
capabilities to its user. Rosalind Park, one of
the pioneers of affective computing,
points out how
“Rehabilitation counselors, pastors, parents, and politicians know that it is not laws that exert the greatest influence on people but rather the drumbeat to which they march.”
08
I would like to see more studies exploring the
intersection of the medical realm and affective
computing, as many medical aids border the
line of the Uncanny Valley. Taking a step away
from anthropomorphic designs would also
allow costs to go down. Moxxi exemplifies a
way in which these features can be embodied
in a cheaper design, without the introduction
of a creepy human-like robot that
stigmatizes its use.
[2] Twendy-One, a human-symbiotic-robot designed for sitting-up motion support and grabbing items.
09
PROTOTYPING & USER TESTING / PHASE I
The following prototypes aim to validate
conceptual means and explore how
movement can be gratifying in the context of
performing exercises. By using a case study
approach in combination with empathetic
design methodologies, each prototype aims to
answer a specific question.
10
Deconstruction > ConstructionWhether you are going to the gym to build up
your body or staying in your home to re-build
it, the core concept is the same;
deconstruction is the dominant value. One
small step forward can quickly regress twice as
fast when not maintained, which I
hypothesized is the root cause for much of the
frustration experienced by my user. To
demonstrate this and to test how well people
identified with this notion, I created a writing
application with Processing that slowly erases
the letters that you have been typing on a
blank canvas[3]. This allowed me to test how
well I was able to isolate the problem and
communicate the conceptual framework
across multiple platforms and audiences. I
asked people to write about their thesis
statement, and the responses gathered after
seeing the text slowly disappear in front of
their eyes ranged from “this is very sad” to “it
makes me angry”. This prototype allowed me
to be more open with my user testing
strategy, as finding participants in my primary
target user group has been difficult due to
liability issues. Moreover, investing in the
resources to do so at this early stage is usually
not profitable. The common denominators
between a healthy user’s struggles to improve
physically and a physically hindered person’s
issues overlap enough to test certain aspects
of my mechanism’s functionality.
11
Facilitating Consistency Through HapticsTiming and repetition are crucial aspects, as
my research has shown that patients most
often report problems remembering to
perform the exercises as well as sticking with
the proper pacing and form through their
repetitions. Thus, I created a wearable that
goes on your elbow with a flex sensor
measuring the amount of times that you bend
the joint when doing a bicep curl[4]. As
consistency in psychical therapy is paramount,
I wanted to provide feedback through haptic
vibrations in order to notify the user when the
exercises were done right. By adding a timer
and counter, I was able to give different
vibrational feedback depending on the
intervals of the bicep curls. A good pace for
performing a set of 10x3 bicep curls lies
between 30-35 seconds. After 10 bicep curls
are executed, the user gets a long vibration
[3] Deconstruction>Construction prototype.
12
when the exercises are done right, two short if
they are done too fast, and two long if done
too slow. Secondly, I used origami with muscle
wire that contracts and expands according to
the current running through the thread in
order to simulate kinetics in an easy way.
When the set of 10x3 exercises were done, the
basic origami shape would jump. By asking
people to fill out a questionnaire before and
after as well as seeing them interact with the
device, I was able to gather that movement
indeed seemed gratifying. However, the
origami did not move extensively and most
users responded positively to the haptic
feedback, not the movement. In fact, all four
of my test subjects confirmed that haptic
feedback was useful in guiding them through
the exercises. These findings lead me to
investigate this notion more accurately
through my second prototype, which
demonstrated more kinetic capabilities.
[4] Origami, circuit breadboard with Arduino Micro, flex sensor, vibration motor and wearable.
13
How Kinetics Pertain to an Animate ObjectThis time I amplified the kinetic movement in
order to better understand how a design can
have presence through an interaction[5]. I
wanted to test my hypothesis; if an abstract
set of rectangular shapes would be enough to
provoke feelings of anthropomorphism, and if
so how effective this would be. Using the
same methodology as above, I was able to
gather that the object was indeed very
rewarding, and that people did treat it as “a
living thing”. However, users reported they
would have liked to see more real-time
feedback, and the flex sensor as a wearable
was uncomfortable and redundant.
[5] User test with kinetic object and resistance band.
14
Duration & Empathy
In my opinion, good design stems from
empathy. So the next natural step was to put
myself in my users situation to the greatest
extent that I possibly could. I challenged
myself to be my own observer in an
empathetic design probe, where I emotionally
detached myself from my legs for one full
day[6]. I aimed to put myself in the situation of
someone that has T9-T12 spinal cord injury,
which typically means that you have good
control of your upper body, but no control or
sensation in your legs. Although I have
witnessed my mother being bedridden for
over six years, the insight that I gained during
these twelve hours were invaluable to my
design approach. I found myself losing
perception of time as I was physically confined
to this one space. I also felt helpless, and
experienced stiffness in my legs much quicker
than expected. This lead me to incorporate
range of motion exercises in my next
prototype, as I experienced how crucial
stretching and simply moving around to
stimulate blood circulation is to our wellbeing.
But more importantly, how can I break up this
monotony? Although I could feel the stiffness
in my legs, I didn’t feel inspired to perform my
exercises. Rather I wanted to immerse myself
in something more escapist. So how can visual
and kinetic cues inspire my user to move?
[6] Durational prototype. In this still image I am getting help going to the restroom.
15
Real-time Feedback
With these aspects in mind, I wanted to nail
down the pure functionality and user
experience that such a device needs in order
to be effective. The findings above lead me to
consolidate my design into one contained
object. I created a 3D printed dumbell that
gives you real time visual as well as haptic
feedback in accordance to how timely you
have performed your routine. Incorporating a
gyroscope also allows my user to see if they
are holding the proper form. This way I am
able to test the pure functional aspects of such
a device without worrying about the
emotional aspects getting in the way of results
and vice versa[7].
[7] The dumbell lights up when the user has reached the outer limit of their repetition, and haptics give the user feedback on form.
16
1
THE AESTHETICS OF USEOver the winter holiday I brought my thoughts
and most recent prototypes to the
rehabilitation clinic where my mother currently
resides. The reality of a hospital environment
kicked in fast, and numerous valuable
conversations with physical therapists, other
patients as well as my mother quickly made
me realize how I needed to simplify my
project. My ambitions were over the roof,
wanting to create a modular system that
would adapt to almost any condition. I caught
myself attempting to be everything for
everyone - something common in the realm of
inclusive design. However, adding too much
functionality most often hinders beautiful and
functional design. Inclusive or universal design
has many contradicting principles, and I found
Graham Pullin's book "Design meets Disability"
useful in helping to sort out some of these
conflicts. Not only does the book have a
17
myriad of good examples, but he also suggests
a new approach to inclusive design, one that
very closely resembles my goals with Moxxi:
For we are all disabled somehow ...
"I would like to propose the term "resonant design" for a design intended to address the needs of some people with a particular disability and other people without that disability but perhaps finding themselves in particular circumstances. So this is neither design for just able-bodied people nor
design for the whole population; nor even does it assume that everyone with a particular disability will have the same needs. It is something between these extremes, not as a compromise, but as a fundamental aspiration".
18
At this point I needed to re-focus on the main
objectives of my thesis and what I strongly felt
needed to be worked on in the realm of
medical design. How might we�help our user
stay motivated through an affective kinetic
object? How can systems design and visual
mapping help a user stay consistent with their
form, pace and timing? How might we create a
positive form that does not have medical
connotations and feels like a companion to the
user? And last but not least, how can we offer
an externalization of stress through this
emotionally difficult time? Moxxi has
important tracking capabilities, but as devices
today already demonstrate the capabilities of
performing such tasks successfully in a
medical setting, the design aspects of Moxxi
are paramount. Naoto Fukasawa's philosophy
regarding designing products that require no
thought is highly relevant to my design, as
such a product truly allows for cognitive
inclusion. His Muji CD player is a classic
example of this, as the affordance and
mapping of the product intuitively invite the
user to pull the string in order to get the CD
spinning [8]. Moxxi similarly uses the familiar
form of a weight, to allow the affordance of
picking it up.
[8] Naoto Fukasawa’s Muji CD player.
19
"Fluidtime", a time piece by Crispin Jones and
Michael Kieslinger at the interaction Design
Institute of Ivrea, demonstrates our events
based perception of time and proposes an
alternative. This is crucial, as exercising
requires breaking up the habits my user
currently has in place. Moxxi is designed to not
be a distraction, simply indicate the users state
in a subtle manner. As Moxxi moves in the
presence of the user if they have not
performed the required exercises for that day,
Moxxi serves as an environmental reminder.
Pullin states in his book:
"In Fluidtime, the movement of an abstract object on the wall of the design studio reflected the progress of a communal
washing machine in the laundry block - meaningful if you knew what to look for, but otherwise discreet. Only when the washing cycle had finished and the machine was free for the next person to use did the display unfurl an array of bright blue ribbons. It was "Designed to be unobtrusive until it had significant information to impart".
20
With this in mind, Moxxi is in a sense a useful
and metaphorical indication of time in relation
to your body. However, it has been important
to introduce some fun aspects that
encourages the users to establish a personal
relationship with the object. Alessi has in this
sense been a great source of inspiration, as
they are known for designer objects with a
personal and humoristic touch. Many of their
tools exemplify how playful touches can truly
be integrated into a product to
communicate emotion.
However, my aim has been to take a step away
from the notion of a product, as they clearly
aim to make a task easier through specific
functionalities. This stands in conflict with my
concept, as I aim to get my user to tackle
rehabilitation from a different angle. Treating
rehabilitation as a problem that needs to be
solved induces a lot of mental stress in the
practice. Using an artistic approach allows for
more personal creative expression,
approaching it as a journey rather than a
problem. As I am walking the thin line
between product and art, it is crucial that my
object has room for expression. We all tackle
emotions differently and bond with the
physical world through different attracts.
Hence, Moxxi has an element of participation.
The weights of Moxxi are squishy like a stress
ball, inviting the user to engage with the
weight, and release stress whilst working on
muscle function.
Reuven Israel, known for conceptual
sculptures that resist categorization and
include colorful modular aspects, serves as a
great precedence. His artworks all include
components that spin, drill or surrender while
exploring metaphysical tropes through simple
geometry. At the time the stress balls were not
introduced into my design yet, but seeing his
21
Multipolarity exhibition [9] reminded me how
important the physicality of Moxxi would be.
The material choices reflect how Moxxi is
relatable, and I struggled to find a balance
between an object that feels dead, and an
object that has too many anthropomorphic
qualities, all whilst designing with specific
medical needs in mind.
It is a critical balance. One notion that explains
the phenomena of how we perceive life in
objects is that of Pareidolia. Pareidolia is the
effect we experience when we think that we
see a face in a cloud formation. The quote
below by David Hume, an 18th Century
Philosopher, explains it beautifully:
“There is a universal tendency among mankind to conceive of all beings like themselves, and to transfer to every object, those qualities, with which they are familiarly acquainted, and of which they are [9] Reuven Israel, Multipolarity (2014).
22
intimately conscious. We find human faces in the moon, armies in the clouds; and by natural propensity, if not corrected by experience and reflection, ascribe malice or good will to every thing, that hurts or pleases us.”
The artist Zimoun clearly demonstrates this
notion through his work. He is known for his
sound installations using raw industrial
materials such as cardboard boxes with
repetitive kinetic motion induced by motors
[10]. An interview with him in Halo magazine
describes his approach, how he is interested in
how mechanical devices can create living
structures and our control of these. By
repeating and multiplying simple actions
through robotic means, he is able to bring
these elements to life - inducing pareidolia. His
work reconsiders the place technology holds,
and makes us question our relationship to it
through simple algorithmic structures.
[10] Zimoun, 198 prepared DC motors, wire isolated, cardboard boxes 30x30x8 cm, (2012).
23
Pinokio, by Adam Ben-Dror, is an ordinary desk
lamp in its appearance, but explores the
expressive and behavioral potential of robotic
computing through face detection. Pinokio is
aware of his environment and reacts to
people’s presence and even sounds. He likes
attention, and moves in ways that asks for it
when you are not giving him enough. He even
turns himself back on if you turn him off,
giving the user little control over the object.
Moxxi functions in similar ways in the way it
will not stop asking for a users attention when
the user has not performed the required
exercises for that day.
In the book Hertzian Tales, by Anthony Dunne,
several notions of critical design that pertain to
my project are discussed. By sacrificing the
inherent functionality of the device, we ask the
user to question our relationship to the object.
This route was conclusively not one that I took,
but I do intend to have the user critically read
the feedback that is given to them. My
intention here is to highlight that they
ultimately are the ones that are in control of
their bodies, and need to decide what is the
best route of recovery for themselves through
their intuition. It is worth mentioning the
critique on interactive user friendliness
brought up in Hertzian Tales, as being a
metaphor for the subtle enslavement of the
human being to ‘intelligent’ machines. Paul
Virilio is quoted:
“a programmed symbiosis of man and computer in which assistance and the much trumpeted ‘dialogue between man and the machine’ scarcely conceal the
24
premises :... the total, unavowed disqualification of the human in favor of the definitive instrumental conditioning of the individual”
speaks to the way in which we need to keep in
mind that we need to make an informed
decision about our health through the help of
devices, but keep our autonomy and follow
our inner emotions. In the human factors
world, it seems as though objects must be
understood rather than interpreted. This raises
the question: are conventional notions of
user-friendliness compatible with aesthetic
experience?�Perhaps with aesthetics, a
different path�must be taken: an aesthetic
approach might subsume and subvert the idea
of user-friendliness and provide an alternative
model of interactivity, Anthony Dunn argues.
There are different ways in which a more
poetic relationship with an object can be
obtained. “Estrangement” and “alienation,” are
notions discussed in Hertzian Tales. By locating
exactly where the interaction is happening and
where the transparency lies, we can
distinguish between an object that is
“dematerialized” and one that follows “Design
Primario”. A dematerialized object in this
context provides transparent interfaces by
hiding the technology in familiar objects - such
as a lamp or weight. Design Primario focuses
more on the software rather than hardware,
controlling levels of light, sound and
temperature to provide environmental
sensations. With this in mind, Moxxi is situated
in a space in between para-functionality and
product design. Its aesthetic invites the user to
reflect on its functions by the exposed interior
workings, yet not sacrificing its functionality.
25
Looking at Moxxi from a frontal perspective, its
functions appear to be magic. But if the user
peaks in on the side, its guts are exposed,
encouraging the user to reflect on internal
versus external, diagnosis versus symptom [11].
26
[11] Moxxi, side view.
PROTOTYPING & USER TESTING / PHASE II
At this point, I was still clueless in terms of
which form Moxxi would take. I strongly
wanted to explore my designs in a
methodological way, guided by my users. The
aim of these prototypes were to determine the
final form of the object. Three general
directions were explored in which a visual
language and feedback system could be
further developed [12]. Additional signifiers
could be added and amplified at a later stage,
but part of the challenge here was to give the
user just enough information so that it stays
abstract and doesn't become an annoyance. A
key concept overarching all of them is the
notion of balance in relation to wellbeing.
Below you can see my setup for demo day at
Parsons, which lead to a lot of interesting
conversations about which interaction could
be designed.
27
The black and white cylinder is a very
simplified exploration of balance through
motion, and received the most positive
reviews. Algorithmically, this is how it would
work:
1. If the user has done well, it rotates and lands
on the white side.
2. If the user has not done well, it rotates and
lands on the black side.
3. If the user is right on track, the circle is
perfectly balanced.
Health is Balance
[12] Three prototypes exploring balance and form.
28
The other black cylinder takes the route of a
more anthropomorphic form, inspired by the
actual deconstruction and construction your
body goes through. This one also explores
balance, but through form rather than motion.
Here you can see the internal workings of it to
better understand how the motion is
generated [13].
1. If the user has done well, the form is more
positive and expands vertically.
2. If the user had not done well, the form
deconstructs and contracts vertically.
3. If the user is right on track, the circle
is perfect.
Positive / Negative Form
[13] Positive / Negative form. Two servo motors, breadboarded circuit with Arduino Micro, wooden sticks.
29
The third one (hanging on the wall) explores
how a physical data visualization system could
emerge from balance. How could different
positioning of the ball into certain “pockets”
signify progress at different stages? How could
the ball in real-time motion be perceived as
rewarding or engaging?
1. If the user has done well, the ball rolls to the
rightmost pockets.
2. If the user had not done well, the ball rolls to
the leftmost pockets.
3. If the user is right on track, the ball is
balanced in the middle.
The methodology I used to communicate my
intentions were well understood, and the
notion of balance in conjunction with health
was well received. When explaining my
prototypes, I also demonstrated the idea of
using a lamp as an indication of how well my
user had performed. This could be done in two
ways; either through motion, or through light
intensity. This would allow for an additional
function, taking into consideration the afterlife
of the product, as at one point you would
hopefully be fully recovered from your physical
rehabilitation. This also allows the device to be
less stigmatized as a pure rehabilitation aid.
This idea was well received, as long as the
signifier did not effect the inherent function of
the light. Originally I wanted the light to shut
off if the user did not perform well, creating an
incentive to perform these vital exercises.
Taking this direction would make Moxxi fall
into the category of critical design, something
that ultimately did not seem fitting for an aid.
Conversations during demo day highlighted
the signifiers that would result when a user
had not done well. The aim is to not
discourage, but communicate the urgency and
severe consequences that could emerge if the
A Physical Data Visualization
30
user does not follow their routine. At this point
I was uncertain of how I would achieve this,
and knew it would be difficult to portray
progress without discouragement. Regardless
I wanted to take on the challenge, and went
into user testing in an attempt to solve
these problems.
A blend of empirical, non-empirical, qualitative
and quantitative methods listed below were
used to pinpoint the user flow. Starting with a
task analysis [see attached documents]
allowed me to think about each interaction
and how these would relate to create an
animate object. The scenarios below treat the
object as a companion that likes to move with
you, and is taught to move by you. The object
will not stop crying for attention until it knows
that you are recovering and the daily exercises
are done. The object moves as a reflection of
you in real time while performing your
exercises, and you are able to move back in
time in order to amplify your progress. This
idea came from interviews with target users,
as one of them described how the most
rewarding part was to be able to compare
their progress from months in the past, by
photos their therapist had luckily taken. Real
time interaction with the object allows for a
more tangible dialogue between the object
and user. Moreover, physically mapping the
progress could greatly help amplify a
users progress.
After this was done, I designed two
questionnaires; one for users and one for
therapists. Sending out the questionnaires
allowed me to recruit suitable participants for
the user test, an interview and a card sorting
exercise to determine the information
Testing With My Users
31
architecture of the web platform [15]. The
questionnaire for users asked people to rate
what they found were the most important
aspects of the device, and indeed form, pacing
and timing were the most difficult for users to
keep up with. Results also confirmed that
eight out of ten users could imagine buying a
device that would remind them to do their
exercises, but cost was an important factor.
They all approved of the idea of a device that
would help them stick to their exercise
regimen, but were not big fans of the light [see
attached documents].
The user testing was made with a paper
prototype of Moxxi, and “Wizard of Oz”
prototyping techniques allowed a moderator
to act as the computer seamlessly behind a
piece of foam core [14]. In the following pages
you will find the three scenarios designed for
the test.
[14] Paper prototype of Moxxi, Wizard of Oz user test.
32
SCENARIO A
User gets introduced to the product step by
step in order to minimize bias and gauge the
affordance of the product.
Central questions:
- How does the product feel?
- How anthropocentric is the product to
the user?
- Is it motivating?
Script:
What is your first impression of this object?
What do you think this object is/how would
you use it? [Device is moved back and forth by
Computer and user is given the product
description, user scenario and performs the
exercises.] How did that feel? Why?
How would you compare this to performing
the exercise with a regular weight? Why?
How did the movement of the object influence
the experience? Why?
SCENARIO B
User goes “back in time” to see how their
performance compared to three weeks ago.
Central questions:
- Is this comparison rewarding to the user?
- How well is the user able read to the data?
- What is the-signal-to-noise-ratio?
Script:
You now want to see how well you have
progressed, how would you imagine the object
could convey this? I would now like you to
pretend that you want to know about your
progress. What would you do with the object?
Why? By dialing the knob a few steps back, the
device will replay your exercise from that time.
The object will shake with frustration when
you experienced pain. [Activity might be
repeated if user had a faulty conceptual model
of use] What did you think about this as an
33
indication of your progress? Why? What are
some other things that you noticed? Why?
SCENARIO C
The device does not shut off its lights at the
end of the day when the user is ready to go to
bed.
Central question:
What does the user do in this scenario?
Script:
As an ambient light, this object turns on each
morning and will not shut off its light until you
have performed your set amount of exercises
for the day. Where would you place it in your
home? Why? Now I want you to imagine you
just got home and you have forgotten to
perform your last set for the day. You are ready
to go to bed, and it reminds you by not
switching its light off. What would you do?
Why? How do you feel about this
functionality? Why?
Results from Scenario A were overwhelmingly
positive, all six participants loved the idea of
an object that performs the exercises with you
by rocking back and forth, and thought it was
fun and intuitive. Many participants seemed to
understand the interaction through the
recognition of a metronome. However, results
from Scenarios B were confusing to some
users, as there were many questions about
mapping. Scenario C showed that most users
would switch the light off anyway, and
questions arose about how the object could
remind the users in different ways.
Physical therapists were amazed by the idea of
a device that would help them keep track of
their patients progress, as this is central to
their occupation. Commonly they need to
tackle a patient that is not being honest about
34
how they perform their routine, as they often
like to cheat through such tedious exercises.
An aid of this sort would minimize error and
provide visual cues, which was very
appreciated. They also noted that they have
never encountered a similar device. The
questionnaire I sent out also gave me some
information about what weight classes to
design for, and how many of their patients use
weights. As rehabilitation entails recovering
from an injury, weights usually start at 2
pounds, and don’t go up much higher than 8
pounds. A slight majority of patients use
pulleys rather than weights, but this only
because it helps them keep the proper form,
and I was able to confirm through my
interviews that all those patients would be
able to use Moxxi just as well. Therapists
typically check in with patients once a week,
and were happy to see how Moxxi could
facilitate this communication, especially as
many people are not compensated for the
weekly check-ins through their insurance (see
attached document #3). The findings above all
confirmed my previous research, and I was
very happy to get some quantitative results.
[15] Physical therapist doing a card sorting exercise after an interview.
35
FINALIZING THE FORM
The above allowed me to go into the final
phase of prototyping. I knew at this point that
Moxxi was going to have an internal gear
function and a round base, rocking back and
forth as this proved to be successful both in
user tests and in terms of concept. I started by
playing around with plexiglass as I liked to
display the functionality and guts of Moxxi [16].
As it moved back and forth, there was indeed
an element of playfulness and one could get a
sense of it being an animate object. The
organic movement here was induced by the
balancing forces and the momentum it has.
However, there was something crucial missing
in the form, as it did not yet follow the
function. This is where I needed to
re-introduce the weight as a central piece of
the sculpture, without inhabiting any kinetic
movement. I came across UM collection’s
“Craft System” series - a playful and
36
anthropomorphic set of meticulously designed
lamps [17]. The materials perfectly reflected
what I had sought after, with the exception of
them being less tactile.
This gave me the idea to attach light bulbs to
the sides of the weight [18]. This would free me
from using LED’s, something that I wanted to
stay away from as these strongly convey a
sense of product and notifications.
[16] Moxxi, experimentation with transparency. [17] UM Collection’s Craft System.
37
But as the user tests clearly demonstrated that
participants were not fond of the light, and the
incorporation of light complicates the design, I
realized that a reminder could much better be
achieved through movement only. Moreover,
there is an abundance of objects pertaining to
the internet of things that use light as a
signifier. Movement presents a more subtle
indication and is more strongly tied in with the
attributes of Moxxi - an object that moves with
you. The only remaining reason I previously
preferred the light was the fact that it would
consider the afterlife of the object. What
happens when the user has completed their
recovery plan? This step is essential, as any
closure of a life event or relationship. Not only
is this important for my users mentally, but it
also presents an opportunity to critique on the
material relationship we have to products
most commonly in the digital realm. As cost is
a concern, Moxxi can be rented through your
physical therapist and is constructed with
sanitizable materials. Although Moxxi would
be returned to your physical therapist at the
end of rehabilitation, the users can be assured
that Moxxi will help someone else in need.
Moreover, the remembrance of an injury
wouldn’t linger on in their home and collect
dust like most exercise aids do today.
With the bottom of Moxxi determined, I now
[18] Prototype of Moxxi with light bulbs as weights.
38
needed to focus on the design of the weight.
Dumbells are inherently quite unattractive in
terms of form, and feel cold to the hand. I
wanted Moxxi to encourage you to pick up the
dumbell and perform your exercises. As an
element of participation and release of stress
is essential to my concept, making the weights
in the form factor of a stress ball felt natural
[19]. This way, users might even want to play
around with the weight, while simultaneously
strengthening the muscles of the hand. This
form of exercise is most commonly used with
stroke patients, as the hand contains vast
amounts of tactile nerves and stimulates the
whole arm, increasing coordination. Using a
new flexible PLA allowed me to play with a
shape that feels good to the hand, yet keep it
sanitizable. Printing with this new material
presented some problems. Not only is 3D
printing for consumer use relatively new, but
using a new material that the printers are not
adapted to yet resulted in poor printing results
[19] Moxxi, dumbell / stress ball close up.
39
at first, as the filament would tangle up in the
nozzle and gears. By disassembling the motor
when feeding the filament and using a simple
paper clip to make it feed from the top, I was
able to hack the printer to make it work better
[20]. I also experimented with different types
of resistance, by algorithmically changing the
infill. This way, therapists are also able to
recommend stress balls with different types of
resistance depending on the users condition.
The weights were designed based on the
graphic identity of Moxxi, highlighting
individualism through recovery. The two circles
intertwine as a symbol of companionship, and
the organic shape was inspired by the pressure
a hand would induce on the weight. By
importing the logo into a 3D modeling
software, the shape was directly translated.
Each weight attachment/stress ball has a
slightly different look and feel. These contain
different weight classes, distinguished by
bright colors, to add a playful touch. This way,
the user gets to visually see their progress
through color differentiation.
The handle of the weight was printed with
40
[20] 3D printing process.
normal PLA and sanded to resemble the white
matt acrylic used on the front of Moxxi.
Modeling and printing screws also presented
some difficulties, as the handle needed to be
modular in order to access the electronics
inside. My first attempt included printing the
screw in two parts, but since the material
tends to warp when cooled down, this was
unsuccessful. In the end, I added the
electronics through a door on the handle,
allowing me to print the piece as one.
Finally, all my research and conceptual
framework was reflected in the aesthetics and
functionality of Moxxi [21]. The weight allows
for a mental stress relief, and the object does
not look like a rehabilitation aid - rather a
sculpture. The different weight attachments
allows for a wide range of exercises to be
supported, and the user can naturally progress
in their rehabilitation plan. The kinetic body of
Moxxi moves in a friendly and non-obtrusive
way, perfectly reflecting the attributes a friend
would have when wanting to exercise with the
user. Last but not least, haptic feedback allows
the user to know if they are not holding the
proper form, through an imbedded gyroscope
and accelerometer. As vibration is commonly
used as a warning system, especially in game
controls, the haptics remind the user to
be cautious.
Finally, all my research and conceptual
framework was reflected in the aesthetics and
functionality of Moxxi. The weight allows for a
mental stress relief, and the object does not
look like a rehabilitation aid - rather a
sculpture. The different weight attachments
allows for a wide range of exercises to be
supported, and the user can naturally progress
in their rehabilitation plan. The kinetic body of
Moxxi moves in a friendly and non-obtrusive
way, perfectly reflecting the attributes a friend
would have when wanting to exercise with the
41
[21] Moxxi, final prototype.42
CONCLUSION
The deep desire to create a sculptural yet
functional animate object as a form of stress
relief through your rehabilitation plan was
motivated by witnessing my mother go
through the hardships of losing her abilities.
Throughout the process, my encounters with
physical therapists, patients and caretakers
have confirmed the strong need for such an
aid. I feel fulfilled by the joy that was conveyed
during user tests, as people clearly expressed
how an object like Moxxi has the strong
potential to make their lives a little easier. I
recently came across a podcast from NPR’s
Invisibilia, telling the heartbreaking story of
Martin Pistorious, who was trapped in his body
for over twelve years. He had contracted
meningococcal meningitis, just like my
mother, and gradually lost all his abilities …
even speech. His parents took care of his
vegetative body for years, while he gradually
43
came into consciousness without their
knowing. Today, technology enables him to
communicate through a speech computer,
and he has written a book about his story
called Ghost Boy. His story strongly reminded
my of my mother’s, as she woke up from the
hospital only able to move her pinky finger.
Although Martin’s case is extreme, the same
feelings of being entrapped affects all people
after an injury when they have lost some of
their abilities. As a society, we have a strong
tendency to associate power with physical
abilities. Martin, my mother, and millions of
people worldwide are victims of mental and
physical abuse due to their inabilities. Physical
form is one of the greatest ways in which we
decode our world, thus leading to these
people being stigmatized. When I introduced
my mother to Moxxi, her first question was “So
you control the outcome of how it moves?”.
There is so much talk about letting people with
a physical disability regain agency, regain
control. However, if this is not possible
through their own bodies yet, reminding them
that they do have agency through an external
object can help them sustain mentally. It is my
desire to comment on the way the medical
industry has over the past centuries had a very
cold, logical approach to healthcare. Our
bodies heal through our mental wellbeing, and
rehabilitation aids need to acknowledge this
through a certain undertone of warmth and
human touch. A physical object can never
replace this, but it can remind us of the
approach that needs to be taken on the path
to recovery.
44
The Accessible Future, Marca Bristo and
Hughey Walker (Washington: National Council
on Disability, 2001)
Designing Accessible Technology, ed. John
Clarkson and Patrick Langdon (Cambridge:
CWUAAT Editorial Committee, 2006)
Designing for Dynamic Diversity - Interfaces
for Older People, ed. Peter Gregor and Alan F.
Newell (Dundee: Department of Applied
Computing, 2002)
Gertraud Dayé, “Meeting the Challenges of
Demographic Change” in Assistive Technology
Research Series Volume 27, ed. J.F.M.
Molenbroek (Amsterdam: IOS Press, 2011)
Books
BIBLIOGRAPHY
45
Graham Pullin, Design Meets Disability
(Cambridge: MIT Press, 2009)
Madeleine Schwartzman, Seeing Yourself
Sensing: Redefining Human Perception
(London: Black Dog Publishing, 2011), 10-25.
Andy Clark, Natural Born Cyborgs: Minds,
Technologies and the Future of Human
Intelligence(Oxford: Oxford University Press,
2003), 7-77.
Kathy Chamraz, Good Days, Bad Days:The Self
and Chronic Illness In time (US:Library of
Congress Cataloging-in-Publication Data,
1997), p 167-256
Studies in Health Technology and Informatics,
Volume 145: Advanced Technologies in
Rehabilitation, ed. A. Gaggioli and E.A. Keshner
(Amsterdam: IOS Press, 2009)
McCullough and Cynthia S., Evidence-Based
Design for Healthcare Facilities (Indianapolis:
Renee Wilmeth, 2010)
Tara Parker-Pope, “With the Right Motivation,
That Home Gym Makes Sense” The New York
Times (2009), accessed November 2, 2014,
http://www.nytimes.com/2009/01/06/health
/nutrition/06well.html?_r=1&
Katie Hafner, “A Tiny Stumble, A Life
Upended”, The New York Times (2014),
accessed November 3, 2014,
http://www.nytimes.com/2014/11/04/science/
a-tiny-stumble-a-life-upended.html?_r=0
Journal Articles & Edited Volumes
46
Michael Kimmelman, “In Redesigned Room,
Hospital Patients May Feel Better Already” The
New York Times (2014), accessed September
27,
http://www.nytimes.com/2014/08/22/arts/de
sign/in-redesigned-room-hospital-patients-m
ay-feel-better-already.html?_r=0
Westerholm, Barbro. “ Robotar och
övervakning i vården av äldre – etiska
aspekter” Rapport av Statens medicinsk-etiska
råd, Stockholm, Sweden, 2015,
http://www.smer.se/wp-content/uploads/201
5/02/Smer-2014_2_webb.pdf
Aisen Caro Chacin, “Sensory Pathways for the
Plastic Mind” (MFA Thesis, Parsons the New
School for Design, 2013)
Johansson BB, “Current Trends in Stroke
Rehabilitation - A Review with Focus on Brain
Plasticity,” 147-159.
Tanya Markow Thais, “Mobile music touch:
using haptic stimulation for passive
rehabilitation and learning” (Ph. D. diss.,
Georgia Institute of Technology, 2012)
Ilse J. W. van Nes and Alexander C. H. Geurts,
“Short-Term Effects of Whole-Body Vibration
on Postural Control in Unilateral Chronic Stroke
Patients”, 868-873.
Wilma A. Bainbridge. “The Benefits of
Interactions with Physically Present Robots
over Video-Displayed Agents.” Technical
Report., Springer Science & Business Media,
2010.
R. W. Picard. “Affective Computing.” Technical
Report., MIT Media Lab, 1997.
Papers & Dissertations
47
“Take Healthcare off the Mainframe” Ted Med
talk by Eric Dishman, accessed November
29th, 2014,
http://www.ted.com/talks/eric_dishman_tak
e_health_care_off_the_mainframe?language
=en
“Statistics for National Mobility Awareness
Month“ National Mobility Awareness Month,
accessed Oct 27, 2014,
http://www.nmeda.com/wp-content/uploads
/2012/03/NMAM-Statistics.pdf
“Spinal Cord Injury Facts”
BrainandSpinalCord.org, Resources and
Information for Brain & Spinal Cord Injury
Survivors, accessed November 26th, 2014,
http://www.brainandspinalcord.org/media-ce
nter/FactsAboutSCI.html
Carlos Loyola, Licensed Physical Therapist with
his own practice, interview by author,
Brooklyn, NY, September 3, 2014.
Dr. David Medina Tato, Head of Business
Development at Boehringer Ingelheim,
interview by author, Brooklyn, NY, August 28,
2014.
Angelina Gennis and Chaiwoo Lee, Post
Doctoral Associate and Principal Investigator
at the MIT Age Lab, interview by author,
Brooklyn, NY, September 11, 2014.
Laura Lucido, Physical Therapist at the Bronx
VA Hospital, Spinal Cord Unit, interview by
author, Brooklyn, NY, November 12, 2014.
Numerous conversations and workshops with
medical practitioners and storytellers at the
Narrative Medicine Digital Storytelling Lab at
Columbia University, November 15, 2014.
Websites & Videos Interviews
48
ATTACHED DOCUMENTS
Pre-purchase
1. User is recommended to use product by
physical therapist due to a certain condition.�
- User questions the efficiency of the device�
and asks for customer reviews.�
- User questions the price point of the product
and evaluates the cost benefit of the product.�
- User questions if the product meets�
accessibility requirements according to their
needs.�
- User questions where to place the device in
their home.�
- User is excited to use the product as they
believe it could help them stay on track and
get better quicker, and�the product appears
49
Task Analysis: Physical (numbered) and cognitive�(listed below)
fun to use due to the aesthetic usability effect.�
2. User decides to purchase�the�product, and
user and physical therapist together come up
with a rehabilitation plan and calibrate the
device.�
- Exercises are demonstrated by the therapist
and a manual is given.
3. User takes product home.�
- If the user is able, he will take the product
home. Otherwise, shipping is arranged.
4. The device wakes up by simulating natural
sunlight.
- User is able to set a wake up schedule for
their week online.
- If the user does not want to do so or does not
have access to a computer, the device will
brighten according to local sunrise.
7. User wakes up by gradual light.�
Non-chronological tasks
8. User performs their routine�with haptic
feedback, and the device moves with them. �
The user is nicely guided by the feedback
system and does not have to count repetitions.
The user might multitask whilst doing their
exercises due to the task being less cognitively
straining.
9. User wants to get information on their
progress.
The user turns the dial to have the object
move how they did several weeks ago, and is
so reminded of their progress.
10. User leaves the room and goes about their
day.
11. User is reminded to perform their exercises
by their caretaker, housemate�or partner, as
they pass the device and see that it is not
dimmed as much as it should be for this time
50
of the day.
- User receives text message or phone call.
- User receives verbal and/or physical
reminder.
12.�User is reminded to perform their exercises
by the device during the day.
Device moves�when user is near�as an
indication of exercises needed to be
performed. User interprets this as it is eager to
move.
13. User forgets to perform the exercises at the
end of the day and is reminded by the device�
through light, as it does not dim all the way
down until the daily goals are met.
- User is encouraged and gratified that the
device reminded them of this, and performs
their routine on the spot.�
- User is tired and wishes that the device had
reminded them earlier, so user ignores prompt
and falls asleep with the light on.�
- User is irritated and disappointed, and so
does not perform the exercises and either
moves the device or falls asleep elsewhere.�
51
User & Physical Therapist Questionnaire Responses
52
53
54
55
56
57
58
59
60
61
62
Cicles collected from
different people in order
to determine the organic
look and feel of the logo.
63
Sketchbook
Technical sketch and
concepting of
Moxxi’s interior.
64