Showing posts with label 2.1 Project One. Show all posts
Showing posts with label 2.1 Project One. Show all posts

Monday, January 26, 2009

Project 1 - Deconstructing an Interaction

Project One
Deconstruct an Interaction: Scarf
by Joe, Giustina, Jay, Alan

The interaction between human beings and the scarf is necessary for a variety of different reasons. For some, the scarf is a representation of their faith.
It is also part of traditional costume and rituals. Most commonly the scarf is used to keep warm, and for fashion purposes. Therefore the necessity of this interaction varies according to the user.



Interaction:

The interaction begins when you pick up the scarf and drape, or tie it around your neck. It is finished once it is tied in place.
The tasks preformed in this interaction also vary depending on how you decide to utilize it. In some situations folding may be involved. Typically draping and tying are the only tasks necessary. Tying is most important, as it allows you to keep the scarf in place for extended periods of time.

Diagram:






Mapping:




The only item involved in the interaction is the scarf itself, which is usually a single piece of cloth, shaped differently according to its function.

Ethnographical Video:



The design does not have the ability to direct the user. It is simply a piece of material. It allows you to decide how you use it and what you use it for.


Suggestion and Improvement:


Since we found out that most of the people concern on the different methods of keeping warm, especially in winter, so we got a several of new design which focus on the function which can improve the usage:

1.
We put 2 clips that can adjust the length of the scarf to be either shorter or longer.















2.
This is a combination of a pair of mitten and a scarf. We designed to combine each mitten on the both end of a scarf so that a person can wear a pair of mitten and a scarf together. Since the scarf is made of a double layer of scarf. A person simply put his/her hands into the holes that we made on the scarf.












3.
As we run in a hurry, we may forget to bring our scarf with us. So we came up an idea that we build buttons on a scarf that can be attached with a jacket which also has buttons on. Because we would not forget to bring a jacket going out, as long as the scarf attaching to the jacket. Therefore we would always be having the scarf with us.









4.
We create 2 holes that can be fitted on a guitar's knob, on the both ends of a scarf. So now the scarf can be used as a guitar strap.














The goals to be met by this system are different with each person that uses it. Generally as long is the scarf it attached somewhere to your body in an acceptable way then it has performed its function, and met its goal.

Deconstruct an Interaction: The Touchpad










Desiree Beaubien . Joshua Frechette . Laila Siddiqui . Bradley Crystal

Project One

Deconstruct and Interaction

The Touchpad


Ethnographic Research

Why is this interaction necessary?
To interact with the computer, calling on specific actions to take place based on the input provided using the touchpad.

What are the items of interaction?
The touchable and sensitive surface combined with the button.

Where and when does the interaction start and finish?
Once the user has decide to perform an action, the mouse pointer must be moved by the touchpad and the interaction begins. When the user has completed the desired action, the mouse pointer is stopped by removing the hand from the touchpad.

What are the tasks performed in the interaction?
Which are critical?
Moving the mouse pointer using the touchable surface and making a selection by either depressing the button or tapping the touchable surface. Both tasks are critical for the successful function
of the touchpad.

What are the goals of the people in the interaction?
How are these goals met or not met by the system?
To move the mouse pointe
r to the required location on the screen in the most efficient way to successfully navigate the application in use. The use of a touchpad involves becoming accustom to its sensitivity and unique shortcut gestures, requiring a new system to be understood to use each touchpad 
model efficiently.



Trends
  • Every user’s unused fingers were held hovering over the touchpad.
  • Many users allowed their thumb to rest on the side surface of the laptop.
  • Initial orientation and finding the mouse pointer required extra effort for some users.

Gestalt's Principles of Perception
The principle of common fate is apparent in the touchpad because the physical movement of each task in virtually replicated on the screen. The unique features of each touchpad model create an interference effect until the user becomes accustom to the new model. By using a high contrast, highlighting allows the user to more easily find the location of the mouse pointer. The proximity of the button to the touchable surface indicates that the two work in tandem.

Feedback
The instant feedback provided by the touchpad makes it very easy for the user to determine if they are using the device correctly. Depressing the button to click makes a “click” sound as well as physically moves down to indicate to the user that a successful click has occurred. Moving a finger across the touchable surface provides feedback by moving the mouse pointer on the screen.

Mapping
The touchable surface of the touchpad is designed to represent the screen you are looking at. Moving your finger in a certain direction and to a certain place on that surface corresponds to where the mouse pointer is located on the screen.

Maps & Diagrams



Opportunities for Improvement
  • Universal standard for finger gestures making it easy to move from one device to another.
  • Sensor to track accuracy and increase/decrease the sensitivity of the touchable surface automatically, allowing the user to move the mouse pointer most efficiently.
  • Place an second button on the side surface of the laptop for use by the thumb.
  • Place a soft, grip surface on either side of the touchable surface to place unused fingers comfortably.
  • Integrate button into entire touchable surface *
* This feature has been already integrated into new Apple laptops



Sunday, January 25, 2009

PROJECT 1 - Deconstructing An Interaction

ALARM CLOCK: THE WAKING UP EXPERIENCE
By: Tarz, Cathy, Humyra & Lindsay

For project one, we decided to discuss the role of an alarm clock in our daily lives. It is something that we all interact with first thing in the morning, even thought it may not be the most pleasant way interaction. As times changed, technology changed and as technology changed, we now have various kinds of alarm clocks around us that can be categorized as Analog, Digital, Cell Phone & the most recent Computer.
As discussed in class, every design has two approaches: Systematic and Interactive.
Under systematic approach, we in short discussed the workings of an alarm clock. The following diagram summarizes the process. Applied Design Principles:













Now that was the systematic approach, coming to the objective of this project: the interactive approach. So, we decided to analyze the whole process of the interaction.

Where does the interaction start and finish?
The interaction starts with the person setting and putting alarm on at night. The interaction stops there but does not end, it restarts in the morning when the alarm is turned off. Even though there is this huge gap in the process, the actual interaction time lasts only for approximately 10 minutes that too in the case if person snoozes for couple of times.

Points of Interaction: How the design directs the interaction?


As indicated in the diagram above, there are only limited number of functions that can be performed in the alarm clock, therefore only a limited number of points of interaction:(Most often used- blue italicized)
  1. Snooze: "Snooze" in the morning
  2. Minute
  3. Hour
  4. On/Off: To turn the alarm on at night and off in the morning
  5. LCD
  6. Time Set
  7. Alarm Set: Set the alarm for the desired time
  8. Cord
Our Video:



Poll Results:
We also conducted a poll
in order to find about the preference of people for a certain type of clock and "Snooze" function.The results are as follows.


What kind of Alarm clock do you prefer?



Do you prefer "snooze" or no?


















What goes
wrong most often?
The batteries run out
In case of cell phones, the alarm is set but forget to turn it on or put the phone off from silent mode.
Sleep in- Thanks to our friend SNOOZE!!
Volume not high enough
Set the alarm to PM instead of AM or vice versa (in cell phone)

Our proposal for improvements:

We realized that most common problems occur due to human behaviour, that can not be unfortunately improvised. But we still came up with a solution that might help overcome some issues.
SPEAKERS FOR
ALARM CLOCK: Your waking up buddy
Only one snooze!!
Loud enough to knock you down from the bed
No sleep in guarantee!!
Off switch on the speaker so you will have to get up :)


When the speakers are hooked up to the alarm clock, the "snooze button" automatically shifts to a single repeated setting and will not ring more than once. The volume and the bass from the speakers will make sure that you do not sleep in, and in case of heavy sleepers the constant ringing of the alarm,that can only be turned off from the speaker controls, will have to get up in order to turn the alarm off.
Its an easy and inexpensive solution to a very costly problem.

Project 1 - Deconstructing an Interaction

Project One - Deconstructing an Interaction
The Lid Lifting Can Opener
By: Katie Goulet, Nicole Hieter, Justine Galea and Sarah Sien


For our project we chose the study the process of opening a can with the lid lifting variety. We also studied the problems that can occur during the interaction.

Flow Chart

















Map



Without the can opener, the food industry would be in a very different state.  With the introduction of canned foods, the can opener was an essential piece of equipment for access and participation in an affordable and convenient lifestyle.

The Steps of Interaction
























Step 1: Get both your can opener and you can.

Step:2  Open Lever and place the blades on rim of can.

Step 3: When blades are resting properly on rim, squeeze the lever shut, you will feel the blade puncture the can.

Step 4: Twist the knob to start opening the can.

Step 5: Twist the knob until you make a full pass around then can, then use the opener to lift off the lid.


Ethnographic Research Video



When and Where does the Interaction Star and Finish?

The interaction takes place in the kitchens and restaurants around the world.  It starts with a person wanting to prepare food, and ends with and empty can, detached lid and a completed meal.

How does the Design Direct the Interaction?

The design really only allows one to play around with the situation of the blades.  As for one of our common issues, users know what needs to happen, but cannot place the blade properly to preform the task.  This is because of its lack of instructions and physical directions. 


Most Problematic Elements of Design

The most frustrating issue with the can opener was the lack of easy instructions.  From our research, many people couldn't use it simply because of this reason.  Some brands didn't even come instructions leaving their users completely stranded and hungry.

Another issue was that the blade would let go of the lid too soon and the user would have to use their fingers to remove the lid, leaving them open for getting cuts from the jagged aluminum.  There needs to be a way to make sure the lid stays in contact with the opener during the entire process.


Improvements to Design



Improvements to the design would be to include magnets surrounding the blades, allowing for the opener to stay in contact, making for easier cutting and easier removal.   

Also, another improvement would be to include more concise, simple instructions on a fridge magnet to ensure  the user would always have the directions for use on hand.

Monday, January 19, 2009

Wednesday, January 14, 2009

Project One Blog Post Example

Below is an excellent example of the blog post component of Project One that was prepared by a group of my students from last year.

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Project One - Opening a Pop C
an

Our interaction

For this assignment we studied the process of opening a pop can and some possible problems that occur.

Map of the pop can opening











The interaction of opening a pop can is necess
ary in the context of a consumer society, in which people often drink out of cans for convenience. Without the opening, the product has no purpose.


What are the steps of interaction?
The steps of this interaction where designed to be quick and simple.


a. The first step is putting your finger (either middle or index) on the small space between the lever and the end of the pop can as seen in image one.

b. The second step is to lift the lever, by putting your finger underneath it and pullin
g backwards

c. The third step is to pull all the way to the other side of the rim so as to puncture the opening with the pressure.


d. The final step is to bring the lever back to it's original location so
that the drinking whole is not obstructed.


Where does this interaction start and finish?
For our study, we specified our research on the opening o
f the pop can. Therefore, in the case of our project, the interaction would end when the opening would be punctured and the lever returned to it's original position. But on a larger scale, the interaction of using a pop can is in fact completed when the beverage is finished and the consumer is ready to dispose of it.

How does the design direct the interaction?
The design and the location of the opening instantly triggers automatic hand placement of the consumer. The signal-noise-ratio is well executed in pop can openings because there is never any sort of distraction from this interaction on the actual product. Presumably, this is why there usually are no advertisements on the top of the can.

Take a look how it's done:




Unfortunately, the design does not take into consideration manual malfunctions. The lever is very closely located to the base of the top of the can, which make
s it difficult for some consumers to lift. Thus defeating the concept of convenience because of external tools (such as keys, knives, other the like) are needed. 75% of people interviewed expressed some sort of difficulty when opening the can. 95% of them where male.





Elements that are most commonly problematic



Our Design Proposal
After ethnographic research, our team concluded that in most instances, the goal of opening the pop can to drink the beverage within it is usually met, by one mean or another.

However, the percentage of people who struggled was too large to ignore. This is why in our redesign proposal, we decided
to elevate the lever and make it and it's attachment out of a thicker concentration of metal.

It is a minor change which could not be too costly and hard to get used to,
and would facilitate the opening of the pop can for many of those who have difficulties.
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Remember, every interactive experience will require a unique format - don't assume that this format will work for your deconstruction.

Project One Release Form

Click here to download the Project One release form.

Monday, January 5, 2009

Project One: Deconstruct an Interaction

Click here to download Project One.

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Project One
Deconstruct an Interaction


OVERVIEW

In teams of about four students, you are to document a common interaction between people and their environment, deconstruct this interaction, and suggest reasoned improvements to the interactive experience.

As discussed in class, there are many possible interactions worthy of deconstruction: be creative and find an interaction that interests you.

The purpose of this project is to employ the techniques and concepts presented in the first three classes, including:

• Mental Models
• Usability Research and Ethnography
• Perception and Cognition
• Establishing Structure
• Maps and Diagramming
• Conveying Information
• Fundamental Principles of Experience Design

OCAD equipment access is limited. You can check out digital still and video cameras overnight from the A/V offices located throughout the school. If you have access to your own equipment, please use it.


BREAKDOWN

1. Brainstorm a minimum of ten interactions, and choose one to deconstruct. Study the interaction through ethnographic observation. You are encouraged to establish as large a sample population as possible, but you must obtain the informed consent of your subjects, using the release form provided. Your participation in the interaction should be limited to shooting stills and video, making observations and taking notes.

2. Review your ethnographic material and uncover the structure of the interaction. Things to consider will vary depending on your chosen interaction, but may include:

• Why is this interaction necessary?
• What are the items of interaction?
• Where and when does the interaction start and finish?
• What are the tasks performed in the interaction? Which ones are critical?
• How does design direct the interaction?
• What are the goals of the people in the interaction? How are those goals met or not met by the system?

3. Make an annotated map or diagram of the structure. Things to present in will vary depending on your chosen interaction; there may be several interlocking maps or diagrams. Some or all of the considerations above are likely to appear in your maps or diagrams.

4. Using your maps or diagrams, along with any less tangible observations and gut feelings, identify opportunities for making the interaction a better experience. With your team, brainstorm alternatives of task, timeline, form, function and appearance that would substantially improve the interactive experience. Present a coherent vision for changes to the system. Feel free to identify both near-term and far-term possibilities for an improved design.

5. Create an electronic presentation that synthesizes your ethnographic observation, your deconstruction, mapping and diagramming of the interactive experience, and your suggested improvements. There is no specific format for the presentation, though PDF, Powerpoint/Keynote and Quicktime are suggested mediums. Your presentation is an experience in itself, and should be clear, creative and compelling.


DELIVERABLES

1. Your electronic presentation, delivered to the class on Monday, January 26. You are to speak for no more than 10 minutes, and you are to make use of my computer: come prepared with your presentation burned to a CD or on a USB device.

2. An abridged version of your presentation, posted to the course blog by 08:30 on Monday, January 26.


EVALUATION

Quality and Extent of Ethnographic Observation: /6
Use of Course Concepts to Deconstruct the Interaction: /5
Appropriateness of the Suggested Improvements: /3
Clarity and Impact of the Presentation and Posting: /6
TOTAL: /20