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Wonder document Smartwatch - Can it help users save time by making processes efficient and easier Dipesh Pradhan ([email protected] ) Nugroho Sujatmiko ([email protected] ) Motivation (why): 1. Ever increasing activities a person can have with limited time 2. Emerging smartwatch products on the market from various vendors with various capabilities 3. More demanding interactions driven by social/professional needs which are typically performed using smartphone today 4. Promising various technologies and inventions/patents to overcome today’s smartwatch shortcomings (e.g. battery charging over WiFi, GSM/3G mobile enabled smartwatch, etc). 5. Providing functionality to accessory (watch) used by people on day to day life without need to carry something else (smartphone) / Remove the need to carry extra device Research questions (what): 1. What activities take relatively long time to execute with smartphone today? e.g. measured by how many manual steps including the number of touch/tap needed. 2. Can smartwatch make the process more efficient (shorten the steps) and easier? What kind of “human-to-smartwatch” interaction design could be done to exploit the advantage of smartwatch compared to smartphone, with the caveat of smartwatch’s shortcomings (e.g. shortcomings on screen size, computing power etc)? 3. Is smartwatch worth the cost for the benefit? Is there any cheaper alternative technology with similar benefit? 4. Tomorrow: what can smartwatch do further to help people save time which is not supported/available today? What are people’s expectations for future smartwatch? Target user groups (who): 1. Busy professional people (job workers and top level managements) 2. Students with many classes/courses 3. Socialite with many appointment with friends e.g. parties/hangout :-) 4. Visually impaired people (blind) who have difficulty in operating smartphones

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Page 1: Wonder document Smartwatch - Can it help users save time by … · Wonder document Smartwatch - Can it help users save time by making processes efficient and easier Dipesh Pradhan

Wonder document Smartwatch - Can it help users save time by making processes

efficient and easier

Dipesh Pradhan ([email protected]) Nugroho Sujatmiko ([email protected])

Motivation (why):

1. Ever increasing activities a person can have with limited time 2. Emerging smartwatch products on the market from various vendors with various

capabilities 3. More demanding interactions driven by social/professional needs which are typically

performed using smartphone today 4. Promising various technologies and inventions/patents to overcome today’s

smartwatch shortcomings (e.g. battery charging over WiFi, GSM/3G mobile enabled smartwatch, etc).

5. Providing functionality to accessory (watch) used by people on day to day life without need to carry something else (smartphone) / Remove the need to carry extra device

Research questions (what):

1. What activities take relatively long time to execute with smartphone today? e.g. measured by how many manual steps including the number of touch/tap needed.

2. Can smartwatch make the process more efficient (shorten the steps) and easier? What kind of “human-to-smartwatch” interaction design could be done to exploit the advantage of smartwatch compared to smartphone, with the caveat of smartwatch’s shortcomings (e.g. shortcomings on screen size, computing power etc)?

3. Is smartwatch worth the cost for the benefit? Is there any cheaper alternative technology with similar benefit?

4. Tomorrow: what can smartwatch do further to help people save time which is not supported/available today? What are people’s expectations for future smartwatch?

Target user groups (who):

1. Busy professional people (job workers and top level managements) 2. Students with many classes/courses 3. Socialite with many appointment with friends e.g. parties/hangout :-) 4. Visually impaired people (blind) who have difficulty in operating smartphones

jo
Sticky Note
Compaison and contrast with PC, laptop and smartphone - and smartwatch for a few functions. Open up application, etc?
jo
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Human-watch interaction is an interesting idea!!
jo
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Important to select one group - in order to get some interesting data from users.
hanim
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Do you plan to perform a cost-benefit analysis? in this case you need to be explicit about the units to be analyzed and the model of analysis used.
hanim
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give some examples of proposed functionalities.
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Research methods (how): 1. Literature review (academic and theoretical point of view) on wearables in general and

smartwatch in particular 2. Article and/or market review around existing smartwatch products on market today

e.g. its capabilities and consumer’s opinion/reception around its pros & cons 3. New patent/innovation reviews which may not be used in current smartwatch today

but potentially usable in future smartwatch to open up further possibilities 4. Probably survey/questionnaire of what people think future smartwatch should capable

of 5. Deep-dives on several potential case-studies and technical analysis/design how it can

be done: Appointment making/reminding by voice command Sending SMS/email by “saying” (audio-to-text processing) , getting SMS/email

by “hearing” (text-to-audio processor) Turn-by-turn navigation Generic purposes in future (e.g. programmable smartwatch for ordering food,

buying ticket, audio-to-audio personal foreign language translator etc) all by audio-command/audio-response (ie no-touch, no-flip, no-slide).

Types of technologies potentially involved in analysis/design deep-dive:

1. Wearables hardware technologies 2. Mobile operating systems and apps technologies (software) 3. Near field communication technologies

jo
Sticky Note
super; really interested in seeng a literature review
jo
Sticky Note
Perhaps an historical review of "personal" watches also; including wristwatches.
hanim
Highlight
Good reference to technologies. be specific here with some examples.
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Wonder document

Group/App name: TimeRun

Group members

Niclas Halvorsen [email protected]

Johan Steinberg [email protected]

Simon Hyenes [email protected]

Introduction In this project we aim to explore the possibilities of gamification and wearables. The aim is to make an app that encourages physical activity through interplay with friends and gamification elements. There are three main component to the project:

Android Wear; for the data metrics Timeline of data metrics Social gamification

The gamification perspective is mainly related to using a graphical timeline and the ability to challenge friends and other players in a live mode. The timeline is here meant to show progression compared with friends. Instead of using pure data points we want to explore the possibilities of using graphical elements such as topography and characters to make the timeline come alive. Different activities could be represented in different fashions: such as lakes for swimming, hills for running and quarries for weight lifting. The second component is the ability to challenge friends to different activities within time limits. We want to look at the possibilities of using android wear as a trusted source of information for races or challenges. The possibilities here extends beyond a close social network to use location based challenges.

Motivation Simon: I am working with the KULU project, looking at how to use timelines for patients and I am motivated to make timelines more accessible and “cooler” for younger users. Further I wish to look at the possibilities and difficulties associated with wearables. Johan: Being from the north of Norway, and in general having friends spread over the globe, I’m intrigued of looking into new ways to digitally keep in touch with friends. Doing something together like training challenges, might make it easier to have more contact with friends.

jo
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jo
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Very timely and intersting combineation of fields.
jo
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jo
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jo
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"doing something together over distance" is an interesting topic; inspiration can be found in other "exercice" apps; such as Headspace
hanim
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Good outline and exploration of using graphical elements. This makes the games more life-like and adds to users' joy( experience
hanim
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interesting and widens the scope for different competitions.
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Niclas: With all the available technology and services nowadays, I like to be creative and think of new ways of making our everyday life more simplified and enjoyable. I have a great enthusiasm of both mobile app development and physical workout, which motivates me to reinvent physical exercise with the help of modern mobile technologies. The research question We wish to examine:

How gamification elements can engage participants Using a social network to collaboratively compete towards individual goals Live visualization of challenges using gps and data from wearables, for both short term

and long term challenges. How gamification and sharing of data metrics could help with physical motivation (in a

positive perspective) and teach better training techniques. Using graphical elements in timelines, visualizing progression where the data metrics are

replaced by distance and other elements. Further using graphical elements as a way of expressing daily activity.

Target group This project is mainly aimed at early adopters without a specific age­group. They are probably interested in:

social media (open to sharing information) training, both beginners and intermediate New technology i.e Android Wear

Exploring the target group will be a major part of the projects start.

Methods In this research project we propose using an iterative approach with an emphasis on low fidelity prototyping and drawing methods from participatory design.

The use-oriented design cycle (Bratteteig et al., 2013, p.128)

hanim
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interesting. Opens up for examining mobile collaborative learning as copmared to CSCL.
hanim
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Good start, leading hopefully to a testable mobile high fidelity prototype
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Project Plan

Stages Date

Real life problem situation

Interviews with target group. Focus group with target group members. Making personas.

8. september

Understanding practice Observation and interviews at several sources, such as gym, training hall or other places of training.

15. september

Identifying needs, wishes Focus group with scenarios, participatory sketching or storyboarding. Enganging the user group to “make, tell and enact” (Brandt, p. 176, 2013)

22. september

Describing requirements Project plan 8. October

Materializing Low fidelity prototypes, paper sketches, simple androidapplication and design mock ups in photoshop

20. October

Testing evaluating Focus group with roleplaying 8. November

Final report 12. November

References: Books

Brandt et al., ed. 2013. Tools and techniques. In: Robertson, T. and Simonsen, J Routledge

international handbook of participatory design. New York: Routledge. 145 - 182.

Bratteteig et al., 2013. Methods. In: In: Robertson, T. and Simonsen, J., ed. 2013. Routledge

international handbook of participatory design. New York: Routledge. 117-145.

jo
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Very clear and to the point project plan!!
hanim
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Good :=)
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Immersed Sports Reporting

Using finger movement sensors and smartphones.

Group

Joakim Karlsen is PhD candidate at IFI and assistant professor at HiØ. He does

research on journalism practice, knowledge and technology. He is interested in

knowledge acquisition and dissemination by making / designing.

Motivation

I have chosen the project as an opportunity to explore a format and a technology for

immersive documentary journalism. Smartphones with the ability to record

pictures, video, sound and publish this material instantly opens opportunities for

immediate and immersive formats for journalism. At the same time it raises critical

ethical questions concerning privacy and the lack of editorial afterthought. I am

excited by the opportunity to explore this application by designing and evaluating a

working prototype with real users.

Initial Research Questions

• How do the users experience the use of the application when participating in

a sports event? Do the use of the application become an integrated part of the

effort?

• How do the users experience the role as reporter when participating in the

sports event? Do the reporting become an integrated part of the effort?

• How are the three aspects related, participation in a running event, use of

wearable technology and reporting? What is the main barrier for posting

jo
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jo
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jo
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jo
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This is a very interesting question; where different tasks are coming together that previous was separate.
hanim
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" hefty term". A brief explanation is recommended, with some examples
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updates? Exhaustion, technology or taking the role of a reporter? How does

this relationship change during the event?

Methods

In September / October a prototype of the application will be designed and

developed in collaboration with Susanne Stigberg. After som testing and evaluation

by users not participating in a sports event, with fixes and adjustments, the

application will be tested by 2-­‐3 users in a local running event.

During the event the activity on the smartphones will be logged, including recorded

hart rates. The stream of posts from the users will be archived for evaluation as

journalistic reports with the help of a local news editor, emphasising if and how the

reports changes character during the event. After the event the users will be

interviewed for their richer description of the effort.

This material will be analysed qualitatively and discussed with reference to the

research questions.

Project Background

Susanne Stigberg is a PhD candidate at HiØ. She researches alternative interfaces to

smartphones in an sports context. She is interested in how smartphones can be used

when the touchscreen is inaccessible when doing sports. This autumn she is

developing a prototype attaching movement sensors to a glove and programming a

protocol for controlling sports apps on an Android phone.

This is how she describes the prototype:

The Interactive Hand is a prototype of an input device for mobile phones/devices.

The Interactive hand is a glove with flex sensors and a wearable arduino

miniprocessor called lilypad. Flexsensors are a form of resistors that change their

jo
Highlight
hanim
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Good use of triangulation approach in your methodology.
hanim
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Since you are logging different measurements, would you consider quantitative analysis as well. Quantitative data representations may be "quite convincing" in your analysis and discussion section.
hanim
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OK. Many good displays of HCI here :=)
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resistance depending how hard they are bend. The arduino can detect these changes

and can transform the analogue resistance value into gesture detection for each

finger. It is even possible to combine flexsensors to create hand sensor detection.

Each gesture is mapped as a specified integer value and send via bluetooth to the

android app. The Amarino library simplifies the Bluetooth protocol for our

purposes. By giving us functions for sending and receiving data between Arduino

and Android App.

The Android App will match the gesture to a function to enable the user to control

the device by gestures. This matching has to be done for each context so long. In the

future it is desirable to create a set of gestures that are universal and common

between apps. Furthermore the Android App can upload any created content

through by the phones connectivity to the cloud/ Internet.

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Wonder Document PayWear

Project Members Christopher (Admin) ([email protected]) Ying ([email protected]) Ingvild (ingviee) [email protected] Alisa ([email protected]) Robin ([email protected])

Idea We have chosen to work with the idea of a wearable technology and personal identification, specifically in payment situations for people between the ages of 16 and 22. Our goal is to produce a low-fidelity prototype to illustrate how the process of completing a payment can be made more convenient for users; e.g. if users don’t have to remember the passwords/pin numbers and can drop the card interaction sequences in cases where more than one credit card is used.

Existing Technology There are several solutions available that facilitate the payment process, such as RFID bank cards (e.g. Skandiabanken), and mobile microtransactions (e.g. Ruter’s app, mCash). However, we feel that a solution based on something that is closer to the user, e.g. a smartwatch with fingerprint identification, would be a positive step towards a more secure and integrated experience.

Research Questions How can personal identification be made more seamless, user friendly and enjoyable

through wearable technology? What are the issues concerning privacy and security that arise and how can they be

addressed? What is the appropriate middle ground between usability and security?

Why The reason for choosing such topic is based on aspiration to make the process of identifying users and completing a payment easier and more seamless. We consider the process of managing accounts, pin codes and cards to be a mental exercise that often lead to complex unenjoyable or boring interactions, especially seeing as solutions considered secure are often counterintuitive and involve elements of randomness.

jo
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hanim
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This RQ is a little vague !
hanim
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hopefully this leads to developing an interactive high fidelity prototype !
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This project reviews the possible applications of wearable technology to create a better payment or identification experience concept.

Who The target user group for this project is young people between the age of 16 and 22. Reasoning behind this is that since the age of 16 young people start to manage their own finances, besides chosen age group consists of those who more or less grow up with the mobile technology present and use mobile devices on a daily basis.

How We will utilise the following quantitative and qualitative research methods for data gathering:

Polls (Questionnaires ?) Semi-structured Interviews

We will utilise mentioned research methods for data collection from selected user groups, followed by a feasibility analysis applied to our concept/prototype.

Plan Define and find user group(s). Create poll for mass surveying (quantitative). Create interview plan (qualitative). Data gathering. Data analysis. Write midterm report. Develop low-fidelity prototype. Iterate and refine Write final report. Party.

jo
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jo
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A thorough review of:- identification (and verification, authentication) mechanism; both "mobile and stationary".- payment mechanisms- litterature concerning "usabilty" and "identification" mechanisms.
jo
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Yipiii!
hanim
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Good justification for your choice :=)
hanim
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good triangulation of methods
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Wonder document - Sortere.no An app to help consumers recycle their waste properly

Group members:

Mona Isabelle Yari <[email protected]>

Karoline Helene Stark <[email protected]>

Karoline Sanderengen <[email protected]>

Introduction

It is not always easy to know where to throw different types of waste, such as hazardous

waste, batteries or el-appliances. Sortere.no is a web page that provides information about

where you can throw these things. The web site is provided by “Retursamarbeidet LOOP”. LOOP

is a venue for communication about resources and environment, that work closely with

stakeholders in the return and recycling industry, municipal and inter-municipal waste

companies, businesses, organizations and educational institutions.

(source: http://loop.no/om-loop/)

Why

In a consumer society where everything is disposable it is easy to forget to contribute to a

sustainable development. Recycling waste is a quick and easy way to do so. A friend in the The

Norwegian Environment Agency made us aware of the web site sortere.no, and that the

distributer LOOP where thinking about making this page suitable for mobile platforms. We

found this project interesting and our friend put us in contact with Marianne Holen the CEO of

LOOP. LOOP is very excited to have us on board, and we will soon have a meeting with the

project coordinator in LOOP regarding this project. We think this project is a great way to

contribute to a environmentally friendly and sustainable way of living.

Idea description

We want to design sortere.no as an application for mobile platforms. We want to find out how

we can make an app that will engage the consumer to recycle their trash, instead of throwing

everything in the residual waste. The current web page contains a lot of information, which is

good but not very mobile friendly. We want to find out what information is the most

interesting for the consumer to have quick access to, and what information should be

restricted to only appear at the website.

How/Methods

We plan on having a close collaboration with LOOP in addition to meetings with the target

audience. We will develop a low- or high fidelity prototype of the interface and functions for the

app sortere.no.

jo
Highlight
jo
Sticky Note
Super that you have a "real" project, with some really interested people behind it.
hanim
Highlight
Interesting and very relevant
hanim
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specify
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The questions we will research are:

- What types of functions are relevant to have in a recycling app?

- Which of these functions are already featured on the web page?

- Is there any information on the web page that is not needed in an app?

- What additional information is needed in an app, do we need to add any extra/new functions?

- Is it hard to use?

- Is it likely that the consumer will use the app?

- Is this the app LOOP envisioned?

Target audience

People with smartphones is the target audience. We think that families with young children and

people that are more conscious about the environment would like to use the app.

Rough draft of project plan

Decide project theme and goal

Have a meeting with LOOP

Interviewing the target audience

Make prototype

Test prototype with users

Asses the results and improve the prototype

Present our project 22/09-2014

Midterm report: 08/10-2014

Final report: 17/11-2014

jo
Sticky Note
Fine plan.Make review of "similar" applications?
jo
Sticky Note
Some questions about "moving from a stationary/web based" interface - to mobile interaction? Does it exist some guidelines for this?
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UTMOST: Unregistered Transport – Mobility, Safety and new

Technologies

Martin Kolbeinsvik, Kjetil Sletten, Jon-Robert Skaarbergmartin[at]kolbeinsvik.net kjsletten[at]gmail.com skaarberg[at]gmail.com

Wednesday 3rd September, 2014

Introduction

This is a project on visualisation of big data in the UTMOST (Unregistered Transport – Mobility,Safety and new Technologies) [1] project at Transportøkonomisk institutt (TØI). The research projectimplies that there are little knowledge considering travel habits in the Norwegian households. Thepurpose of the research project relies on the usage of data of travel in order to prevent accidents.

Things we want to explore

We want to find a good way of visualising patterns in travel, more specifically patterns in how peoplewalk and use bicycles. We also want to explore different types of getting this data.

Why

The ability to be able to visualize the data will profit the pedestrians and cyclists because it will beeasier to see where the need for foot- and cycle paths is the greatest.

Link [1] states three major difficulties in the research project as:

• Obtaining travel data

• Getting people to use the logging technology

• Processing the large quantities of data produced

The project will focus on the third topic and therefore use huge quantities of data and then analyzethese to visualize the data. This is, in other words, visualising of big data.

How

We will explore different ways of visualising large quantities of travel data, and try to find the onebest suited for our use. We will examine several possibilities of obtaining the travel data, because one

1

jo
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hanim
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good and specific
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of the three major difficulties is obtaining this data. Some ideas; an Arduino device or implementingan application. The latter will probably lead to problems due to lack of users. Why should the usersuse our application, when there are tons of other applications out there?

The group will implement the visualisation in the form of a webapp, using Javascript (D3.js) andHTML5.

Who

The scope of this project will focus on the bicycle and pedestrians in the Oslo-area. In terms ofvisualising usage of bicycles and ‘popular’ roads. This will help the users to choose when they shouldpick up the bicycles from the ‘rack’ (Bysykkel).

Rough project plan

• Meet with Aslak Fyhri (TØI)

• Explore different means of visualisation

• Explore possible ways to obtain travel data

• Explore at least one interesting and relevant way of visualsation more in-depth

• Make personas to pinpoint the target audience

• Make a prototype, mostly visualsation related

• Mid-term report 22. October before 23:59:59

• Final report 12. November before 23:59:59

References

[1] Forskningsradet. Uregistrert transport – mobilitet, sikkerhet og ny teknologi, August 2014.

2

hanim
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good to be aware of different challenges, but focus on different solutions and potentials :=)
hanim
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Good
hanim
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followed by testing and evaluation !
hanim
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literature review !
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Skating to the end of the world!

What

Personal mobility devices have, because of legal issues, not been very commonly

seen on the streets in Norwegian cities. But after a law-change this summer,

self-balancing vehicles can now be freely used to archive green, urban mobility on

all sidewalks, bike roads and roads with a speed-limit up to 60km/h.

One of the team members, is exploring how balance can be used as input to

control a personal mobility device in his master thesis, and is building a prototype of

a weight-sensitive electric skateboard that will be controlled using balance. Our

project in this course will be the development of one of the components included in

this device. Specifically the "dashboard" that will display valuable information about

the state of the board to the user. This will be developed in the form of a mobile

app that can be used whether the device is parked or in use. The exact details

surrounding what information will be displayed is still undetermined but some

examples discussed so far include:

Battery information, including notification when battery is low

GPS location of the device, displayed on a map

Current riding speed

Distance travelled

Ability to remotely "lock" the device to prevent unauthorized operation.

Ability to change certain settings of the board, such as locking the top speed

to a lower speed.

Who

Our group consists of Iben Aspelien, Rebecca Louise Clements, Elise Hilland,

Aleksander Rem og Therese-Mari P. Thomassen. We all have affiliation with the

Design-group, and our masters are within interaction design.

hanim
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Good outline of some relevant information
hanim
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wow :=)
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Why

Because the device itself is a prototype rather than a commercially available

product, our motivations for the project are primarily to gain experience with app

development, networking and electronics. At the same time we are also excited

about the project because it is a unique opportunity for innovating in brand new and

exciting field.

How

App development: tools, frameworks, platforms, etc.

Technology: Arduino, Mobile data/Bluetooth, GPS

Design: prototypes, both low fidelity and high fidelity

Testing: heuristic evaluation

Research: document analysis, maybe observations and speed interviews

hanim
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excellent motive
hanim
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Literature review !
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RPGPS

Gruppen Audun Larsen (audunkla) is finishing his Bachelor in Interaction this semester, as well as taking a few Master courses on the side.

Lars Kleven (larsikl) just started his Masters in Interaction design.

Markus Grimsøen (markusgr) is taking Master courses this semester.

Michelle Cheung (michelch) is taking Master courses this semester.

Rebekka Soma (rebekkso) just started her Masters in Interaction design.

Introduksjon Vårt mål med dette prosjektet er å se hvordan mobile teknologier kan forbedre livskvaliteten til enkeltmennesker, ved å gjøre deres hverdag lettere i arbeidstiden og/eller i deres fritid.

Foreløpig har vi tenkt ut to idéer, men vi har ikke enda bestemt oss for hvilken vi ønsker å jobbe med i dette semesteret. Vi planlegger å bestemme oss innen midten av september.

• Den første ideen baserer seg på å hjelpe folk å mestre personlige hverdagsutfordringer ved å la brukeren sette opp en rekke mål som gir belønning når disse oppgavene blir utført.

• Vår andre idé er basert på konseptet ‘wearables’, og handler om gjøre det lettere for barnehageansatte å passe på barnehagebarna når de er på tur, slik at barnas hverdag blir tryggere.

Hvorfor Vi ser at det er flere personer som sliter med motivasjonen. Denne appen er tiltenkt for å kunne belønne brukeren da han/hun utfører diverse oppgaver de har satt for seg selv.

Noen aviser skriver om barnehagebarn som er blitt borte på tur. “Barnehageappen” er ment til å kunne gi barnehageansatte økt oversikt over barna, slik at ingen blir borte på tur.

Hvordan RPG: Her har vi tenkt oss en type “gamification” av virkeligheten hvor brukeren legger inn oppgaver for seg selv som de kan utføre og få belønning i form av poeng. Eksempel på oppgaver “hils på nabooen” eller “les INF5261 pensumartikkel”. Vi håper at en slik app vil øke brukerens motivasjon for å gjøre oppgaver de ellers sliter med å få gjort. Når du har utført oppgaven vil du få de poengene de er verdt, og de legges til en samlet poengsum. Hvis brukeren da har satt 1000 poeng som første milepæl, kan brukeren belønne seg selv med en selvvalgt belønning. Dette er tenkt å være en motivator for å utføre oppgaver en ikke føler seg komfortabel med eller ikke ønsker å gjøre. Brukeren lager en avatar og gir ens eget personlighetstrekk for å få oppgaver som passer best til personlighetstype. Det er tenkt at brukeren skal kunne legge inn sine egne

jo
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jo
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Spennede å benytte gamification; har dere noen eksempler der gamifcation er benyttet med hell - og har økt motivasjonen til brukere. Gjøre et review?
hanim
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Both ideas are interesting and challenging in a positive way. Should you focus on the wearables project, we might be able to approach " Bamsebo Barnehagen" here at Blindern for prototyping and usability testing.
hanim
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What does this stand for !
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oppgaver og utfordringer etterhvert. Formålet med “spillet” er at brukeren skal vokse som person ved å komme seg ut av komfortsonen eller utføre oppgaver som alltid utsettes. Hvordan man ønsker å bruke spillet er opp til hver enkelt bruker.

Minon Control: Ideen baserer seg på å benytte GPS lokalisering i kombinasjon med wearable technology. Visjonen er å utvikle en interaktiv løsning som skal øke sikkerheten i barnehager. Artefakten vi ønsker å produsere kan plasserers på eksempelvis refleksvester eller annet utstyr barn benytter på ekskursjon i barnehagen. Den tilhørende applikasjonen skal holde kontroll på de forskjellige enhetene som er koblet opp mot appen og varsler om GPS enhetene går utenfor en gitt avstand fra hovedenheten. Teknologien vil føre til økt kontroll for de ansatte i barnehagen, og reduserer risikoen for at barn blir borte på ekskursjon

Prosjektplan Tidspunkt for gruppemøter: Onsdag klokka 8 til 12

Oversikt over milepæler og mål • Undersøke dypere om de ulike mulighetene og tidligere erfaringer rundt hver idé • Bestemme oss for hvilken idé vi vil gå videre med • Undersøke de ulike teknologiske mulighetene • Undersøke brukerkrav

o Intervjue, spørreundersøkelse, observasjon og/eller workshops • Prototyping

o Utvikling o Testing o Evaluering o Gjenta prosessen om nødvendig

• Evaluering av prosjektet

hanim
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Good plan, include a literature review
hanim
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Good triangulation of methods :=)
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Wonder Document

Group members Bastien de La Selle, Emil Lie Hatlelid, Jean-Charles Leneveu, Jeongyun Choi and Lena Drevsjø

Project theme Soul Shepherd - Smart digital communication filter

Why? The amount of smartphone sold yearly has been steadily increasing in past few years1, and

nowadays the average monthly usage is exceeding 34 hours2. Smartphones are digital

windows, and they often are leaking in our daily life. The boundaries between professional and

private domains are getting thinner.

A “do not disturb” function is then a solution to make a clear the distinction between moments of

“real life” and the digital world of smartphones. For instance, an office worker may want to focus

solely on his work, and not be disturbed by messages from social networks and friends. Or a

person spending time with their kids might want to keep work away, and stop receiving emails

from colleagues.

However, some concerns arise: what if an important message is received? A really urgent work

notification - The building is on fire -, an accident of relative, urgent medical information...A

classic “do not disturb” mode will prevent the user from seeing it.

Research question Both iOS and Android have ‘Do not disturb’ functionality. For now, the Android ‘Do not disturb’ is

not a built-in functionality part of AOSP (but it will be in next android version). Thus it is

implemented as a customization of the phone manufacturer or even from external apps.

For now, there is no "smart" functionalities to say "ok I’m at work, I don't want to hear news of

my friend unless it is urgent, but I want to receive my boss calls" or "ok now I’m home, and I

would like to see Facebook actualities of my friends but I don't want to see notifications from

work unless it's urgent". That is the main reason we think we can add something to what already

exists.

1 « Worldwide smartphone user base hits 1 billion - CNET ». Loaded september 2nd 2014.

http://webcache.googleusercontent.com/search?q=cache:iuvgzwvOERoJ:www.cnet.com/news/worldwide-smartphone-user-base-hits-1-billion/

2 « How Smartphones are Changing Consumers’ Daily Routines around the Globe ». Loaded September 2nd 2014.

http://www.nielsen.com/us/en/insights/news/2014/how-smartphones-are-changing-consumers-daily-routines-around-the-globe.html 2

jo
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jo
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as found at hotel doors for example.
hanim
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- Good justifications - Good use of references
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Firstly, we would like to add the management of multiple profiles: do not disturb me "because

I’m at work" and "because I’m with my kids" are not the same situations and should not be

handled the same way by the smartphone. We may think of automatically switch from one

profile to another according to the GPS and/or days/hours.

We also would like to make some research about a system for smart rating the incoming

notifications. If a new notification appears on my phone, is it important or urgent for me to see

it? Should I receive it in real time or may the phone delay? To distinguish an important message

from a useless notification, we can use specific keywords entered by the user in the settings of

the profile, the name of the sending app, and who sent it.

Finally, our phones dispose of 4 manners to push an incoming notification to the user: the

vibration, the sound, the LED and the "screen lightning". Since some of these methods are more

or less intrusive than others, we are going to study what people likes the most which notification

type should be set according to the supposed importance of the message.

Methods

Our user group is anyone who uses a smartphone and plays several roles in social-context.

With major principles from user centered design in mind, the project will carry out four basic

activities of interaction design;

1) Establish requirements

2) Designing alternatives

3) Prototyping

4) Evaluating

We are planning to carry out several rounds of user study using various ways such as

interviews, questionnaires and observations under each activity for triangulation.

Note to lecturers: Do we have to specify a more specific user group, for example students or is it

okay to keep it broad?

Limits/ Challenges How full-functional/technical the prototype would be an issue for this project.

jo
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jo
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I guess you will be able to gather interesting data if you specify your user group (and use situation) a bit. Then you will get more detailed/specific data to work with.At the same time: you can keep investigating the broad phenomenon of presence/awareness - and how to regulate availability, how to provide notifications.
jo
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Very intersting themes. Is it an idea to compare and contrast with notifications in some other situations? Getting snail mail, dorbell, stationary phone ringing, a friend coming to the front door,..
hanim
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good idea, but keep in mind that some people might be working while on the move (out of their office-domains)
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Wonder Document CatchApp (Name and patent not verified) Martine, Peter, Nicolai, Torkjel Idea The goal for CatchApp, in simple terms, is to connect random people in a spontaneous time frame in a user-­‐controlled environment fashioned by the users themselves. The idea is to create an application that connects people who 1) Wants to meet new people, 2) Wants to do something together with others, 3) Has some time on their hands, and 4) Needs help to get an idea of what there is to do. What The application is supposed to have a varied user-­‐base, with no specific age-­‐restrictions or qualifications, instead the users themselves are envisioned to design their events as they themselves see fit. CatchApp is an application that gives the users a forum, of sorts, to invite random people to enjoy something to do together. For example: You want to go to a movie but all your friends are occupied elsewhere. Logging on to the application, you will have a variety of posts from other users, in your region, telling you about what they want to do this evening, and how many they want to invite. You can choose from the events other people have created, or you can create your own. In this instance you invite two random people to go to the movies with you, and choose the time span to stretch from 18 in the evening, to 21. If others want to join you they can reserve a spot according to the available people you want to invite. Why The application is meant to be a social forum, without the normal social setting and friends-­‐lists. Privacy and anonymity is a very important aspect of the app, so no one knows who each other are in advance of the specific event. The app supplies the events and means to go out and hang out with others. The users themselves are the main social conduits. A large part of this application is to give the users a real social setting in which to connect with others, and remove the digital-­‐ social media from the equation. We believe that through an application developed along these lines, we are able to create a fun environment for users to experience new things with new people. Our hope is to help people connect outside their normal environment and push them to leave their “safe-­‐zones” in order to experience something new with others. How The users download the application and have to fill out a short information form and agreeing to the terms of use. To combat instances where users makes many

hanim
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Interesting phrase, but what do you really mean here ?
hanim
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try do develope some research questions to guide your thoughts further. Make an outline of available similar applications/ technologies/ services
hanim
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Interesting concept :=)
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different accounts, the application registers each user by their phone number. The user can then create a profile with a picture, a username, and choose from a list of interests. The interests are used by the application to skim through the available events and sort them after the users preferences. But we do not want to limit the choices a user has, so the program does not remove events that are rated as “less interesting”. The user is then met by a list of “time frames”: Now, Today, In the next three days, This weekend, etc. and also a banner called “Featured events”. By clicking on one of these he or she gets a list of events within the chosen time frame. Other users create the events themselves. There are no criteria to what an event might be or contain as long as it is a social setting. Since this is up to the users themselves it might range from inviting people to a concert, or home to dinner. The user has the means to create the events in the application, which must be designed in a way to do it fast and easy. Who There are no age-­‐restrictions to this application, or monetary requirements. Instead we leave it up to the users themselves to decide what age group they want to invite. It is simply made for everyone who wants to get to know new people. The next step The next phase in the development of such an application is to:

• Further develop the idea • Decide on the design process and methods • Find the requirements and data • Decide what functions we want to implement in the application • Talk to potential users through semi-­‐structured interviews • Develop the visual design of the application • Create a functioning application for Android or iPhone

jo
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Super plan: perhaps also review "simiilar" ideas/co-present communication mechanisms.
hanim
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any workshops/ usability testing !
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Wonder Document

of the project GeTeamedINF5261 - Autumn 2014Team members:Magdalini Fotiadou Sandra Neubert Natalia Pineguina Tom Dukefoss Georg RennerUniversity of OsloFaculty of Mathematics and Natural SciencesDepartment of Informatics

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Wonder Document

AbstractMany university courses expect from the students to perform a project group work. That appears for students without a huge social network as a problem. On the other hand a group mixed with random people can be an advantage to some projects, because even in the real world you cannot choose your team members sometimes. This project tries to solve this group finding problem with a mobile APP, which can be used by classes. The team behind the project has an international background with a wide IT-knowledge.

The team Five international students are the team around GeTeamed. At the following paragraphs, team members are introduced with their educational background.

Magdalini Fotiadou is currently enrolled in the master's programme Informatics: Design, Use, Interaction. The subject of her undergraduate studies was Informatics, with a focus on Information Systems. She has been contributing in a couple of open source projects as a part of some of the courses she has attended.Sandra Neubert is a master student at the HTW University in Berlin. Her study subject is business computing and she is participating at an Erasmus exchange semester.Natalia Pineguina has an educational background within Informatics: design, use and interaction (Bachelor degree). Additional she had some input of course within pedagogy, including the use of technology in the learning process. Now she is attending the Master of science program in Innovation and Entrepreneurship.Tom Dukefoss has a bachelor degree in informatics from the NTNU University. He has been working as a software developer for Siemens and Rolls Royce, and as an interaction designer with ePocket Solutions. He is focusing his career on design of industrial systems. Currently he is studying a master degree subject at UIO.Georg Renner is enrolled in the master’s programme of Information Systems in Germany. His bachelor degree had the same subject within the same university in Germany. He focused on the measuring of relationships between two parties with IT support and project management. During the last year he worked parttime as a software developer at an IT-Consulting company.

GeTeamedGeTeamed will be an application intended to facilitate the process of forming groups.

Our main users will be students attending high school or higher education. The final application is not intended for the use by children. We also assume there is a class or teacher supervising the formation of teams.

In our research we will aim to investigate collaboration techniques, dynamics within group formation and other relevant existing mobile technologies.Some of the main research questions are following:- Various strategies of group formation.- How today’s technology helps to form groups.- Collaboration techniques in educational environment.

Why GeTeamedThe problem of forming teams was experienced in different classes at the university of Oslo. This is especially true for exchange students and others who have not established a strong network yet.

The team should be able to form fast and the group should consist out of an optimal mix of students to solve the given assignment. The supervisor should decide the type and other parameters of the group formation.

Research MethodsThe methods we are planning to employ in order to answer our research questions involve:• Studying the relative literature and similar implemented applications.• Handing out a questionnaire to a sample of the students.• Interviewing various class supervisors in the interest of considering their opinion on the various group formation

jo
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jo
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Super.
hanim
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interesting concept for finding possible solutions to actual and realistic barriers hampering collaborative group-work
hanim
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good :=)
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strategies. • Developing and evaluating prototypes.

Rough Project Plan

A = Activity, M = Milestone# Description Deadline

M1 Delivery: Wonder Document Wednesday, 03.09.14

A1 Getting introduced to the articles and read the articles

Monday, 15.09.14

M2 Presentation: Project statusPresentation: An article

Monday, 22.09.14

A2 Further research (part 1) Tuesday 30.09.14

M3 Delivery: Mid-term report Wednesday, 08.10.14

A3 Further research (part 2) Wednesday, 22.10.14

M4 Feedback on mid-term report Wednesday, 22.10.14 (latest)

A4 Evaluating the report based on the feedback on mid-term report

Wednesday, 22.10.14 (latest)

A5 Improve/finish the report Tuesday, 11.11.14

M5 Delivery: Final report Wednesday, 12.11.14

M6 Exam: Final oral examination TBA

hanim
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Any workshops/ usability testing !
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Wonder document Alpinetec Members Erlend Miller, Raissa Pershina, Espen Andreassen and Kenneth Karadas Erlend has background in 3d,multimedia and apps. His bachelor is in computer animation and visualization. Currently on his second year of his master in Innovation and Entrepreneurship. Raissa has background in 3d, 2d design and web development. Her first MSc is in Informatics and Design. Currently she is on the second year of her master in Innovation and Entrepreneurship. Espen has experience with user centred design, programming and interaction design through his bachelor in Informatics; design, use and interaction. He is currently studying for a master in design, use and interaction. He is on the first year of studying. Kenneth has a bachelor degree in informatics; design, use and interaction and is currently doing his first year of master degree in the same field. He also has web development experience. About the project Alpinetec is currently developing a product called Alpinehawk, which is a little device you can attach to your skis or snowboard, and then synchronize it with your mobile phone through an app. Alpinehawk will provide anti­theft and localization abilities of equipment. We are also looking at additional use cases for the device, but our main focus in this project will be on the app. The app will have core functionality like switching on/off the device, gathering the performance statistics and give a comprehensive feedback to users. The exact scope of functionality will be decided after research process on users needs. Why we chose this project Alpinetec is a project that started last year in one of the classes in the master of innovation and entrepreneurship. A lot of research is put into the development from the idea to the commercial product. At the moment a hardware prototype exists and in October a kickstarter campaign will be launched. The device needs an app to control it and for future versions new concepts are needed to drive the product further. This project gives us the opportunity to work with something real, and be part of something that can be used. Moreover, the project poses interesting challenges, gives creative freedom, room for research and chance to increase knowledge base in UX design and mobile app development processes. Solving a real world problem makes this project even more intriguing.

hanim
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good and specific
hanim
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good approach :=)
hanim
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good reasoning
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What we plan to examine (research questions), what we wonder about We wonder how to create the best user experience based on: ­ Ease of use (usability) ­ Intuitiveness ­ Structure or information architecture ­ Visual aesthetic (visual design) ­ Functionality ­ Content, what sort of statistics and functions are the users interested in. ­ Social aspect, how can this app connect users with each other. ­ Data storing and collection ­ Gamification How are we going to do it Study good UI designs Study similar apps(strava) Bring insights around user desire and behavior. Design high­definition visual elements. Surveys. Test the UI on possible users. To follow the best approaches in UI design.

jo
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Good idea; and make a thorough review of some applications like Strava
hanim
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You might also start thinking about different methods to be used for analyzing your data to support its validity and reliability !
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Wonder document -­‐ Buddy Tracker

Group members: - Martin Dang ([email protected]) - First year master student, Informatics: Programming and Networks - Cong Nguyen Nguyen ([email protected]) - Second year master student, Informatics: Programming and Networks - Kennet Vuong ([email protected]) - Second year master student, Informatics: Programming and Networks - Thuc Hoang ([email protected]) - Second year master student, Informatics: Programming and Networks

About us We are four friends that have known each other before this course. Kennet, Thuc and Nguyen are on the last year of the master and working on the same master thesis. Martin is on his first year. We all decided to take this course together.

What is Buddy Tracker? Buddy tracker is a mobile system service to help you locate your friends within an mobile application. You’ll have your own profile with username and password, and a friend list. An important feature here is, your friends are unable to find you unless you give them permission to do so. The friend system works like Facebook, you have to add and accept each other and then allow you friend to see your position.

Why Buddy Tracker? The idea originally came from a discussion about how to find each other (and our mutual friends) when we were out in the city. Due to the fact that people may be intoxicated (and perhaps not even able to answer their phone) during the evening; our idea became a reality when we had to find a project within the time limit presented at the course lecture. Our main vision may be small, but the size on the user group of the application can be quite large. At the first lecture there was a group that had a project for creating a GPS tracker so they could attach it to their skies. To be able to find someone if they were lost in the mountains while skiing or taken by an avalanche. Why not have your phone to do the same? We practically have our phone with us at any given time, so this could be something that could help anyone tremendously. Further on we can give elders their own smartphone. This enables a family to locate them if they ever get lost. This can also be given to children.

What to examine: We want to examine the usability aspect of developing a mobile application. We want our app to be simple to use, but still have all the features needed for this application to

hanim
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Good reasoning and real-time scenario
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succeed. How we can get both good design and still retain good usability is something we want to achieve. How do we achieve this? We have to develop the application FOR our users. That means that we will have interviews to get an idea on what the users want. Later on we will have surveys for different design choices. Our focus group is high-school/college students, but in the future it can be expanded to larger focus groups. We have already mentioned other user groups earlier. Our interviews and surveys will therefore be limited to this focus group. We also want to examine the practical tasks as well. Is the communication between the server and the client the best way of sending geolocations? Does it actually work as intended? For a user, does it matter that the application is native or not?

How to develop Buddy Tracker (Architecture)? - Single page web application with Cordova - Easiest and fastest way to prototype an mobile application without going native. - Node rest api - CRUD for database operations and communication between users - MySQL - As database to store necessary information - Geolocation and network on mobile devices. In the beginning we will focus on creating this service on iPhone, and maybe expand it to other mobile devices such as Android, Windows Phone etc. A user can give permission to another user in order to get your coordinates, but how is this done? A server is getting your coordinates from your device, and then the servers saves your coordinates, so when another user wants your coordinates, it asks the server, and the server gives you the coordinates based on which users have access. Our vision on choosing development platform is that for a user, it does not matter if the application is native or not. As long as the application provides the user with the features and information they need, that question is unnecessary. Therefore we think that the choice of architecture we are going to choose is going to be a web application wrapped in a framework to make it “native”. Based on the time we got on this course it will have taken us way too much time to learn how to make a native iOS/android application. By using this type of architecture we can save a lot of time on the development, and more on the research.

Goal Our goal is: - Manage to answer our research question - We like the practical aspects of this project, therefore:

- Create a low/high fidelity prototype - Functional backend

Planned features - Busy mode / Off-grid mode - Limit how long users can get coordinates from a user. - Alert nearby users (in cases of emergencies)

jo
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jo
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Super that you have a specific user group in mind.
jo
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Make a review of existing solutions that you can be inspired by? For example Life360.
jo
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It would also be intesting to see a bit of the history of this kind of buddy/friend location services. When did they start to appear?
hanim
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these activities can go parallell to each other !
hanim
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specify !
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Project schedule: - Wonder Document - Researching - Technical solutions

- Design - User needs

- Interviews - Surveys

- Development - Prototyping - Testing - Evaluate - More testing

- Bug fixes - Release

- Mid-term report - Final evaluation - Deliver final-report - Present project

hanim
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Good :=)