The aim of this project was to design a product that would make use of ambient intelligence/ ubiquitous computing to provide a gateway between a user and the digital world in order to aid them in a part of their everyday life. Working in a group of four, with fellow students David Mclaughlin, Leon Pullin and Andrew Taylor, I started by researching some common activities where the user experience could be improved.
Mind Map
I created a mind map to help generate ideas of scenarios that a user could be in and how a product could be implemented to help solve any problems that could arise. After having a group discussion, drawing from our own student experience so far, we decided to choose a nightclub/ bar scenario to design our product for. Discussion revealed many problems that can occur during a typical student night out in a busy town or particular elements that we found annoying.
Persona
After having a rough idea of the problems we were aiming to solve, we created a persona to allow us to relate to the user and feel empathy in order to focus our thoughts.
Adam Smith is 19 year old student, currently in his 2nd year of studying Business Management. He is often left with plenty of free time due to his course not requiring many study hours and so he and his flatmates attend sports socials and music events on average 4 times a week. Despite having a strict budget, he finds himself struggling to adhere to it due to the sometimes large amounts of money he spends on a night out. To help with this, he has a job at Urban Outfitters.
During his first year, Adam ran into trouble with a mugger on his way home from a nightclub. After having his phone stolen, he has become very conscious of his safety during and on the way home from a night out. Because of this, he has been looking for a product that could help keep him safer on a night out as well as making it easier to stick to his budget.
Brief
Using the persona as a starting point, we then created a brief. Our brief was to design a product that would help a young adult to enjoy a night out as much as possible whilst keeping safe and not spending too much money. The product should have an active role during all times of the activity whilst remaining unobtrusive.
Concept Generation and Development
I then came up with some initial ideas and used annotated sketches to explain my concepts. I decided that a wristband would be a good method of implementation as it would be easy for a user to wear and would not intrude on their experience whilst they are not interacting with the device.
Another group discussion allowed us to expand on our initial ideas and we decided that a combination of features we came up with independently would best suit our scenario. Combining my wristband concept with David’s key fob idea resulted in a hybrid that could become either depending on the situation. During the day when the user didn’t require the device, it could be clipped onto a key ring and left in a bag or pocket. When the user then went out on a night, the device could be unclipped and wrapped around the wrist.
Here are some more sketches that I did to develop the idea. I focused on the way that the strap could be manufactured/ assembled as well as the aesthetics of the product.
Storyboard
In order to cover all aspects of the user’s nightclub experience and ensure we solved them all effectively, I made rough notes on the series of events that may take place on a typical night out whilst using our product. This helped me to consider every point during the night where the product could benefit the user.
Using the notes as a guide, I then created a storyboard that would demonstrate how the product would be used during the user’s experience in order to communicate the features of the device and design intent.
1. Adam unclips the device from his key ring which has been in his bag all day and attaches it to his wrist prior to leaving the house for a night out with his friend.
2. He waits in the queue to a nightclub.
3. The doorman asks for personal identification to check that Adam is over 18. Adam holds out his wristband, which contains his personal details, and the doorman scans it.
4. After confirming he is of the legal age, the doorman takes a wireless payment from the wristband for entry to the club.
5. Adam walks over to the bar and scans his wristband on a touch screen interface to allow him to choose and purchase drinks. Again, contactless payment is implemented to speed up the process of ordering drinks. The barman then prepares the drinks once the payment has been made.
6. Adam and his friend then collect their drinks from the bar.
7. After a trip to the toilet, Adam can’t find his friend anywhere in the dark nightclub.
8. Adam then uses the “Find Friends” feature on his wristband. The wristband then begins to vibrate more and more, the closer he gets to his friend.
9. Adam then spots his friend and turns off the “Find Friends” feature.
10. Adam sees that he has a Facebook notification on the screen of his wristband. He then attempts to access it on his phone only to find his battery is empty. Borrowing his friends phone, the wristband automatically and temporarily logs him into Facebook to allow him to access his notification in seconds.
11. At the end of the night, Adam selects the “Call Taxi” feature on the wristband. Using GPS and his personal details, the wristband calls a taxi without Adam having to say a word.
12. The taxi then turns up outside the nightclub to pick Adam and his friend up and take them home.
Following the storyboard, I wrote stage directions in order to direct and film a video that would show a live action representation of the events of Adams night.
In the video, Adam is played by Leon, the doorman by David, the barman by Andrew and Adam’s friend by Lawrence. Making use of an empty classroom, we used simple props such as tables, plastic cups and an iPad to convey the nightclub scenario.