Interaction Design
FamilyScale
Through research, personas, scenarios, collaborative workshops, prototyping, and testing, a medium fidelity prototype of a bathroom scale focused on families with growing children was created.
Before beginning with research, we talked about the goals and reasons for using a scale or smart scale. Those reasons could include: change body composition; measure weight, fat, muscle, and BMI; and track progress more accurately. We conducted research on digital, analog, and “smart” bathroom scales. After doing some preliminary research, we made a list of things that we could potentially measure for health in general. After discussing a few options of bathroom scale ideas, we settled on the idea of a scale focused around children.
After some research, we created user profiles and personas. We decided to make a user profile for a parent and a child and personas based on them. We decided to focus on children ages 2-10 years old. After this, we discussed what each of our users might like in a bathroom scale and what could make it more interesting for them to use. The next step in our design process was to conduct interviews. We interviewed three parents, all of whom were female and had children whose ages ranged from 2-9 years old. We asked all of the parents the same questions to get an understanding of what health means to them and what they consider to be important to watch for their child’s or children’s health. We ask the child that we interviewed about her favorite animals and if she thinks about how she is growing and if she is interested in understanding how much she has grown.
We then planed a collaborative workshop that would consist of three gamestorming methods: Graphic Jam; Heart, Hand, Mind; and Plus/Delta. These games were chosen because they were very visual, would be enjoyable for a child, but still very informative. We conducted the workshop with a father and his 9 year old daughter and at the end of the workshop we discussed bathroom scales with them for further information and to see if they had anything more to add to the games because of that discussion.
A hierarchical analysis was then conducted using the Atomize gamestorming method. This allowed us to break down the scale based around two use cases of stepping on to the scale and touch, and start with basic functions and go from there. A paper prototype was then developed. This led us to the collaborative wireframing tool RealtimeBoard where we began to create a digital prototype. Due to limitations of the tool, the next prototyping tool that we used was Adobe XD. As we developed the interface in XD, we also created a physical prototype that would resemble a scale where we could place an ipad to show the interface and test with.
We conducted a usability test with our medium fidelity prototype. The prototype was sturdy enough to stand on so that we could see how a parent would interact with the scale with their child standing on it and how they themselves would interact with the scale for their own use. Based on the feedback from usability testing, we updated the final interface and created a list of future improvements for the scale for what would be done if the project continued.
https://xd.adobe.com/view/cd279c8f-d879-4acf-4aa9-45c2fc5ff318-bb16/?fullscreen&hints=off
Drone Website
By conducting research, interviewing relevant potential customers, creating scenarios, card sorting, and wireframing, a website for drone enthusiasts, researchers and educators was created to find and share information, projects, and more.
https://www.figma.com/file/NpGmzCOeG19xXTJOAx0zqG/Drone-Website-1.2-Desktop
https://www.figma.com/file/JpxF7LdfDrgyo71EgL93bD/Drone-Website-1.2-Mobile
The Memory Tile Game
After a trip to an elderly care facility and field research, a memory tile game was created to get seniors moving, cognitively involved, and find a fun way to interact and play with young children and family members who come to visit.
https://www.youtube.com/watch?v=jipXfHMkyw0&feature=youtu.be
Redesign of E-Learning Platform
After a heuristic evaluation of NTNUs current e-learning platform, a redesign was completed to focus on reducing cognitive load and increasing ease of submitting assignments among other things.
https://xd.adobe.com/view/0cff4289-e36e-445b-9363-f905df72c1d7?hints=off
World Disease Simulator
In a multidisciplinary team of interaction designers and computer scientists, a prototype in Unreal Engine was created for a world disease simulator to show how diseases in history have spread and to show how vaccines and antibiotics help fight these diseases.