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Usability issues of photo camera in Sony Ericsson K750i

From the moment when I started taking HCI course (2 lectures already), I really feel that I have broadened my understaning of various computer sytems. Coming from Computer Science background (strictly from Web development field), everything around HCI was associated to me with PCs and usability of websites. Now I have seen that apart from that, there exists various original computer systems used in manufactory.  There are washing machines that we are using often with their own user interfaces. Not mentioning mobile phones (oh hell, how many pain I have experienced with mine), photo cameras and other often used products.

Well, the thing that also surprised me was the mathematics (actually a lot) in HCI field, especially for predictive models. While the math formulas seems quite scary, actually they can bring a benefit by predicting the user behaviour without making time consuming experiments. That includes famous Fitts’s law (practical illustration there), Hick’s law and Keystroke level model.

Then there are those descriptive models, meant to provide context and vocabulary for thinking about a problem. For instance thinking about what  people are doing with each of their hands while using a computer system (is the interaction comfortable both for left and right handies?). Other popular theories include Key-action model (operation of keys on keyboard), Three-State Model of Graphical lnput (relationship between pointing devices and the interaction techniques they offer) and Model for Mapping Degrees of Freedom to Dimensions.

Our task was also to find a bug from our daily life. As I mentioned later, I had some pain with my mobile phone, so this was a perfect moment for letting it out :)

When we analysed HCI issues, we divided them in 4 categories by their relation – performance, mental models, affordances (action possibilities an artifact offers to a user) and organisational problems. Like in my case it is possible to state technical problem as a HCI problem. For instance the speed issue is more engineering problem.

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Long time since I haven’t posted anything. Last 3 weeks I was on holidays back in Latvia. I was so tired after our last project and intense (but very interesting) semester in total, that I wanted just to relax and spend as much time as possible with my girlfriend, family and friends. And of course – to dance as much as possible, while I can! :)

By the way, if you are a salsa lover, you definetly should visit Riga. And check out both Riga salsa festival and Latvia salsa festival which will take a part there in summer.

So, about the last project. It began on December before going home where we had to create an interactive lamp. This was heavy but interesting project just for a week.

Planning an interactive lamp

Before sketching and presenting our ideas of the lamp, we concentrated on  4 things:

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Sketch interactive lamp

  • light – you can do amazing things with this beautiful phenomenon of the world,
  • interaction – it needed to be simple, but innovative, and fitting in overall theme of the lamp,
  • materials – should be high quality, also fitting with a theme of the lamp,
  • symbolism – represent the light, communicate theme.

Then we continued with sketching our (crazy) ideas and presenting 3 selected to our peers. As I haven’t done a sketching much before, I was surprised how creativity starts to flow after diving into sketching. I ensured again that our minds (individually and collectively) are such a great source of ideas if opened by right techniques.

So basically my idea was to create a lamp where you put a finger inside and blinks accordingly to your heartbeats.

Planning a form & interaction

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Ideas on a form of interactive lamp

After talking with people (our supervisor and course mates) we decided that this idea would be interesting to make. As this was a first I am creating any electronics (I have been only breaking it when I was a child), I also contacted our electronics teacher as early as possible. After his accept of possibility to create electronics for this in a week, I continued further.

Now as idea was clear it needed to decide on form which would support a topic of heartbeats/life. There were a couple of candidates – an egg, a stream, century plant, an oak leaf and a circle. I selected an egg, as I thought it would be more interesting that something would happen inside. Besides, it supports an idea of life pretty well (a birth).

Next part was to plan how somebody will interact with this lamp. It was clear from beginning that a finger will be put in. But what should happen? Will the color of light change? So in my case I chose the easiest way – just to blink a light according to heartbeats.

Creating a form & assembling electronics

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Form of an interactive lamp

When the idea of what should be created was clear, I decided to start making a form. I thought it would be more appropirate to make the container (egg) from a foam. So I cut two halfs of an egg with an empty middle (for electronics and LEDs).

It was quite a challenge to cut a precise egg form in 3D environment, on a paper it looks easy, but not in real world … :) Significant part of cutting was based on intuition.

A grey tube on the top of egg is meant to be a place where a finger should be put in. Basically a technique was to let the light (LED) shine through a finger while on the other end receiving changes of the light (transparency of finger) by a light depended resistor.

A challenge here was to to keep as short distance between light emittor and receiver as possible. An additional thing was that if distance would be wrong, there wouldn’t be time for me to change this (so probably I needed more planning there).

The intellectual part of electronics was planned to make using an Arduino prototyping platform. Special thanks for Meng Li who has made her (similar) project accessible to the public.

After the form of a foam was ready, I needed to make the pieces of glass for holes (to see the light inside), put LEDs inside and a photoresistor. Then I glued both parts together and put another clay layer outside, so it would be an egg solid. Then I needed just to paint it black and add the electronic circuit (thanks to our electronics teacher). The electronic circuit was working, but I was concerned if the distance between light emitter and receiver will be enough. Unfortunately it was not, so I was sad a little bit and ashamed because I had also to present it at exhibition.

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Are you alive?

However, the best thing we can do is to try better next time and not become too upset, because that becomes a paralysis – a waste of our hours of life that we can’t get back :)

Presenting at exhibition

At the end we had to present our work at exhibition, where students from electronics and interaction design also took a part. I was impressed what is possible to make by electronics and I never thought that I will do something like that will electronics. That was inspiring.

You can check some of other reeeeally interesting lamps and other interactive developments in my Flickr account.

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Sounds scientifically, isn’t it? It was my topic for the portfolio exam, my viewpoint of how I understood our work so far in the semester. Well, of course, there is a lot more of experience and topics I gained through our work including better understanding of teamwork, not to mention our sketching, woodwork, foam, writing classes.

Sounds scientifically, isn’t it? It was my topic for the portfolio exam, my viewpoint of how I understood our work so far in the semester. Basically it is about how i saw people sharing their tacit (non-articulated) knowledge when we involved them by different design objects (game, video, business model, mock-up & scenario). We had to show what we have learned through all projects, explain from our own viewpoint (teamwork, provoking, leadership etc.) and ideally – let the examinors experience our learning process by themselves (by making them to do something), and this is not easy actually.

As I have done research on knowledge concept before (while studying computer science), this theme came naturally. I am still interested in how people perceive information and how they gain knowledge.

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Tacit Knowledge Acquisition Through Provocation by Design Objects

To be honest, it was a little bit unusual portfolio presentation. I am in doubt if employers would be interested much in scientifical topics or what we have learned. However, this is university and this is great opportunity for us to experiment, to learn, to broaden our horizon.

Well, I got 10 (by Danish system) which is equal to B by ECTS grading scale (hell, why European countries can’t have united grading system in practice?). I suppose I was lacking more impressive involvement of examinors. But I have a feeling of good job done and I appreciate more feedback. That’s the thing I really like, after each grade we have well-considered and useful feedback. That enabled us to improve next time.

Well, of course, there is a lot more of experience and topics I gained through our work including better understanding of teamwork, not to mention our sketching, woodwork, foam, writing classes. Well the teamwork is one big topic I want to talk about seperately. It is bloody hard sometimes to work in a team, make concensus. You better have to learn to present and argument your ideas very well, as there are often a resistance against it. However, I feel that I am improving in team work project-by-project. Most impressive things on this world are made in teams, it is a great power that needs to be practiced. Knowledge from books about teamwork topic equals almost to zero when not tried in practice.

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Proposal of design for a social lamp

The last teamwork project this semester was a critical design. Our task was to create a design proposal for a critical artifact which enquires people about their experience of indoor climate environments. We were working in teams of three people.

As indoor climate has various aspects, we had a discussion about it using a-frame cards for inspiration. On one side there was picture and sentence describing a situation (from field studies). Inside there was broader explanation of situation including an involved person. On back there were our notes, that we would like to discuss.

Project was divided in three phases (three weeks total).

1. Getting inspiration – field studies

In the beginning and later in project we felt like we don’t know what we are going to built. It was like fumbling in the dark, experimenting and going forward step by step. I learned that is important to plan an meeting, so you both could feel more comfortable. Besides what we missed is explaining to people we meet, what we are going to do and that we are more interested of observing them when doing something, not only having an interview. However, in this moment we didn’t know quite clearly what we are going to do, though. Critical design was something new for us :)

Kitchen of university’s canteen

We grabbed a video camera and went downstairs to a kitchen of canteen. We didn’t warn them that we will arrive, however we were lucky enough to have an opportunity to observe how they are working in their most busy time of day. To be honest, we were allowed to do that only with a second time, so field studies in this case were a balance between politeness and perseverance. But they were really friendly and told a little bit what kind of food they are making.

Even though we didn’t have much talking with people in kitchen we gained good impression of the indoor climate there. It was a narrow space, hot with high humidity. It seemed like they didn’t have a time for making all the environment cosy, because there were improvised bookshelf, which didn’t support find a book coveniently. They used quite many workarounds in environment (spoon to keep doors opened).

Following a student in canteen

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Getting inspiration from environment

Then we followed a student from the moment of picking up food to choosing a table to sit. After that we had short interview of how he feels like in canteen and what would it like to change.

He said that uncontrolled noise of the people sometimes is disturbing and music, green plants there and beautiful view outside seen through windows is something that keeps the atmosphere relaxed.

As it appeared later, we were mostly inspired by this case as we built a lamp that reflects an atmosphere around table.

Visiting local art school

We made an appointment before about visiting it and observing environment. They were nice people and made a trip through all the building telling about their environment.

We found out that interiour of the rooms really affects popularity of it. Too many colors (paintings) on the walls could make someone anxious, but much of white color can make a nice balance between relaxing and exciting environment. There were many interestingly styled rooms used for exhibitions. But after each exhibition they paint it back to white having a fresh start for the next one.

Literature and examples of critical design

For better understanding of critical design we had an assignment for reading a one scientific paper each about particular experiment. Then we made posters and presented to each other. For me personally that have a lot of understanding by examples.

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Social Bubbles - critical design artifact

2. Provoking discussions – critical artefact

In the beginning of a week we had a guest lecturer for a workshop on critical artifact methodology. He showed examples of his own experience and directed us on making our artifacts in groups. The most important in this case was to find assumptions (related to findings from field studies) and thinking of the ways how can we challange these.

From discussions an idea about social climate in socially rich environment (canteen) appeared. We wanted to question value of private space and indicating a state of private space to other people. Two of our three teams as appeared later had works related to social climate, which shows that concept of indoor climate could be broad as well.

After that we built a mock-up of canteen and the bubbles around each table. We imagined that these bubbles could isolate people from outside, and people could decorate their private bubbles as they wish (music, light, color, transparency) in that way either inviting people to join in their private space or not.

This mock-up later supported us to explain our idea, and to help other people feel themselves in this situation in that way provoking them to think what would they do in this situation.

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Social Lamp - critical design proposal

3. Design proposal

After presenting our mock-up and idea, we got a lot of feedback to transform it to a design proposal. People liked an idea about indicating their mood and overall social atmosphere around their private space. They also wanted something more realistic, because bubbles seems like too much into a future.

In the beginning we made a little human-like toy which reflects social climate around a table with its facial expressions. But then with a help of tutors we gave up the idea of human like creatures and started thinking of something more abstract. Because human-like creatures make people expect human-like behaviour. Besides emotions are very complex and facial expressions would limit indication.

Idea of social lamp

Then we came up with an idea of a lamp which reflects social climate with a light (intensity, color, brightness) reacting on voice and touch. This would give more richeness for expressing the mood and the abstract form could make it more interesting giving the people enough interest to play with it.

It is meant to provoke discussions about social climate indoors. Let people talk, imagine, argue … share their ideas and opinions.

Reacting on touch

waterSocial Lamp reacts on touch

The brightness of a light would change depended on voice, that would grab attention of people, making them touch it. When touched, a water ripples could appear right from fingertips.

When ovals being moved, a color of lamp would change in that way allowing people to choose a color that best describes social climate into their private space.

Reflections of project

After a project I had some reflections that could be better. I learned a lot, to be patient in team-work, to be more critical sometimes. I learned to work with a wood while making this provotype. I learned that I should practice more when presenting, and to get idea through, I should have a stronger opinion.

List of important points I would improve next time:

  • It is easy in falling in trap of adjusting the idea to the design rather than extracting design from the idea.
  • In teamwork sometimes it is hard to get concensus, takes a lot of the time for getting common view.
  • Critical design requires a change of mindset – instead of thinking about usable, ready, intuitive product we should think about product that is open to interpretation, provokes discussions and is not very useful always.
  • When there lack of ideas in the team (no ideas, no discussions) it is useful to invite somebody from outside to listen to us, make an opinion and suggestions.
  • Tangible mock-ups help to discuss and generate new ideas. It helps to present idea as well, so that everybody understands it.
  • Next time there is need to find consensus faster so time for user testing is more.
  • Presentation should be practiced before, ideally if one person presents the idea and other persons make additions and helps to answer questions.

If you want to see more pictures of a project, check out my personal Flickr account or our common account.

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Testing Business Models and our findings

In this course we wanted to discover how can one integrate business thinking in a user-driven innovation process?

We were introduced with local company, who has made innovative daylight solution.  We ITPD students were merged with students from Innovation & Business studies. Our main task was to determine the market (Schools, Hotels, Hospitals etc.) where company should expect the largest ROI.

Project was organized in matrix type, so each of us were in both functional and project teams. I was in User Research and in the same time OEM teams. In UR team I was able to discuss and share methods for researching users. In OEM team I was able to discuss which companies to visit, what kind of information to get, which was expected to result in tangible business model which should provoke discussions between all stakeholders.

User Research Methods

In the beginning of the project the excitement was so high that I was willing to test all (known to me) UR methods.

Research tools [Elements of UX, p.51]:

  • surveys
  • interviews
  • focus groups
  • user tests
  • field studies

Video tools

  • usability testing
  • scenario design
  • ethnographic field studies

However, due to a lack of time and short meeting sessions between team members (we and I&B students had different time schedules) we spent most of the energy getting to consensus and deciding how a work should be done. This resulted in some overlays of our work. That should be kept in mind for the next projects, that clear, agreed roles and a strategy in the beginning is important :)

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Tangible Business Model

And one more thing that I would do next time after we have consensus – making more research on company’s solution, so there would not be a need to ask simple questions for company about them in the middle of project.

So in the end we ended up with some interviews, daylight solution research and business model testing in the end. Some teams used Personas and Scenarious to present their ideas and users.

Our business model had a matrix structure as well and it showed how effective going into a specific market (Architects, Offices, Wellness centers etc.) would be if parameters of Customization, Visual Perception, Cost etc. would be changed.

You can get insight of our project in my Flickr “Business of Design” set. Or our course’s Flickr set.

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P1070979We had a project where we had to develop a real, well looking board game. In three weeks! Before that, the task would look almost impossible to me, as I was software guy rarely dealing with physical design objects.

Were were four people in team, and I was the only one European (we actually did this project in Umeo university as the guests). I worked with three talanted girls from Canada, Brazil and China.

So here is the basic indegrents that experienced during our project.

  1. Choosing a dilemma as an inspiration,
  2. Setting a team,
  3. Brainstorming on the idea of the game,
  4. Developing a concept
  5. Testing on users
  6. Reiterating to 4th point and making improvements
  7. Finishing product by making user instructions

1. Choosing a dilemma as an inspiration

We made interviews with local companies, searching for dilemmas they have to deal with in everyday life. In our case we chose the multitasking dilemma, where employees have to deal with tasks they were not hired for. How to deal with own tasks while in the same time helping a team?

A game should be interesting enough to engage players for a longer time, it should provoke people for discussions as well.

2. Setting a team

We set a team based on the similarity of our dilemma (we had three seperate dilemmas for all members). However, this reason for setting up a team is not enough. As it turned out (not only in this project), it is much easier to work if all team members know each other’s background, skills and wishes. Based on that it is possible to divide the roles and not overlay work of other members thus saving the time.

Forgetting the roles is useful in brainstorm session, defining strategy of the project but it is not effecient way of actually developing something.

And it is always much better to see not only team’s success but also your own (speaking about roles).

For us, it helped a lot, that we all were willing to work and interested to make that game as interesting as possible.

3. Brainstorming on the idea of the game3943907399_c4b2a5591c_m

We started working by choosing a (multitasking) dilemma and brainstorming on that together. We came up with different concepts and discussed if it would be engaging, intellectual enough and relevant to our dilemma. Of course, we also needed to keep in mind that we had only two weeks for making that game with requests of making two prototypes from user testing sessions.

We managed to get along only with writings / drawings on the paper and talking. But in brainstorming a post-it sheets and even an acting could be efficient as well.

4. Developing a concept

In the same day when brainstorming was held, we made a quick-and-dirty prototype to test on our selves if ideas would be viable.

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We had two user testing sessions where we got a lot of feedback and new ideas on how to improve our game’s concept. It is surprising how many variations users discover on how to use the game.

So basically we were not alone the the team. Users made a great part of source of inspiration. After each of two sessions we had a large amount of improvements to concept. Watching and listening user inspired us for new ideas and provided as additional constraints to consider, for instance, the physical limitations of the body. There were cases when short persons played together with long persons, and it made the playing unequal (people with long hands had better chances to win).

6. Reiterating to 4th point and making improvements

After each user session we had full notebooks of ideas and reflections, so it was necessary to return back to concept making. In that point we also decided how to make the game, user instructions and box technologically. We made a sketches in Adobe Illustrator and InDesign.

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7. Finishing product

Almost all parts were made by wood. It was cut precisely with a laser cutter which was fed up with Corel Draw sketches.

Game pack was actually not a box, but a bag, which we made with a sewing machine.

If you want to see more of the two week’s work, check out my personal Flickr Set or our course account.

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