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The popularity of mobile devices has been considered an international phenomenon. Although the mobile phone is convenient for residents, its negative impact seems to be more obvious. Due to our domain is mobile addiction, our purpose is to prevent people obsessed with the smartphone and decrease their time usage on mobile devices as possible. In order to narrow the scope, our team members did research, questionnaire and interview. From that, we comprehend that people are more likely to spend unexpected time on social media than other categories of applications. Hence, we choose social media addiction is our main problem space.
The intent of our low-fidelity prototype is trying to evoke people’s self-awareness of mobile addiction, and also the purpose of our initial concept is reducing youngster spending too much time on social media. Accordingly, our team plan to build a system that tracking the usage time on users’ mobile devices and remind them of over addicted to the mobile. However, after we tested our low-fidelity prototype and several negative feedbacks were received by users. Majority users proposed that the system actually can't help them to reduce time usage via tracking time usage and remind them to turn off several setting applications during the specific time. The system seems not attractive for them to use in the future and adjust their habitual behaviours.
In order to tackle the problem space better, we researched more in-depth and gain several insights to aid our design. Social textile provides an inspiration for us, utilizing the physical things to attract people's attention and bringing them to the real world to build and maintain their relationship instead of addicted to social media. As we mentioned above, our low-fidelity prototype is normal and cannot enable people to continue use in the future. Similarly, users proposed that they look forward more physical way to solve the issue, which aids us to move forward to a new standard for our design, not limited in our initial idea.
Our Purpose is to tackle the issue that people addicted to social media, our design enables them to build and maintain their relationship in the real world instead of social media. We contribute to the theme named "familiar stranger", which is people may confronted with same strangers in same place, same timing every day, but they always don't talk with each other. Social media will send their suggestion for their friend list, they may chat with each other in the social media but still do not communicate in the real world. Our aim is provide a platform to encourage them to have a try and make real friendship in the real world.
We look forward to building a system to link a physical device with the demonstration for two people to display their status and they could witness other people's change through the physical way such as rings, water bottle or something else. In order to achieve our idea, we will make more effort on further research aspects.
Our design process could be divided into three phases:
- Phase 1: Study and Research the domain (mobile addiction)
We chose mobile addiction as our domain since mobile addiction is a universal phenomenon and people of our age more likely to addict to mobile phones. We did the research and found out that the personal characteristics, attachment style is related to mobile addiction. Moreover, we interviewed some young people and asked them to help us finish the online survey. According to the data that we obtained, the weak self-control is the main factor that young people addicted to the mobile phone. Based on this, we came up with a concept which is developing a system to track the time user spends on their phone and user can choose to lock their phone if they want.
- Phase 2: Come up with our first concept and develop a low-fidelity prototype by Adobe XD
From the questionnaire and interview that we gathered, we comprehend that the target audience of our design opportunity mainly is teenagers. Also, social media is a predictor that why people have an addictive cycle to the mobile phone. Almost every candidate proposed that they don’t expect to spend too much time on social media. Thus, we come up a time-managing application to track time usage on the phone and voluntary block information from social media.
- Phase 3: Change our concept to a new concept, implement by RFduino.
At this stage, we conduct surveys and research in relevant fields based on the guidance of the instructors and the brainstorming activities within the group. After collecting relevant data and comparing existing solutions, our team compiled a new concept brain map (see: week 11 Revised Version of Concept Map). After sorting out the design direction, we redesigned the questionnaire and selected the target audience to conduct research activities, which was used as an important basis to select the final concept prototype. Finally, based on the survey results, we used the mobile phone case as the final prototype carrier, and based on this, we carried out the design of related digital prototypes and physical interaction parts. When choosing the right hardware device, we considered Raspberry Pi, RFduino and ARdunio. After comparison and evaluation, our team finally chose to use RFduino as the main physical interaction component.
Siying hu
- Questionnaire & Interview
- Design and test low-fidelity prototype
- Research and analysis
- Concept map
- Coding of the prototype
- Physical design of the prototype
- Poster & brochure
- documentation
Yue Feng
- Questionnaire & Interview
- Design and test low-fidelity prototype
- Research and analysis
- Stand-up
- Coding of the prototype
- Phone case diagram
- documentation
Shiqi Zheng
- Questionnaire & Interview
- Design and test low-fidelity prototype
- Research and analysis
- Coding of the prototype
- Scenario
- Showcase and future directions
- documentation
Muhammad Afiq Ainuddin Mohd Khashim
Nothing