-
Notifications
You must be signed in to change notification settings - Fork 3
Week 11 Further Research and Requirements
Since last time when we talked with tutors, they both suggested us to change our direction, do not too focus on developing an application to lock the phone, but attract people talk and make friends in real life. Therefore, we did some research in this direction.
Social textiles dynamically reflect you share interests with people nearby, which provide a physical world community for the user to social and icebreaking interactions through wearable social messaging. Using demonstration of letters in the clothes to show their status and be encouraging chat with people.
Reference:
TEI 2015 – Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction Kan, V., Fuji, K., Amores, J., Jin, C, Maes, P, Ishii, H. “Social Textiles: Social Affordances and Icebreaking Interactions Through Wearable Social Messaging”. http://judithamores.com/social-textiles/
Based on emotional design theory, this research was concluded that well-designed materials could induce positive emotions and promote understanding, while round-shaped shapes could be used alone or with warm colours to trigger positive emotions. Through this study, it is possible to verify whether the aesthetic appeal design of multimedia learning materials can induce positive emotions among learners, and whether people's positive emotions affect cognitive outcomes (such as experienced cognitive load and learning outcomes) and emotional outcomes (such as motivation, user satisfaction, perceived task difficulty, and perception of academic performance). Future research may consider the use of emotional design elements to test and evaluate learners from different cultural backgrounds and genders to trigger specific emotions. This research will help us to present in this paper and study provide essential practical and theoretical reference value for our project research. It is worth mentioning that the study also examined whether design elements, such as colour and shape, would cause positive emotions among learners, and how they affected cognitive and emotional outcomes. In the design opportunities associated with social media addiction, we can choose the appropriate concept presentation method based on the practical design principles in this study. Based on the methods in the study, we can consider using warm colours to trigger positive emotions and to adjust the emotional outcomes of the target population and improve life satisfaction.
Reference:
[1] Wang, Chao-Ming, & Huang, Ching-Hua. (2014). EXPLORING RICH INTERACTIVE EXPERIENCE ON MOBILE EBOOKS BY EMOTIONAL DESIGN APPROACH. Bulletin of Japanese Society for the Science of Design, 60(5), 5_21-5_30.
[2] ID FMP: Cognitive Model of Emotions for Design. Revised from: http://julioterrany.blogspot.com/2009/04/id-fmp-cognitive-model-of-emotions-for.html
[3] Design for Emotion to Increase User Engagement. Revised from:https://www.toptal.com/designers/product-design/design-for-emotion-to-increase-user-engagement
In this week’s stand-up, we introduced our new concept to Lorna, which is a device that wearable which can display users’ emotion and promote people talk to each other and make friends in real life. We also asked her which one is better. Some feedbacks and suggestions were received from Lorna. For the new concept, the feedbacks are the following:
The benefit:
- The idea is interesting which can help people make friends in real life.
- The problem that people who meet every day in the same place do not talk to each other is a phenomenon that interesting.
The drawbacks:
Since the time limitation, we did not decide the format of the device and how the user can choose their emotion, the concept is not complete.
Suggestion:
Both two of our concepts are interesting, choose the one that we prefer to develop. For the new idea, should do more research to know what kind of format of the device people prefer and how to display the emotion of the user, by the light or other elements, or combine them together? Other factors like privacy should be considered as well.
According to the feedback we acquired from tutor, we created an online survey for user choose the format of the device that they prefer.
From Raw data of the survey, the majority of people prefer to use phone case as a form of design opportunity. Firstly, everyone has a mobile phone thus phone case is necessary and easy for people to install and use it. Afterwards, phone case is more likely to display emotion and detailed information for the user to use.
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 stangers in same place, same timing everyday, 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.