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Week 11 Revised Version of Design
In light of the research, feedback, and suggestion that we obtained, we changed our concept to develop a phone case which can display the users’ emotion, green means they are willing to chat with others, red means do not want to be disturbed. The user can change their emotion by click on the small button on the side of the phone case. People who see other’s phone case display the green light can talk with them without hesitation, while for those who make their phone case display red light can avoid some embarrassing situations.
There were two people, and they chose the same university and the same profession. As a result, they often meet in the same classroom because they choose the same subject. But they didn't talk to each other. One day, in building 78, there was a group of people who were doing a test activity: the mobile phone case which can let you to adjust the expression of your mood by displaying the different colour of light. These two guys thought it was interesting, then they take the phone case and adjust the colour of the light display on the phone case, then they in the classroom and approached each other when they found each other's mobile phone case are willing to communicate information and display the green light. So they began to speak. Since then they have become good friends and often communicate in reality.
Person One: He is in a good mood today, so he opens the function of "I want to chat with people around" and chooses the expression of the "GREEN" to represent his mood. This time, his mobile phone case shows the green light.
Person Two: He is not in a mood today, so he opened the "I do not want to chat with people" function, and choose the expression of the "RED" to represent the mood expression. This time, his mobile phone case shows the red light.
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.
Wearable commodities are able to extend beyond the time span of a particular community event, offering omnipresent vehicles for producing icebreaking interaction opportunities. It can introduce a novel platform, which generates social affordances to facilitate community organizers in the aggregating social interaction among unacquainted, collocated members beyond initially hosted gatherings. To support these efforts, we decided to use the mobile phone case which is frequently used as the carrier of the design prototype. The user can choose whether they want to communicate with people around them and choose the colour of light that represent their current mood in their phone program. The purpose of this prototype is to encourage people communicate with others and make friends in real life but not social media.