This new handbag was created to be used in a single-user study that will be taking place over the month. It has been modified based on feedback from previous user testing and focus groups that I have run over the course of the PhD so far. Included in this bag is a 5 LED configuration – which in this case it was decided to keep it all visible. Continue reading Black 1950s Vintage, 5 LED bag…
Investigation into smart devices to combat perceived forgetfulness
Our research investigates if a smart device can be used to reduce the negative feelings that follow when forgetfulness occurs. The research is contextualized alongside related memory and ubiquitous technology to examine what current solutions there are, what isn’t working and what new methods could be introduced. The research is unique in that there are very few studies and investigations into both aims of reducing the stresses experienced, (as opposed to memory issues itself), as well as studies for healthy individuals.
“Forgetting led to failures in social interactions and influenced their proper performance of everyday tasks. As such they reported that forgetfulness changed their lives, producing worries and feelings of shame and embarrassment, and creating the need to establish new practices in everyday life. At the same time, forgetfulness decreased their ability to establish new practices.” Imhof et al (2006)
Message Bag v2 was created after attending the Augmented Human ’13 conference. I wanted to create a second working prototype that was more robust than the first iteration. The first one created was a proof of concept style bag, so that I could visualise how these components could potential work together, but it also provided valuable insight into how the bag may or may not be used, and general problems that will surface when you build a physical object. (note this post does not cover the working description of what it does, it only charts the creation of the bag and observations having used it daily).
This write up follows an initial few months of research into wearables / an initial questionnaire to establish if people did in fact feel badly when forgetting items, as well as a general specification for a few parameters.
To meet Weisers’ concept of disappearing computing and technologies requires that users are willing to accept the use of that technology into their everyday lives.
Wearable Computing Many challenges await wearable designers as they balance innovative interfaces, power requirements, network resources and Privacy concerns. (Thad Starner, The challenges of wearable computing.) Continue reading Wearables : Initial Questionnaire : Specification
Last Planet is introduced as a retail solution designed to increase dwell time, reflection and interaction. The project set out to investigate the use of Slow Technology (ST) in a retail environment, this is a point of departure from a study (Boehner et al 2005) where a museum exhibit raised the profiles of the other visitors, leading to emotion in interaction as well as an increase in dwell time. This study pertains to traditional bricks and mortar stores and not online shopping experiences.[For iterations of the prototype there is a separate post.]
Figure 33 The New iPad in the housing for display in a retail environment. Image shows the final solution for this first testing phase.