Sunday, 2 October 2011

Week 9 - Narrative Driven Behaviour Requirements

This evening has been spent analysing the requirements of the product interface in terms of the input. In doing so I have designed three alternative user - product interactions in relation to the initialisation and deavtivation inputs. Due to the nature of the scenario and todays need for inclusive design it is important that the inputs are kept as simple as possible. However the challenge is to provide an input that has meaning rather than simply pressing a button. To design these interactions the input requirements were defined under the following two areas:

  1. Initialisation input: user to provide input into the product to log on and show the rest of the team that they are working.
  2. Deactivation input: user to provide input into the product to log out and show the rest of the team that they are no longer working.
Over the following three images the activation input was mapped out in relation to the specified output and the narrative developed.

Analysis of the initialisation input options: 
  • Lighting their own flame. This has a number of issues that surround the users safety and the motor skills required to light a flame. It also creates a barrier for some users who may not have the physical ability to use a lighter or matches.
  • Pressing a button is one of the most simple and generic inputs that the user can experience. They may as well be switching on a light or turning on their stereo. It provides little opportunity for user - product interaction.
  • Placing the fan in the levitation field gives the user a simple, elegant and intuitive yet meaningful way to initialise the product. It is also most practical as the levitation mechanism is already sensing the presence of the magnet in the fan to make it levitate so it makes sense to use this as the initialisation mechanism. Due to the way that the electromagnet grabs the fan the user also receives positive feedback. This option seems to be the most feasible and most appropriate as it is simple and easy to do while it is still complex enough to hold meaning and significance.
Here two major options were explored to provide the product with the information gathered from the group status.
  • The first centres around a Facebook application that the team members sign up to and link their product to. This provides a common platform for the user as the target market is already heavily reliant on Facebook. This option also does not require a smartphone so it doesn't discriminate against those who use regular phones.
  • The second option centres around a smartphone app however this was decided against as some members of the target market still do not use smartphones.
The final deactivation input options:
  • Removing the fan from the levitation field again gives the user a simple, elegant and intuitive yet meaningful way of deactivating the product. Once the levitation circuit sense the absense of the fan the notification system shuts down. Due to the way that the electromagnet has a hold on the fan the user also receives positive feedback. If using the placement of the fan as the initialisation input then it makes sense that the user would remove the fan to deactivate the product. Depending on the final location of the removed fan this also returns the product to its original state prior to use. This option again seems to be the most feasible and most appropriate as it is simple and easy to do while it is still complex enough to hold meaning and significance.
  • Blowing out the flame is another intuitive way of deactivating the product however on discussing this with the group we have decided to use the placement and removal of the fan as input actions.
  
Product interface mapping: 
Explaination of the flame dial and it's percentage based representation of group participation status.

Proof of concept prototype interface mapping:

At this stage in the design process we have decided that the use of real flames and gas in the final proof of concept prototype. With this in mind I have mapped out the requirements for the new proof of concept prototype that will use imitation flames in the form of cheap LED tea light candles that can provide a sense of the product feeling as well as fully demonstrate the input and output of the product.

The following image mapps out the outputs of a prototype that uses 20 LEDs in parrallel to switch the appropriate number of lights on. I believe that we will only need to use half this number of lights to demonstrate the concept. This will be a more efficient use of my time considering the amount of work still to be completed.

So to recap the design requirements placed under Behaviour, I need to further address:
  • the User Behaviour: To be done when the levitation has been achieved using the Arduino circuit. Will video a variety of user interacting with the prototype to gain a better understanding of how different user would respond to the product. Elements to observe: fan placement interaction and responses to outputs.
  • the Interface Behaviour: Currently in the process of experimenting with this through the use of crude but extremely useful prototypes. Elements being explored: adjustable flame production in a circular array, fan speed due to heat produced and levitation effects.
  • the Prototype Behaviour: Has be under constant evaluation through the testing of interface behaviours. I believe this however has been finalised to the point where construction can begin. The real flames have been substituted with flickering LEDs and all that is left to produce it the Arduino Levitation which has been done before and shouldn't be overly difficult. Additionally, I am exploring the options for a prototype of the ignition mechanism external to the main interactive prototype to demonstrate the flames ability to ignite a nearby gas stream.


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