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Ideation 

Functional requirements

  • The device should be easy to carry.

  • The device must have functions that allow interaction with the user.

  • The device must perform a feedback action

  • The device should not distract the user, specifically not add to the sensorial stimuli that scatter her attention.

    • The product interaction should not be too complicated

  • The product should address/solve a problem representative of the needs of the specific users’ target group, not only those of the participant.

  • The user should be able to easily reset the product after finishing a conversation.

  • The user should not be able to accidentally interact with the product. 

List of requirements 

Aesthetic requirements

 

  • The device must not communicate its use to others to add to the user's discretion.

  • The device should be unisex.

  • The device’s looks should not be loud, its visible design must be neutral.

Ergonomic requirements

  • The device should not be uncomfortable to wear/use.

  • The device functions should not hinder the user’s health.

    • The electronics of the device should be properly designed not to harm the user’s body part in contact.

    • The device should not cause harm (by repetitive motion (required for its function)).

Objectives 

 

  • The device must be as ergonomically pleasing as possible.

  • The interaction must be as hidden as possible.

Wishes 

  • The device should either appeal universally to all stakeholders, or it should be customisable.

  • The device is able to track the performance of the user over a period of time. An  App or platform allows the user to check his/her performance in detail on an external device. 

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WIRE BRACELET

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THE DETONATOR

It is designed to be compact enough to comfortably fit and be used by one hand, but large enough to house all the electronic components needed. This allows it to score relatively high in terms of ergonomics as only a subtle movement is needed to press the buttons. Thus, this device meets most of the requirements but fails to meet the requirement of being wearable, and due to this the interaction with the device is not subtle which is an undesired trait. So, overall, this idea scores a 6. 

This concept shows a handheld device with multiple buttons.  It functions quite similar to the button bracelet, wherein the user may plan topics of conversations, assign them to a button, and press the appropriate button when the topic is concluded. However, the same drawback of a lack of applicability in spontaneous conversations is seen. If used, it can perform its core function by interacting with the user and sending feedback, thereby facilitating conversations and helping to reduce repetition over time.

has made themselves clear. Its small size and wearable nature give it a high score in ergonomics and ease of use with one hand, while also keeping the interaction quite subtle. The disadvantage is that extremely small electronic components are required, which reduces the feasibility, so it does not meet this requirement. Another design drawback is that rings are not a universal style, which may deter certain users, especially males, from trying them. Therefore, this concept scores an overall of 7. 

This concept represents a ring with a small button that users can press during conversations when they are confident that they have made their point. When compared to the button bracelet concept, there is a reduction in the number of functions, however, it is more applicable in a wider range of unstructured conversations. It serves its function by making users more aware of what they say during conversations and gives feedback via vibrations when the button is pressed to confirm that to the the user that he or she

This concept shows a bracelet with multiple buttons. The user can plan conversations beforehand and assign each button to a topic they wish to address during a conversation. Once the user has covered this topic of discussion, they can press the associated button and they will receive feedback to confirm that they have already spoken about this. This helps users to keep track of their own conversations and avoid repeating themselves once they are confident that they have already said what they wanted about a particular topic. The downside to this is that conversations are usually spontaneous and even planned ones may not go as

expected, so the device may not be able to perform its full functionality in a majority of cases. 

 

This bracelet achieves a relatively high score in ergonomics and offers a wider range of functions and than the earlier bracelet described. The interaction with the device during conversations is not very subtle as the second hand is needed to operate the buttons, thus the requirement of one hand usage is not met. However, in terms of feasibility to produce, the bracelet fairs well as it is large enough to hold all electronic components needed. It gets an overall score of 7. 

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BUTTON BRACELET

Requirements analysis

Requirements

Requirements are either met or not and form the basis of judgement. They are very important aspects of the product and therefore weigh heavier than the objectives.

Product is a wearable

Mona prefers to have a product that she can take and use anywhere. Therefore, a handheld device wouldn’t be ideal for when she is on the way.

Hidden

It should not be obvious to the talking partner that Mona has a device which helps her with communication. The product appearing as a normal accessoire could be an example of this.

Customizability and functions

Ergonomics

The product should be ergonomically pleasing, meaning it will fit without annoyance. The product should not restrict any actions during the conversation

Subtle movement 

It should not be obvious to the talking partner that Mona has a device which helps her with communication. The product appearing as a normal accessoire could be an example of this.

Customizability and functions

Interaction with the product

The product shall actively help Mona with her issues.

Customizability and functions

It should not be obvious to the talking partner that Mona has a device which helps her with communication. The product appearing as a normal accessoire could be an example of this.

Customizability and functions

Objective

Objectives can be scaled, in this format sliders will be used. Sliders on the left means not taken into account, whereas slider on the right means integrated into the product.

Ability to give feedback (vibrations)

The product should give Mona feedback on her behaviour. 

Usage with one hand 

To minimize the gesture, only one hand shall be needed to use the product. This way, the product won’t be the main part of the conversation.

Ability to fit all electronics

The main electronics used are already defined, therefore, within the decision this has to be taken into account.

After ideating on some wearable devices, four concept directions were generated, and each idea was evaluated against the set requirements and assigned a score. Refer to the figure below for a visual summary.

Below is a visual representation of the concepts evaluated against the design requirements and objectives. The concept chosen to develop further was the wire bracelet as it best embodies the requirements. Furthermore, the objectives in which it scored relatively low are aspects that can be improved upon with further ideation as will be seen in the following sections. 

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This concept features a bracelet with an extendable ring attachment. When the user is having a conversation, they can pull out a ring from within the bracelet compartment and put it on one of their digits. The ring is attached to the bracelet with a thin wire. When the user is confident that they have made their point in a conversation, they can subtly retract their digit with the ring, which will trigger a button in the bracelet. Then, the bracelet vibrates to give the user confirmation that they have in fact made their point as it is often difficult for the user to gauge this confirmation from the other person. Thus, its purpose is to facilitate conversations and assure the user that they have been understood, which leads to reduced repetition of the same topics. 

It fulfils its core objective of interacting and providing feedback to the user, thereby helping to lessen repetition. It is wearable in two senses, being the bracelet and ring which allows one-hand use of the device, making the interaction easy. However, the need to wear the ring and method of pressing the button might be a bit uncomfortable and explicit, thus, the ergonomics of the design may be improved. However, the bracelet design is quite neutral and appealing to a wide audience, while also being a feasible option in terms of integrating the electronic components into the body. This concept is the only one that meets all the requirements as set above, while also scoring decently in terms of the design objectives. Thus, the overall score is an 8. 

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THE ARROW RING

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