Freescale-SCAD IDUS 421 // IACT 720
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Freescale-SCAD IDUS 421 // IACT 720

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The following videos were linked from the original presentation:
1) Scenario - http://www.vimeo.com/4903991
2) Touchscreen UI Concept: http://vimeo.com/4910002
3) No Touchscreen UI Concept: http://www.vimeo.com/4910043

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Freescale-SCAD IDUS 421 // IACT 720 Freescale-SCAD IDUS 421 // IACT 720 Presentation Transcript

  • | 3 table o f co ntents Courses / Students / Faculty — p.4 Section 1: Research — p.7 Section 2: Research Synthesis — p.29 Section 3.1: Industrial Design / Concept Development — p.35 Section 3.2: Industrial Design / Final Concepts — p.61 Section 4.1: Interaction Design / Methodology — p.113 Section 4.2: Interaction Design / Touch-Screen User Interface — p.139 Section 4.3: Interaction Design / Non-Touch User Interface — p.153
  • 4| IDUs 42 1 : Projec t G oals With the product creation process becoming more integrated with Practices in Industrial Design worked closely with students business strategy planning, tomorrow’s designers will need to from IACT 720, Interactive Product Design developing netbooks be able to discover unarticulated opportunities and rapidly for three main target groups: 7-11 years of age • 12-15 years transform them into breakthrough product concepts. Central to of age • 16-18 (+) years of age this process is an understanding of the customer. The students The students analyzed existing technology, conducted com- will look at how the design of experiences can determine prod- petitive and peripheral market research, as well as in depth uct attributes that lead to innovative solutions. The students contextual research with the different target groups. Diverse will create human-centered concepts from primary research that concepts were explored, usability testing was conducted and satisfy people’s explicit and implicit needs for useful, usable final designs were build to previously developed specifications. Verena and exciting new products. Solutions are presented in form of 3D computer renderings as Paepcke-Hjeltness Over a ten week period students of IDUS 421, Commercial well as full scale volume models. Brad Bryan Zarni Colin Trevor Liz Fenning Hemenway Ko Martin McKay McKibbon Mason Cody Julian Win Gunter Pfau Rexrode Romero Tangsakulsuthaporn Watkins F r e e s c a l e /s ca D C o u r s e s / S t u d e n t s / Fa c u l t y
  • | 5 Iac t 720 The following course goals articulate the general The following course outcomes indicate competencies objectives and purpose of this course: • To under- and measurable skills that students develop as a stand the implications of designing for a digital result of completing this course: • Explore and medium • To look towards the future of interface develop creative, exploratory interactive solutions design, where standard widgets are no longer relied to complex, non-linear problems • Draw connections upon and traditional interface paradigms are rejecte between current technological trends and futuristic • To think analytically about interaction design in visions for interactive product design • Develop the future • To visually document an interactive physical and interactive designs that mesh cohe- design process sively to create an all encompassing interactive David design product. Malouf Matt Charlie Jill Wei Hsin Alex Quianru Cole Gongora Graves Lai Wang Zhang F r e e s ca l e /s ca D C o u r s e s / S t u d e n t s / Fa c u l t y
  • 6|
  • | 7 sectIo n 1 research ganizers Palm original Clam Shell Cover Talking Dictionary meras SLR Palaroid Camera Recorder Cell Phone Cam Webcam rm/music Ipod Walkman Tape/ Cassette Mini Disk SD Card DVD player
  • 8| freescale research Along with the initial presentation of the project parameters, Freescale also provided a wealth of market data, and target user investigations. The research provided by Freescale was reviewed and mined for any opportunities or jump-off points for our own research. F r e e s c a l e /s ca D Sec tion 1: Research
  • | 9 opportunities Form/Function Personalization Comprehension • Remove association with laptops • Color/pattern to communicate with • “Understanding Linux” feature • Expression of style user group -Startup -Operation • Optimize accessories to users -Customization -Storage -Programs -Battery Life -Optical Drive -Internet access type Mobile Devices Applications • Application distribution center Netbooks Human Factors • Keyboard size • Key/switch placement • Touchpad/button feel • Overall dimensions • Weight distribution Laptops F r e e s ca l e /s ca D Sec tion 1: Research
  • 10 | A study of current and former tech use was current/former done to see trends in handheld devices. We looked at video games and mobile phones portable devices from the early 90s as well as today’s everyday devices to gain insight on the ergonomics and user understanding of successful devices. video game Gameboy (Nintendo) Game gear with speakers Tamakachi Tiger PSP mobile Clamshell Slider Touch Screen Candy bar Scissor Triptic F r e e s c a l e /s ca D Sec tion 1: Research
  • | 11 organizers Palm original Clam Shell Cover Talking Dictionary cameras SLR Palaroid Camera Recorder Cell Phone Cam Webcam alarm/music Ipod Walkman Tape/ Cassette Mini Disk SD Card DVD player CD player F r e e s ca l e /s ca D Sec tion 1: Research
  • 12 | Media in the Home - The typical U.S. 8-to-18-year olds live in a house hold media equipped with three TV sets, three video players, three radios or radio players, two game consoles, and a personal computer. - Television is the most ubiquitous personal medium among children, but far from the only one. - The percentage of personal media is positively media in related to children age and device dimension. the home - The typical U.S. 8-to-18-year olds live in a house hold media equipped with three TV sets, three video players, three radios or radio players, two game consoles, and a personal computer. - Television is the most ubiquitous per- sonal medium among children, but far from the only one. - The percentage of personal media is positively related to children age and device dimension. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 13 - The table that new m and video g as TV. - Total med - As childre audio medi related med media - Media Mu new genera exposure - The table provides little support for speculation that new media, such as com- puters, the Internet, and video games, are displacing such older media as TV. - Total media exposure increased. - As children grow older, they are exposed to more audio media and computer but less television-related media. - Media Multitasking is the normal behav- ior for new generation children. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 14 | web design trends 2009 Embossing Font Replacement Carousels (slideshows) One-page Layouts Rich User Interfaces Modal Boxes Introduction Blocks Multi-column Layouts PNG Transparency Media Blocks Out-of-the-box layouts Huge Illustrations & Vibrant Graphics Big Typography Magazine Look More White Space Social Design Elements F r e e s c a l e /s ca D Sec tion 1: Research
  • | 15 web design trends 2009 Speaking Navigation Author Icons Watercolor Badges Dynamic Tabs Icons & Visual Clues Handwriting Price Tags Large Search Boxes Tag Index Retro & Vintage Ribbons Category Visuals Illustrations in Blog Posts Organic textures, tiles & photographic backgrounds F r e e s ca l e /s ca D Sec tion 1: Research
  • 16 | fashion trends 2009 Context Focus on accessories Imagine a familiar yet strange • Women. Tech or romantic glasses. dreamlike world. Mixes periods Bubble necklace. Wide belt with together in an anachronistic way. wavy design. Soft tote. Draped Revamp vintage yet fall for the messenger bag. Translucent mules grace of the ephemeral. Invent a and sandals. Floral men’s shoes. modern techno romanticism. • Men. Straw hat with ribbon. Bow Colors tie. Printed floppy bow-style tie. Tomorrowland An urban mood, in pale, bleached Acid drop sneakers. and artificial colors, teamed with the softness of grey-cast neutrals, and crossed by grating flashy colors. Context Focus on accessories Dare to take up the challenge • Women. Tribal design sculpture of modern times. Build a bold jewelry. Bandeau belt in metallic and creative future like the leather. Chrome leather clutch bag. architecture of cities such as Heavy-sole sandal in raw leather, Power Full Shanghai or Dubai. A new lesson in thick-heeled lace-up shoe. Platform luxury and glamour. gladiator sandal. Colors • Men. Cuff links. Braces for slim Mysterious and night-time shadows jeans. Maxi tote in anodized and austere faux blacks that leather. Mercurized-look oxfords. catch the light are enriched by Metallic leather, canvas and rubber shimmering glints. Livened up by sneakers vivid accents of electric light. F r e e s c a l e /s ca D Sec tion 1: Research
  • | 17 fashion trends 2009 Context Focus on accessories Give classics a new look through • Women. Shades with striped color. Create interactions between frames. Necklace between scarf and worlds and looks. Go for urban jewelry. Charm necklace. Ethnic elegance with active sportswear, ribbon belt. Clutch bag with virtual images and exotic bracelet strap. Tote with graphic influences. A redefinition of urban beaded motif. Plastic and leather Electrochoc codes. sandal. Wedge sneaker. Colors • Men. Printed bandanna and sun Saturated brights, sulphur, hat. Printed maxi tote. “Frogman” electric blue, flashy orange, purple leggings, color ed or printed pink to twist with color ed greys oxfords, canvas and leather and classics. To wear in pop or sneakers with day-glo accent. cubist style color blocks. Classic Chic Casual The Classic world is deeply inspired by colors Chic shades are inspired by a harmonic and natural Casual colors reflect the cold light of pixels and of the Mediterranean beaches, where the strong world, invaded by the warm and fascinating colors deformed effects. Unusual combinations remind us appeal of the sea combines with the period of of plants. Basic colors conveying quiet and of new forms of mimetism. Iron grey cuts these figurative arts. Flaming and almost primary colors pureness, but taking us back to the ‘60s when colors and makes them matchable, while deep yellow convey strength and energy, but drive us towards a combined with green and violet, with more cutting inflames them of a dazzling light with psychedelic measured chromatic indiscipline through creative vivid spirit. effects. and post-futuristic combinations. F r e e s ca l e /s ca D Sec tion 1: Research
  • 18 | accessory trends 2009 materials & assembly trends 2009 1. Tough economic conditions will force greater efforts to reduce cost and improve product effectiveness through accelerated design engineering. Value engineering processes took a back seat when business was booming. Now efforts will be redoubled to find more efficient assembly systems and more cost-effective materials. 2. Injection molding will gain more attention as a design tool, for plastics, metals and ceramics. Advances in materials, simulation and processing technology make injection molding more feasible for difficult (e.g. high temperature) applications. There will be growing emphasis on molders who offer design support and advanced technology, as other molders fall by the wayside. 3. Weight reduction efforts in cars will get far more serious as OEMs such as General Motors finish materials engineering for electric cars, such as the Chevy Volt. The short-term winners will be known materials solutions (e.g., forged aluminum wheels) rather than exotic and very expensive solutions (e.g., large scale use of carbon fiber composites). 4. Medical engineering will rise in importance 2009’s shoe trends are all about making a state- as OEMs continue to move away from low-margin ment. The biggest trends to hit the runway were manufacturing. The troubles in the car industry received huge press in 2008, but this is a trend • fetish-inspired shoes • fringing established more than 20 years ago. • reptile skin • architecturally-inspired 5. The Japanese companies will lead in new engineering applications for plastics using Jewelery in the 2009 collections took many and natural feedstocks in place of hydrocarbons. Sixty various forms. There were a few common threads per cent of the interior components of Toyota’s amoung them, however, including new hybrid will be made from plant-based plastics. • geometric shapes • exotic/ethnic inspirations Parts include scuff plates, headliners, and seat • rich colours • prominent stones/gems cushions. F r e e s c a l e /s ca D Sec tion 1: Research
  • | 19 gaming trends 2009 1. Tinkering in games 2. Networked experiences (game communities) for nichés Game editors and users tool for altering the game world will become more Niché products and online game communities targeted to specific target groups common on the web and in games. There are several ideas focusing on color- (based on demographics, interests etc.) are being put together. When talking ing or drawing and games utilizing the camera. PS EyePet will be one of the about niché users, keep in mind that in an online environment niché can eas- most visible embodiments of this but there are also lots of other concepts ily be a lot of people. There are 400M broadband users in the world and there utilizing the same idea. This will be the time when camera interface takes are ~137M active online community accounts out there. When looking at the off. Coloring is another “coming up strong” thing. total number of registered users e.g. in Shanda games (700M) or SL (16M) it seems that the users are starting to find their place in the online worlds. 3. Revenue models and payment methods diversify Online (game) communities are no longer about the number of registered 4. Massive competitive co-op FPSs (and potentially other genres) users but about [this is] living. Where as earlier the number of regis- There seem to be a need for scalable co-op games - something in between tered users was highlighted, now the focus is on stickiness, value for “playing with friends” and MMOs. Resistance 2 is one example of a shared the users, uniqueness and interactivity. Online communities are intro- experience and collaborative gaming in a scalable and/or flexible game ducing dual (Habbo.com, GuppyLife.com) or triple currencies (whirled. environment. com). Time spent and activity in increasingly relevant. F r e e s ca l e /s ca D Sec tion 1: Research
  • 20 | photo journals Photo Journals are a form of tool kits that we developed. It consists of a jour- nal, and a Disposable Camera. The journal is used to document communication behav- ior of students during their daily life. It is also used for them to leave comments and suggestions in it. The camera is used take photos of these specific moments to visually understand the methods of com- munication and lifestyle. F r e e s c a l e /s ca D Sec tion 1: Research
  • | 21 Customization plays a good role in the test subjects. Signs of personalization could be seen on their id cards to the photo journal that we handed out to them. They were all decorated in a unique style. But sometimes you can see some similarity in terms of styling which signifies that they do things in groups and how trends are followed by groups and not just individuals. Pictures of personal belongings like the DS shows of personalization also where there was a decal on it. A creation of a personal internet avatar was also seen in the photos. F r e e s ca l e /s ca D Sec tion 1: Research
  • 22 | There were several notes and scribbles written on the photo journals. There were also photos of the subjects personal belongings that have scribbles and drawings on them. This shows that the subjects like to write notes and comments or even draw on items in proximity. There were several comments on the journals stating that everyone meet during the beginning of the day at the homeroom to socialize and the other places were also in the lunchroom and at the playground. These areas are where multiple people interact and collaborate with each others to perform tasks or play games. F r e e s c a l e /s ca D Sec tion 1: Research
  • | 23 A text book with a phone beside it was seen in the photos. This indicate that the subjects keeps in contact with friends closely via mobile phone while studying or doing school activity at home. They also have instant messengers like gtalk that they use to communicate to their friends and the computers that they use are on study tables making it possible for them to communicate with their friends while studying. There were pictures of announcements and notices and bus schedules displayed on a tv screen in class. This shows that information was fed to the subjects digitally via the tv by the school. F r e e s ca l e /s ca D Sec tion 1: Research
  • 24 | show your bag As part of our contextual research of the middle school students, we wanted to find out what these students carried on a daily basis. We asked the students to empty the contents of their bags, and sort the contents by different characteristics. We looked for similarities between the contents of their bags and the responses they gave us. We discovered during this research, that the students at Coastal Middle School were not allowed any electronics, but did Revelation: The show your bag typically carry a thumb drive. session revealed tendencies We also found that students were lim- and characteristics of this ited to the type and style of backpack user group that would remain they could carry, so most of their per- unseen in a typical question sonalization was found on their IDs for and answer session. the school. Students would add buttons, pins and different lanyards to their IDs. They would also sometimes keep notes, house keys, tickets and other keepsakes in their ID holders. Students liked to scribble and draw on themselves and on the outside of their notebooks. F r e e s c a l e /s ca D Sec tion 1: Research
  • | 25 F r e e s ca l e /s ca D Sec tion 1: Research
  • 26 | high school session timesheet 3:00 — Introduction — Briefly explained what we are meeting for 3:05 — Explain your Journal — What is used to communicate • Chalk board on kitchen counter to write notes. (Gets erased by family cat) • Dry erase board for daily tasks (homework and chores) • Relay messages between friends (Like the game “telephone”) • “ I hate Facebook ” 3:20 — Post-It — Post likes/dislikes and interesting information for features Likes • Foreign Language app • Draws/ doodles while waiting for the computer to start • Planner with Alarm Reminder • User created content input (art/sketches) • Visual internet bookmarks • Display incoming messages • Volume control/mute • Color customization with original in (black, white, grey) • Basic features Easily accessible • Cargo Pocket size (small and cute) F r e e s c a l e /s ca D Sec tion 1: Research
  • | 27 high school session timesheet Dislikes • Slides • Viruses • Internet spam • Startup speed • Phones (too small) • Durability (on screens) • Login (Hard to remember) • Reading on Screens 3:50 — Form Factor exercise — What size/shape is favored • Smaller is better (cute //Cargo pocket size) • Prefer squared shapes (afraid of edges being damaged //fits easily in backpack) • Start small //add hardware components later • Removable carrying handles • What keyboard/screen is favored — Larger keyboard — Touch screen — 2 finger typers — Detachable keyboard with stand free screen — Screen protector 4:30 — Played with actual Netbooks • “ How do you turn it on “ : ( • Loved the screensavers // also liked the Start-up screen • Loved the HP Button to return to the Home Screen F r e e s ca l e /s ca D Sec tion 1: Research
  • 28 | learning disabled research F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 29 F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 16-18 E n 19+ | 31 t d EXA MP L AGE sectIo n 2 research E target age groups 12 - 15 16 - 18 19+ synthesis findings: - 15 12 findings: findings: • Identify with Parents. • Form own identity • Self Reliant • Begin to become individuals. • Independent (work, responsibility) • College / Job / Family • Mostly about fun. • Curious • Survival • Less focused (short attention span). • School focus (future) • Fashion (interest dependent • Music (what parents/ • Values Possessions (works for them) on income/lifestyle) older siblings listen to). • Fashion / Brand Recognition een • Transported by parents. opportunities: EXA • Carries around more stuff • Fewer mobile possessions. opportunities: • Portability. opportunities: • • Larger form factor Customizability (color options) • • • • Reference software Professional (minimal / modern) Not a clamshell Travel (lightweight) MP L AGE • • Modular. “Cute” / Versatile (small). • Productivity focus (accessories) • • Video output (option?) Communication 16-18 E • Social interaction (study help) • Identification (Accessories, etc.). - Flash card generator • Data / organization • • • Options (interface). Organization (time management). Creative programs. • • - Foreign language help Reference software (encyclopedia) Media storage (memory expansion) 19+ • Durable • Style > Durability • Investment
  • 32 | target age groups 12 - 15 16 - 18 19+ findings: - 15 12 findings: findings: • Identify with Parents. • Form own identity • Self Reliant • Begin to become individuals. • Independent (work, responsibility) • College / Job / Family • Mostly about fun. • Curious • Survival • Less focused (short attention span). • School focus (future) • Fashion (interest dependent • Music (what parents/ • Values Possessions (works for them) on income/lifestyle) older siblings listen to). • Fashion / Brand Recognition • Transported by parents. • Carries around more stuff opportunities: • Fewer mobile possessions. opportunities: • Reference software opportunities: • Professional (minimal / modern) • Larger form factor • Not a clamshell • Portability. • Customizability (color options) • Travel (lightweight) • Modular. • Productivity focus (accessories) • Video output (option?) • “Cute” / Versatile (small). • Social interaction (study help) • Communication • Identification (Accessories, etc.). - Flash card generator • Data / organization • Options (interface). - Foreign language help • Organization (time management). • Reference software (encyclopedia) • Creative programs. • Media storage (memory expansion) • Durable • Style > Durability • Investment F r e e s c a l e /s ca D S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
  • | 33 alternate target niches Engineer Type Traveler (Business / Leisure) Soccer Mom Business Executive Non-Profit Organization In The Field (Contractor) Government (Survival / Military) Hometown All-Star Recent College Graduate Economy - minded Individual “Beta” Mom F r e e s ca l e /s ca D S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
  • 34 | form factor ideas clam shell EXA MP AGE LE Split angel keyboard 12-15 19+ Reg.Keyboard split keyboard EXAM PL E AGE Split side way 12-15 16-18 dual screen EXAM PL AGE All Ages E Touch Screen F r e e s c a l e /s ca D S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
  • | 35 swivell EXA MP L AGE N/A 16-18 Rotate Screen E 19+ tablet EXA MP AGE 16-18 LE Only Screen 19+ Wall Mount Hand Held EXA flip screen MP L AGE E slide-out screen EXA MP AGE L 16-18 E 19+ F r e e s ca l e /s ca D S e c t i o n 2 : R e s e a r c h Sy n t h e s i s
  • 36 | F r e e s c a l e /s ca D Sec tion 6 .1: Interac tion Design / Methodology
  • | 37 sectIo n 3 .1 industrial design concept development
  • 38 | brad fenning — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 39 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 40 | bryan hemenway — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 41 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 42 | zarni ko — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 43 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 44 | colin martin — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 45 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 46 | trevor mckay — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 47 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 48 | liz mckibbon — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 49 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 50 | mason pfau — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 51 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 52 | cody rexroe — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 53 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 54 | julian romero— ideation
  • | 55 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 56 | win tangsakulsuthaporn — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 57 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 58 | gunter watkins — ideation F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 59 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • 60 | usability testing User testing was done with a focus on the 16-18 and 19+ age groups. Each form fac- tor concept was developed into a 3D test model. During the usability testing each participant was asked to interact with the test model and fill out a protocol on the parameters of size, position, usability, and readability of key aspects of the designs. The protocols were evaluated and synthesized in order to recognize trends and opportunities within each form fac- tor design. F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 61 F r e e s ca l e /s ca D Sec tion 3.1: Industrial Design / Concept Development
  • | 63 sectIo n 3 . 2 industrial design final concepts
  • 64 | brad fenning Age Range: • 15-18 • 19 + Features: • Compact Size (6.5” x 4.5” x 1.1”) • 6” x 4” Touchscreen • Sliding keypad • 2 Hidden USB 2.0 Ports • 1 Ethernet Port • QWERTY Keyboard Accessories: • Interchangeable Keypad Grips • Screen Protector • Extended Battery F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 65 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 66 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 67 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 68 | bryan hemenway Age Range: • 19 + Users: • Soccer Moms Size: tioning. • 9” X 7” Features: • Rotating acrylic flip open screen cover / stand. • Easy access, touch hot keys, with choice of left or right positioning. • Color Variation LEDs. • Top Mounted Camera, with LED indicator light. • Speakers. • Easy to spot, Power Button. • Customizable Leather Insert on back. Accessories: • Changeable Cover Protector • Straps • Flat keyboard and mouse • Changeable Grips • Wall Mount • Fridge Mount (wall with magnetic attachment) Color Options (Body): 6 • Black, Pewter, Mocha, Deep red, White, Silver. Rear Fabric Options: • Leather (Black, Brown, Deep Red) • Knit (Burberry) • Logo (Luis Vitton, Coach) Hot Keys: 5 • Camera, Photos, Calender, Internet, Weather Ports: • USB (2), Memory Card (SD, CF), Power Cord Car Cigarette lighter, Mounting Options: • Wall Mount, Fridge Mount (wall with magnetic attachment), Car Cigarette lighter, Desk / Table top. F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 69 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 70 | eatures: Features 1. Speakers Camera 2. Acrylic Screen Cover/Stand 3. Selectable Hot-key Shortcuts 4. Custom Fabric Inserts Speakers 1. 3. Selectable Hot Key Side Camera Acrylic Screen 2. 4. Cover / Stand Custom Fabric Insert F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 71 Color Options Body LED F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 72 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 73 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 74 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 75 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 76 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 77 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 78 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
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  • 80 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
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  • 88 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 89 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 90 | trevor mckay Age Range: • 19 + Size: • 10” X 6” X 0.56” Features: • 7” x 5” Screen Size (Touchscreen) • two 0.9” X 5” Ink touch screen • Multi Color LED lights • Cover protector • Web cam • Speakers • Side Grip • Security/Memory USB Card • Wireless and bluetooth • Hidden Ports: • 2 USB Ports • 1 VGA • 1 Ethernet Port • Power port • Intergraded stand Accessories: • Changeable Cover Protector • Straps • Flat keyboard and mouse • Changeable Grips • Wall Mount • Fridge Mount (wall with magnetic attachment) F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 91 LED Light Touch Ink Screen Off Touch Ink Screen On Slide Cover USB Ports Integrated Stand Ethernet VGA Power F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 92 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 93 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 94 | julian romero Age Range: • 19 + Size: • 10” X 6” X 0.56” Features: • Touch Screen Keyboard • Integrated Mouse • Multi Color LED lights • Leather Cover Protector • Speakers • Side Grip • Bluetooth Connection on • 2 USB Ports • Integrated Stand Accessories: • Customizable Cover Protector • Customizable Colorways • Flat Keyboard and Mouse • Strap Connection on for Transportability F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 95 Touchscreen Keyboard Bluetooth Connectivity Integrated Stand Flats Screen Mouse F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 96 | Strap Connection Leather Cover Protector Magnetic Clip F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 97 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 98 | liz mckibbon Age Range: • 10-13 • 15-18 Features: • Asymmetrical, one-handed grip • 6” x 4” touch screen • Dual USB ports • Usable in portrait or landscape view orientation • Minimal, lightweight design • Gently angled at-rest view Accessories: • Music Lover Set • Sports Case • Gaming Set F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 99 Hardware buttons; quick access to most often used applications. LED notification for messages Built-in webcam F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 100 | Age Range: • 10-13 • 15-18 Accessories: • Two part shell case • Tinted front case to ease glare • Caribeaner to clip on a bag, clothing, or other surface • Bands on reverse provide an option of ‘hanging‘ like a photo frame Features: • Touch through polycarbonate case provides screen access, even when closed • Form fitting clamshell design • Stretchable band keeps two part hardshell case together. F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 101 Caribeaner Slightly tinted case top Rubber closure Form fitted base Straps for hanging and additional support F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 102 | Age Range: • 10-13 • 15-18 Accessories: • Two part shell case • Detachable speakers • Straps for easy transport Features: • Touch through polycarbonate case provides screen access, even when closed • Form fitting clamshell design • Detachable speakers provide increased volume on or off ofthe device • Easy-to-open, sliding clasp keeps kit secure F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 103 Form fitting bottom part Sliding Clasp Removable speakers Hinged opening F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 104 | Age Range: • 10-13 • 15-18 Accessories: • Two part shell case • Gamer mouse/controller • Stylus and stylus clip Features: • Touch through polycarbonate case provides screen access, even when closed • Form fitting clamshell design • Wireless controller mouse can be used in mouse orientation or controller orientation • Stylus is easily accessible for quick sketching • Easy-to-open, sliding clasp keeps kit secure. F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 105 Storage area for memory cards or headphones Mouse/controller Stylus with snap-in groove built into the case Flattened ‘joystick‘ navigation pad Double sided for video game grip F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 106 | mason pfau Age Range: • 15-18 • 19 + Features: • Compact Size (7.3” x 4.5” x 1.2”) • 6” x 4” Screen Size (Touchscreen) • Dual-Pivot Screen: Tablet or Clamshell orientation • 3 USB Ports • 1 Ethernet Port • Full-Function Keyboard Accessories: Interchangeable units plug into base • Battery Life Extender • Optical Disk Drive • External Hard Drive F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 107 Connection Plug for accessories USB and Network ports on back F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 108 | Left Click Display Flip for left/right hand users (closest to edge) Right Click (closest to screen) F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 109 Color Options F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 110 | cody rexroe Age Range: • 13-19 Size: 7.5”x 5x 1” Features: • SD micro ID Card • Slide qwerty key board • 4 usb drives • Camera • Speakers • Ethernet port F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 111 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 112 | win tangsakulsuthaporn F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 113 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 114 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 115 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 116 | F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 117 F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 118 | gunter watkins Age Range: • 15-18 • 19 + Features: • Ergonomic form focused on hand function & portability. • A redesigned QWERTY thumbing keyboard • 6” x 4” (touch screen) • 5.75” x .5” status (touch screen) • Compact size: (6.5” x 4.5” x 1.4”) • Dual USB 2.0 ports with • Optional connection upgrades Accessories: • Interchangeable skins for the units: grips, keypads, and shell Hardware Add-ons: • Port Expansion Upgrade • Optical Disk Drive F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 119 USB ports on back Status Alert screen Screen Webcam Track Pad F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • 120 | Ergonomic form focused on hand function & portability Hard key navigation directly to your: traffic, weather, e-mail , calendar, music, Contacts, and internet Redesigned QWERTY thumbing keyboard F r e e s c a l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 121 Color and Material options are limitless. Every feature is completely customizable. F r e e s ca l e /s ca D Section 3. 2: Industrial Design / Final Concepts
  • | 123 sectIo n 4 .1 interaction design methodology CALENDAR: RESOLuTION: ITERATION: LAST uPDATED BY: LAST uPDATED: 7 vIEWINg NEW ENTRIES 800 x 600 1.0 mATTHEW COLE 30.04.2009 COMMENTS Write comments here. nbox erdelete spam new position reset calendar — nim iureetuerIbh ercipsuscip el estie Atie facilit laor sum nim nis nim iure velit … Xero ea commy Uptationummy manage friends customize — niamcon sequis dolestrud tat autate aiIm adigna consendiam in esse magna acid… april Emily Walls — Don’t forget that art class will run late tomorrow! 1 2009 You’re welcome to ride home with my… sunday monday tuesday, april 7, 2009 tuesday wednesday thursday friday saturday settings Met num — dolobortis nos nonsequis acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri… word spreadsheet presentation processor add edit delete Met num — dolobortis nos nonsequis acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri… 3 Joseph 1 2 4 2 Subject: Late Art • Time: 2:30 - 4:00 pm Met num — dolobortis nos nonsequis late artvulpute modo Sit velrun late this zzriliquam at, vel do eugueri… joseph: acin Mom, art class is going to dolorem afternoon, mom: late meeting joseph: rank test julien: game so I’ll just catch a ride with Emily and her dad. 5 6 7 8 9 3 10 11 to-do clock camera web music They’re going to drop drop me off at karate, Met num — dolobortis nos nonsequis acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri… so could you bring my gi when you meet me there. That way I don’t have to haul it to school. sarah: recital dad: work trip dad: work trip Met num — dolobortis nos nonsequis acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri… 12 13 14 Joseph 15 web browser 16 17 18 Xero ea commy — nim iureetuerIbh ercipsuscip el estie Atie facilit laor sum nim nis nim iure velit … adam: comic swap dad: work trip Subject: Rank Test • Time: 5:00 - 6:00 pm message video chat browser share Oh, I thought I would remind you that tonight’s karate class will be Met num — dolobortis nos20 19 nonsequis acin vulpute BELT RANK TEST!!! Just a reminder. ;) 23 vel do eugueri… 21 my GREEN modo Sit vel dolorem zzriliquam at, 22 24 25 26 27 28 29 30 ny times bbc youtube hulu
  • 124 | Synthesis: Research from the middle school sessions resulted in a wealth of data on how, why and with what contextual inquiry these users are interacting with technology. Contextual inquiry is a user-centered research process that entails meeting the user in the environment where the use of a product would be performed. Beyond a simple interview, contextual inquiry requires focused observations and note taking of interview subjects as they are performing tasks or answering questions. These notes are then mined and analyzed for pertinent data and information that is then synthesized into contextual design models. These models serve as visualiza- tions of patterns found in the contextual inquiry that reveal how users engage with a product and, in the case of the net- book, how they would potentially use it. Beyond this, the design models serve as a set of guideposts for the development of the next steps in interaction design: personas and scenarios. But in the end, contextual inquiry can be seen as a sure- fire methodology in maintaining and focus- ing on the design axiom: the user is not like me. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 125 Cultural Model: For this age group, they are usually interested in entertainment, activities and information. They are mostly affected by their friends and outside information to get the information. However, because of the restrictions of digital device use at school, they usually can go online by phone or home computer out of school time. This eliminates the opportunity to use the portable digital devices in classroom environments. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 126 | 6:00 AM Student A got up and dressed up. Then, she checked the text massages on her phone when she was taking breakfast. Findings: 7:00 AM She was waiting for school bus’s coming, and she arrived in school at 7:20. She talked with her classmates about TV show she had watched last night before class. The group users are only allowed to use cell phone before and 8:00 AM She went to gym to play volleyball at the after school time. first class. 9:00 AM She took Social Studies class. But, she felt so boring that she passed noted and whispered with her classmates. 10:00 AM She took English Language of Art class. Passing notes is a typical way of communicating with each other during class time. 11:00 AM She went to lunch with her classmates. They were talking and relaxing during lunch time, which was her most exciting moment in all school time. 12:00 PM She started to take Math class. 1:00 PM It was Science class time. She felt boring in They have less opportunities to this class, so she started to draw a logo for socializewith friends because student club limit break time. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 127 2:00 PM School time was over. She was excited to take the school bus to go home. Findings: 3:00 PM She stayed in her bedroom and listened to music. 4:00 PM She stayed in her bedroom and felt a little bored. They have less opportunities to socialize with friends because of limited break times. 5:00 PM She turned on the computer and surfed the internet, played games and chatted with friends online. 6:00 PM She checked messages on the phone and called her friends back. 7:00 PM She had dinner with her family. Use of media (music) and a desire for entertainment are a big part of te students’ after-school experience. 8:00 PM She started her homework. 9:00 PM After she finished her homework, she was allowed to watch TV for a while. 10:00 PM She was ready to go to sleep. Before that, she checked her voicemail again. A small amount of entertainment (TV) is indulged in before bedtime. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 128 | Artifact Model — Home: The research revealed a broad snapshot of what technology- based devices this user group interacts with at home. Desktop PlayStation TV Wii DVD Players Flash Drive Digital Camera PlayStation Portable Portable Phone Electric Guitar Stereo MP3 Players Nintendo DS Cell Phones Laptop F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 129 bedroom home public space cellphone computer cellphone mp3 player tv watches mp3 player stereo wii before bed digital camera nds talks digital camera plays & texts electric guitar games talks laptop & texts listens jumpdrive to music listens to music pratices homework takes pictures of friends & internet user a school announcements loads homework for school school texts classwork friends classroom takes tv lessons computer video camera car electric guitar listens cellphone to music turns in jumpdrive mp3 player homework Flow Model: This model illustrates the what and where of device use for this particular user group. Restrictions imposed by schools dramatically reduce which devices the user can bring into the classroom. All devices the user brings outside his/her home “live” in the user’s room, which precludes a familiarity and sense of closeness to these devices. A device that enables the most “room activities” to find their way into other physical spaces the user frequents would be welcomed. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 130 | Artifact Model — Interests: Compiling interests for this user group begins to reveal subtitles of the individuals’ loyalties and unspoken influences. Twilight Red Bull Hollister Co. Discovery Channel Facebook Nike Soulja Boy Myspace CSI Miis Starbucks Adult Swim YouTube Abercrombie & Fitch Anime F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 131 Red Bull sports Michael Phelps / The Colts (football) / soccer Starbucks books Twilight / Steven King / Sci Fi / Fantasy / Nancy Drew Hollister internet youtube / myspace / facebook / flickr Abercrombie Aeropostale games Wii (Tennis, Boxing, Mario Kart) / NDS Rocca Wear tv Secret Life of an American Teenager / House / CSI / American Idol / anime Adidas Pac Sun movies Twilight / anime Rue 21 music Peramore / Soulja Boy / Evanescence / 80s Metal / Led Zeppelin brands entertainment user a activities communication piano pratice texting guitar practice phone dance class facebook teacher’s assistant myspace volleyball skype baseball IM passing notes Interest Model: This model illustrates and organizes the things this user group finds important in their lives. Brand awareness is only nominally present for electronics/technology. Some interests are influenced by pop culture, while others are influenced by parents’ tastes and interests. There is some overlap between communication and entertainment for this age group. Texting and communication through webcams (skype) are heavily used by this age group. And, as to be expected, entertainment weighs heaviest in interests for this age group. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 132 | Ever-present: Personas are printed out and hung in the studio as a constant reminder of for whom we’re designing. personas Information gleaned from the contextual inquiry process is then used to gener- ate a persona. A persona is more than a “target audience” breakdown or a set of demographic characteristics, it is a hypothetical person that represents a real user and their interests, lifestyle, habits, hobbies, etc. These personas are then used as litmus tests against which both design groups scrutinize their designs. If a design can’t feasibly exist in a personas world, then the design is most likely off-base. As our contextual research focused on the junior high age group (a group less fleshed out in the initial Freescale research), our resulting personas are reflections of these users and other poten- tial individuals that are within their social realm who would use this product. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 133 lifestyle /// Idyllic Family Life /// Jokster /// Comic Lover /// Draws Often /// Active and Confident p r i m a ry p e r s o n a relationship /// Two-Parent Household joseph wright /// Two Siblings /// Many Friends /// Family Out-Of-Town 12 years old /// 7th grade student entertainment Household with both parents /// Loves X-Men /// Plays Wii & Make One Brother and one younger sister Miis /// Watches Discovery Channel and Surviorman /// Myspace for Socializing /// World of Warcraft Online “No doubt about it, if I could be a superhero I’d be Wolverine!” technology uses /// Education (Word Processor) /// Communication (Cellphone, Texts, Joseph lives in a coastal city in the eastern part of the U.S. His father, Robert, Myspace, Facebook) /// Entertainment works at a local hospital and usually works late. He has an older brother, Julian, (Cellphone MP3 Player) that is 15 years old and a younger sister, Sarah, this is nine. Joseph’s mother, Susan, works to ensure that everything in her house runs like a well-oiled machine. communication goals She makes sure her family has home cooked meals, that the kids get to their different /// Family (Cellphone) /// Friends activities on time, and that the house is always in order. Their family lives in a (Cellphone, Texts, Myspace, Facebook, suburban neighbor that is full of other families. Joseph has a daily routine during Gaming) the week that includes a home cooked breakfast, bus rides and school. After his home- work in the evenings he likes to watch TV, read his comics, work on his drawings, get online, or play Wii. He usually spends a good amount of his time online either custom- izing his avatar, talking with friends or cousins who lives out of town, playing games like World of Warcraft, or watching videos on YouTube. While doing these activities he is usually listening to music and texting with friends. Joseph is a good student, but occasionally gets in trouble because he draws in class when he should be paying attention. He is incredibly outgoing and is always joking with friends. His mom makes him takes Taekwondo to stay active, Joseph doesn’t complain too much about the lessons because he feels it will improve his superhero “combat skills”. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 134 | lifestyle /// Working Mother /// Family- Centered/// Plays Tennis, Jogs and Swims/// Exercises Often s ec o n Da ry p e r s o n a On-the-go Lifestyle relationship /// Mother of Three /// Wife of 14 Years susan wright /// Parents Live Far Away 39 years old /// Accountant /// Social Activities With Friends Married for 14 years /// 3 Children Graduated from Business school entertainment Income - $124,000 a year /// Family Time technology uses /// Work (DELL Laptop) /// Communication Creating comfortable home (Cellphone, Homephone, Email, Facebook) life for her family... /// Family (Television, Stereo, Digital Camera) communication goals Susan Wright is a 39 year old woman who works for a small financial consulting com- /// Family (Cellphone, Homephone, Email) pany. Since graduating from the business school in 1999, she has been doing accounting /// Friends (Cellphone, Facebook) work in this company. However, she also thinks that family life is a more significant part in her entire life. She has married for 14 years, and had three kids. Her big- gest interest is to cook delicious food for her families and to enjoy family time. The children’s education is a big priority for Susan and she appreciates each child’s individual personality. Moreover, Susan does not really indulged in new technology and electronics, but she has a couple of digital devices for her work and entertain- ment, such as a DELL laptop for easily working in different places, a Nikon D40 for traveling, and Sony Home stereo for creating happy family time, etc.. Furthermore, Susan tends to introduce new digital technology or devices to her kids, because she believes that learning the knowledge of new technology is helpful to expand their vision, improve their studying skills and stimulate their creative thinking. Also, she encouages her kids to communicate with their friends online, but she is concerned that surfing internent too much will take up their study time. She strongly believes that the main duty for children at that age is to concentrate on studying. Another thing is that children at that age haven’t had the ability to tell what is good or what is bad when they are surfing Internet. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 135 lifestyle /// Music Lover /// Influenced by Father’s Tastes/// Naturally Accomplished Student /// Quiet Observer /// Fringes The Group s ec o n Da ry p e r s o n a relationship /// Single-Father Household emily walls /// /// Mother Lives Several States Away One Older Brother /// Tight-Knit, Small Circle of Friends 13 years old /// 7th Grade Student Single-Father Household /// One Older Brother entertainment /// Reading SciFi & Horror Paperbacks /// Listens to Music on iPod 13-year-old, soft-spoken dreamer /// Bands on youtube and Myspace and aspiring guitarist /// Buffy and Angel on The WB technology uses /// Education (Word Processor) Emily wakes up around 6:15 am every morning and checks her cellphone for any texts she /// Communication (Cellphone, Texts, may have missed from her friends while she was asleep. After breakfast, her Emily’s Myspace, Facebook, Skype) dad drives her to school while Emily listens to Led Zeppelin on her iPod. Before /// Entertainment (iPod, youtube, homeroom starts, Emily spends a little time talking to her best friend Meredith, then Myspace, Facebook, TV) reads her Twilight Saga paperback until time for roll call. In second period, she uses her flashdrive to turn in a short essay she wrote for English class. When Emily communication goals is picked up by her father after class, she texts her friend Stacy (on the cellphone /// Family (Cellphone, Myspace, Skype) she left in her dad’s car), who lives down the street from her, to see if she wants /// Friends (Cellphone, Texts, Myspace, to hang out when she gets home from school. When Stacy comes over to Emily’s house, Facebook) they spend the afternoon browsing through Youtube videos and checking out bands on Myspace. After Stacy leaves, Emily replies to her mother’s Myspace message and has a brief conversation on Facebook chat with Meredith. After dinner, Emily does her home- work on the desktop PC in the living room and saves her work on her flashdrive. After homework, Emily watches a re-run of Angel on the WB then gets ready for bed. Before falling asleep, Emily texts back and forth with Meredith about possibly having her stay over on Friday night. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 136 | Reading between the lines: After a scenario is written, it is poured over to determine what a product needs to do to meet the goals of its intended users. scenario After developing personas, our next step was develop a scenario. On the surface, a scenario is simply a story. However, it’s function in interaction design is to begin the visualization process of how a product would be utilized by an intended user. We developed a scenario using our per- sonas in an effort to begin to recognize what our design would need to include to meet these users’ goals. After the scenario was written and refined, we then deconstructed the story, developing an extensive chart of task flows. The task flows mined from the scenario are then used as primary guideposts for the ideation process of our designs. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 137 without netbook with netbook Joseph wakes up Monday morning and starts his morning routine. Joseph wakes up Monday morning, and before he even gets out of Like most mornings he wants to check his MySpace and email bed is able to check his MySpace and email accounts with his account, however his Mom is on the family computer checking her new netbook [opportunity for accessories]. As he is checking email and work schedule so Joseph will not be able to use the his MySpace account he gets a reminder about his late art class computer before school. After breakfast Joseph catches the bus from Emily. He sends a notice to his mother’s calendar through to school. Joseph is frantic when he arrives at school because their “family” widget so that she will know that he will be at he did not have time to finish the science homework that he is school late, and will be catching a ride to karate class with suppose to discuss in class. After a discouraging morning, Emily. He also asks her to bring his karate gi so he doesn’t Joseph heads to lunch with his class. As he eats he wishes he have to lug it around school all day. After getting ready for had something to sketch on, because he has a few new ideas for school, Joseph runs downstairs, grabs a few pieces of bacon, the comic book characters he is working on. The rest of the day says bye to his mom, kisses her on the check, and heads for the is pretty boring. The classes continue like they always do; the bus. Susan, Joseph’s mother, smiles as he runs out the door. teacher lectures, and the students listen. After school Joseph She is in the kitchen on her netbook organizing the meals and stays for a late art class and catches a ride home with his grocery list for the week, and is thinking about all the time friend Emily at 4:30. When he gets home, Joseph’s mother is she is saving with this new “grocery” widget. The time it saves angry with him, because he didn’t let her know about the late art will allow her to do a little extra for the family game night class. She expected him at 3:30 and has been incredibly worried. on Thursday. Just then, she notices the addition Joseph made to After a little argument, they have to rush out the door to get her calendar, and she giggles when she sees that he has attached to his karate class. On the way to the class Joseph remembers one of his newest cartoons to personalize the message. She loves that today is his karate rank test. His mother gets upset again, it when he does that. because she is unprepared to record the event. Joseph is also While on the bus Joseph and his friends start to talk about a little disappointed because he wanted to show off his profes- their karate class. In the discussion about ranks, Joseph is sional “combat skills” to his friends. reminded that his rank test for his green belt is that night. After the frenzied day, Joseph’s mother, Susan, has to heat He opens his netbook and sends another notice to his mom’s cal- up leftovers for supper because she didn’t have a meal planned. endar. He knows his mother remembered the event, but loves any The family, except for Robert, the father, eats together. After chance to bring attention to the fact that he’s almost a GREEN supper Joseph runs into the living room to watch Survivor Man, belt. Since his mom doesn’t have to be at work for another hour, but his sister Sarah beat him to the remote and started watch- Joseph figures she is probably still online catching up on work ing American Idol. He decides to try to get on the computer to emails and finalizing her to-do list. While on the netbook, Joseph play World of Warcraft, but his mom is on it catching up with receives a notice from his mom reminding him to finish his science friends and work. At this point, he decides to just finish his homework. “Ooooh yeah,” Joseph says, and rushes to finishes his math homework and go to bed. On the way to school the next day, homework for science class before they get to school. Joseph realizes that he forgot to finish his book report for Excited by the presentation he just finished for science English when one of the students mentions it on the bus. class, Joseph runs into school, flashes his ID [opportunity for F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 138 | accessories and/or a connection to netbook], and switches his keep the dinner warm. He also sends a message to both Susan and netbook into “school/airplane mode” [what terminology are we Joseph saying that he had received the footage from the rank going to use here]. When it’s Joseph’s time to present in class, test and that he is so proud of Joseph’s progress. Joseph, who he hooks his netbook to the projector and blows the class away is sitting at the kitchen table with his netbook, working on with his cool science presentation. his homework, looks over to his mother with a big smile on his Delighted by how well his presentation was received, Joseph face. “I’m glad Dad has finally figured out how to use that old triumphantly heads into the lunchroom with his class. While in computer of his,” Joseph jokes. Sarah, Joseph’s sister, hears the lunchroom, Joseph sketches in his netbook. He is working all the commotion and runs to the kitchen to see the footage on a new personalized exterior for it. While he is sketching they are discussing. She links her netbook to Joseph’s and wat- he decides to shows off his newest comic book characters to his ces the video. While linked together she shows Joseph a problem friends at the table. His buddy Adam walks by, sees the new she has with her homework and asks for his help. The two work characters, and tells Joseph he just drew the perfect armor together to address the problem [opportunity for accessories]. that work look awesome on the ninja character. Adam grabs his When the fajitas are ready, Susan asks Joseph to message his netbook locks it into Joseph’s and they work together to test brother Julian to tell him supper is ready. Julian is riding out and edit the new gear. bikes with friends in the neighborhood, and Joseph can see from Later that day in social studies he is able to use his netbook their “family” widget that Julian is just around the block. to do group work. All the students think the group work makes Joseph is the only person Julian allows to “see” his whereabouts. the class so much more fun [opportunity for accessories]. In a few moments Julian arrives, and the family has a happy din- After staying late for art class, Joseph rides to karate class ner together, talking about the day’s events. Susan makes sure to with Emily and her dad. While on the way to karate Joseph uses leave her netbook open so that Robert can be video conferenced his netbook to share a new band with Emily and her dad, because in and not miss anything. During supper Susan reminds everyone he knows they are both into music [opportunity for accessories]. about family game night on Thursday. Everyone is very excited, Emily loved the music so Joseph emailed her the link to their especially now that Joseph has his new netbook. Having one more page on MySpace. Joseph gets to karate class just in time to change into his netbook linked in with the rest will make the gaming experience karate gi and set up his netbook to record his rank test [oppor- even better [opportunity for accessories]! tunity for accessories]. The footage will be uploaded so that Pumped up about game night, Joseph heads to his room to play his friends can check it out. Joseph is so excited to show off games on his netbook after supper. While he is playing, one of his “skills”. his friends pops up in Skype to remind him about a book report When they get home, Susan starts supper. She has her netbook that is due the next day. Joseph video conferences with him set up by the stove displaying a recipe she found for fajitas about the project and also asks him a few questions about a [opportunity for accessories]. Joseph’s loves fajitas! Susan girl he likes. Before finishing the book report, Joseph checks found the recipe after she realized how excited Joseph was about his MySpace account to see if anyone has posted any comments the green belt. She wanted to cook something special to celebrate about his karate footage. After briefly talking with a few of his Joseph’s progress. While looking at the recipes she gets a notice friends, Joseph finishes his paper, watches an episode of Adult from her husband, Robert. He says that he will be late, but to Swim online and heads to bed. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 139 Video Scenario Screenshots: We created this video scenario to further expand on the “day in the life” of our primary and secondary personas. The scenario was used to help us as we designed, providing moments that showcased opportunity while also encouraging us to push some of the ideas we had been discussing. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 140 | F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 141 Deconstruction: Breaking the scenario down into actions performed then creating task flows from these events begins to form preliminary ideations of what this design is going to do and to present rough concepts of how it should do it. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 142 | initial ideations After the synthesis of research and the breakdown of our constructed personas and scenario, we began the ideation process for the user interface. The first round of sketches, wireframes and GUIs focused on fleshing out a par- ticular moment or instance found in the scenario in an attempt to tell as much about the interface and its structure in a single screen shot. These directions were explored indi- vidually and served as launching pads for Starting on paper: Using the deconstruction of the scenario the more involved designs we constructed as guideposts for behavior and as two separate groups. The different features, we began sketching approaches each student took helped to concepts for the user interface. informed more well-rounded interfaces in the subsequent designs. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 143 Quianru Zhang: This concept attempts to create a new visual effect and using experience for operating system by using 3D box as main characters. The four boxes appearing on the home screen separately represent four categories of functionality, like communication, entertainment, working space and messenger centers. Users can go to different boxes to choose the application or staff they want through using multi-controlling 3D mouse. Also, combination of 3D and 2D is another feature of this concept. There is “ stage bar” to show what staff in the box that you are working on. As this frozen moment showing, user Susan was checking the messages from her son Joseph in family widget. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 144 | IACT 720 | Wireframe v.2 | April 27, 2009 | Alex Wang | P. 1 MAY 9 Alex Wang: This UI design focused on the playful IACT 720 | Wireframe v.2 | April 27, 2009 | Alex Wang | P. 2 interface and social network. In the design, balloons represent the different applications and MAY people icons represent the user and the user’s friends. By connecting balloon with balloon or balloon with people icon, the user can have 9 the interesting using experience in different 9 - Science Homework combination of applications and social networking. - Test - Late Art Class (need to notice mom) F r e e s c a l e /s ca D IACT 720 | Wireframe v.2 | April 27, 2009 | Alex Wang | P. 4 Sec tion 4 .1: Interac tion Design / Methodology
  • | 145 Wei Hsin Lai This UI design focuses on the play form and well-organized function which the flitting cube menu and corner docks represent. The cube menu in the center can provide different functions on its different sides, including the communication, settings, entertainment, education, and family connection. By opening the corner dock, you can organize the stuff. F r e e s ca l e /s ca D S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • 146 | Search Daniel Searc Daniel ? Julian Josh Keyla ey a yla y Family Megan Science Science Club Science Club Guitar pals Guitar pals Karate Karate Karate Daniel BF Neighbors School 11:12 Charlie Gongora: The concept is based on an infinite Six different kinds of categories will be found around XY field in where everything is placed. The limits the central working area: 1. Netbook- It controls the of the screen serve as a window to move through the preferences of the user and is where the settings of infinite space and to zoom in and out. the netbook can be found. 2. Warehouse- It is where Other criteria for this concept includes proxim- the files are stored. 3. People- This contains and ity to the center as a reflection of the importance. manages the social networks. 4. Entertainment- It The user will bring or push away elements as he/she contains software directly related to gaming, music, needs them, and define the center as the active working etc. 5. Productivity- This contains software that is area. The temporary elements will be placed around a not for entertainment, i.e. Powerpoint, Word, and window that defines the working area. Photoshop. 6. Applications- This holds all software, plus widgets. F r e e s c a l e /s ca D Sec tion 4 .1: Interac tion Design / Methodology
  • | 147 PROJECT: NETBOOK USER INTERFACE HOmE SCREEN RESOLuTION: ITERATION: LAST uPDATED BY: LAST uPDATED: 2 CLIENT: FREESCALE 800 x 600 1.0 mATTHEW COLE 30.04.2009 COMMENTS Write comments here. 2 1 1 3 3 5 box center inbox clean-up boxes position reset select all delete spam new Xero ea commy — nim iureetuerIbh ercipsuscip el estie… Uptationummy — niamcon sequis dolestrud tat autate ai… files settings word spreadsheet presentation Emily Walls — Don’t forget that art class will run late tom… processor Met num — dolobortis nos nonsequis acin vulpute modo… 2 6 2 4 calendar to-do clock camera web music 3 5 web browser inbox message video chat web share browser ny times bbc family youtube hulu 6 4 4 1 1 2 Matt Cole: This iteration on the user interface PROJECT: NETBOOK USER INTERFACE CALENDAR: RESOLuTION: ITERATION: LAST uPDATED BY: LAST uPDATED: 7 CLIENT: FREESCALE vIEWINg NEW ENTRIES 800 x 600 1.0 mATTHEW COLE 30.04.2009 ANNOTATIONS: 1 Moving the pointer to any corner or touching the corner when touch screen operating will reveal a link for calling up the Box Center. 5 Corner icons can be dragged to the space represented by number 6 to serve as a customizable quick links section on each box. focused more on the accessibility of widgets and COMMENTS Write comments here. 2 Moving the pointer to any side will highlight that serves as an affordance to the multi-screen feature of this interface. Clicking on the side moves to a new 6 This space at the bottom of each serves as a customizable quick links section. Icons from the top right of each box can be dragged and dropped here, letting the idea of a search center being the primary way screen. Pressing and flicking in any surrounding space with one’s finger will the user determine which boxes they think they will use the most and in what of locating what a user is looking for. This UI accomplish the same task. order. Dragging the icon from this space removes it. 3 inbox Click and hold dragging or press and hold finger gestures will allow the boxes to be repositioned as desired within the interface. Clicking or touching this box center space also “activates” box, which is indicated box the box color becoming select all delete spam bright. “deactivated” boxes grow shaded. new lacked the concept of social networks and didn’t clean-up boxes position reset calendar — nim iureetuerIbh ercipsuscip el estie Atie facilit laor sum nim nis nim iure velit … Xero ea commy present a true interface that could be moved 4 Any box can be resized by dragging the bottom left corner. Uptationummy manage friends customize — niamcon sequis dolestrud tat autate aiIm adigna consendiam in esse magna acid… april Emily Walls — Don’t forget that art class will run late tomorrow! 1 2009 through. You’re welcome to ride home with my… sunday monday tuesday, april 7, 2009 tuesday wednesday thursday friday saturday files settings Met num — dolobortis nos nonsequis acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri… word spreadsheet presentation processor add edit delete Met num — dolobortis nos nonsequis acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri… 3 Joseph 1 2 4 2 Subject: Late Art • Time: 2:30 - 4:00 pm Met num — dolobortis nos nonsequis late artvulpute modo Sit velrun late this zzriliquam at, vel do eugueri… joseph: acin Mom, art class is going to dolorem afternoon, mom: late meeting joseph: rank test julien: game so I’ll just catch a ride with Emily and her dad. 5 6 7 8 9 3 10 11 calendar to-do clock camera web music They’re going to drop drop me off at karate, Met num — dolobortis nos nonsequis acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri… so could you bring my gi when you meet me there. That way I don’t have to haul it to school. sarah: recital dad: work trip dad: work trip Met num — dolobortis nos nonsequis acin vulpute modo Sit vel dolorem zzriliquam at, vel do eugueri… 12 13 14 Joseph 15 web browser 16 17 18 Xero ea commy — nim iureetuerIbh ercipsuscip el estie Atie facilit laor sum nim nis nim iure velit … adam: comic swap dad: work trip Subject: Rank Test • Time: 5:00 - 6:00 pm inbox message video chat browser share Oh, I thought I would remind you that tonight’s karate class will be Met num — dolobortis nos20 19 nonsequis acin vulpute BELT RANK TEST!!! Just a reminder. ;) 23 vel do eugueri… 21 my GREEN modo Sit vel dolorem zzriliquam at, 22 24 25 26 27 28 29 30 ny times bbc family youtube hulu ANNOTATIONS: 1 Clicking on a day will open a “day detail window.” If events have been added, the full message will be displayed here. Icons for the users who posted events will be visible. These images are the user F r e e s ca l e /s ca D 2 images for the users’ netbooks as well, chosen in the settings box or at the initial setup. 3 Attached images will appear next to the event entries here. S e c t i o n 4 . 1 : I n te r a c t i o n D e s i g n / M e t h o d o l o g y
  • | 149 sectIo n 4 . 2 interaction design touch-screen user interface
  • 150 | how can we use “parti” to facilitate our concept design criteria TECH OPPORTUNITY TARGET GROUP’s ACTIVITIES Customize anything they want Parti & the design sandwich is a struc- Touch screen ture for projects that allows designers E Ink screen Communication with friends by online social network to go form concepts to products using the Fingerprint Indugled in popular culture tools of design. As the core interaction 3G Tech Influenced by parents model, it is built in the design consid- Bluetooth play video games eration outside of design, like technol- ogy opportunities, marketing factors, resources, etc.. Based on this point, the second layer of Parti includes the best practices and usier test, which can help inform design decision. After that, the HUMAN FACTOR SENARIO next layer of Parti is design principles Screen size Communication with family that will evaluate the decisions so that Keyboard size Group work all the decisions can support the cen- Icon size of OS Make grocery list tral idea. The last layer is the central PARTI Doodle concept that will lead to the holistic design. As for the methodology of Parti, our Parti is based on considerations includ- ing the technology opportunities that can be applied in Netbooks, the charac- teristics of target groups’ desires, and market trends foreseeing the potential opportunities in the field, etc.. And then, MORE FUTURE POSSIBILITIES? through the filter of design decisions, we MARKETING TREND got our design principle for our operating More balanced in smartphone and laptop system, easy accessibility, customization Google’s Cloud services and playful, which leads to our central Connect to different accessaries concept of “Global” operating system. F r e e s c a l e /s ca D S e c t i o n 4 . 2 : I n t e r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • | 151 Global Parti The central design idea: creat a new using experience Easy Accessibility Design Principle Easy to find staff, easy to open a Application, easy to communication with others Key characteristics to evaluate the decisions Customization Random to customize the interface color of OS and icon design; Customize the organization of files and apps Playful Create a new using experience by playing globles to organize the staff and apps Pattern & Best Practices Prototyping Test Human Factor Technology Activities Scenario Design Considerations Opportunities & Limitations screen size touch screen easy to find communication 6’’ * 4” apps & staff entertainment F r e e s ca l e /s ca D S e c t i o n 4 . 2 : I n te r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • 152 | ui design process The concept of the touch-only screen interface team focused on the interac- tion of the application and the touch using experience. The concept has been refined in two different stages. The first stage was a mix of the ideas of Matt’s, Qianru’s, and Alex’s sketches and wire- frames, which was the widget concept, 3D environment, social networking, and being playful. The second one was the develop- ment of the initial concept. A prototype of the concept was then further developed and tested by users. The UI design concept provides the easy Our process started on paper and accessibility in dealing with applica- led through several different tions and stuff. It not only allows the iterations through wireframing customization of the interface appear- and fully comped gui instances. ance, but it also creates the playful using experience. F r e e s c a l e /s ca D S e c t i o n 4 . 2 : I n t e r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • | 153 Our first iteration lacked cohesion and didn’t give a proper understanding of the OS. F r e e s ca l e /s ca D S e c t i o n 4 . 2 : I n te r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • 154 | Our second round of wireframes and GUI instances became more realized. F r e e s c a l e /s ca D S e c t i o n 4 . 2 : I n t e r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • | 155 After a few more tweaks, particularly with the foldering structure of the folder globes, we were ready to make a working prototype for user testing. F r e e s ca l e /s ca D S e c t i o n 4 . 2 : I n te r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • 156 | Prototype Testing: Middle school students interact with a prototype comp of an earlier iteration of the touch-screen UI. touch screen user testing Time: May 20, 2009 Place: Coastal Middle School Device: Fujitus Portable Lifebook Testees: 7 grade students in Coastal Middle School Average Age: 13 Number of Students: 8 After refing the original version of Global operating system based on touch screen, the prototyping test was developed. The purpose of this user test is to evaluate the accessible usability and GUI visual design of Global operating system. During the process of test, each student was assign to complete four tasks, finding a video file, opening Word application, finding a photo, and opening spreadsheet application. Basically, all the tasked assigned were very simple, which intended User Testing to test whether users can quickly figure out the functionality of the system with- out any explanation. Time: May 20, 2009 Place: Coastal Middle School F r e e s c a l e /s ca D S e c t i o n 4 . 2 : I n t e r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e Device: Fujitus Portable lifebook Testees: 7 grade students
  • | 157 Summary of User Test Questionnaire: 1. 1 Most students thought the test of Global operating system was very cool. 2. Most students thought this operating system was more convenient to find a file than conventional operating system. However, only one student suggested that it should add a function of folder directory. 3. Five students thought that this operating system provided more convenience to open a application. However, 3 students thought it was slightly complex but after they got used to it, it would be pretty easy. 4. One student suggested us change GUI design more bright colorful. 5 Icon size was basically appropriate for them. Overall, all the students were so excited to Global operating system, which proved that the Global concept of operating system was successful. However, some parted should be improved, like the top task bar should be more noticeable due to many students ignore it at the beginning. Touch Protot Touch in Coas Proto in Co Summary of User Test Questionnairec t i o n D e s i g n /FToe c hsU s e l en/srcacD S e c t i o n 4 . 2 : I n te r a r e ca u r I te f a e User Testing 1 Most students thought the test of Globle operating system was very cool. Time: May 20, 2009 Description:
  • 158 | final ui concept With the insight of the user testing the final UI concept was developed. The final concept improved the GUI of the interface design to be more attractive to our user gorup and it also ameliorated the touch icons for easily functioning. The final concept focused on easy accessi- bility and an organized sturcture for the files and applications. It also kept the playful user experience and provided the opportunities of the customization of the interface color and icon design. The top user bar is the quick links for users to search stuff, get the instant messages, com- municate with online friends, launch the web browser and check the calendar. It also shows the system status and provides the settings con- trols for the system. It can be minimized for creating more screen space for users. The left button opens the files globe folders. All the data a user has, such as word documents, movies, and photos, are organized into globe folder the user access from this point. The right botton opens the applications globe folders. It is organized and functions the same as with the file globes; the user can find and A closeup of ‘Globe Space’. use the specific application by touching the application globe. The user can drag the globes and drop them into the screen space (globe space), and it will become the quick link for the user to use the application or open the stuff. The user can group the globe by their own categories and they can also customize the appearance of the icon or the interface color to differentiate the different groups. F r e e s c a l e /s ca D S e c t i o n 4 . 2 : I n t e r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • | 159 Files Folder Globes Widget Task Bar Globe Space App Folder Globes F r e e s ca l e /s ca D S e c t i o n 4 . 2 : I n te r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • 160 | One tap reveals widget task bar items. One tap activates thumb buttons. A double tap opens globe folders. Tapping globe folders reveals contents. F r e e s c a l e /s ca D S e c t i o n 4 . 2 : I n t e r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • | 161 Tapping and holding thumb buttons reveals globe folder editing options. Draggin an app globe from the globe folder puts a copy on the globe space. Apps can be opened by tapping an app globe. F r e e s ca l e /s ca D S e c t i o n 4 . 2 : I n te r a c t i o n D e s i g n / To u c h U s e r I n te r f a c e
  • sectIo n 4 . 3 interaction design non-touch user interface Pandora Calculator PowerPoint Dictionary Library Video Recorder 12:39 PM May 11 85% 3G
  • 164 | Current Netbook UI design ASUS Eee PC Tab menu desktop further research Easy to access but not interesting Current Netbook UI By observing the current Netbook UI design, we can get more insights to establish the design principle. We selected three different examples, including ASUS Eee PC, HP MINI 1000, and OLPC. They all represented different focus on UI. These designs gave us ideas about the rules of organiz- HP MINI1000 ing, style, and communication. How to combine the Widget desktop friendly usability, attractive style, and clear social networking would be a big portion of the design consideration. Market Trend More attractive but complicated There is no doubt that the cloud computing is a future trend. Although it is still developing, it shows a great potential to be applied in the net- book. Not only it can bring the powerful function to the mobile device but also can store the data safely. However, the biggest feature of cloud com- OLPC sugar OS puting is to rely on the access of internet. How to apply this opportunity but make up the limita- Graphic communication tion would be a big concern for design. Design consideration and criteria From the user and market aspects, we included the Easy to learn but for younger age group opportunity and limitation into the design consid- eration. The biggest issue will be considering the needs of users and the usability of UI design. For the design criteria, we came out six points to follow. Those rules helped us to develop the com- plete concept of operating system for our target. F r e e s c a l e /s ca D S e c t i o n 4 . 3 : I n t e r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • | 165 Market Trend - Cloud Computing Cloud Computing iCloud Jolicloud Eye OS G.ho.st Virtual Computer Bene ts Disadvantages 1. Securely save data in the cloud. Need to access the internet to get the functionality and rely on the speed of 2. Low-cost way to load and go. internet. 3. O er many value-added capabilities without download the software. F r e e s ca l e /s ca D S e c t i o n 4 . 3 : I n te r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • 166 | Design Consideration & Design Criteria Opportunity Limitation User aspect – Need to access the internet to utilize the function o Customization and personalization. work in the local machine and transit the o Communication with di erent tools. information later o Desire for control and privacy Most functions are similar to smartphone Market aspect – Make the function more valuable and e ective Trend: Cloud computing than others Design Consideration Design Criteria Unique point to di er from other competitor (netbook and smart phone). --- Cloud computing (new for netbook) ---- Video capabilities, presentation tools, sketching capabilities (di er from smart phone) 2. One structure that can be varied for di erent target (tween, soccer mom) --- Play form for young market 3. Unique layout approach that is user friendly and well-organized with a clear hierarchy of information and people. 4. Focus on communication functionality 5. Customized and personalized capabilities F r e e s c a l e /s ca D S e c t i o n 4 . 3 : I n t e r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • | 167 user testing Two models were tested with the users. The first was an enlarged scale smart phone with a purpose to record the user’s expec- tations an object with different language other than a “baby laptop.” High Mobility and power is what the users read and per- ceive with this model. The second model was a Velcro equipped field, in which different elements (win- dows, pointers and other shapes) of an interface were given to the user. The users were then asked to manipulate these elements to create their ideal GUI. The users express the necessity send and receive information and updates from the people they are working with, and the use of the computer by activities implying multitasking and different intentional- ity (productive, social or entertainment activities), and connection with people. F r e e s ca l e /s ca D S e c t i o n 4 . 3 : I n te r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • 168 | ui design process The non-touch screen interface team based its concept on people connecting through activities that share information, or “stuff.” The concept has been refined in four different stages. The first one is a mix of the ideas of Wei-Hsin and Charlie’s wireframes. The second stage was the development of the initial concept, and the third was called Sphere OS. A pro- totype of the latter concept was then further developed and tested by users. Finally, a system called Air OS was devel- oped after the evaluation of the findings in the user testing. Air OS not only allows high connectiv- ity and sharing of information, but it also proposes the use of collaborative and multi-tasking spaces and activities that reflect today’s necessities of the netbook users. It also proposes an innovative approach of graphical user interfaces. F r e e s c a l e /s ca D S e c t i o n 4 . 3 : I n t e r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • | 169 12:39 PM May 11 85% 3G Settings 12:39 PM May 11 85% 3G This was the first rough of the user interface the non-touch group created as a team. It used a corner docking system that categorized the user’s information into People; that housed the users favorite people broken down in to folders like “School Friends” and “Family”, You; that housed the users messaging methods, social networks, games, music, etc , Tools & Storage; that housed re p Us Settings to the user’s applications, widgets, tools and De sk c y iva documents, and Settings; where the user could Pr l nta rte ls personalize the desktop and customize the items Pa ontro C within the docks. F r e e s ca l e /s ca D S e c t i o n 4 . 3 : I n te r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • 170 | F r e e s c a l e /s ca D S e c t i o n 4 . 3 : I n t e r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • | 171 F r e e s ca l e /s ca D S e c t i o n 4 . 3 : I n te r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • 172 | user testing After refining the Sphere OS, a prototype of the operational system was developed. The interface was tested by boys and girls from the Costal Middle School in Savannah, GA. The average age of the user was 12 years. The facilitators of the usability testing asked various questions about the GUI and asked the students to complete a few tasks within the prototype to test certain aspects of the operating system. The users were first asked to explore the system and then talk about the inten- Here a student from Coastal Middle School is maneuvering tions of their actions. Secondly, the through the Sphere OS. She uses users were asked to send a message to “My People” corner dock at the their mothers through the system. The top left of the screen to find last part of the usability test allowed the person she wants to message. the user to interact and play with the “sphere” functionality of the system. F r e e s c a l e /s ca D S e c t i o n 4 . 3 : I n t e r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • | 173 Findings: 1. The users rarely attempted to activate the corner docks. 2. They found alternative paths to communicate. The user oftentimes when to the “recent favs” on the upper right corner and a collaborative sphere called “family stuff ”. 3. The spheres were more of a target for the user than the set interface elements. 4. The user only found the search bar after maneuver through other elements in the interface. 5. Most of the other GUI elements were clear and used easily by the user. 6. Once the role of the corner docks was understood, the user had no problem using the structure to complete the required tasks. 7. Most users mentioned two different aspects of an interface they said would make the experience more productive: right click and the file menu. Overall, the Sphere concept was successful. The users embraced the concept of a collaborative space. However, many elements in the GUI needed to be presented more clearly. F r e e s ca l e /s ca D S e c t i o n 4 . 3 : I n te r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • 174 | Pandora Calculator final concept With the insight of the user testing a new system was developed. The Air OS system. PowerPoint Dictionary The Air Os is a return and refine version of the old operational systems and that present a central active working area and four different categories around that make emphasis in “people connected in activities through applications” the four categories are: a. People Library Video Recorder b. Applications c. Stuff d. Multitask/collaborative spaces 12:39 PM May 11 85% 3G F r e e s c a l e /s ca D S e c t i o n 4 . 3 : I n t e r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • | 175 F r e e s ca l e /s ca D S e c t i o n 4 . 3 : I n te r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • 176 | Applications Family Calendar Search 12:39 PM May 11 85% 3G New Space Add People Add Application Web Sphere People Apps Stuff Web Sphere People Apps Stuff Add Stu Search 12:39 PM May 11 85% 3G Search 12:39 PM May 11 85% 3G F r e e s c a l e /s ca D S e c t i o n 4 . 3 : I n t e r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
  • | 177 Documents Recent Format Help Microsoft Word Family Calendar Pandora Calculator Contacts Camera PowerPoint Dictionary Excel YouTube Library Video Recorder Search 12:39 PM May 11 85% 3G F r e e s ca l e /s ca D S e c t i o n 4 . 3 : I n te r a c t i o n D e s i g n / N o n -To u c h U s e r I n te r f a c e
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