The document discusses the development of a wearable device called Aura. Aura is intended to help treat people suffering from mental illnesses and difficult emotions by suppressing negative emotions without prescription drugs. It would take the form of an indistinguishable bracelet that users could customize with different emotion suppressants like scents or neurological stimulation. An example user is described as someone with depression or anger issues who struggles with side effects of medications. Research on wearable technology and potential users is presented, along with plans to advertise on social media sites, with doctors, and in magazines. Wireframes and prototypes of a website and Facebook page are included to promote the product.
3. Angelina Izzo FA102b Professor Klinkowstein
Research from Web & Quora
Excerpt
“…‘New body language’ is metaphor for these new technologies, combined
with the body language of gestures, stances, poses, expressions, and how
they resonate with different cultural archetypes and human intentions.”
4. Angelina Izzo FA102b Professor Klinkowstein
Research from Web & Quora
Related Question
What will be the effect of technology on human evolution?
Whether or not we're mentally evolving depends on whether there are certain
behaviors or mental traits linked to genetics that make people more or less
likely to reproduce. However, because new technology is changing our
environment so rapidly, it can be hard to tell whether changes in our mental
phenotypes are due to changes in gene frequency or consequences of
changes in our environment.
6. Angelina Izzo FA102b Professor Klinkowstein
Research from Web & Quora
Answer to Related Question
Owen Miller
Software Engineer
• Access to technology therefore drives a change in culture; it’s undeniable
• I imagine that wearable technology’s main influences will be in disease
prevention and fat-shaming. Already, wearable sensors can detect that
someone is becoming sick before the victim can consciously noticeable
• Over the horizon, wearable technology will drive the development of
user interfaces and designs that aim to minimize cognitive load and
increase happiness
7. Angelina Izzo FA102b Professor Klinkowstein
Research from Web & Quora
Answer to Related Question
Daniel Fuchs
IoT Evangelist & Head of Innovation at Vodafone
• Things seems to come on waves: we had a very simple sport wave that will
be much different with the smart clothes, stimulating other types of
personal trainers, working remotely to follow your data, and helping your
performance
• Health related wearables are starting to become a reality and they can
monitor different types of diseases
• There are many other wearables impacting our lives, impacting mostly our
behavior, our personal security, our health and the way we interact with
each other.
8. Angelina Izzo FA102b Professor Klinkowstein
Draft Product or Service Description
For my product, I would like to create a wearable device that will send waves
to the brain to contrast the harsh emotions that we as humans face everyday.
Feelings such as anxiety, sadness, anger, stress, and pain would be relieved
but the press of a button.
9. Blink: The Fine Art of Creating Experience Maps
By: Kathryn Kaitchen
Ashley Hamilton, Daniel Maldonado, Annika Mak, Angelina Izzo
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
10. Intro
Blink uses Experience Maps to articulate how people interact with a product.
Experience maps are “a visual representation of the users’ journey over time”
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
11. Intro
Different types of research methods are used to create experience maps, such
as: longitudinal studies, retrospective interviews, ethnographic research, and
other observational studies.
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
12. Intro
Clearly articulated goals, usage, wants, needs, and opportunities are included in
the creation of the experience map.
The fun part is deciding the attributes that best illustrate the user’s story.
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
13. Target Users
Goals - what user hopes to achieve
Usage - how often/when/why a user uses a product
Wants and needs - other features the user could enjoy in the future
Opportunities - future possibilities to address users’ wants and needs
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
14. Engagement with the Product
Scenarios that influence product success:
Issues with product
Use of other devices that influence success
Differing opinions in satisfaction = opportunities to improve
Opportunities to meet users’ unmet needs
“Delighters” - features that users would love but didn’t know they need
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
15. User Flows
Phases over time: discover, 1st time use, search, purchase, continuous use
Shopping experience: search, review, choose product, purchase
First-time use experience: download, 1st time use, use of product over time
Finding a restaurant: decision making process to dine out
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
16. Influencers
Influencers affect satisfaction and use with a product:
User goals/needs of product
User expectations of product
Use of devices at different times
Use of different applications
Product failure/success
User understanding of product
● Emotions with product
Physical environmental influencers
Issues with product
Opportunities to meet user needs
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
17. Visualization
The data moves to a soft copy format to finesse the details.
Focus is on attention presentation and messaging finesse
Identifying where to use illustrations to emphasize key points
Color, font, layout, iconography, and symbols added to convey the data
Balance words with visualization
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
18. Conclusion
Visual illustration like an experience map is very effective; it’s like a dashboard of
the UX. The result is a compelling representation that reveals
how users engage with technology and provides insights for design.
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
19. This is the fine art of creating a User Journey Map
Angelina Izzo FA102b Professor Klinkowstein
Group Project
Group 2
21. Angelina Izzo FA102b Professor Klinkowstein
User / Customer Experience Map
About the Product
The purpose is to have a simple, easy-to-use device that will get rid of
the need of prescription medication for illness
22. Angelina Izzo FA102b Professor Klinkowstein
User / Customer Experience Map
Encountering the Product On-Line
Finding more information on social media websites like Facebook,
Instagram, Twitter, as well as medical websites like MayoClinic
23. Angelina Izzo FA102b Professor Klinkowstein
User / Customer Experience Map
Encountering the Product Off-Line
Give sample products to medical professionals to show to their patients
Magazine/newspaper advertisements
30. Most age groups
have knowledge of
wearable technology
Angelina Izzo FA102b Professor Klinkowstein
http://www.theharrispoll.com/business/Wearable-Tech.html
37. Angelina Izzo FA102b Professor Klinkowstein
Product or Service Description
More Detailed Product Description
Aura is a product that is designed as an indistinguishable bracelet that you can
customize to have different emotion suppressants, without the use of prescription and
non-prescription drugs This product is intended to help treat those suffering with
mental illnesses and other difficult-to-manage emotional issues.
38. Angelina Izzo FA102b Professor Klinkowstein
Product or Service Description
More Detailed Product Description
An example of a user is someone with depression, who is prone to side-effects, or
someone with a long commute home and anger-management. Our product has
various methods that our users can choose from. From scents that will be released in
the air to neurological stimulation that help to trick brain receptors into believing they
are no longer feeling the emotion they had previously had.
41. Angelina Izzo FA102b Professor Klinkowstein
Logotype
Final Logotype & Justification
I chose this version of my logo because it is soft on the eyes and the simple use of
blue is to give a sense of calm, even while looking at the logo. It’s also not black, but
more of a dark gray so that it does stay simple without overpowering the ending “a.”