2Ubiquitous and embodied user experience: Design cases with children, dogs and families

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Kaisa Väänänen-Vainio-Mattila
INUSE seminar, Espoo, 7.11.20

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2Ubiquitous and embodied user experience: Design cases with children, dogs and families

  1. 1. Ubiquitous and embodied user experience: Design cases with children, dogs and families Kaisa Väänänen-Vainio-Mattila INUSE seminar, Espoo, 7.11.2011Contents• IHTE’s research areas in the field of UX• Recent design studies - PawTracker for mediated human-dog interaction - Teddy Bear for supporting emotions and care between young kids and their remote parents - FAMEX for technology-based memory creation to motivate family members to come together• Discussion 1
  2. 2. Human-Centered Technology (IHTE) in a nutshell• Research in TUT since 1990’s on usability and user needs - Focus on user experience (UX) since 2006 - Strong emphasis on mobile and ubiquitous systems• Part of department of software engineering, faculty of computing and electronic engineering - Teaching on BSc, MSc and doctoral levels (30 doctoral students)• Multidisciplinary staff - ~25 researchers and research assistants - Professors in usability & UX and in human-centered design, two assistant professors, two adjunct professors• Major funding sources are Tekes and industry - Focus on applied research IHTE’s cooperation • Multidisciplinary cooperation with several research groups - Information management, signal processing, industrial design, … • Industrial research cooperation - Consumer products and services - Work-related products and services • One of the most active members of Nokia Innovation Center, Tampere • Close cooperation with Tampere Unit for HCI (Tauchi) - Strategic alliance since 2007 – altogether ~70 HCI researchers! • International researcher exchange - Mobile Life Centre @ Stockholm University, Uppsala, Delft, Cambridge, Ilmenau, … 2
  3. 3. IHTE’s research themes and domains MOBILE AND INTERNET WORK AND UBIQUITOUS AND SOCIAL BUSINESS APPLICATIONS MEDIA SYSTEMS SERVICES User experience research and design Developing and applying methods for human-centered design Identifying user needs and values for successful innovations User Experience (UX) approachUtility User Experience Pleasure Engagement Flow Usability Identity Pride Efficiency Meaning Satisfaction Enjoyment Effectiveness Excitement Fun Value Surprise Trust Sociability 3
  4. 4. IHTE’s main research projects in 2011Mobile and ubiquitous interaction:• Mobile Mixed Reality services – MMR / DIEM• Subjective assessment of experienced multimedia quality – Mobile 3DTV• Human Emotional Interaction – HEI• Haptic perception and interaction in multimodal automotive contexts – HapticAuto• Smart Spaces for Spatial Guidance – SPAGUUX of internet services and social media:• Product internationalization with firm-hosted online communities – PROFCOM• Delightful Long-Term User Experience: Creating Customer Loyalty – DELUXConsumer and business systems:• UX and user-centered design of Cloud SW – CS• User eXperience of Complex Systems – UXUS http://www.cs.tut.fi/ihte The Secret Life of My Dog – Design and Evaluation of Paw Tracker Concept MobileHCI 2011, 1.9.2011 Susanna Paasovaara1 Mikko Paldanius2 Petri Saarinen1 Jonna Häkkilä2 Kaisa Väänänen-Vainio-Mattila1 2 1 4
  5. 5. Contents of the talk• Motivation• The concept design of Paw Tracker• User study: Focus groups and field study with a mock-up• Main findings• Summary and conclusionsMotivation• Significance of the market - Estimated 400 million dogs in the world - Dogs are seen as “extended family members”• Technology-mediated interaction with dogs is very little explored in HCI - Related systems exist, e.g. Garmin, ISeePet, Dogbook - Some related studies, Yonezava et al., Weilenmann & Juhlin• Our earlier research on dog owner’s needs and motivations (Paldanius et al., CHI 2011)• Interesting, fun, hedonic! 5
  6. 6. Paw Tracker concept design • Goals - To understand pet dog owners’ needs for • technology-mediated tracking of the dog’s life • sharing dog-related information with friends - To explore what kind of system would provide pet dog owners relevant information and functionality“Paw Tracker is used for remotely checking that everything is fine with the dog,communicating dog related issues with friends,recording and viewing data about outdoor activities and met dogs,viewing updated data and statistics about the dog’s long-term progress” 6
  7. 7. User study: The participants• Human participants - Three ”main participants” + 3 additional dog owners per main participant (27-43 yrs, 10 F / 2 M)• The dogs Bondi, M, 2 yrs Nemo, M, 1 year Enni, F, 2 yrs (and a cat) Heimo, M, 7 yrsUser study: Focus groups• 3 x 4 participants in the main participants’ homes• Stimulus materials: Concept figure, story boards and example blog entries Doggie is panting. Do you want to fill the water cup automatically? Doggie is super social! It has met 50 new dogs during the last 30 days. Doggie: I just ate a cookie and a balloon. Doggie: I chased my tail for 1 minute 32 seconds. Doggie has been in horizontal position for one hour. Do you want to activate radio for entertainment? Doggie’s heart rate is 100 bpm. Doggie’s temperature is 38,5 degrees centigrade. Doggie made I’m waiting for my family to come home combo by running five times between the door and the kitchen window. It gained 25 points for the CanineClan game. 7
  8. 8. User study: Field study with a mock-up• Mock-up - Laptops with Skype video installed in the main participants’ homes - A blog (on Blogger, www.blogger.com) - Study period of 3.5-7 hours during one day (owners were away) - Sports Tracker app on the mobile (attached to the collar) to track one walk with the dog• Wizard-of-Oz type setup - Researchers followed video feed and created blog entries of the dog’s activity as if created by sensor-based data • Movement, voice, activity, eating - Owners and their friends followed the blog remotely• Interview & questionnaireExample mock-up blog (Nemo)- created by the researcher while following the video feed 8
  9. 9. Findings of the user study1. User expectations2. Reasons for using Paw Tracker3. Appealing aspects4. Less appealing aspects5. The ”ideal” systemUser expectations• Assumed that dogs sleep alot – is that so?• Finding reasons for barking or misbehaviour• Giving feedback (voice commands, treats) to the pet dogs 9
  10. 10. Appealing aspects of Paw Tracker• Following the dog’s situation and condition in real time - Special situations (sickness, misbehaviour, puppies) - Observing physical activities in general - Everyday dog life: Emotional connection, reassurance• Outdoor positioning for finding a runaway dog• Some interest in long-term data of the dog’s wellbeing• Mobile viewing, control and notifications 10
  11. 11. Less appealing aspects and concerns• Recognizing met dogs• Sharing dog-related information not a strong interest• Following food-related information• Concerns: - Using PawTracker might take too much time - Using a collar all the time - Long-term usage – will the interest last? - Price, robustnessThe ”ideal” system 11
  12. 12. Summary and conclusions• Paw Tracker concept was experienced as nice, fun and interesting - 11/12 would use at least sometimes to follow their own dogs - Confirmation that the dogs mostly rest; reassurance about their wellbeing - New information e.g. about barking, play with the cat• The social media aspect was not highly appreciated - It could be an add on, or linked to other social media services• Main features of a successful system could be: - Indoor tracking together with wearable sensors: voice, motion and biosensors - Video feed is needed to get a detailed view of the dog’s life Research and Mock-Up of Teddy Bear Concept Supporting Non-Verbal Communication of Presence and Care between Young Children (4-6 years) and Their Parents Kaisa Väänänen-Vainio-Mattila, Tomi Haustola, TUT Jonna Häkkilä, Minna Karukka, Katja Kytökorpi, NRC 12
  13. 13. INUSE 7.11.2011: Discussion issues• What was interesting in the three studies? - Was something unclear?• How should user experiences be taken into account in design efforts?• What kind of user involvement works best for innovative designs?• What is specific about UX design for ubiquitous and sensor-based systems?• What are the results (publishable outcomes) of design-inclusive research?• Any other issues that came to your mind? 13

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