Tuesday, 8 November 2011

Product Design Specification Report

1. Background
The H-Ball was designed to provide a sense of presence between two people separated geographically. Through tangible interaction both users can sense and transmit their touch, mood and emotion to each other. Additionally, it is capable of providing a ludic experience allowing the users to playfully interact with each other. The H-Ball comes as a set of 2 handheld interactive devices, one for each user, and an inductive docking stand.
  




The main targeted users for the H-Ball are parent and child. After spending every waking hour together for the first 5 years of the child’s life, both parent and child face separation anxiety when the child begins school. While some of the user needs are shared, there are also specific needs suited to each user explained in the diagrams below.
Needs: Physical


Needs: Emotional


2. Performance
The H-Ball is designed to be easily and intuitively operated by users from ages 4+. The device becomes active by merely picking it up. The H-Ball will vibrate to provide feedback to the user that the device is operating. The receiving device will also vibrate but in a way that acts as a notification to the receiving user. Once both balls have been picked up the devices will pulsate simulating a heartbeat to signify connection to another living being.
Once connection is made the user can then communicate by pressing on the buttons and feeling the others input by means of reciprocated output. The devices cease to be live after one user releases their H-Ball for more than 10 seconds. The remaining user will feel a vibration to signify the end of communications.
All performances of the device will be discrete and no loud noise or lights will be perceivable from this device.

3. Size
The overall dimensions of the H-Ball were determined using the anthropometric data from Measure of a Man and a Woman. The range used was the 95th percentile of each gender; Resulting in the chosen overall dimension of 80mm in a sphere. The charging nest is designed just to house the ball and therefore was dimensioned so.

4. Weight
The weight of the H-Ball is expected to be approximately 400g. The detailed weight of each component is specified in the B.O.M.

5. Safety
The H-Ball is designed to be completely safe for the ages specified but as an added caution, contains no removable parts that could be potentially swallowed or choked on. The ball is designed to be played with and is designed to withstand all the forces associated to this behaviour. The plastic used is non toxic in addition to being unsusceptible to fracturing, and as such will not pose a laceration threat.

6. Environment / context
While the H-Ball is designed to be portable, the main targeted environment for use is at school for the child and at the office or workplace for the parent. However, there are alternative users and contexts for which the H-Ball is also well suited. This includes interaction between geographically separated couples as a means of showing affection and expressing love. Friends can also use the H-Ball to playfully interact with each other to assist in bridging an emotional gap cause by physical separation. Adults can be aware of the wellbeing of their elderly parents by subtly interacting with them through the product. These additional contexts, as well as the primary context, all operate primarily from within private environments. However, the H-Ball can readily be used wherever there is a wireless internet connection, and as such the product is durable enough to function properly in both indoor and outdoor environments.

7. Ergonomics
Due to the inherent form associated with the ball, the ergonomic factors are determined by its purpose.

8. Anthropometrics
As specified in the product size Section 3 the ball is designed to be used by the 95th percentile of both genders and operated in the hand. Due to the simple shape of the H-Ball there are no other significant implications of anthropometrics.

9. Aesthetics, appearance, finish
The finishes of the H-Ball are true to the materials and construction of the device. The main plastic contact surface and buttons have a smooth finish. The capacitive switches will have their natural chrome plated finish. Colours of the buttons and surfaces will be customisable in future versions of the H-Ball but for this pilot version the colour scheme is baby blue, light grey and gunmetal grey on two buttons each. The overall colour is white to symbolise the universal behaviour of the device.

10. Scale of production
The initial expected scale of production is 5000 complete units. Upon the success of the release the production scale will be ramped up and new tooling will be required

11. Cost
Using the 5000 units scale of production each device is expected about $200/unit. After the success of the first release the cost of individual units will decrease.

12. Consumer issues
As is mentioned in Section 19 the product is not designed to be upgradable or serviceable on a regular basis. However, should the consumer experience problems with the function or operation of the product and the warranty is still valid, the consumer can undergo the standard RMA procedure to rectify the function or operation of the product.
In minor cases of consumer issues the consumer can access the support line of H-Ball and follow the normal procedure of email or telephone communication.

13. Timescale
The H-Ball will be developed in the following timeframe:
- 6 months design development
- 4 months prototyping and user testing
- 1 month tooling manufacture
- 6 months initial production run

14. Testing
All H-Balls and corresponding devices will all be tested to withstand normal domestic use. Due to the behaviour of the youngest user, this product will need to withstand and exceed free-fall drops from 2m onto a hard surface (concrete). Some blemishing could be expected after repetition of this test.
The buttons function relies upon a device that has already undergone testing of forces and repetition speeds exceeding the requirements for this application. However the button is a custom part that will require testing to ensure the structure of the button can withstand the forces potentially applicable between the human hand and a hard surface.
Internally all components will be tested for security and shock forces that might occur in the aforementioned drop situation. After all testing is completed the H-Ball should additionally have an Ingress Protection (IP) rating of IP52. This enables the product to withstand dust and some level of water protection.

15. Competition
Currently, no products in the market aim to ease the separation of a mother and child during the start of schooling. Furthermore there are very few multiplayer gaming products available which are usable across all generations. However, the gaming experience provided by the H-Ball competes, on a secondary level, with a large market of multiplayer gaming products including consoles and toys.

16. Materials
All custom parts including the shell, internal assembly, feedback buttons and the charging dock will be constructed from ABS plastic. This material choice will allow for the intended surface finish, colour choice and aesthetic as discussed in section 9, while providing adequate strength and durability.

17. Manufacturing Processes
The custom parts that are used in this device are all injection moulded ABS plastic and this dictates the manufacturing process. The tools for the individual components will be CNC machined after the prototypes are complete. Once the tooling is made trial shots will be run to test the finish and accuracy of the tool. All the parts will be using a simple two part tool to extract the components. Using standard injection moulding methods the parts will be shot then refined to remove any seams or blemishes.
Once all the components are shot and finished the assembly process can begin. Initially all the capacitive switches will be inserted and then the PCB boards will be adhered in place. Then the motors will be secured and all the electronic components will be connected. Finally the battery will be inserted into the centre of the ball. The two halves can now be secured by means of snap-fit. Then the buttons can be secured onto the servo motors and the covers can be snap-fit to complete the assembly.

18. Product lifespan
Due to the immediate and short term need of the intended use of the H-Ball: a child’s first day of school, it is not necessary for the product to have an extended lifespan. However, a 12 month warranty is provided for peace of mind. It is expected that the H-Ball will operate for 5 years on average.

19. Maintenance
As the product is designed as a toy or domestic novelty the product is expected to not undergo regular maintenance. Although this is the case the product must be able to be disassembled in a RMA situation for repair if needed. The warranty on the product will be a 12 month general warranty.


Monday, 7 November 2011

Presentation Boards

These are our finalised presentation boards for the project:










Reflection:
After many hours glued to the computer I am very pleased with the end result of our boards. In my opinion, the project has been challanging, however now that it is done I do believe that is was successful and definately most enjoyable. The skills I have developed and knowledge that I have learnt from working with Nick, Andrie and Rohan will definitley be beneficial throughout my Industrial Design career.

Thursday, 27 October 2011

Week 13

Final Presentation of the H-Ball can be viewed by clicking...


HERE!




You are also able to view our final take of our Role Playing Video below.



Reflection:
I feel as though our final presentation went really well. We got through everything we needed to within the given time frame and received positive feedback. It was also so interesting to see what the other groups had come up with. The result was such a broad range of solutions to the one design problem.



Saturday, 22 October 2011

Prototyping

We first constructed a low-fi model that physical shows how the product will essentially work. However, we used a technique, devised by Nick, using syringes and water to experiment with input/outfit and sensing  the presence of another person. We wanted to see how it would feel for the user to sense the exact movement and pressure implied by another when separated geographically. 


Lo-Fi Mock Up





Interacting with the device without vision





Hi-Fi Mock up


The hi-fi model was created using a Solidworks file and then printed on the 3D printer in the workshop.




Friday, 21 October 2011

Week 12

During this week we finalised the physical design of our Haptic Ball... which is now affectionally known as the H-Ball.


These are some Solidworks renders of our product, created by Andrie.


The H-Ball sits on its nesting dock. 
The image shows the output being transmitted and one of the circle buttons extrudes.

The nesting dock features inductive charging to charge the product while it is not in use.





This image is the exploded view of the product highlighting the parts to be ABS injection molded.


Reflection:
Overall, i am extremely happy with the aesthetics of the physical form. The simplicity in design promotes ease of use and is non-offensive. While all have contributed in designing the form and colour aesthetics, however, Andrie has effectively and wonderfully brought these ideas to life.

Saturday, 15 October 2011

Scenario development

User specific needs:


Our two main users for the product are very different due to the massive ages gap and different context for use. These diagrams we have developed show a cross examination of these user needs.



Emotional needs:


Physical needs:




A day in the life of...


Billy...




Zoe...


Wednesday, 12 October 2011

Week 11

Guest Lecturer: Gavin Sade
This week in studio we were introduced to the amazing design skills of Gavin Sade. He demonstrated some of his interactive designs, in the form of art, that effectively involve the viewer with real-time interaction. My favourite of his works was the Lyre bird sculpture, e. Menura Superba. This highly technological bird sculpture is able to sense what colours the viewer is wearing and then mimic this in its own physical form. What better way to involve the audience than to personalise the work just to suit them!? Amazing!


e. Menura Superba

Woman wearing purple


Reflection:
I am truly fascinated by this art based form of interaction design. It appears to me as it also evokes an emotional response from the audience due to the personalised nature of the work. By incorporating a colour into the work, that the audience obviously already likes, the artist has provoked the viewer to immediate come interested in the work. This association creates a positive response to the object. In terms of the Haptic Ball, I hope this concept is also become apparent based on the idea that by looking/playing with the ball the user will associate it with positive experience or relationship, thus enhancing the user relationship to an emotional level, rather than just providing a ludic experience.


Sunday, 2 October 2011

Week 10

Alternative Contexts


Although the product has been designed with the parent/child relationship in mind, it is important to explore other possible scenarios for the Haptic Ball as it's potential is not limited to just one situation. Here are the 3 additional alternative contexts we have developed...


Reflection:
By developing these additional scenario contexts we are able to broaden our overall market appeal.  As our product is not gender, culture or age specific there are many possible users of the Haptic Ball. The product is also suited to all physical abilities meaning those with reduced bodily function can also enjoy using the product. I think that the spherical physical form also lends itself to numerous uses and user groups and it is non specific and a universally recognised shape.

Tuesday, 20 September 2011

Week 9

Round Table Discussion




Reflection:
This week we finalised our brief for the round table discussion. We also made a basic (low budget!) role playing video to clearly identify and explain the user needs. The tutors seemed happy with our progress and suggested a few things for further development as we have now started working on.




Sunday, 18 September 2011

Developing Personas

As there are two main users for our Haptic Ball product, we have developed two personas to help explore all needs and user specific needs. These are the personas developed to show the need and make the product more relatable. 


User 1: Billy, 5



Just about to start his first day of school
Active and healthy
Loves playing with handheld toys
Enjoys team sports, has not made friends at his new school yet
Very close to parents
Only child
Quite anxious about leaving mothers side for school


User 2: Zoe, 32
Married to Mike, 36
Recently returned to work after caring for Billy as a baby
Works as a full time Legal secretary
Enjoys being a mother
Enjoys playing social sport and family outings
Worries about her son constantly
Wants him to be happy

Reflection:
These personas reflect a very common situation in society today. While the parent is understands what is best for her child, it is just the initial separation that causes upset for both parties. These persona's are based on real life people (my sister-in-law and her son) and their perception of the situation that are yet to face. Zoe, (my sister-in-law) feels anxious when discussing the idea that she will not know of her son's state or wellbeing for up to 8 hours at a time. She knows of his whereabouts, however, she will miss having a constant companion by her side. This discussion helped to indicate the main user needs for the product. She insisted that the product also needs to be subtle and non-disruptive for both users. This will be further explored.


-----------------------------------------------------------------

...Scenario...


Young child’s first day of school
Close relationship to parents, mother in particular
Mother and child have rarely been separated before
Both feel anxious  about being separated
Both would like to be discretely in contact with each other throughout the day

Saturday, 17 September 2011

Week 8

Scenario Workshop 2

Scenario = Context of Experience


This week we did an video scenario exercise. The idea was to video a situation of human interaction around campus. We chose to film the Subway fast food restaurant as it usually quite busy and has some obvious design flaws. With the stills captured from the video, we made video cards and discussed apparent problems and solutions for the venue.


Observations:


There is minimal seating in the entire venue, there are 2 additional outdoor tables . These outdoor tables are in a public walkway meaning that it is not enjoyable or relaxing to sit here. When Subway gets busy the queue leads out the door, hindering seating and blocking the view of the food and menus. 

Through the sandwich obtaining process you are served by at least 3 people. While it may be faster and more efficient there are usually mistakes due to lack of communication between staff. These mistakes can be negative for both the customer (not getting exactly what they wanted) and for the restaurant (accidentally undercharging customers). There is no evidence customer service skills and you feel like you are part of a production line. This creates a negative emotional response and unpleasant association, meaning many people wont return again. 

The stores interior is not at all tidy, another deterrence for customers. The boxes in the far left corner show that the facility is lacking space and is generally messy. this reflects badly on the restaurant as customers automatically assume that this how the kitchen and preparation areas would look, implying that it may be unhygienic. 


Finally, we observed that the space was extremely loud. Due to the overcrowding, metal chairs and table are being moved around, clanging and clashing into each other, as well as scraping along the concrete floors. The restaurant users appear to want to be in and out as quickly as possible to avoid this harsh noise disturbance. We would also assume this is one of the reasons why this restaurant user is wearing headphones.

Reflection:
I think it is important to understand why exactly people choose to  use different public places, for which they are spending their hard earned money. This relates to our specific project as we want to identify any problems, that may have even subtle negative associations, early on in the design process. If we can develop our Haptic Ball into a product that connects a person to their loved one, we will be encouraging the user to create an emotional connection with that product. In doing this we will evoke a positive association with the product, thus pro-longing its success.

Tuesday, 6 September 2011

Week 7

Scenario Workshop 1
In this weeks class we divided up into our specific O-B-S groups. As one team member was absent that week I naturally took his place in the Scenario workshop. In this workshop we were taught how to fully breakdown and understand the scenario components that essentially help to develop a product-specific persona.


We then looked at how this could be adapted to suit our groups specific ideas and possible scenarios, and in doing so began to create some of the scenario specific requirements to be included in the brief (illustrated below).


(Breaking down the main components of the scenario)



Reflection:
This workshop was especially effective in helping to clarify what is expected from our scenario research. Our group has now also decided on the following division of workload...
Object: Andrie
Behaviour: Nick
Scenario: Both Rohan & myself.
Additionally, I will be assisting wherever additionally required by the group, especially in terms of creating presentations and boards, report and brief writing.

Monday, 5 September 2011

Haptic Ball Development

After deciding one a certain concept to develop we deconstructed the purpose of the product and how we can enhance it's usability. At our group meeting we brainstormed way to improve the product and clarify the direction is to be going in.

The initial form of the product
We determined that the main aim of the product was to allow users to communicate through touch. To transmit and receive haptic feedback. To feel a 'presence' of their geographically distant loved one. The physical form of the product is most likely going to stay spherical as it the easiest to handle, for maybe differently abled users. 

Saturday, 3 September 2011

Week 6

This week we formed groups for our next project. My teammates are Rohan Doherty, Andrie Pretorius and Nick Wolff. We then explained and critically analysed our initial concept designs, identifying some of the positive aspects of the design, solving any design problems and highlighting similarities between the projects.

 

 
Our 4 initial designs
 
 
 
Nick's MoverMeter design was most certainly an interesting approach to the task. While it creatively transmitted the required information it was lacking a tangible aspect, similarly to my Mood Light concept. In terms of my initial concept, a moodlight that senses a child's laughter and symbolically transmits that information to the parent, I believe that there is potential for further development, especially in terms of the emotional aspect behind the design. Rohan's work, the Pin Touch concept was a creative design, both haptic and ludic. However, after further analysis we thought that this idea had been explored in previous years and there was not enough potential for further development throughout the semester. Finally, we looked at the Haptic Ball designed by Andrie and decided that it had the most potential for further development as it already embodied many outstanding characteristics required for the task. Some of the key aspects that made the Haptic Ball stand out were it's...
  • tangibility
  • input/output sense and transmitting functions
  • portability
  • inclusive usability
  • simplicity in design
  • aesthetic appeal
  • ease of use
  • subtlety
  • broad range of users
We now aim to further enhance and expand on some of these aspects to create an outstanding final design. Additionally, some other keys words that were noted for inclusion in the design were...
  • connectivity
  • emotional response
  • ludic
  • fun / playful
  • supportive
  • instant / real time
  • comfortable
  • sensing / prescence
  • intuitive
  • non-specific user
  • different abilitied users
  • social aspect
Reflection:
After this weeks collaboration I am more enthusiastic and excited about the project. I believe that as a group we have a greater potential to succeed in this project due to the fact we all have very varied skills and ideas. By combining these mixed skills and ideas we not only give the project more potential for development but we also promote personal skill development and growth by learning from each other. As I am the 4th member of the group (as my previous group collapsed due to an unenrollment) I am assuming that I will help out all three aspects of the project (Object - Behaviour - Scenario). However my personal interests lie in 'scenario' and especially in emotional design. I very much look forward to working alongside Nick, Rohan and Andrie as I have not had the chance to do so in previous years.
 

Tuesday, 23 August 2011

Week 5

Concept Presentation

My Concept:


The concept I designed is derived from the concept bomb challenge 'Marco Polo'. My product aims to bridge the gap of harsh separation through a period of change. The product is for a mother or father and their child who is starting school. After spending every day and night together the parent and the child are forced to separate once the child starts school around age 5. The inital separation can cause upset as well as separation anxiety.

Scenario: The mother fits the child with a wristband, possibly disguised as a nametag or decorative bracelet. The mother then drops the child off at school, they are both upset and the mother leaves her child, in tears, in the hands of the teacher. The mother returns home or to work where she is continuously worrying about how her child is getting on. The second half of the product and system is a mood light that can be placed within the home or at the office. This light is only activated when the child is laughing or happy. Mood detection or sound detection technology transfers this information back to the light (and base) activating it to glow warmly as a subtle reminder to the parent that there child is happy and settling into their day at school.