Week 10
To better convey the narrative behind the concept, we created a mega-storyboard that combines frames of the physical environment, physical interactions, and digital wireframes.
Beginning in the waiting area, the patient is able to get a glimpse of the virtual community on a shared screen. As they are brought into a private exam room, the nurse hands them a portable device. As they are alone and waiting for the doctor to arrive, they are able to partake in the virtual community through the computer screen in the exam room. The wireframes shown then take the patient through an on-boarding experience with the physical device and the virtual community.
In terms of the physical device, earlier sketches were centered around a squishy hemisphere interface that directly reflects the feel of the the amorphous characters shown on screen.
A direct inspiration for the physical device is this “ladybug phone” shown in Diary of a Wimpy Kid. Even though it is presented in a very comedic manner, it is an interesting object that can be applied to inclusive design. A main goal for our device is to enable physical interactions that speak only to the virtual interactions necessary for emotional support / community and nothing more.
This was tested through two prototypes. The first was fabricated from a lasercut base and vacuum-formed dome in order to test the overall scale of the device. We conclude that the object was slightly too large to meet the conditions of being portable.
The second device was fabricated from a mdf and lasercut base and a water balloon interaction point. Although the water balloon did not fit to the base as intended, it was successful in testing the buoyancy of our ideal interaction. Our next steps are to replace the water balloon with balloons filled with flour and a mixture of cornstarch and water to see if it is a more accurate feel.
Finally, I made a number of clay models to explore interactions different from the general idea of a squishy interface. I think that the lumpy forms are quite interesting and there might be an opportunity there for a special object.
It is a challenge to step away from standard ergonomic forms that conform to the hand, as our users may have physical disabilities. I think the next step is to create the more promising forms at a larger scale to properly test interactions that speak to a lower dexterity.