Immersive Storytelling Kit Use Cycle and Manufacturing/Production

Final Concept Documentation

Amanda Hum
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4 min readMar 13, 2018

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Use Cycle for Immersive Storytelling Kit

Use Cycle

The use cycle for the immersive storytelling kit consists of 6 main steps (however there are smaller steps that have been omitted):

  1. Accessing the equipment
  2. Handling equipment
  3. Setting up
  4. Capturing content
  5. Sharing content
  6. Learning

These 6 steps embody the key interactions while using the product and the various functions the design provides to the scenarios of use.

Accessing the Equipment

This step focuses on how the user may access the contents of the pack efficiently. To access the internal compartments, the pack is pivoted to the front of the body. The functionality of the pack enables users to easily switch between having the pack at the front or back of their body.

Handling Equipment

This step focuses around how the users see and take out the equipment. When the pack is at the front of the user’s body, the pack can be opened to reveal the equipment. Students may choose which equipment they wish to interact with.

Setting Up

After selecting the equipment the student wants to use, setting up for the equipment is done by following the provided guidelines in the kit. This will be done with visual indications of how to set up the equipment properly and the different options they have. A set up process will also be required through the users’ smartphones to educate them on how to use the software effectively.

Capturing Content

After setting up equipment, this is where the key interactions with the product occur. Students are able to take photos or videos and document their experience through observational notes, tags, etc. When capturing content, there are a variety of orientations available to choose based on the users’ preference (handheld, stationary, mounted). Students will be interacting with the in app experience in conjunction with the physical product.

Sharing Content

After content is captured, the focus is to share and upload content onto the online platform. Captured content is then able to be shared through the app to social media, students, and professors. Others will then be able to view, comment or share your posts.

Learning

Students may take a look back on their findings and journey through using the VR viewer, included in the kit. Other students who also have the kit may view their experiences from remote locations. The purpose here is to allow students to review and re-experience their learnings.

Outcomes

By doing a use cycle, it helped me develop the key interactions the user will have with the product. It also helped demonstrate how the various design features can lend themselves to users with different preferences such as the variations in camera mounts. However, a more detailed use cycle may be needed to fully explain the narrative and context of use. Attention to detail is important for a product like this as there are many smaller interactions that bring value to the overall experience. For the final deliverable, a more detailed use cycle will be produced to highlight the entire end-to-end process.

Exploded View, Bill of Materials & Orthographic Projection

Manufacturing and Production

In this phase, I was able to develop an exploded view accompanied by a bill of materials and an orthographic projection of the final design concept. Through iterations done earlier in this phase, material choice was researched upon along with the manufacturing process to make it happen. As the purpose of the wearable is to protect the equipment during transportation and use, I have chosen to do a semi-rigid outer shell, with a soft fabric exterior and padded foam interior. As there will be different equipment going into the pack, custom foam inserts will be manufactured and assembled into the kit on a per order basis (from the educational institution). Modularity will be present in the pack to incorporate versatility in the different internal layout and organization solutions.

Upon selecting these materials, I have researched on different manufacturing processes to aid in the construction of the wearable. These include (and may not be limited to): ABS plastic stitching, injection molding (outer shell), sewing (fabric) and moldable custom foam inserts.

More research will be necessary to finalize the manufacturing methods.

UI Component

As for the UI component, the app itself will be designed for smartphones, including iOS and Android devices (as to reach all types of users). The app will be prototyped in the form of a clickable prototype as to mimic how the app will perform during use. The look and feel of the app in addition to the branding was developed during the iterative phase.

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Amanda Hum
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Editor for

4th Year Industrial Design Student at Carleton University