As computing becomes more ubiquitous in our objects, designers need to be more aware of how to design meaningful interactions into electronically enhanced objects. At the University of Washington, a class of junior Interaction Design majors is exploring this question. These pages chronicle their efforts.

Tuesday, April 5, 2011

Week 1- Situations to Explore

Neil R & Inness

We are interested in two situations that cover divergent aspects of living, to allow ourselves a rich array of problems to explore. Between sleeping and being at a bar we cover both a very private, sensitive action, and an extremely social space that confronts us with how we represent ourselves publicly.


Sleeping
Sleeping is an extremely vulnerable state, and one which we have little control over. A poor night's sleep can ruin a day, and many factors impact how much rest we get (both during sleep and wakefulness). The most important objects/factors we found for the act of sleeping were the mattress, bedding, light, temperature and sound.

The Mattress

-This is the location where we do the most sleeping

-Provides a comfortable space where a sleeper feels secure

-Our comfort and sleep consistency are affected by the firmness of the mattress and its quality

-Affects posture and spine health

-Sleep experience is affected by the relationship between the width of a mattress and the number of sleepers
inhabiting it


Bedding

-Creates a comfortable space for sleeping

-Is highly modifiable and customizable

-Changes according to seasons

-Creates feeling of security in being covered

-Protects neck

-Affects temperature

-Constrains movement


Light

-The time that most of us spend sleeping is defined by lack of daylight

-We get the best sleep with no light on

-Some sleepers fear the dark

-Daylight is a gentle alarm with psychological effects on the human brain.


Temperature

-Can affect speed of falling asleep or prevent sleep altogether

-Can awaken a sleeper

-Affected seasonally, by location and by number of bed occupants


Sound

-Can prevent sleep

-Can wake a sleeper up intentionally or accidentally

-Sometimes is incorporated into dreams

-During sleep we sometimes speak

-Some sounds can sooth people into sleep



The Bar
Attending a public social space creates a need to represent one's self. Even the choice to spend an evening in a bar rather than socializing more privately says something significant. Whether or not someone actually interacts with strangers, being in a place where many people gather changes behavior. Significant objects/aspects we identified in a bar were seating, drink vessels, entertainment and time of day.


Seating

-Seating can be positioned around private or social desires

-The way seats are used is good anthropological evidence of what behavior is occurring

-Creates a place to be comfortable


TV / Games / Entertainment

-Use stimuli to create feeling of excitement / unique bar experience

-Activity or entertainment might be catered to subgroup / subculture

-Can help create atmosphere

-Safety net that creates bridge for social reactions


Time Change

-Societal perception of bars change with the time of day they are visited

-Social norms of behavior at bars changes with time

-Available services and operation change with time, also promotions are based on time

-Bars provide services at unique times

-There is a narrative arch of experiences with every bar for each day


Drinking Objects

-Cups and pitchers are objects most people interact with at bars

-Essential item that gives comfort or signals what you are doing at a bar

-Indicates personality by shape or contents

-Could be the centerpiece or shared objects in an interaction between a group

-Indicative of behavior at a bar, multiple cups = multiple drinks, cups are stackable



We believe that these situations will provide a rich scope for arduino intervention and look forward to finding these opportunities.

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