Part 5 Reflection

Project Reflection

Through this project, I realized that the user is the core of the entire project. Different users have different necessary, which makes the product change according to the requirements of users. At the same time, the different environments in which different users are located will also limit and change How to implement product functions.

In our group project, we have two different directions to achieve our concept. Although the main purpose of our group is same to help people get out of the sedentary, The two completely different users we chose led us to design two completely different solutions.

In my solution, I prefer to use more exaggerated interactive methods to remind users about the status of sedentary. This is because I realize that my main user group will be people who work alone at home, in this case, compared with the users working in public places, the use of exaggerated interactive methods such as noise, light, etc. will not bring too much psychological burden to users who live alone. However, users working in public places will be more concerned about the sight of others, so this exaggerated noise will not be used in the design of Yao and toby. From another perspective, Yao and toby use the multiplayer element based on the multiplayer office in the design, which is beyond the realm of alone home worker.

As a result, by deepening our understanding of the respective user groups, we, as a group, also deepened our understanding of the entire problem domain.

Project Outcome

For the final outcome of the project, I think my project has successfully completed the functions I expected. The bracelet can successfully turn on the timing function of the base station. After the base station starts counting, the timer light on the base station can also successfully display the current remaining time, after the countdown, the base station can successfully send out an alarm, and the bracelet can also successfully turn off the alarm by leaving the signal range of the base station or using the "snooze" function. When the bracelet is outside the signal range and is in the " cooldown status", It can also re-trigger the alarm by re-entering the signal range.

However, there are two points that I think I have not done well enough in this project. The first is that the signal range of the base station is too far. Although the wireless transmitter has good stability, the WIFI signal also has a strong transparency, Even this can encourage users to leave the desk(base station) as far as possible, it also leads to inconvenience in testing and exhibition.

Another point I think is imperfect is the failure to implement the user reward function. The user reward function is joining the plan later in product development, the main concept is that whenever the user successfully walks out of the base station and waits for 5 minutes, a display screen on the base station will record this as a successful "stand up". If the user uses the snooze function to delay, it will be recorded as an unsuccessful "stand up". The display on the base station will generate different pictures based on these two records. The more times the user get successfully "stand up", the displayed pictures produced on the screen are beautiful every month. But due to time constraints and hardware restrictions, I cannot complete this plan. I plan to use a display screen or 8-digital display to achieve this function, but the base station uses an Arduino Uno motherboard, using the display screen will cause the current Arduino uno interface to be insufficient, but I don't have enough time to replace other motherboards.

In general, I think this is a very successful product. Although it has the impact of COVID-19, I have also maintained communication and cooperation with my team, and I have received a lot of inspiration and help from my team members.

Outcome Measurement

In order to measure whether the product has achieved the expected results, I plan to use the following Measurement criteria:

1. Whether the user can understand the entire interaction process. Whether the user can understand the operation process of the bracelet and the base station, and the result of the interaction between the bracelet and the base station.

Measuring method: Interview, interviewing users after they have experienced the product, and asking them to pluralize the entire interaction process.

Possible outcomes:

Success: The user stated that he could speak the whole/most of the entire interactive process.

Failure: The user cannot speak/only speak a small part of the interaction process.

2. Whether the user can wear the bracelet correctly, whether the user feels comfortable wearing the bracelet and can accept long-term wear.

Measuring method: Interview, through the interview with the user, we can get the user's experience of using the ring.

Possible outcomes:

Success: The user indicates that the bracelet can be worn normally and can be worn for a long time.

Failure: The user cannot accept wearing the bracelet, for example, the user feels pain when wearing it, the size of the bracelet is not suitable, and the design of the bracelet is not good.

3. When the user hears the noise from the base station, can they be affected and get up and leave.

Measuring method: Observation, Interview. First, record the user's reaction when he just heard the buzzer sound through the observation of the user, and observe the user's use of the bracelet at the same time, record the user's reaction when the bracelet is illuminated/vibrated. Through interviews to get users' attitudes towards buzzer and bracelet.

Possible outcomes:

Success: The user can accept the light and vibration of the bracelet, and think that the buzzer can effectively help him improve sedentary.

Failure: The user cannot accept the light and vibration of the bracelet: The user thinks that the light is too dazzling; the user thinks that the bracelet vibration is too strong. The user's character buzzer is noisy and has no effect on improving sedentary; the user cannot accept the sound of the buzzer at all.

4. Whether the user can successfully recognize the feedback from bracelet and the base station. When the user uses the bracelet and the base station, can the user recognize the meaning of the various signals sent by the bracelet and the base station, and correspond to the interaction process.

Measuring method: Observation, Interview. After giving the user some guidance, observe and record the user's reaction and actions in the process. After the user has completed the process, interview the user and show user the different indicators of the bracelet and the base station. Ask user the meaning of these indicators and the meaning in the overall process.

Possible outcomes:

Success: The user can accurately tell the meaning of all the lights and the meaning of the lights in the process; the user can accurately tell the meaning of all the lights and roughly tell the meaning of the lights in the process.

Failure: The user cannot discern the meaning of all the lights and the meaning of the lights in the process.

5. After using this product for a period of time, can users effectively improve the impact of sedentary.

Measuring method: Observation, Questionnaire survey. Observe and continuously record the user's situation before and after using the product, and ask the user's feelings about the use effect through the questionnaire survey.

Possible outcomes:

Success: The user indicates that he has been effectively motivated to stand up on time. Observation records indicate that the user's sedentary time has been significantly reduced.

Failure: The user stated that he had not received effective incentives. Observation records indicate that the user's sedentary time has not changed significantly.