interactiondesign project - pictureme
TRANSCRIPT
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PictureMe The modern girlfriend necklace
Interacon design autumn 2010
Supervisor: Aaron Mullane
Group 1Krisne Vestergaard Christofersen | 010381 | [email protected]
Carl-Johan Krisansson | 020485 | [email protected]
Johan Ernest Olivier Secher | 030286 | [email protected]
Mee Luise Jespergaard Sohns | 120671 | [email protected]
Signe Johannessen Lehrmann | 010685 | [email protected]
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TaBLE OF COnTEnT
1. Introdcon 3
2. T ld 4
3. Rsarc son 4
4. Procss - mtods and rslts 5
4.1 Strat 5
4.2 Rsarc and Fildwork 6
4.2.1 Observaon 6
4.2.2 Interviews 8
4.2.3 Cultural Probes 10
4.3 Analsis and Strctrd insits 11
4.3.1 Deliming the problem 114.3.2 Persona 13
4.4 Idaon and Principls 14
4.4.1 Developing the concept idea 14
4.4.2 Sketching and prototyping 15
4.5 Rnmnts 16
4.5.1 Evaluaon 16
5. T Final Concpt 19
5.1 T ida 19
5.2 T fncons 205.3 T dsin 21
5.4 T tcnolo 22
6. Discssion and prspcvs 23
6.1 Procss and Mtod 23
6.2 T concpt 23
6.3 Nt stp - raliin t concpt 246.4 Or contrion 24
7. Conclsion 25
8. List of rfrncs 26
9. Appndi 27
9.1 Intrviws and focs rop 27
9.2 Moodoard: Tna lif sitaon 289.3 T tr concpts 30
9.4 T PictrM fncons 31
9.5 T srvic dsin 33
9.6 Scnarios 34
9.7 Dsin inspiraon 37
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1. InTROdUCTIOnThis report represents a project performed in the inter-
acon design course at ITU. The purpose of the project
was to create a product and through an exploratory
design process develop methodological skills for inter-acon design. The main constraint of the project was
that the design object should be a “wearable” and that
the project should embrace a life situaon.
With this report we will illustrate, describe and discuss
the process that lead to our nal concept: “PictureMe”,
the modern girlfriend necklace. A wearable that sup-
ports young teenage girls’ friendships.
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2. ThE FIELdThE LIFE sITUaTIOn and UsER GROUP
A brainstorm lead us to choose the life situaon of
young teenage girls (later dened to be 12-13 years old
girls). We based our interest on the shared assumponthat these young girls are good with technical gadgets
and devices, they are fast learners but also nd them-
selves in a complex period of life that involves many
choices to be made concerning the transion from
childhood to adulthood. We share these assumpons
since we have all been young teenagers and therefore
cannot claim to be unaected by this.
To challenge our assumpons and get at beer idea
on what these girls think of their own life situaon, we
did some inial eld research. From this we discovered
that friendships, is one of the most important but also
problemac aspects at this point in their lives – a vital
component for their “sense of belonging”.
As the teacher we later interviewed, menoned:
“They only hang on to one or two really good
friends, and then they are in a very vulnerable
situaon if their best friend suddenly nds some-
one else to talk to. That is something we talk a lot
about in the class and we’re encouraging them to
nd more friends.”
This conrmed our choice of friendships and a sense of
belonging as our main focal points and lifesituaon.
Through this report we will use the term “young teen-
agers”. We are aware that using this term could lead
to the misunderstanding that we intend to generalise
upon our work with only four young teenagers. Young
teenagers is our term for the four girls between 12-13
whom we have worked with throughout the process.
3. ReSeARCh queSTIONInially we worked from the noon of young teen-
age girls’ sense of belonging but narrowed it down to
the following research queson from the point of our
beginning eld work:
How can an exploratory design process lead to the
design of a wearable that supports the friendships of
12-13 year old girls in their everyday life?
This queson will be answered through these quesons:
1) Which process and methodology will enable us to
nd the best soluon?
2) What does friendship mean to a 12-13 year old girl to-
day and how can a wearable support these relaonships?
3) Which concept in terms of idea and funconality,
counters the user groups needs and wishes?
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4. PROCeSS MeThODS
and REsULTsIn this secon we will give account for the process
from the start to the creaon of the nal prototype.
During the assessment of the process we will present
the methods that we applied, the analycal steps and
the results of these ndings. First we will present our
overall design strategy.
4.1 STRATegyAs our overall design strategy we have used Dan Saf-
fers design strategy model (Saer 2010:48). This design
strategy emphasizes the concepts of divergence and
convergence in the dierent phases of product de-
velopment. Saers model is only an ideal model, and
therefore we have not perpetually adhered to the
dierent design phases. The dierent phases of the
design process will be presented subsequently.
Furthermore we have used elements of grounded
theory methodology as presented by Emerson et. al(1995). The multude of qualitave methods used in
sTRUCTUREd InsIGhTs
ANALySIS
REsEaRCh and FIELdWORK
Brainstorm
Teenagers as life situaon
. Inial research: observaons
and small interviews
. Narrowing down focus on friendship
. Field work: Interviews with teacher
and 4 teenage girls
. Coding. Sorng data by subject
and alignment diagram
. Persona
. Structured brainstorming,
sort by data and mindmaps
with our three focal points in mind:
Friendships, Aachment to a group,
The use of media
. Midterm crique and choice of concept
. Sketching: physical, visual and operaonal dimensions
. Sketching scenarios, enactment. Inial prototyping, wizard of oz technique
. Evaluaon with the target group
. Final adjustments
. Report
STRATegy
REFInEMEnTs
PROTOTyPe/DeVeLOPMeNT
IdEaTIOn
and PRInCIPLEs
CONVeRgeNCe
CONVeRgeNCe
DIVeRgeNCe
DIVeRgeNCe
Figure 1. Our interacon design process inspired by Saers model.
In the following chapters we wil describe our phases: Strategy, Re-
search and eldwork, Analysis and structured insights, Ideaon and
principles and nally Renements.
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grounded theory in opposion to a quantave
approach were ideal to get an insight of the young
teenagers feelings, interests and lifeworlds in general.
Furthermore the inducve approach to the eld found
within grounded theory, has had a great importance in
developing our own understanding of young teenagers
and their everyday life. In this light version of grounded
theory used in our design process, the related pialls
are primarily found within the dierent specic meth-
ods used. When relevant, this will be given account for
in the review of the design process which follow in the
forthcoming secon.
4.2 ReSeARCh & FIeLDWORKAer a long brainstorming phase we decided to focus
on a life situaon in which young teenagers and their
life should constute the overall frame. As we did not
have a clear insight of what was central for being a
young teenager, we decided to study the user group
further. This was rst done by conducng observaons
of the young teenagers.
4.2.1 ObSeRVATIONIn the selecon of an observaon, as the rst step in
our design process we were inspired by Blomberg et.
al’s research about ethnographic eldwork in which he
stress the need for examining people’s everyday acv-
ity and incorporang ethnography into design (Blomb-
erg et. al 1993).
With respect to the general assumpon that many
young teenagers are insecure and shy, we decided to
observe them in natural sengs, at Fisketorvet and
Strøget. A classic problem when observing human
beings, in this case young teenagers, is that they act
dierently when being observed. In this connecon,
observing the young teenagers in a natural seng
could lower the impact of these issues by allowing
us to blend into their sengs and sense the general
atmosphere without being seen.
Figure 2. Inial brainstorm about the life of teenagers.
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Figure 3-6. Our inial observaon at Fisketorvet.
We detected that especially the young teenage girls clung
to their friends - both being physically in groups and while
using the mobile phone.
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Our observaons were primarily made in accordance
to the principles of open coding as it is used in ground-
ed theory (Emerson et. al 1995: 413). This was done
to obtain a broad overview of our user group, their
acons and their interest and in order not to lose any
potenal interesng design focus.
During the second observaon at Strøget, we decided
with reference to Blomberg et. al’s noons of observa-
ons coupled with informal interviews, to open brief
conversaons with the young teenagers (Blomberg et.
al 1993: 47).
Aer having performed the inial observaons com-
bined with brief informal interviews we detected that
especially the young teenage girls clung to their friends
- both being physically in groups and while using the
mobile phone. The brief informal interviews gave the
impression that they were aware of the important de-
cisions (regarding educaon etc.) that had to be made
during their “teenagehood”, and that they frequently
felt that no one understood them. They somemesalso missed a sense of belonging. Through this process
we started to noce a focal theme that kept recurring
- in this phase of their lives, their friendships were of
crucial importance. Friendships are essenal to their
sense of belonging.
As a consequence of our inial observaons we deci-
ded that our design focus should be towards teenage
girls and their friendships.
4.2.2 INTeRVIeWS
With the new focus upon young teenagers and their
friendships in mind, we contacted an elementary
school in Valby where we got to interview a teacher, a
eld expert, and a group of four young teenage girls,
see appendix 9.1. We decided to do a focus group
interview to get a more profound understanding of
young teenage girls, their sense of belonging and the
role of friendships.
Figure 7. We visited a public school and talked to four girls
and their teacher.
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Blomberg et. al claim that the eld worker should be
aware of sensive parameters concerning the speci-
c target group (Blomberg et. al 1993: 130). This is
of great importance in our context as we were to ask
quesons about young teenagers and their friendships,
which is a very sensive subject. In order to make the
girls feel safe, and to pave the way for an open dia-
logue we decided to conduct a focus group interview
where the girls knew each other. Also we were afraid
that interviews conducted indvidually would hinder
a proper dialogue, and therefore our chance to get a
deeper insight to their lives. However we were aware
that a focus group interview could create uniformity in
opinions, and we did what we could to challenge the
dierent presented viewpoints.
The interviews were held locally at the school, seeing
that respondents are more likely to feel comfortable
in familiar sengs, and recognizing that familiar social
and physical objects can help them in forming their
conversaon with us (Blomberg 1993: 133).
Our interviews were semi-structured and shaped
according to some of the implicaons Steinar Kvale
puts forth (Kvale 1997). Beyond the classic interview
principles (e.g. allowing the informants to nish their
answers, making them comfortable etc.), we deci-
ded to perform a dynamic interview with the young
teenagers. This decision was based upon the research
situaon. We were sll at an exploratory stage and fo-
cused upon generang a conversaon about the young
teenagers experiences and emoons, rather than
generang quesons from theory and categorizaon.
Further we reected on this issue and tried to turn the
quesons in a manner so that the young teenagers
did not “put themselves on the table”, but sll gave us
insights into sensive issues.
The contact with these informants has been constant
throughout the project. This is benecial since we beli-
eve that a closer relaonship with the girls is rewarding
in the way that the young teenagers will become moreFigure 8. Two of our informants.
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secure in their acng and expression towards us. In the
end this could provide us with richer empiricism and
insights. Agreeing with Blomberg et. al, we argue that a
certain level of trust must be reached before they give
us their honest opinion (Blomberg et. al 1993: 130).
The results from the interviews will be described in the
secon “Analysis and Structured insights”.
4.2.3 CuLTuRAL PRObeSFurther we idened a way of approaching the issue of
sensivity by using cultural probes. These were inten-
ded to act as a supplemental alternave to the con-
venonal scienc procedures we had been through
so far. In addion, considering that Gaver et. al (1999)
managed to use them to bridge the gap between them
(researchers) and the elders (respondents), we hoped
to achieve the same through the probes by an infor-
mal, and non-present course of acon.
The cultural probe was a “thought and sketching”
book. Each of the young teenagers were given a bookwhich they could use as a dairy, to draw pictures and
to insert photos. The books were intended to provide
us with insights that the informants did not dare to
tell us and the other girls during the interview. Further
they were given an opportunity to tell us things they
did not consider during interviews, and an opon to
visualize them by drawing or taking photos. In other
words the cultural probe was used to achieve an un-
derstanding of the young teenagers everyday life. An
understanding which in relaon to young teenagers
could be dicult to achieve, through classic scienc
methods.
Figure 9-10. Our cultural probe: the “thought and sketching” book.
One of the girls wrote about what a good friend means to her.
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4.3 ANALySIS ANDsTRUCTUREd InsIGhTsAer the research phase, a data analysis was made in
order to get structured insights about young teenage
girls and their friendships.
4.3.1 DeLIMITINg The PRObLeMIn this part of the process we wanted to transform our
collected data into structured ndings (Saer 2010: 94).
In accordance with our lightweight use of grounded
theory, we created a focused analysis of the studied
group’s social life - an understanding of what was
important for young teenage girls, their friendships and
their everyday lives (Emerson 2001: 144). In order to
bring the large amount of data down without missing
important details, and to get a structured overview of
our data, we used sorng data by subject, scenarios and
alignment diagram as tools (Saer 2010: 96, 144, 98).
Through the sorng of data analysis we found that
three aspects seemed essenal in the everyday lives
of young teenage girls and their sense of belonging.
These were friendships, belonging to a group and the
use of media. As a consequence we decided that these
focal points should be included in the further develop-
ment of the concept.Figure 11-12. In deliming the problem we used sorng data
by subject.
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FRIEndshIPs
Our analysis showed that the girls appreciated their
friendships more than many other things. The girls
considered friendships to involve trust, wanng to
hang out, having fun, helping when in trouble and sha-
ring thoughts and problems. They liked to show their
friendship either implicitly, e.g. by inving each other
home or explicitly, e.g. by wring “I love you” under a
photo of friends on Facebook.
“You don’t explicitly say that you are good friends
with somebody, but you can show it. You can hug
friends, but we don’t do it very oen. It diers a
lot” (Girl #2)
“I think it’s important to know that people care,
that the friendship isn’t supercial and that you
feel appreciated because I think it is nice to know.
It doesn’t have to be said directly ‘you are a good
friend’, just that they in some sense hint it so that
you feel that you are a good friend and nice to
hang with” (Girl #1)
UsE OF MEdIa
The girls use many dierent technical devices andmedia when interacon in their everyday life. Among
these acvies are photo shoong, recording and
eding lms, using facebook and texng. The girls felt
capable o using technology and oen included it in
their spare me acvies.
“We have oen made movies together …. many
movies actually, because we think it’s fun when
we’re bored” (Girl #2)
“It’s fun to look at pictures. It’s also fun if you’ve
parcipated in taking the pictures.” (Girl#4)
BELOnGInG TO a GROUP
The girls expressed that in showing their friendship it
gives them a sense of belonging to a group and that is
important to them. They were aware of geng older
and becoming teenagers. They combined this with
being able to have more than one friend and not ar-
guing or bullying each other as much as they used to.
“At the moment we are eight girls making amovie. It’s fun to be so many people making a
movie.” (Girl #3)
“It’s been a long me since we were arguing. Now
I think more of how to treat other people. We
have also started to smile and say hi to people
from the other classes.” (Girl #2)
POssIBLE sCEnaRIOs FOR ThE UsE OF a
WEaRaBLE
We used these groups of ndings to make an align-
ment diagram in which we gathered all the dierent
kinds of scenarios in which the girls arranged interac-
ons or interacted with either one friend or a group
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of friends. We divided these scenarios into the most
concentrated acons possible into which we added an
outer frame of all the media and technological de-
vices they had told us they used, but also devices we
thought could be used.
This resulted in a visual overview of acvies where
the girls did and did not have any technical aids. It was
obvious to us that there were holes in the diagram
where acvies included conrming the friendships
when being physically near. Including being in a group.
Neither texng or facebook, calling, listening to music
were helping in this manner.
4.3.2 PeRSONABased on our target group and focal points we created
our persona Emma (see box). We used a light-version
of the persona concept, to keep in mind when develo-
ping our concept (Saer 2010: 106). Through this we
delimited our user of the future concept, and provided
an archetype we could relate to. Further we used it
to establish a common idea of how we perceived our
target group. Along with the persona we also made a
moodboard to collect our impression on a teenagers life,
se appendix 9.2.
PeRSONA: eMMA”It's important that my friends know I care about
them but it doesn't have to be said explicitly: “You
are a really good friend.”
“Me and my friends oen make small movies and
take pictures of each other.”
Emma is 13 years old and aends 7th grade in a
Danish public school. She is living in a suburb to
Copenhagen in a villa with her parents, her younger
brother and her dog.
She is very social and spends most of her me
together with her friends. When she is with her
friends she likes to record and edit movies, takephotos of her friends and put them on Facebook,
talk about problems and to eat cake.
She is very skilled in using technology but she does
not like to read long manuals. She is interested in
new trends and likes to accessorize with colourful
scarfs and jewelry.Figure 13. The persona we created based on the analysis.
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4.4 IDeATION ANDPRInCIPLEsAt this point we entered a new stage in the project. We
needed to grasp our ndings from the research phase
and turn them into ideas and eventually a concept.This was the most iterave phase of the process.
4.4.1 DeVeLOPINg TheCOnCEPT IdEa
Aer having analyzed our data we focused on ideaon
and started to generate concept ideas based on the
outcome of the data analysis.
Through structured brainstorming, sort by data and
mindmaps we generated many dierent ideas in which
our focal points of friendship, aachment to a group
and the use of media were present. We had many
dierent ideas but ended up with three concepts (see
appendix 9.3) which we presented at the midterm
crique. We decided to go with the concept of a wea-
rable that can visualise friendships (through the use of
pictures), encourage physical contact and thus support
the friendships of young teenage girls. We thought that
this could best be embraced by a digital jewelry. These
noons were supported during the midterm crique. Figure 14-15. In the ideaon phase we used many dierent
methods. Among others we brainstormed about places to
wear a wearable, funcons and features of a device.
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4.4.2 SKeTChINg ANDPROTOTyPINgFurther on we started sketching the physical, visual
and operaonal dimensions of the concept. At this
stage we sll wanted to focus on ideaon rather than
usability aspects to keep the concept open for new
suggesons (Buxton 2007:138).
During the sketching we had iterave brainstorm ses-sions at a whiteboard to include all team members in
exploring and developing the concept. We used ena-
ctment, and found out that the wearable worked best
hanging on the front of the person as a mobile ele-
ment - like a necklace or keyhanger (Saer 2010:27).
Many ideas were excluded and included: watch, bra-
celet, hair accessories, lockets, two-pieced hearts etc.
Eventually we decided to make two low- prototypes
of the modern girlfriend necklace.
While designing the physical prototypes we were
focusing upon incorporang role, look and feel and
implementaon to the wearable (Houde 1997:154).
Based on our persona, we sketched scenarios to il-
lustrate and brainstorm about the role of the concept,
see appendix 9.6. We found out that the wearable
among other things, should be able to sense and show
what friends are nearby and share pictures with these
friends on the spot rather than through a web basedservice. This process also made us realize the necessity
of the product being as simple as possible, e.g. without
superuous funcons such as texng.
Figure 16. In the sketching phase we worked with many and
dierent ideas: among others a round shape, keyhangers
and hair assessories etc.
Figure 17. We made low- prototypes.
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We gathered dierent physical materials, illustraons
from magazines and sketched dierent possible designs.
Overall, the shaping of these prototypes were mainly
based on the persona - a young teenager who would
like a colourful, light weight and easy-to-use device.
Due to limited technical experience we were not able
to design a fully interacve prototype of the products
interface. Therefore we created a slide presentaon
with transions that simulated the acons (slide and
shake) when using the device. This allowed us to test
the experience and the funconality of the device
through a wizard of oz technique on ourselves and
others at the exhibion (Buxton 2007:239-243). Wefound that this technique was an eecve way of
understanding the implementaon of the product, i.e.
how we intended the device to be controlled, but it did
not result in feedback on alternave funcons.
4.5 ReFINeMeNTSAt this point our concept had been developed
thoroughly, and we needed to rene it. We focused on
rening the concept and not the end-product but sll
tried to balance between sketching and prototyping as
in Buxtons “The Sketch to prototype connuum”. This
was done in order to be open for suggesons and to
incorporate nal design soluons (Buxton 2007:140).
4.5.1 eVALuATIONWe brought our two low- prototypes to evaluate with
the teenage girls. To ensure that the they would un-
derstand our idea and imagine the context-of-use and
it’s funconality, we showed them some videos of us
“using” the prototype (among others the wizard of oz).
We had many quesons concerning the concept, func-
onality and design, but appreciated that the infor-
mants needed me to think and discuss on their own.
Therefore we le the room for 10 minutes to give the
young teenage girls space to discuss the concept inter-
nally, without our presence, as a hindering element for
their evaluaons.
Figure 18. The rst low- prototypes we made and evaluated.
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Figure 19-22. In our evaluaon of the prototypes the girls
emphasized the importance of the social aspect of the device
and came with concrete ideas to the design.
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They where very posive about the concept and
contributed with their wishes to the device. We talked
about many dierent aspects of the product: The look
and feel, where we had brought dierent potenal
material and colors for the product. Furthermore we
discussed operaon (implementaon) of the device.
But primarily we discussed the role of the device
(Houde 1997).
As a result of the evaluaon session we found out that
the girls preferred plasc as material, that they wanted
it in several colors, in the shape of a square and in a
small size. Further we found out that we needed to
make sure that the product should not cause any dis-
turbance or annoyance, and should be able to turn o
or go into sleep mode.
Finally the social aspects of the concepts was discus-
sed. The informants liked the social aspects of the
concept, and conrmed that the “friends-around”
funcon was essenal to the product and that they
could imagine to use the product in their everyday life.
Based on the evaluaon with the target group we deci-ded to go with more convenonal interface soluons.
The young teenage girls are all fast learners but they
sll prefer simple, convenonal and user friendly solu-
ons that does not compromise the actual intenons
of the device. To facilitate the funconality and design
of the product we decided to develop a service de-
sign that could handle other necessary funcons such
as upload pictures, administrang friends, changing
prole picture and so on. We have therefore decided
that shake, touch, press and pung devices together
is the most obvious and logic way to interact with the
device – despite the fact that we have discussed more
invenve operaon possibilies.
Figure 23. Evaluaon with the informants.
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5. The FINAL CONCePTIn this part of the report we will present our nal concept:
the idea behind it, its purpose, funcons and the design.
5.1 The IDeAPictureMe is the modern and digital version of the
girlfriend necklace. But instead of being a small stac
jewelry shared by two girls, it is an interacve device
shared and used by the girl and all her friends.
The PictureMe necklace sense which of the owners
friends (that also have the PictureMe) are nearby. It
shows the owner if any friends are around, it brings
the friends even closer together and gives them a ge-
neral feeling of belonging to a group. PictureMe
enables the girls to take photos of each other and the
things they are doing, and wear the pictures in the
necklace or share them with their friends.
Where most social media today is focusing on when
you are apart and therefore can create a gap in the
physical contact between individuals, PictureMe is a
piece of social interacon design that brings you closer
in reality. To enable the friends-around-funcon and
share photos, the users of the devices must “become
friends” and this happens in real life and not behind a
screen when you are apart. To become friends (ex-
change ID informaon) and to share photos (exchange
photos) two devices simply must touch each other,forcing the girls to interact with each other and there-
by making them aware of the person with whom they
“become friends” and exchange informaon.
Wit PictrM or frinds ar alwas nar!- Sense which of your friends are around!
- Take photos of your friends and the funny things you are doing together!
- Wear the pictures in your digital necklace!
- Share the pictures with your friends!
Figure 24. PictureMe.
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5.2 The FuNCTIONSThis wearable is based on the noon of social inter-
acon design and it is a small squared screen hanging
in a chain like a piece of jewellery. The pictures are
shown on the small screen, sized 3,75 cm x 3,75 cm,
surrounded by so plasc. PictureMe comes in many
dierent colours, to make it aracve and suitable for
dierent girls.
ThE PICTUREME FUnCTIOns
a) Take pictures
b) Show and change pictures one-by-one or randomly
c) Sense which of the users friends are nearby and
show it on the screen
d) Exchange pictures and PictureMe-id-informaon
with other PictureMe devices
e) Interact with the specially designed PictureMe Ser-
vice Design for your PC or Mac (see appendix 9.5)
f) Connect to and charge through a computer
g) Turn on/o
We have described the funcons in details (including
the possibilies in the service design) in the appendix
9.4 and 9.5.
Figure 26. The service design, a program for the computer,
makes it possible to manipulate the pictures, delete friends,
change prole picture and upload, download and delete pictu-
res. See more interfaces of the service design in appendix 9.4.
Figure 25. The ”friends around” funcon. Sliding on the
touch screen reveals the next four proles.
Frinds Pictrs Crav!Prol
I miss o!!!
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5.3 The DeSIgNSince these girls are very aware of their looks the de-
vice is designed as a piece of jewellery in close corre-
spondence to our ndings at the focus group interview.
On the basis of the teenage girls’ wishes and inspired
by other popular devices among teenagers, such as
the PlasChic watch and the new Ipod Nano, we chose
to design PictureMe as a small square with a cover of
brightly coloured so plasc. See appendix 9.7 for our
design inspiraon.
Camera, On/O buon Camera lense
3,75 cm
Touch screen
Hang PictureMe in your necklace
So plasc - comes in many dierent colours
Figure 27. The design.
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5.4 The TeChNOLOgyOur device demands dierent types of technology and
in the following we will shortly present the possibilies
of actually developing the device.
BLUETOOTh
We know through Internet research, that the inten-
ded funcons driven by Bluetooth, is possible when
it comes to synchronizing the amount of informaon,
which is quite small in this case. It is also possible to
use a le transfer model which can be programmed to
acvate only when being very close to one another, in
this case the actual touch of another device (Blueto-
oth.org, 2010 and Johnson Consulng, 2004).
For further development of this device we would exa-
mine whether the exact Bluetooth funcon can either
be programmed to acvate through a magnec sensor
inside each device that acvates when the devices
touch and then sends a signal to transfer the informa-
on, or the touch screen can sense when touched by
another screen.
TOUCh sCREEn OR nOT
The device can either have a touch screen or invisible
buons underneath the screen in each side. With the
touch screen you get more funcons and possible
soluons for future design, but also a more expensive
design. This decision we think demands a test with a
fully funconing prototype and due to me constraints
and the technical experience and competence of this
group, we have not had the chance to make an actual
technically funconal device - Only a non technological
prototype/wizard.
CaMERa
Cameras are becoming smaller and cheaper driven by
the mobile market, so this part of the device is also a
realisc possibility.
aCCELEROMETERTo acvate the camera an accelerometer is required
to make the transion from showing pictures to take
pictures. This is also a more common technology and
again the mobile market is relevant for inspiraon.
All in all our idea is technically possible. The only real
problem we see is the prize, which we will comment
on in the discussion below.
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6. DISCuSSIONAND PeRSPeCTIVeSWe have developed a concept and designed a wea-
rable, but many things could have been done dierent-
ly and many new quesons and topics emerged duringthe process. In this secon we will reect upon our
process, concept and thoughts regarding a realizaon
of the product.
6.1 PROCeSS AND MeThODDuring the process we were very focused on what our
informants said through the interview and cultural
probes. We tried not to be aected by our own pre-
judice and experiences and instead let the four young
teenage girls lead our way through the process. Our
methods were therefore focused on analyzing the
interview data, pictures and cultural probes. However,
working with a life situaon and a theme like fri-
endships and sense of belonging, contains psychologi-
cal aspects that can be hard to explore.
Eventually it would be interesng to look at the issue
of young teenage friendships from a broader perspec-
ve. In contrast to our qualitave approach, a quan-
tave research could have generated alternave n-
dings concerning the intended users. For instance, the
esmated gender and age of the target group might
turn out to be dierent from our esmaon. On the
other hand it is important to be aware that a quanta-
ve approach is not opmal when you are interested
in geng a grasp of peoples emoons, viewpoints and
their lifeworld as a whole. Therefore we decided to fo-
cus on qualitave methods. However in order to widen
our perspecves on young teenagers we could have
strengthened the use of qualitave methods further by
spending more me on data collecon through obser-
ving them in other natural surroundings, interviewing
their parents and experts on psychology etc.
A fully funconing prototype is furthermore requiredfor tesng the usability of the product (Saer 2010:
117). This could also help us test how the concrete so-
cial interacon created by PictureMe would work out.
6.2 The CONCePTDesigning a wearable for social interacon has many
implicaons that can lead to unforeseeable conse-
quences. For instance quesons for further research
could be; How long the device will be interesng to
use? Could the device be used for teasing and bul-
lying? How can the physical developmental stage of
young teenagers aect the use of a device like Pictu-
reMe? etc. By looking further into these quesons we
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could have contributed with a more solid product.
We could also have created the physical and technical
aspects of the products in other ways. For instance we
would have liked to evaluate the physical appearance
and its psychological implicaons more aer making
the prototype: Does the user think our product separa-
tes itself from other products? Does it work as inten-
ded? Are there any other ways of use that we have not
thought of? Could the interface be more user friendly?
In relaon to these psychological, physical and tech-
nical implicaons of our product, it would have been
ideal, to test the product over me, but the scopeof our process and the me perspecve within this
course, did not allow us to do this.
6.3 NexT STeP ReALIzINg The CONCePTWe have developed and rened our concept idea,
but to actually realize the project many things needs
to be done. For instance the price of the product is
a factor that should be considered. As menoned in
“PictureMe - the technology” the device might be too
expensive. The concept relies on the condion that
a certain amount of users must have the product - if
none or only a few of your friends have it, PictureMe
becomes less useful.
If the concept and the device would be developed and
adjusted to the liking of the user group, praccal arran-
gements would have to be set: Producon and price
seng, markeng and distribuon. And a business
model would be a vital requirement, especially consi-
dering the price issue. These tasks are maybe not in
the interacon area, but never the less it is important
to accommodate.
6.4 OuR CONTRIbuTION
We have developed a social interacon design whichchallenges the many present social technologies that
are used individually without real life contact. We nd
this to be an interesng contribuon to social techno-
logy as it is focusing on bringing people together in real
life rather than connecng them virtually.
Furthermore, in comparison to the trend of gathering
mulple funcons in a single gadget, our product is de-
signed for simplicity. We have created a simple product
with very few features, which makes the impression
and funcon of the primary features very accessible
and clear.
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7. COnCLUsIOnThis part of the report will answer our research que-
son, of how an exploratory design process can lead to
the design of a wearable that supports the friendships
of 12-13 year old girls in their everyday life.
We iniated a design process in which the user group
were in focus. This was done by working inducvely,
and using methods known from ethnography such
as observaons and interviews. Furthermore these
methods and our lightweight use of grounded theory
enabled us to pinpoint three focal points. We found a
sense of belonging to be crucial in young teenage girls
everyday lives. We further found out that friendships,
belonging to a group and the use of media and techno-
logy were essenal to support this.
On the basis of these ndings we wanted to create
a concept which unied the idea of a piece of tech-
nology (wearable) that could support young teenage
girls friendships and their sense of belonging. Through
dierent methods such as brainstorming, sketching,
enacng and an analycal approach to our data, we
came up with an idea of creang a modern girlfriend
necklace. Through evaluaons and internal discussions
concerning the concept and the design, we developed
PictureMe.
The PictureMe necklace is created in order to support
the friendships of young teenage girls in their everyday
lives. With the necklace young teenagers can take pic-
tures of their friends and wear them in their Picture-
Me. Furthermore they can acvate the group funcon.
Both of these funcons embedded in a simple piece of
technology, are developed so that young teenage girls
can visualize, and thereby feel a sense of belonging, to
friends and groups.
Our design process has focused on the development
of the concept and its social implicaons. If the design
process should have led to a creaon of a nal product
ready to sell in shops, addional renement phasessuch as usability tests of a technologically working
device would have been needed.
The process could have been structured dierently, but
to design a wearable for young teenage girls, the indu-
cve and exploratory approach has been essenal. This
has been central in order to understand young teenage
girls, their interests and needs and thereby creang a
wearable that ts and appeals to this parcular user
group.
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8. LIsT OF REFEREnCEsBlomberg, J., Giacomi, J., Mosher, A., & Swenton-Wall,
P. (1993). Ethno graphic eld methods and their rela-
on to design. In D. Scheuler, & A. Namioka (Eds.),
Parcapatory Design: Perspecves on Systems Design
(pp. 123-154). Hillsdale, New Jersey: Lawrence Erl-
baum Associates
Bluetooth.org, 2010. Sharing Pictures With Bluetooth
Technology [Online] Available at: <hp://bluetooth.
com/English/Products/Pages/SharingPictures1.aspx>
[Accessed 6 December 2010]
Buxton, B., (2007). Sketching User Experiences: geng
the design right and the right design.
San Fransisco: Morgan Kaufmann.
Emerson, R. M., Fretz, R. I., & Shaw, L.L. (1995). In the
eld: Parcapang, observing, and jong notes.
In Emerson, R. M., Fretz, R. I & Shaw, L.L. (Eds.), Writ-
ing ethnographic eldnotes. (pp.17-38).
Chicago & London: The university of Chicago Press
Emerson, R. M., Fretz, R. I., & Shaw, L.L. (1995). In the
eld: Parcapang, observing, and jong notes. In
Emerson, R. M., Fretz, R. I & Shaw, L.L. (Eds.), Wring
ethnographic eldnotes. (pp.142-166). Chicago & Lon-
don: The university of Chicago Press
Gaver, B., Dunne, T., & Pacen, E. (1999). Design: Cul-
tural Probes. Interacons 6, 1 (Jan. 1999), (pp. 21-29)
Houde, S. & Hill, C. (1997). What do Prototypes Pro-
totype?, based on the arcale by Houde, S,. & Hill, C.,
What do Prototypes Prototype? In the Handbook of
HCI (2nd Ed.), Elsevier Science B.V: Amsterdam, 1997
Johnson Consulng, 2004. Bluetooth - An overview
[Online] (2004-04-17) Available at: <hp://www.
swedetrack.com/images/bluet00.htm>[Accessed 6 December 2010]
Kvale, S. (1997): Interviewsituaonen. Interview - En
introducon l det kvalitave interview .
Hans Reitzels Forlag. (pp. 129-147)
Saer, D., (2010). Designing for interacon: Creang
Innovave Applicaons and Devices. 2nd ed.
Berkeley: New Riders
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9. APPeNDIxTo documentate our process, ideas and research we
have collected some documents in the appendix.
9.1 INTeRVIeWSand FOCUs GROUPWe interviewed a teacher, a eld expert, wednesday
13 October 2010. We also worked with a focus group
of four teenage girls - rst we interviewed them wed-
nesday 13 October and then we evaluated the concept
with them at friday 12 November.
We have taped and transcribed all the interviews, but
since it is many pages, we only bring an extract from
the rst focus group interview.
exTRACT FROM FOCuS gROuP INTeRVIeW
Føler I jer trygge i forhold l jeres venner, både når I
er sammen med dem, men også i forholdet l dem?
Pi 4: Jeg føler mig fx tryg, når jeg er hjemme ved
dem. Jeg føler mig også tryg ved at fortælle hemme-
ligheder l dem. Så stoler jeg på dem. Så føler jeg mig
tryg ved at de ikke siger det l nogen.
Pi 3: Jeg føler mig lpas ved alle de veninder jeg har,
eller i hvert fald er rigg tæt. Jeg kan snakke med dem
om alt og jeg ved at de kan forstå mig eller hjælpe mig.
Hvad med i forhold l jeres veninder, føler I jer trygge
at de er der den ene dag og så ikke bare lige ikke er
der den anden dag?
Pi 4: Med nogen, det er ikke alle, at man virkelig så-
dan kender. Der er jeg i hvert fald sikker på at det ikke
bare lige sådan vender.
Når I er ensomme, det er man jo en gang i mellem,
hvad gør I så?
alle: (Griner)
Pige 1: Tager hjem.
Pi 4: Ensom?
Når I er kede af det.
Pi 4: Når man keder sig derhjemme?Pi 3: Så ringer man l Paula.
alle: (Griner)
Pi 4: Så spiller jeg keyboard. Eller klaver, ringer l én
man kender, går på facebook, spiser.
Spiser?
Pige 2: Jeg sidder for det meste med min hund. Og
så skriver jeg på facebook om der er nogen, som kan
være sammen. Om det er ja eller nej. Og så er man på
et stykke d, så de har mulighed for at svare. Og hvis
de så ikke svarer, så bare logge af og … sove.
Pi 3: Eller sms’e l dem.
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9.2 MOODbOARD: TeeNAge LIFe SITuATION PAge 1/2
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9.2 MOODbOARD: TeeNAge LIFe SITuATION PAge 2/2
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9.3 The ThRee CONCePTSConcpt 1: A waral tat is al to sns wtr
anotr prson is intrstd in makin an appointmnt
Friendships are important to tween girls and the best
way to pracce and conrm it, is to make appointment
with friends. Furthermore teenagers are normally very
insecure, and therefore can be afraid of asking other
people to make appointments with them. So instead
of (not) asking, they can just stroll by their friends and
through a sensor, feel if they the other part is intere-
sted in meeng up.
Concpt 2: A waral tat is al to sow frindsip.
Te moer girlfrie ecklce
This wearable should be able to show friendship and
an aachment to a group. Through our interviews we
have found that tweens are very capable of using tech-
nology. Therefore we would like to introduce you to
the modern girlfriend necklace. This wearable makes
it possible to take photos of your friends and display
them. Through this you can show your friendships
and furthermore this could give the tween a sense of belonging to a group without wearing exactly the same
shoes. It gives the tweens both space for individuality
and group aachment.
Concpt 3: A waral tat can lp tnars not in
foron or ovrlookd (wn t ar a part of a rop)
In our focus group interview we noced that some
teenagers dominate and talk more when they are to-
gether in groups. Therefore we are interested in crea-
ng a wearable who can help all the parts of the group
of being involved in a specic acvity and the decisions
related to it. This could help shy and quiet teenagers
being involved in groups and through that not feeling
as an outsider in the group. Signalize through colors if
you talk too much or too less, magic eightball or dice
who can choose who’s in charge etc.
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9.4 The FuNCTIONSA TAKe PICTuReS
The wearable has a built-in camera that only has one
funcon, to take pictures. No ash and no zoom.
To take a picture you must ip the camera so that the
screen is now towards you and shows you what you
are taking a picture of. The screen has accelerometer
funcon to make sure the picture you see is not upside
down.
b ShOW AND ChANge PICTuReS
ONebyONe OR RANDOMLy
The pictures you take can be seen immediately on the
screen. To change the picture you simply slide your
nger across the screen, from le to right and the op-
posite way to go back. It is also possible to change the
picture randomly by shaking the device.
C SeNSe WhICh OF The uSeRS FRIeNDS ARe
NeARby AND ShOW IT ON The SCReeN
If you slide from top to boom on the screen to ac-vate the Bluetooth which then senses and shows which
of your friends are nearby, in an approximate radius of
10-100m, depending on whether you are in an open
space or being separated by walls.
D exChANge PICTuReS AND PICTuReMeIDIN
FORMATION WITh OTheR PICTuRe Me DeVICeS
Another Bluetooth funcon exchanges proles/gadget
informaon and pictures. By doing this you “become
friends” and your Picture Me saves your informaon
(gadget ID, picture and name).
The Bluetooth driven photo-exchange funcon is only
acvated when the two devices touch one another,
and thereby forcing the girls to interact physically and
socially. There is no buon on the device that acvates
this funcon. Only a touch of another device can ac-
vate the exchange. In this way it is also certain exactlywhich device you change your picture with and which
picture is exchanged.
e INTeRACT WITh The SPeCIALLy DeSIgNeD
PICTuReMe SeRVICe DeSIgN FOR PC OR MAC
Along with the device the user gets a small program to
administrate their prole, friends and pictures. Here
it is possible to change the prole picture, delete old
friends you no longer want to be friends with, delete
and/or save the pictures on the computer, load other
pictures you have taken with your mobile or camera.
Last but not least it is possible to manipulate the pic-
tures in a simple picture program: draw and write on
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the pictures, manipulate the pictures and set in speech
bubbles. In this way the girls can customize the pictu-
res and make funny pictures to share with each other
– an idea our focus group really liked.
See the next pages for pictures of the service design.
F CONNeCT TO AND ChARge ThROugh
a COMPUTER
Through a micro usb port (or an even smaller port
inspired by mobile phones) it is possible to charge the
device.
g TuRN ON/OFF
The camera buon on the boom of the device is alsothe on/o buom when you are pressing it in several
seconds.
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9.5 The SeRVICe DeSIgN
Frinds Pictrs Crav!Prol
emma F. gndrsn
Hansstedsvej 21
2500 ValbyDenmark
Friends: 13
School: Hanssted Skole
Pictures: 34
Free space: 16
upl oad/ Coos upl oad/Coos upl oad/Coos
Frinds Pictrs Crav!Prol
Julie
hansn
Ktrie
l Cour soe
ae
Føns Jnsn
Te
Søndrskov
sr
F. Nilsn
Pulie
Turei
are
S. Sclt
Crisna
Madsn
Frej
Frdriksn
Lois
Skov Astrsn
Annalla
Jstsn
Asmaa
I. Adlla
a Clr
Davidsn
Frinds Pictrs Crav!Prol
Frinds Pictrs Crav!Prol
I miss o!!!
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9.6 SCeNARIOS PAge 1/3
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9.6 SCeNARIOS PAge 2/3
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9.6 SCeNARIOS PAge 3/3
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9.7 DeSIgN INSPIRATION
Ipod Nano.
PlasChic. A hit among teenagers.
A non-digital picture-based jewelry.
The original girlfriend necklace.
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P i c t u r e M e T h e m o d e r n g i r l f r i e n d n e c k l a c e
I n t e r a c o n d e s i g n a u t u m n 2 0 1 0
S u p e r v i s o r : A a r o n M u l l a n e
G r o u p 1
K r i s n e V e s t e r g a a r d C h r i s t o f e r s e n | 0 1 0 3 8 1 | k v e s @ i t u . d k
C a r l - J o h a n K r i s a n s s o n | 0 2 0 4 8 5 | c j o k @ i t u . d k
J o h a n E r n e s t O l i v i e r S e c h e r | 0 3 0 2 8 6 | j o o l @ i t u . d k
M e e L u i s e J e s p e r g a a r d S o h n s | 1 2 0 6 7 1 | m e e l u i s e @ i t u . d k
S i g n e J o h a n n e s s e n L e h r m a n n | 0 1 0 6 8 5 | s j o h @ i t u . d k