This design space explores supporting collaborative exploration of self-monitored information through varying degrees of proximal interaction based on the level of personal interaction between the partner and the user. The scale moves from most intimate to least intimate.
5. ACKNOWLEDGEMENTS
We would like to thank Srishti School of Art, Design and Technology for the
opportunity to work on this project, IT - University of Copenhagen for funding
the project, and S.Labs for the space and technology facilities. We would also
like to thank Naveen Bagalkot and Tomas Sokoler for their encouragement
and guidance through the project.
We would like to acknowledge our friends at Srishti school of Art, Design and
Technology for participating as actors during the filming of the project videos,
and for patiently lending their time and technical equipment for the successful
completion of our project.
We would also like to acknowledge the printing place which printed and
bound this folio for us.
9. INTRODUCTION
Naveen Bagalkot and Tomas Sokoler
1
The field of personal informatics has made advances in developing embedded
sensors that collect information about a person’s physiology and other aspects
of health. This information is then displayed on the person’s mobile or tablet
device for self-reflection on how they are managing their health. The underlying
vision fueling these advances is to make the technologies of personal informatics
part of the everyday life of people.
However, there has not been much foray into exploring the various forms the
displays can take so that they become part of the everyday life of people. Barring
certain seminal artistic explorations1
there have not been many works that push
the understanding of ‘information display’ away from the traditional screens and
graphical displays, and explore representing information that is perceivable by
all human senses.
Meanwhile, research shows that people constantly manipulate and configure,
reconfigure their social and physical environments as resources for performing
health related activities such as walking. In particular, over time, people get adept
at using specific objects not only as resources to perform an activity, but also as
props for reflection, memory, storytelling, etc. In other words, habituated objects
mark people’s activities. Hence, it seems to be promising to embrace such
habituated objects2
while designing for integration of digitally recorded
information as part of everyday life.
1
For e.g. Marble Answering Machine by Durrel Bishop http://vimeo.com/19930744
2
Margot Brereton. 2013. Habituated objects: everyday tangibles that foster the independent living of an elderly woman.
interactions 20, 4 (July 2013), 20-24. DOI=10.1145/2486227.2486233 http://doi.acm.org/10.1145/2486227.2486233
10. The studio project aimed to develop a design space of the various forms displays
of personal informatics can take as they become embedded in a person’s social
and physical environments. The intention was to explore and push the boundaries
of what could be possible beyond the screen dominated world.
The studio was driven by six students at Srishti Labs, who focused on displaying
the information about the activity of walking as it unfolds in urban India.
While the sensor data was simulated, the students explored the forms the
display of these data can take, by considering the following questions as starting
points:
• How can a walking stick inform the walker about how he/she is walking?
• How can the walking stick inform the walker about his/her peers walking
nearby?
• How can the wooden carving on the walking stick hold and reveal historical
information?
• How can a wear on a shoe indicate the distance walked, the force exerted?
2
INTRODUCTION
11. 3
Background
The project was the first venture of a collaborative relation between the Interaction
Design Lab at the IT University of Copenhagen and Srishti Labs at the Srishti
School of Art, Design and Technology, Bangalore. Following an understanding
of common interests both the institutions have signed a Memorandum of
Agreement with the aim of exploring the overall theme of designing novel
interactive pervasive and mobile ICT based products in support of physical
rehabilitation as experienced by citizens and professional healthcare practitioners
across India and Denmark. In particular, taking the conditions of everyday life,
rather than conditions at the clinic, as the point of departure we are guided
by a common interest in how pervasive and mobile ICT can be designed to further
the integration of rehabilitation processes with everyday rehabilitee living. This
in order to help address the societal demand expressed in both India and
Denmark for more successful out-of-clinic rehabilitation processes.
12. Results
Over a duration of 4 months, the students focused on opening opportunities for
post-activity reflection rather than immediate feedback while walking. Immediate
feedback tends to focus on quantified feedback about how a person is walking
recording data such as the pace, the posture, the stance, physiological changes,
etc. However, by focusing on post-activity reflection the project explored more
qualitative possibilities of engagement with the recorded data. In particular, the
project explored how by integrating information as part of a person’s everyday
activities and objects one may open up opportunities for new encounters with
the recorded data, which in turn may invite the person to reflect and serendipitously
discover some new aspect of their own activity and life.
Three teams with two members each explored three avenues of presenting
information about walking as an integral part of a person’s everyday life. This
exploration resulted in the articulation of three design spaces.
These are as follows:
1) Easy Step: This design space explores the presentation of recorded data about
walking for the purpose of self-reflection over a varying timeline. The timeline
spans from immediate feedback (getting the number of calories burnt at an
hourly basis), daily feedback to more leisurely monthly or quarterly feedback.
2) Fibulus Hoop: This design space explores facilitating everyday post-walk
reflection through exploring the timing of data transfer along the dimension
of synchronous and asynchronous data transfer.
4
13. 3) Posture Patch: This design space explores supporting collaborative
exploration of self-monitored information through varying degrees of proximal
interaction based on the level of personal interaction between the partner and
the user. The scale moves from most intimate to least intimate.
Finally, we see this project and its resulting design spaces as a step towards
realizing the intent of the agreement between the two institutions. In particular,
we hope that the videos and the report will inspire the more technically sound
students at the ITU’s IxD lab to explore the concepts in the Danish setting of
everyday walking.
5
16. POSTURE PATCH
8
CONCEPT
The user would receive immediate feedback to correct their posture via the
silicone patch embedded with skin-mountable electronics (sensors and vibrators).
The posture change would be tracked every 30 seconds and this data would be
transmitted to the partner’s portable display device (e.g. key-chain) in a
cumulative manner. The cumulative colour change would monitor the posture
progress by the minute. The pair could then share their reflections through
4 of the possible interaction scenarios.
Designing for collaborative exploration of self-
monitored information through proximal interaction.
Logo design for posture patch
17. POSTURE PATCH
9
Prototype for posture patch - worn to depict approximate size and placement
Prototype for posture patch
18. POSTURE PATCH
10
DESIGN SPACE
Experience factors:
• Tracking physiological change
• Immediate haptic feedback to the user, and visual data sharing with the
motivational partner
• Creating an interpersonal interaction while opening a dialogue between user
and partner
20. POSTURE PATCH
12
Dimension:
Level of personal interaction between the partner and the user, moving from
most intimate to least intimate.
The four design scenarios are based on the scale of level of personal interaction
between the partner and the user. The scale moves from most intimate to least
intimate. The user and the partner must be in close proximity for the patch, the
key-chain and the display system to function for any of the following scenarios.
• Mirroring
• Posture clock
• Progress clock
• Texture pad
DESIGN SPACE
22. POSTURE PATCH
14
Our inspiration stemmed from wanting to track a physiological change. The
initial idea was to have a patch worn on the back that would vibrate, suggesting
that the user needed to correct his/her current walking posture. One such
existing device is called ‘Lumo Back’, which functions in the same way as our
aforementioned initial idea. We integrated a motivating factor to the concept
of ‘Lumo Back’. The modified patch would sense muscle movement in four
different directions and give relevant haptic feedback. This idea evolved into
a system that included a partner device to share information about posture
change. It thus enabled the user to be more conscious about his/her posture
through motivation by the partner.
This led us to a better understanding of how daily walking with the Posture
Patch could enhance our everyday interactions. We determined that posture
correction is an issue that would be effectively improved through constant
physiological reflection and motivation.
Hence, our focus became:
• To track a physiological change (posture) while walking
• To share this data with a motivating partner
• To map and view the changes in order to improve posture during and post walk
INSPIRATION AND RESEARCH
24. POSTURE PATCH
16
Programming workshop with Tomas Sokoler:
The workshop with Tomas introduced us to the world of programming. We
learnt a few basics about the Processing software and were fascinated by how
tangibly you could change any kind of physical input into a digital output – be
it sound, colours, or data mapping.
This was very helpful to understand the code language required to write an
Arduino program. With significant help from Tomas we were able to explore
the possibilities of using a wifi-enabled micro-processor. It was fascinating not
only to make LEDs blink under desired conditions but also to make the same
micro-processors ‘tweet’ for us at intervals. The potential application of such
technologies in our everyday communications is unfathomably vast. The
workshop helped us understand how easily we might be able to translate prior
ideas to reality. It also opened a whole new set of possible ideas and concepts
to work on.
PROGRAMMING WORKSHOP
25. POSTURE PATCH
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Bezier curve made using processing Making an LED blink using Arduino
Making a Knightrider LED connection using Arduino
26. POSTURE PATCH
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PROCESS
After speaking briefly with Tomas, and narrowing down our area of inspiration,
we started the process of creating the system. This involved research, quick
and dirty prototyping, and enactment to imagine a-day-in-the-life-of-a-walker
and figure out what type of communication and display system would create
the interaction that we intended.
The system included three key components:
1. A patch worn on the upper back to provide immediate feedback for posture
correction
2. A portable device to be kept with the partner to receive data about the user
3. An interactive display system in their home to provide them with cumulative
data on the posture progress, hence creating room for negotiation
Form and Material Exploration:
We explored various forms and materials for the wearable patch, the mobile
device as well as the display system at home. Smith & Nephew’s CICA CARE
GEL1
embedded with skin mounted electronics (sensors, vibrators, and flexible
batteries) were chosen as ideal materials for the Posture Patch.
1
http://www.smith-nephew.com/key-products/advanced-wound-management/other-wound-care-products/cicacare/
28. POSTURE PATCH
20
The display system was integrated into habituated objects2
, thus creating a
mix of augmented and augment-able object displays. We envisioned colour
changing textiles, dedicated digital displays, and data projecting mirrors as tentative
object displays.
2
http://interactions.acm.org/archive/view/july-august-2013/habituated-objects
Iterations for display systems:
Optical fibres woven into fabrics (ambient) Used as table cloth/centre piece (ambient)
Used as wall hanging (ambient) Used as bedside mat (ambient)
PROCESS
29. POSTURE PATCH
21
Clock mounted with colour changing silicon sheet (ambient) Mirror with LCD display (ambient)
Pushpins to indicate posture
progress to partner
Radial colour change to
indicate posture progress to
partner
Slow distribution of colour
to indicate posture progress
to partner
Partner’s portable device
can be used as magnet,
phone charm, bag accessory,
keychain or necklace.
30. POSTURE PATCH
22
FEEDBACK FROM TOMAS
After reviewing our ideas with Tomas, we decided to create a system to include
the user and the motivating partner in a more intimate interaction rather than
an ambient one. We focused on proximity between the two devices – the patch
and the keychain, to effectively increase interpersonal (face-to-face) interaction.
This led to our final concept and design space.
From:
32. POSTURE PATCH
24
FUNCTIONING
The Posture Patch comprises of four main components:
1. Adhesive clear silicone gel to enable flexibility and convenience
2. Skin mounted electronics – 4 muscle movement sensors, 4 vibrators
(one in each direction)
3. A plastic encasing of two parts – a base embedded in the silicone gel, and
4. A cover to enclose the electric connections (battery, charger slot, circuit
board etc.)
The Keychain comprises of three main components:
1. Lightweight plastic body to encase electronics
2. Electronics (LEDs, charger slot, circuit board)
3. Key ring to enable portability
Plastic Encasing
Silicone gel embedded with electronics
CICA CARE GEL
Skin-mounted electronics
33. POSTURE PATCH
25
Sketches to understand ergonomics Sketches to understand ergonomics
Final Prototypes - [MDF wood, CICACARE GEL, and paint] - Keychain; Posture Patch (Left to Right)
Posture Patch Keychain
34. POSTURE PATCH
26
USER SCENARIO
1. The patch is worn on the back at the intersection of the nape and shoulders.
2. Through the day, the sensors sense muscle movement in four directions
[East-West-North-South].
3. The user receives haptic feedback about the posture change through subtle
vibrations.
4. This data is cumulatively displayed on the partner’s portable device.
(changes every 30 seconds)
5. This opens room for discussion between the partner and user.
6. The interactive system at home is activated when the three devices (the
patch, the keychain, and the display system) are in close proximity.
7. The user and the partner together interact with one of the four possible
display devices to better understand the user’s daily posture changes.
36. POSTURE PATCH
28
The user and the partner face each other a foot away. The partner wears the
user’s patch. The posture data is compiled in the patch to observe the major
areas of error. The partner then receives this data through haptic feedback.
He/She then conveys the stress area/area of error to the user through actions.
They both work together to fix the area.
1. Mirroring:
SCENARIO VARIATION
38. POSTURE PATCH
30
2. Posture Clock:
The user turns his/her back to the partner. The patch is embedded with
directional sensors to detect the location of the keychain in relation to itself.
The two devices work in sync while the keychain is moved around on the
user’s back. . The colour displayed on the keychain would change when it is
placed on a major error area.
SCENARIO VARIATION
40. POSTURE PATCH
32
3. Progress Clock:
The patch and the keychain are kept on a flat table. The directional sensor in
the patch would detect the location of the keychain on the table with respect to
itself. The two would work in sync to display change in posture by the minute
at any given time. The keychain would function similar to the hands of a clock.
The colour change would represent the posture progress at the ‘time’ at which
it is kept.
SCENARIO VARIATION
42. POSTURE PATCH
34
4. Texture Pad
The texture pad would be activated when the keychain and patch are in close
proximity. The keychain would wirelessly transmit the posture change data of
the day to the texture pad. The latter would then display the data through
change in texture on an hourly timeline.
SCENARIO VARIATION
44. POSTURE PATCH
36
FUTURE WORK
We see the possibilities of this project in two parts,one to improve usability
of the patch for posture correction while walking and other to make it adaptable
across scopes. It could be implemented for everyday posture correction.
We envision that the posture patch can also be used to improve athletic
performance. It could be adapted to different postures in different sports so as
to track changes and improve the game one step at a time. This system would
also improve team spirit by bringing in the interaction to a larger group of people.
http://bhls.wordpress.com/2011/06/15/how-to-improve-posture-posture-exercises-to-correct-bad-posture/
46. POSTURE PATCH
38
REFLECTION
Chaitrali Bhide
This project has been a great learning experience for me. I have been fascinated
with the process of innovation design and was glad I got a chance to be part of
the behind-the-curtains crew for the Beyond Screens project. I opted for this
program with a clear mind, eager to know how one could naturally enhance
a person’s daily routine. The fact that this course was going to be more about
designing an experience rather than a product or system was a pleasant surprise,
and added to my learning experience. This project has given me the opportunity
to immerse myself fully in the process without knowing the final outcome. I
learned how to generate fresh ideas each time the design space was modified
Right from researching, to brainstorming (where several ‘Post-it’ lives were lost),
to dirty prototyping and finding the suitable materials for the final iteration,
this has been a great journey to understand the thought process behind making
good design great design.
47. POSTURE PATCH
39
S.Labs has been a great learning experience in terms of understanding holistic
design approach and also it opened to me a whole new world of using program-
ming for prototyping. Something that was completely new to me was ideating
through brainstorming, though initially I felt that all the crazy ideas would take
us nowhere and some were even to bizarre to be true, but I saw how they can
be narrowed to innovative realistic ideas. Through the course of the project,
I learnt to let go of ideas, as difficult as it was to do it, looking back at it think
it helped us get to much creative ideas and concepts. I learnt that as much
important it is to keep in mind what the user wants, its equally important to
know what you want the user to experience and feel when they are using
your product.
Sravya Bhavirisetty