Welcome to the interaction design project presentations. ITs first year master students have worked hard all semester long and are keen to show off their prototypes for you.
They present different examples of innovative interaction design for everyday things. Come and see the interactive clock to teach kids time, a gamification prototype for shared washing machines for student dormitories, feedback buttons against bullying in school and a mobile prototype to motivate students to exercise more.
We will have 2 hours of demonstrations, talks and poster exposition.
The expo will be at our Makerspace between 10 and 12 am this Thursday, 3rd of December.
But let’s hear from our students about their projects:
10:30 Teaching Children Time. An HCI Idea.
We wanted to make HCI device to help children better understand time.
In the Norwegian educational system, six and seven year old kids are taught the clock, but some struggle with it longer. So we wanted to make something for children ages four to five that introduces them to the concept of the analogue clock, without requiring them to know anything about time or even numbers.
Our idea was to use the analogue clock as an input device, a software application t
hat displays images of events, or a video, and link the two so that you control the playback on the screen by moving around the minute hand.
Going with the assumpt
ion that physical interaction and visual feedback are effective teaching methods for children, we hope to explore this idea further through literature reviews, interviews, observations and prototyping. And we hope this is something that might give children a more robust idea of what time is and how it “moves” so they will be better prepared when they are supposed to learn about it later in life.
10:50 How Gamification promotes collaboration on using shared washing machines at student dormitories
Using communal laundry rooms, in which all students share a limited number of washing machines is a ubiquitous situation at most dormitories. This poses much troublesome experience for students such as wasting their time since they have to go to the laundry room, check for availability and then wait their turns. Sometimes some students forget to pick up their clothes and then have them left out by others, which makes their laundry experience uncomfortable. In addition to that, due to the arbitrary routines of doing laundry, the machines are not used with their highest capacity. There are moments when the vast majority of students come and do their laundry at the same time whereas the washing machines are being left unused at other times.
With those aforementioned problems of an example of “The tragedy of the commons” at student dormitories, we have implemented a system to solve them. The system supports observing the status of washing machines and booking available ones. It also sends notifications to students to remind them of their booking and picking up the clothes. Furthermore, usage statistics are provided to students so that they can choose appropriate times to do the laundry, which, in turn, will leverage the washing machines’ capacities. As well as that, we have gamified the application by awarding virtual points to those students who are often punctual for their laundry for the sake of promoting users’ engagement and user experience.
11:10 Feedback buttons; a reporting system to counteract bullying in primary school
Primary school is a arena where socialization is at an early stage. This is the very same place in which bullying as a phenomenon originates. In this study, school children were presented with technology that helps counteract bullying in school. The aim of the project is to create an environment where the students become more at ease at giving feedback on their everyday school day and to provide valuable information for teachers and other significant older as a mean to handle the problem.
11:30 A participatory approach to designing motivational exercise technology
Physical inactivity can have serious health effects, and is a growing problem worldwide. Designing for motivation is a difficult task. In this project we used participatory design methods involving future technology workshop and prototyping, to design technology that motivates people to be physically active. The result is a smart phone game that challenged the users to maintain a higher pace, and gave the participants a better sense of mastering the activity.