This or That

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DEA 3308

POSITIVE DESIGN STUDIO Ava DeBartolomeis Claire Choi Francesca Diliberto Ryan Bayne


01 03 05

OUR OBJECTIVE Identifying our goals and mission

IDEATION How our design operates and functions

DESIGN EVALUATION Our solution for increasing positivity

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RESEARCH

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FINAL SOLUTION

Understanding the role of our target users

Our solution for increasing positivity


01 â—? design challenge â—? goals + mission


01

OUR OBJECTIVE Design Challenge

THE CHALLENGE How can we unlock + augment joy for people at bus stops on Cornell’s campus through positive emotion regulation?


01

OUR OBJECTIVE The Goal

THE GOAL To increase and prolong the positive experience of bus riding.


01

OUR OBJECTIVE Our Mission

OUR MISSION We want to design a bus stop intervention that regulates the of the Cornell community via direct and indirect that maximizes at the bus stops across campus.


02 ● ● ● ●

tcat research survey personas turning point


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RESEARCH TCAT Ridership

The findings from the 2017 TCAT Annual Report further verified our interest in having as our

24% 54% 22% Concentration of Urban Ridership (TCAT 2017)

Ridership by Pass Type Results (TCAT 2017)


02

RESEARCH The Survey

THE TCAT SURVEY We surveyed both and (although, majority were students) to collect insights on users’


02

RESEARCH Survey Results

Why do you take the bus?

94% distance from destination

69%

Majority of people use the bus for reasons of

75% speed + efďŹ ciency

bad weather *Participants were able to choose multiple options


02

RESEARCH Survey Results

What do you do while you wait for the bus?

100% scroll through device

80%

Majority of people like to

87% listen to music

observe + watch *Participants were able to choose multiple options


02

RESEARCH Survey Results

How do you usually feel while taking the bus?

31% bored

25% joyful 19% stressed *Participants were able to choose only one option

There were , some riders are already happy and some are not.


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RESEARCH Survey Results

FAVORITES

LEAST FAVORITES

1

1

“Almost always

2

“There are a and are easy to get to”

2

“Lack of places to sit and/or take from weather”

3

“Great way to without having to walk”

3

“When they are especially when it’s raining”

“Can get to destination and be with friends”


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RESEARCH Persona Analysis


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RESEARCH Persona Takeaways

PERSONA TAKEAWAYS

1 2 3

People like to stay

People enjoy

People dislike

and

and being with

or


02

RESEARCH Turning Point

TURNING POINT Based on surveys and personas we realized that there are a lot of problems with the TCAT system that are out of our control.

But, there was a lot we could do to make the experience better.


03 ● ● ● ● ●

brainstorming user journey sketches design survey refinement


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IDEATION Regulation Strategies

After understanding our users, we chose three to guide our brainstorm process:

Situation ModiďŹ cation

Attentional Deployment

Response Modulation


03

IDEATION Common Themes

After bundling our ideations, we noticed a our designs were centered around

: each of

User Community & Engagement Connectivity


03

IDEATION Setting Criteria

We decided to create a set of

to help make our installation successful:

1 Prolonged Engagement Direct and Indirect

2 User Choice 3 Evocation of Joy 4 Opportunize lost time


03

IDEATION Polling

Based on the criteria, we centered on the concept of...

POLLING

1

Gives users an outlet to opinions and those of others

2

Provides the to actively to the community

3

Prompts and (mental time traveling)


03

IDEATION User Journey

User approaches bus shelter, excited for today's poll

Before User goes to bus stop to get to class

User is stressed, but not surprised that bus is late

User sees polling device and engages in activity

User observers stranger interacting with device


03

IDEATION User Journey User gains insights about other opinions and topics

During Laughs to self or with others about current poll status

User participates in poll at bus stop (attentional deployment)

User socializes with peers about voting (response modulation)

Senses stimulated

Feels accomplished

User is less angry with bus lateness

User gains new friends and does not feel alone


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IDEATION User Journey

After User mentally reects throughout the day (mental time traveling)

User checks end of day results on digital platform

Cornell policies and events are inuenced by community opinions

User also converses further with friends

User gains insights about other opinions and topics

User feels that their voice is heard

Cycle continues


03

IDEATION Sketching

Sketch 1

Sketch 2

Sketch 3

Sketch 4


03

IDEATION Key Features

Then, we found commonalities amongst our design ideas and outlined our design features

1 Form of input 2 Form of output 3 Placement + Materials 4 Digital Platform


03

IDEATION The Survey

THE DESIGN SURVEY We surveyed preferences regarding key

to collect user


03

IDEATION Survey Results

What tactile experience would you prefer for the input?

35% foot pedal

24% 24% push button *Participants were able to choose only one option

touchscreen

Based on the majority of results, it seems that people want to *possible COVID-19 inuence


03

IDEATION Survey Results

What stimulation would you prefer for the output?

88% lights

35% color

35% sounds *Participants were able to choose multiple options

Majority of people wanted a lights, color, and/or sounds

of


03

IDEATION Survey Results

53%

Would you enjoy tracking results via a social media page?

It could be interesting

A large majority of people said they

41% Yes that’d be cool

6% no *Participants were able to choose only one option


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IDEATION Refinement of Design

Based on survey takeaways, we refined our key features:

1 2 3 4

A foot-controlled push button Light, color, and audio → animation integrated with bus shelter to avoid creating more barriers LED screen, button mechanism


03

IDEATION Bus Shelter + Location

Many Cornell bus stops and shelters have like ďŹ re hydrants and trash cans. To avoid creating more barriers and crowding, we decided to the installation with one side of the shelter.


03

IDEATION Bus Shelter + Location

After assessing user input from the survey, narrowing down our key features, and understanding the campus environment, we settled on a .


04 ● ● ● ● ●

criteria programming prototype social media video


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FINAL SOLUTION Setting Criteria

We created a set of

to help make our installation successful:

1 Avoid political, ethical, religious, explicit, and economic topics

2 Capitalize on seasonal, contextual, and experiential relevance

3 Make it fun!


04

FINAL SOLUTION Program: Quad SpeciďŹ c

, results at end of day (i.e. Mann vs Uris, Macs vs Terrace)

Question Categories


04

FINAL SOLUTION Program: Campus Wide

Opportunity to gain university wide insight on Cornell related topics and events (i.e. Slope Day Artist, Hockey Game Day, Guest Speakers, etc.)


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FINAL SOLUTION Prototype

THE PROTOTYPE

1 2

offers flexibility of visuals → prolonging engagement and excitement, regardless of frequency of use ● This screen would be layered over the glass side of the bus shelter ● We would mount the screen on a frame that would hang from the top bar of the bus shelter structure : wirelessly connected to the screen for proper visuals


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FINAL SOLUTION Prototype: Before

BEFORE SCREEN We wanted to implement a sense of for the user. This informed our design decision to reveal current poll results only casting a vote.


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FINAL SOLUTION Prototype: Before

BEFORE SCREEN We wanted the visuals to

.

To achieve this, we used and , i.e.”which do you prefer?” and “press to vote.”


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FINAL SOLUTION Prototype: During

DURING SCREEN Here, we wanted to create for the user, hence the fun animation. We incorporated light, color, sound, and movement to give the user in viewing the results.


04

FINAL SOLUTION Prototype: During

DURING SCREEN The animation begins with a circle emerging from the respective push button area, which triggers the rest of the visual, promoting between the user and the installation. The moving circle demonstrates the user’s on the results.


04

FINAL SOLUTION Prototype: After

AFTER SCREEN At the end of the animation, we display the results via a 10x10 . We chose to use circles due to their (bouncing, rolling, etc.) and, therefore, engaging nature.


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FINAL SOLUTION Prototype: After

AFTER SCREEN The results would be shown in , based on the live poll results. *For example, in this render, dogs are leading with 54%, and cats are trailing with 46%.


Rockefeller Bus Stop


Rockefeller Bus Stop


* to shield screen and buttons from foul weather


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FINAL SOLUTION Social Media

We want to the experience and anticipate users for the next polls. Combining this with the observed interest in a , we decided to create a complementary Instagram account.

Students are already engaging with this platform and we want to ensure , while creating a digital community, bringing the physical experience of voting full circle


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FINAL SOLUTION Social Media Graphics


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FINAL SOLUTION Video


05 ● questionnaire ● interview ● key takeaways


05

DESIGN EVALUATION Evaluation/Interviews

Our design evaluation process was a combination of both a:

1

Questionnaire (Likert Scale)

2

Semi Structured Interview

strongly disagree (1), disagree (2), neither agree nor disagree (3), agree (4), strongly agree (5)


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DESIGN EVALUATION Evaluation/Interviews

The interface is pleasant to use

4.77

I would enjoy using this interface

4.69

The sequence of the screens was clear

3.92

It seems simple to use this interface

5

I understand the interface

4.85

Using the interface was intuitive

4.70

The narrative conveys a believable response

4.31

The video helped me clearly learn how to use the interface

4.77

*Averages based on questionnaire Likert Scale


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DESIGN EVALUATION Evaluation/Interviews

If this installation was implemented, do you see yourself interacting with it? Why?

MORE likely to interact if… ● Already ● with no one watching ● or already LESS likely to interact if… ● or with something important ● It’s someone who often


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DESIGN EVALUATION Evaluation/Interviews

If yes, what response do you think you would have? Would you talk about the installation with others? Conversation is likely to occur both at the installation and later “If I heard people speaking about it in class I wouldn’t feel weird jumping in”

Would you feel accomplished after using? Accomplished doesn’t seem to be the right descriptor “I’d feel satisfied I think, not necessarily accomplished”

Would it make you reflect on past memories/experiences? Experiential questions would be more likely to prompt reflection “...the connection to the greater context of campus (by means of the Instagram page) I think would spur that reflection.”


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DESIGN EVALUATION Evaluation/Interviews

Any other remarks, opinions, or suggestions? “It’s college kids so it might need to be a little controversial “Great job! I really wish we had this on campus! Would on it working?” “Really cool how it can

.” have any impact

the whole campus/specific campuses.”


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DESIGN EVALUATION Reflection

After reflecting upon our design evaluation results, we realized that

1

We need more student input

2

There are virtual limitations

Topic relevance and social facilitation may lead to increased participation (potential survey on what topics students enjoy and/or student suggested questions)

Due to uncontrollable circumstances, the virtual platform to collaborate and create constricted design deliverables and conduct user research was difficult. While completing evaluations, users had to make assumptions about their interactions. There is an overall lack in verification.


05

DESIGN EVALUATION Reflection

After reflecting upon our design evaluation results, we realized that

3

Focusing on emotion regulation strategies gave our design more validity Given that we had been so focused on the feasibility of creating a design outcome virtually, the brainstorming process became easier as these emotion regulation strategies acted as regulatory checkpoints for our process.

4

Variety is key During the design process, we gained feedback from many different students, which reflected the diversity of our student body.




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