Product Ideation

Page 1

PRODUCT IDEATION. DP262 / UNIVERSITY OF BRIGHTON / LAUREN NICHOLSON / PRODUCT DESIGN BSc / MARK MILNE


CONTENTS …1

Introduction Idea Generation

Short Listing

Initial Brainstorming

…2

6-3-5 Brainwriting

…3

Crawford Slip Writing

…4

SCAMPER

…5

Corkscrew Thinking

…6

Brain-shaking

…7

Data Input

…8

Dunking

…9

Changing Scenery and Distractions

…10

De Bono’s 6 Hats

…11

NUF Test

…12

PINC Test

…13

Pugh Matrix

…14

Sensitivity Analysis Development and Modelling

Final Idea

Model Build Plan

…15

Feasibility Plan

…16

Modelling

…17

Persuasive Drawing

…18


INTRODUCTION Wicked Problem

Definition / ˈwɪkɪd prɒbləm /

1. a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognise.

The chosen topic for the initial research had centred around chronic fatigue as a symptom of Rheumatoid Arthritis in the over 65s.

Design Brief: The problem of reduced social and physical activity in sufferers of chronic fatigue in Rheumatoid Arthritis patients over the age of 65. The design challenge is particularly problematic because it is not widely understood by the target market. The research report concluded that one of the best ways of tackling fatigue is to increase physical and social activity, however when the patient is fatigued telling them to increase their activity appears counter productive - so why would they want an assistive product making decisions for them? This is described as a Wicked Problem, and needs to be considered throughout the ideation process.


IDEA GENERATION

INDIVIDUAL BRAINSTORMING

I began the ideation prices by brain storming by myself. I started with no prompts or direction, simply writing down the ideas as they came to me. After 20 minutes I read through the ideas I had managed to come up with, and I was easily able to group them into ‘themes.’ I then carried on ideating, directed by these new headings. I then applied other factors into my thinking to inspire some new ideas. For instances I listed all the products the older adult is likely to have in their living space, and I looked at how new features could be introduced to give these products dual function - creating something that they would already want/ need but made more desirable with this additional function of being an assistive device. With reference to the fact that this design challenge could be considered as a Wicked Problem I decided to approach the problem in terms of a government or wider health initiative. Research showed that very few older RA sufferers talk to or have been diagnosed with fatigue even though the majority suffer. Creating something that could be installed or produced through the backing of health professionals could connect patients and make them more inclined to use the product.

Advantages and Disadvantages + 26 ideas were produced, originally (a further 14 from later individual brainstorming)

+ As it was my own research problem, the

ideas were able to stay true to the research findings and URS.

- Groups of 5 ideas were very similar, and just variations on a single concept.

IDEA SHEET FROM FIRST ATTEMPT OF INDIVIDUAL BRAINSTORMING

- The further into the process the harder it

became to be innovative, as the ideas already on the paper tended to cause the same thought processes to be repeated.


IDEA GENERATION (GROUP)

6-3-5 BRAINWRITING The 6-3-5 brain writing method, developed by Bernd Rohrbach in 1968. It is based upon the belief that successful idea generation is determined by the contribution and integration between different people’s ideas. It is meant to overcome creative barriers e.g. personal conflicts and cultural backgrounds. During my first attempt of 6-3-5 I was the last person’s problem to be tackled in the session. As we had completed half an hour for each other group member we had been thinking of ideas for 2.5 hours. Only 25 ideas were produced for my problem, in comparison to the 108 that the method is capable of providing. The group stopped ideating after 10 minutes. The long session meant the group was tired and there was a noticeable drop in quality of our creativity and innovation. 
 The ideas from attempt one can be seen in full during the shortlisting processes On the second attempt the method had to be adjusted to account for time constraints. All of 6 participants required ideas for their chosen problem, and completing a full cycle for everyone would not have been impossible. Alternatively everyone’s sheets were kept in rotation, so each participant contributed just three ideas to the solution rather than the intended 18, in a reduced 3 minutes instead of 5. This theoretically gave a total of 18 new ideas from 18 minutes work.

Advantages and Disadvantages +

An incredibly easy to understand, fast way to gain new ideas

+

The constant rotation kept the mind very busy and creativity was boosted by forming linked and common solutions between what appeared to be very different problems.

+

Tackling other problems gave the mind a new challenge and it felt refreshing to return to my own initial problem.

+

All the members of the group had come from different research backgrounds and could provide a variety of original perspectives.

-

This attempt produced only 25, then 16 ideas, whilst I found the fast pace boosted creativity other members of the group felt rushed and it stifled their ability to come up with new ideas.

-

The fast pace meant that I was not able to fully explain the concept of my design challenge, and some of the responses were not very applicable.

-

Expressing ideas in written form lead to issues in clarity, in both the idea and the handwriting.

IDEA SHEET FROM ATTEMPT 2 OF BRAIN-WRITING


IDEA GENERATION (GROUP)

CRAWFORD SLIP WRITING I had intended to complete this method using members of my target market, unfortunately this was not possible so instead used older family members. Although not sufferers of RA they all age-related issues that meant they could appreciate and empathise with the issue. In the Crawford Slip brainstorming method the design brief was written up on sheet of paper and stuck on the wall, and each of the 5 members of the group were given a stack of post it notes and asked to write individual ideas on the post it and place them up around the brief. At this point none of the ideas were criticised, but some were discussed where necessary.

ALL OF THE IDEAS FROM THE GROUP

WEAKEST

STRONGEST

For instance, the idea of a ‘library buddy stop.’ This idea had initially caused laughter in the group, but then directed the conversation onto the idea of books and education. This lead to several more realistic ideas being created by other members of the group and we were able to continue ideating, such as electronic book club which provides notes and ‘food for thought.’

When ideas were discussed and branched off I would write them on the back of the post it note to keep similar thought processes together.

IDEAS ARRANGED BY THEIR STRENGTH AND SUITABILITY

After all the ideas were up I asked the group to help sort them. I explained the concept of NUF (New, Useable and Feasible) and with that basic framework in place the post its were arranged from the weakest to the strongest. Although I will go through all these again when shortlisting process I found their it incredibly unsightly to hear their opinions.

This method of brainstorming was successful because talking through the problem with those close to it than myself which I had not even been able to consider when brainstorming by myself a few days earlier. The method could be viewed as disadvantageous as some members of the group were not allowing themselves to be completely creative- potentially due to a fear or judgement or not fully understanding the activity. In addition, as the process went on group members allowed the ideas already stuck up to tunnel their thinking, so ideas became repetitive and they stopped thinking outside of the box. Over 33 ideas were produced by the method, which was quite substantial compared to the other methods used.


IDEA GENERATION

‘SORT YOUR BRAIN OUT’ ‘Sort Your Brain Out’ by Dr. Jack Lewis and Adrian Webster is a book designed to help the reader 'make better decisions and unleash creative potential.' I selected several of their suggested creative thinking methods from the chapter 'Gone Fishing (for Great Ideas)' and then implemented them on my own project. The 5 methods I chose were Corkscrew Thinking, Brain Shaking, Data Input, Dunking and Changing Scenery/ Distractions. These ideas were then added to the original ‘initial brainstorm’ I completed individually.

Data Input Data Input is a method of creativity which involves reading around the topic and learning about similar, but not entirely related, things. This allows the subconscious to work undisturbed whilst you provide it with materials and new ideas to work from. Below is list of example links looks at during the process. I found this method useful because I was able to find inspiration from unlikely sources. The list below shows a selection of these sources, http://www.arthritissupplies.com/in-the-kitchen.html http://womenshealth.gov/news/spotlights/2014/1.html http://www.essentialaids.com/ https://www.agingcare.com/Products http://www.cdc.gov/nccdphp/dnpa/physical/pdf/ lifestyles.pdf http://discovery.ucl.ac.uk/1448892/1/ Goll_Johanna_Christine_Thesis_redacted.pdf http://encourageactivity.co.uk/ http://www.ach.org.au/__files/f/5322/120704Physical_activity_manual_samllersize.pdf http://www.cdc.gov/aging/pdf/communitybased_physical_activity_programs_for_older_adults.pdf https://www.nia.nih.gov/health/publication/talking-yourolder-patient/encouraging-wellness http://www.live-lifewell.net/age-concern-afternoon-socialclub/ http://www.independent.co.uk/life-style/gadgets-and-tech/ news/government-should-offer-elderly-lessons-in-theinternet-to-encourage-them-to-discover-lifeonline-9436544.html

Changing Scenery and Distractions The book reiterated the importance of c h a n g i n g y o u r e n v i ro n m e n t a n d distracting your conscience mind from the work at hand, to allow your subconscious to tackle the problem for you. The Dorsolateral Prefrontal Cortex (DPC) is responsible for creative thought and it is important that this is active when you are trying to work. Watching and listening to water is one of the best ways to activate it because of it is unpredictable and constantly changing. In addition to running, I sat at the beach to brainstorm and chose to walk alongside a stream instead of the usual path.

VISITS TO THE BEACH
 EVENING RUNS
 WALKS BY A STREAM

I am unaware if it was the the water which made the difference, but I certainly noticed that I felt far more creative when brainstorming in different locations, and when returning to the brainstorming process having been for a walk or run.

Dunking Dunking was a method most famously used by Thomas Edison. He believed that his best ideas could be accessed when in a state of semi-sleep. The process can be conducted in several ways, I chose to conduct it in the mornings. Once the alarm had woken me up I would allow myself to drift off again, whilst thinking about the problem. I then had another alarm set for a few minutes later so that I would be brought back round before I fell back asleep completely. I then wrote the ideas I had on the notebook next to my bed. The advantage of this method was that I was thinking of ideas contextually. The idea of the product is to get an elderly person up and moving, either from their bed or a chair. Thinking of ideas that would help me to get up and about was slightly easier when I was going through it myself. On the other hand, this method was not as successful with me as it had been for Edison I found it too hard to find the correct state between consciousness and sleep- and many of the ideas I thought about were ones I already had documented. Once I had woken up fully I reviewed the ideas and try to expand upon them. The idea below could be considered the strongest of all of them. The first idea was for a small patch which could be placed discreetly on the upper arm etc. to divert the brain’s attention away from the pain. Alternatively it could be placed on the point of pain to try and ‘trick’ the brain with a new sensation and relieve the sufferers discomfort slightly.

INITIAL SKETCH OF IDEA


IDEA GENERATION

‘SORT YOUR BRAIN OUT’ CONT. Corkscrew Thinking (Individual)

Brain Shaking (Group)

The expression Corkscrew Thinking was first coined by Winston Churchill, and involves working alone and working 'big.' The process promotes the thinker to work in solitary and allow themselves to push boundaries and to be as creative and imaginative as possible- without limiting themselves to normal rules and regulations.

Brain Shaking is a similar method to the Crawford Slip brainstorming method, the main difference being that it allows members of the group to go away with the problem and think about it before discussing it. I swapped problems with another person in the cohort, we ideated for each other and then used Skype to communicate our ideas to each other.

I did not find this method of thinking particularly useful because it was not easy to do as it removes you from your comfort zone and challenges you to think about the unknown. I believe this could be a highly effective tool if practiced, but I was not able to use it to its full advantage at this time. I did however find that the concepts created using this method were more abstract than ideas created in other thinking sessions. The problem with the ideas is that they were more service based / community projects, and not a single product that could be designed and marketed. It might have been interesting to develop some of these ideas, but their irrelevance to meeting the design brief meant this would have been wasted time.

CORKSCREW

I found this method particularly helpful because it allowed me to practise my problem solving technique whilst giving my mind a rest from my own project. Not only did I receive more ideas from the other person, but when I returned to my own project I did so with a fresh perspective. I approached this method in a more abstract way and tried a variety of drawing and brainstorming to record everything I was thinking. The image to the left shows a selection of the pages created during the process .

IDEA GENERATION

SCAMPER

DIAGRAMS FROM BRAINSHAKING SESSIONS

SCAMPER is a method used when it is believed that all idea possibilities have been exhausted. SCAMPER stands for Substitute, Combine, Adapt, Modify, Put to Another Use, Eliminate and Reverse. The diagram to the right shows my attempt. I started by choosing one of the simplest and most generic solutions to the problem that I had come up with in the initial brainstorming session. This idea was a photo frame that suggests things to do if the sufferer has not left the house. I then used the different categories to break down this idea in an attempt to make it more complex and to generate further ideas. Although I don't feel that SCAMPER created the best quality ideas this time around, it did help me to get a range. I would definitely use it again.

DIAGRAM FROM CORKSCREW SESSION

I could not put a number on how many new ideas SCAMPER created, because many were too similar to the original idea to classify as completely new ideas. It was just helpful to go through the motions of making changes and adjustments.


SHORT LISTING

DE BONO’s 6 HATS

BAD

103 52

4

53

59 66 71

67

15

78

7

8

79

92 91

115

105

19 68

107

21

23

42

33

27

85

48

22 94

65

57

80

109

29

20

98

24

28

44 50

31

34

37

87

64

38

51 113

39

43

110

47

25

32

83

45

41

40 46

72

108

75

82 99

36 111

6

STRONGEST

101 35

70

73

26

81 76

56 16

60

116 63

55

54

62

30

100

3

58

89

9

18

13

11

74

96

93

GOOD

112

106

14

102

12

17

WEAKEST

84

2

95

77

90

NEUTRAL

104 5 1

10

61

De Bono’s Six Hats was the first shortlisting technique employed. Each of the ideas was reviewed briefly by working clockwise around a diagram of the hats and in turn thinking from each perspective. The idea was then placed in one of the three categories of ‘good,’ ‘neutral.’ or ‘bad.’ Additionally, these had been arranged on a timeline, so there was further differentiation with the best ideas being placed closer to the left and the not as good idea on the right. Ideas that were very similar to each other were grouped. 91 ideas went into the process and 27 will be taken forward from the ‘Good’ category.

49 114

69

86


SHORTLISTING

9

NUF TEST The NUF Test (New, Useful, Feasible) was used as the second shortlisting method. This reduced the 27 ideas from Six Hats down to just 14. Many of the ideas had Y Y N, so I had to make decisions on which were stronger and which to take through. In order to reduce bias I had a member of cohort review the results and feedback to me. Adjustments were made accordingly, however the results remained very similar. 1

2

3

4

5

6 7

8

IDEA

Tinder like app/ device matches people’s hobbies in the local area so that they can message and meet. Collect points for attendance, get competitive with friends. Traffic light style ornament on mantle piece. Tells visitors and others in house where the sufferers tiredness levels re without needing to talk about it. Device that allows for ‘mental’ breaks throughout the day. This could include meditation, distracting games or breathing exercise. Empathy’ device for communicating pain and fatigue to friends and family so that they feel better understood, e.g. interactive body chart. Argumentative Siri’ forces you into a routine. Wristband which will force you to do task and activities so that you are kept activity. Bed which heats and vibrates. Slowly wakes you up after a nap. Virtual sunlight in bedroom, could prevent napping during the day. Combined with projected images of outdoors onto window blind. Musical/ smell releasing device to improve negative spaces and boost associations with room.

N

N

Y

N

N

U

Y

Y

Y

Y

F

Y

N

Y

N

Inspirational alarm clock gradually wakes you up with images, happy positive music and ideas for what you could so with that day. Mentally prepare you for big event that is happening. Plays remotely recorded voice messages from family and friends.

Y

N

10 Diary which gives something to do with they wake up e.g. origami. Provides video demonstration and feedback.

N

N

N

11 Device gives activity do to in every room e.g. washing dishes or calling a friend.

Y

N

N

12 Linked to virtual animal. Its energy levels correspond to the sufferers. Prompts them to eat/ drink well and keep moving. An early visual indication when they have overdone it and shows to friends and family to effectively communicate how they are feeling.

N

Y

Y

13 Alarm plays in rooms of the house and they have to get up and move around to turn them all off

N

N

Y

14 Photo frame can suggest things to do if the sufferer has not been active or left the house. Plays videos and voice message from family to provide personal encouragement

Y

N

Y

N

N

Y

N

N

N

15 Service, delivers tasks/ new hobbies to their door to complete ever week. Learn something new and be distracted, from knitting, cooking and basic yoga etc.

N

N

N

Y

N

Y

Y

N

Y

Y

16 Task generator in local area. Different intensity everyday, responds to your likes and weather

N

Y

Y

N

Y

Y

17 Notice board with tablet-like interface. Daily tasks, and planner. They can see what they have to do that week, as well as reviewing what they have already achieved to provide sense of accomplishment.

18 Earn in-game rewards for your movement. Unlock new features etc. by doing certain things e.g. drinking enough water, visiting a friend or doing some light exercise.

N

Y

Y

19 Diary plans out activity for the week. Assigns breaks and manageable activity levels, gives them option of tasks so they have choice and control.

N

Y

N

20 Find objects in house through augmented reality to get you moving. Wear glasses in the house or use GPS when in local area

N

N

N

21 Countdown to activities that spark excitement and generate positive feelings such as seeing family.

N

N

Y

22 Shoes/ insoles/ socks that beep or give you an indication that you haven’t been moving enough that day

N

N

Y

23 Aqua aerobics bath, high sides a and allows the user to complete light exercises at home to relieve pain.

N

Y

N

24 Games device which provides mental stimulation. Play board games with others or individual play e.g. sudoku

N

Y

Y

25 iPlayer linked to pedometer. Rank the shows you watch and you unlock your favourite ones w. steps

Y

Y

Y

26 Redesign garden tools to make them more useable for sufferers and make hobby more accessible

N

N

Y

27 Cooking device provides recipes and instruction. Scan favourite recipes from big heavy books, splits the tasks between the family (they contribute and the person doesn’t feel bad for getting help) and provides rest times and forward planning

N

Y

Y


SHORTLISTING

NUF TEST CONTINUED Some of the ideas show promise, but under the framework of NUF do not perform particularly well. This page concentrates on how these ideas, and how they can be adapted to make them stronger and justify putting them through to the next round of shortlisting.


SHORTLISTING

Idea 2: Traffic light style ornament on mantle piece. Tells visitors and others in house where the sufferers tiredness levels are without needing to talk about it.

PINC TEST

Positive

14 ideas came from the NUF test, and to further reduce them before the Pugh Matrix the PINC (positive, negative, intriguing, creative) filter has been employed. 8 ideas showed strength and promise when put through the PINC filter and will be therefore be put to the final shortlisting test, the weighted PUGH matrix.

Idea 1: Tinder like app/ device matches people’s hobbies in the local area so that they can message and meet. Collect nectar points for attendance, get competitive with friends.

Positive

Intriguing

This gives older people the It could allow for the opportunity to meet lots of emergence of new hobbies new people and get mentally and new groups. Potential for stimulated as well as it to expand and it is not physically active. The limited to illness or how old community aspect would be you are (within the older could for achieving a sense population) of well being.

Negative The nectar points reward system would be difficult to set up with the company, and other worthwhile rewards would be expensive. It is a very simply functionality for a single device, but not many older people have smart phones It isn’t that the older people don’t know what to do, its that they don’t have the motivation to do it. This does not properly solve the problem.

Creative

The idea of an app is not a particularly creative solution, and the concept has been used many times on various platforms. But there are few apps designed for elderly users, and many existing ones are far too complex. This would be able to feel the gap in the market.

Intriguing

There are many different Constant reminder to look forms it could take e.g. clock, after their health. Everyone in ornament, radio etc. the dual the household can see it and functionality means it could look out for sufferer, if they fit into the home without its are too shy to say how they purpose being overly are feeling. obvious.

Negative

Creative

There are so many factors that contribute to fatigue and well being that it may not provide a successful interpretation. Sufferer might find being told how they feel and how to deal with it patronising.

Opens up a channel of communication between sufferer and others in the household and can be a talking point, rather than the constant repetitive questions that would be used instead.

Idea 3: Device that allows for ‘mental’ breaks throughout

the day. This could include meditation, distracting games or breathing exercise.

Positive

Intriguing

The device would encourage light physical activity, mental stimulation and a general improvement in well being.

These are all features accessible through applications on tablets and phones. Would less expensive, simpler tablet with just these few features appeal.

Negative

Creative

All of the purposes of the device can be achieved easily by other less expensive means.

The idea is not particularly creative, but it does try and tackle many different approaches to improve the patient’s quality of life.

Idea 4: Virtual sunlight in bedroom, could prevent napping during the day. Combined with projected images of outdoors onto window blind.

Positive

Intriguing

Virtual sunlight (e.g. SAD lamps) improve well being, combined with the images they could prevent bouts of low mood which can be a cause of fatigue,

A way of bringing the outdoor in when the sufferer is stuck in bed.

Negative

Creative

An expensive and potentially complex idea where the benefits do not directly solve the design brief. This type of product already had as strong market leaders.

Potential to encorperate sound, smell and projected images to create an immersive experience that is calming and distracting for the sufferer

Idea 5: Musical/ smell releasing device to improve negative spaces and boost associations with room.

Positive

Intriguing

Music and pleasant smells make it a nicer place to be in and are mood boosting. Anything that improves happiness will ease fatigue and naturally make them feel more sociable and energised.

Playing on these two senses, particularly smell, is unusual but is very effective at provoking happy feels and emotions.

Negative

Creative

Does not directly solve the problem of reduced activity and social participation. Would need to buy refills for the smells and there is no way of updating soundsthey could become repetitive.

These sounds and smell could replicate the seaside (nostalgia and happy childhood memories) or a forest (feeling refreshed and calm) Room for many combinations.


SHORTLISTING

Idea 7: Linked to virtual animal. Its energy levels correspond

PINC TEST CONT. Idea 6: Inspirational alarm clock gradually wakes you up

with images, happy positive music and ideas for what you could so with that day. Mentally prepare you for big event that is happening. Plays remotely recorded voice messages from family and friends.

Positive

Even when they do not have direct communication with their family, they know that they are being thought about. Reducing loneliness and isolation is key when tackling any chronic illness.

Negative

Intriguing Waking them up slowly, and engaging other senses e.g. sight (looking at the images) may make them feel more alert. The concept could be expanded so that releasing music is played during the day to help them relax, and watching a slideshow could be pleasant and help them drift off at night.

Creative

Does not directly cause The idea is not particularly physical activity, but does creative, and there are encourage them to get out products on the market with of bed and make the most of very similar purposes and their day. It could become features. annoying and repetitive It is creative because the every day, limiting its use. It personalisation might relies on their family provoke a stronger reaction contributing regularly with from the user. The product messages. can be constantly updated so The message would have to not to become boring and be sent over Internet, the repetitive. It could be user might not necessarily customised for different have WiFi and enabling 3G music and images on would counter additional different days of the week. costs.

to the sufferers. Prompts them to eat/ drink well and keep moving. An early visual indication when they have overdone it and shows to friends and family to effectively communicate how they are feeling.

Positive

Intriguing

It is able to assist with social interaction and encourage activity levels and dietary habits. It is light hearted and a fun distraction.

It could be challenging to make the animals needs closely match and mimic their own, when all the users will be so individual

Negative

Creative

The over 65 market may feel this idea is too childish and might be unwilling to engage.

A different way of communicating your feelings. It is humorous and might provide light entertainment when sufferer is feeling at their worst.

Idea 8: Task generator in local area. Different intensity everyday, responds to your likes and weather

Positive

Intriguing

It gets the user out of the house and integrating with the community. It is able to factor in personal taste and external environment to give the most helpful service.

It could allow the user to learn and experience things about where they live that they would have not know otherwise.

Negative

Creative

It would be an incredibly expensive and time consuming task to gather data for the whole country. Places might not be assessable via public transport etc. and there may not be enough to do so the same suggestions are constantly repeated.

The idea itself is not very creative, because their are many internet based apps etc. that already perform a similar function. Having an individual device to do this does not seem cost effective, and unlikely to attract the target market.

Idea 9: Notice board with tablet-like interface. Daily tasks,

and planner. They can see what they have to do that week, as well as reviewing what they have already achieved to provide sense of accomplishment.

Positive

Intriguing

It looks back on what they have already been able to achieve, reinforcing a positive mind set.

Being able to review, a week or month might be beneficial because it lets them look back on their memories and reminisce.

Negative

Creative

Having a digital diary seems excessive, especially as those This idea is not particularly who use them have them on creative, and their are many their phone, and many older phone and tablet apps which people prefer hand written would achieve the same. diaries. Might not appeal to target market.

Idea 10: Earn in-game rewards for your movement. Unlock new features etc. by doing certain things e.g. drinking enough water, visiting a friend or doing some light exercise.

Positive

Intriguing

Combines virtual and real life, so that the sufferer has some escapism- but this doesn’t impact their quality of life.

It could be expanded so that they can play with their real life friends or interact with other sufferers from across the country.

Negative

Creative

Takes into account their fluctuating illness. When they Target market may not are house-bound they can sit appreciate the game aspect. and play the game as a Simulated games may be too disctaction, with the complex for them to motivation that when they understand or not interest are well enough they will them as much as younger move around and make the generations . most of it so that they can enjoy the game more when they are sick.


SHORTLISTING

Idea 12: Shoes/ insoles/ socks that vibrate or give you an

PINC TEST CONT. (2) Idea 11: Games device which provides mental stimulation. Play board games with others or individual play e.g. sudoku

Positive

Mental stimulation can provides a great deal of satisfaction, and it is a good distraction from physical pain whilst not being exhaustive. The competitiveness from play with friends adds interest and is more engaging than playing by yourself or against a computer.

Intriguing

The product could be kept interested with the ability to download and install new games constantly, alternatively new crosswords and sudokus. This allows constant product improvement.

indication that you haven’t been moving enough that day

Positive

Intriguing

They are subtle and others do not know you are using an assistive device. It allows the older person to track their activity.

Finding a way to feedback the information to the older person would be challenging, and reminding them to put the insole into each pair of shoes.

Negative

Creative

The sufferer may not This idea is not overly appreciate the benefits of creative and similar products the product until they have have been designed in the started to use it, but it could past and mainly marked for be hard to make them buy it sport and athletic purposes. in the first place. Few people It could be argued as not the wear shoes inside the house, most creative idea because and the activity counted not only is it only capable of would only be steps- which is measuring steps (which does not always a very accurate not give an accurate picture representation. of activity) it

Idea 13:iPlayer linked to pedometer. Rank the shows you watch and you unlock your favourite ones w. steps

Negative

Creative

Whilst being good for rest period, the idea does not solve the issue of physical activity. The social interaction it encourages is positive, but not nearly as beneficial as face to face meeting.

The idea of social gaming is not a new or novel idea, but targeting at the elderly on a device separate to phones/ tablets/ computers is a new strategy and not one tackled by large manufacturers.

Positive

Intriguing

It doesn’t stop them watching the television, just encourages to move a little more. They will stay active until they know they have unlocked their show.

Could be challenging to set up. Requires older person to watch lots of their shows on iPlayer, which is unlikely A way of adapting to normal TV set would need to be found.

Negative

Creative

When a person is feeling their worst, they will be at home watching more TV than usual and not moving. Seems unfair to deny them the shows they like whilst they are particularly ill.

Similar ideas have been marketed before, but all are app based and restrict access to social media. Linking straight to the TV is not currently available.

Idea 14: Cooking device provides recipes and instruction.

Scan favourite recipes from big heavy books, splits the tasks between the family (they contribute and the person doesn’t feel bad for getting help) and provides rest times and forward planning

Positive

Intriguing

It encourages a hobby. Learning a new skill and be incredibly rewarding, but for many cooking had once been a passion that their illness had restricted them access to. Finally being able to do what you love brings enormous satisfaction and pride.

The device can help with healthy eating, and planning can also being in ideas of budgeting etc. This create many different selling points to market the product with.

Negative

Creative

The sufferer might live alone, or their might be many different circumstances that effect division of labour that the device could not account for. This would make it impractical.

This idea is not particularly creative because their are many similar app products with the same functionality. Creating a device where this is the sole purpose may be excessive and not cost justified.

Conclusion to PINC Ideas were based on a series of factors, ‣ The positives of the idea were able to outweigh the negatives. ‣ The negatives of the product were trivial or solvable through development - and not fundamental issues with the concept itself. ‣ The idea was creative (new/ novel), and if it wasn’t creative, it was able improve upon current products and advance the technology. The ideas that will go through to the final stage of shortlisting, the PUGH Matrix, will be ideas 1, 2, 3, 4, 9, 11, 12, 14.


SHORTLISTING

PINC TEST CONT. (3) The ideas that will go through to the final stage of shortlisting, the PUGH Matrix, will be ideas 1, 2, 3, 4, 9, 11, 12, 14. I have used investigative and exploratory sketching to visualise each of the ideas to help make a fair assessment for the Pugh Matrix. For each idea I paid particular attention to ‘negative’ points that had arisen, trying some preliminary solutions to address the concerns to give it the best chance of success in the final part of the shortlisting process.

1) Tinder like app/ device matches people’s hobbies in the local area so that they can message and meet. Collect points for attendance, get competitive with friends. 2) Traffic light style ornament on mantle piece. Tells visitors and others in house where the sufferers tiredness levels re without needing to talk about it. 3) Device that allows for ‘mental’ breaks throughout the day. This could include meditation, distracting games or breathing exercise. 4) Virtual sunlight in bedroom, could prevent napping during the day. Combined with projected images of outdoors onto window blind. 5) Notice board with tablet-like interface. Daily tasks, and planner. They can see what they have to do that week, as well as reviewing what they have already achieved to provide sense of accomplishment. 6) Shoes/ insoles/ socks that beep or give you an indication that you haven’t been moving enough that day. Provides basic feedback to the user, and more detailed could be accessed from an app by them or their family member. 7) Games device which provides mental stimulation. Play board games with others or individual play e.g. sudoku 8) Cooking device provides recipes and instruction. Scan favourite recipes from big heavy books, splits the tasks between the family (they contribute and the person doesn’t feel bad for getting help) and provides rest times and forward planning


SHORTLISTING

Selecting a datum was difficult because the market for this type of product is small (or rather, no seen as profitable) and so there are no ‘market leaders’ or stand out products that my own ideas could be compared to. I reverted to looking at wearable technology. 
 The first datum chosen was a fitbit, one of the best selling pieces of wearable technology currently on the market, which will monitor the users activity, sleep and healthfeeding this back to an App where the results are translated into easy to understand graphs which could then be shared via social media. I picked this product because it is a small, electronic product with its main goal being improved physical activity, with the secondary feature of social

PUGH MATRIX The weighted Pugh Matrix was the final stage of the shortlisting process. The product design specification was given an importance rating between 1 and 10, with 10 being critical and 1 being optional. Each idea was compared to the datum and rated as better (+) worse (-) or the same (s). These were then multiplied by the weighting of the criteria, with + being both +1, - worth -1 and S worth nothing.

Criteria

Weighting

interaction, which is incredibly similar criteria for my own project. main goal is to increase the health and activity of the wearer and it introduces a social aspect of being able to share the results.

THE FITBIT AND ACCOMPANYING APP Design Idea

0

1

2

3

4

5

6

7

8

A1

The product cost must be low enough to be considered affordable for those living off of pensions.

5

S

+5

S

-5

-5

-5

+5

S

A2

The product weight must be kept as low as possible (or not require to be moved or lifted at all) to account for muscle weakness in RA sufferers

8

S

S

S

S

S

S

S

S

A3

The product must incorporate a way of connecting the user with other people

6

+6

-6

-6

-6

S

-6

+6

-6

A4

It must be possible for the product to be comfortably held in one hand

5

S

S

-5

-5

-5

S

S

S

A5

If not connected to the mains, the product must not require charging more than once a week (even when being used frequently)

3

S

+3

-3

S

-3

+3

S

S

A6

The product must effectively increase the user’s everyday activity levels

8

S

-8

+8

-8

S

+8

-8

S

A7

The product must be reliable and useable in a range of environments

2

S

-2

-2

-2

S

+2

S

-2

A8

The product must be able to withstand being dropped to account for poor dexterity of RA patients

6

-6

-6

-6

-6

S

+6

S

S

A9

The product must use technology efficently, maximising the users experience whilst not being too complex to use.

8

+8

+8

+8

+8

S

+8

S

S

A10

The product must use simultaneous visual and audible alerts to account for range of decreasing senses of over 65s.

6

S

S

S

+6

S

S

-6

S

Datum


SHORTLISTING

PUGH MATRIX CONT. Criteria

Weighting

Design Idea 0

1

2

3

4

5

6

7

8

A11

The product must be capable of passing relevant European standards and achieve a CE marking

10

S

S

S

S

S

S

S

S

A12

The product must be capable of being recycled at the end of its useful life

3

S

S

S

S

S

-3

S

S

A13

The product must have a useful life of at least three years

6

S

+6

S

+6

S

-6

S

S

A14

The product must help the user manage their activity levels and attain a sense of well being

7

-7

S

+7

+7

+7

S

S

+7

Datum

∑+

-

14

22

23

27

12

27

11

7

∑-

-

13

22

20

32

13

20

14

8

∑s

-

10

5

6

3

11

4

10

11

Total

0

1

0

3

-5

-1

7

-3

-1

Ranking

4

3

4

2

7

5

1

6

5

Conclusion to Weighted Pugh Matrix The results for the Weighted Pugh Matrix showed that 4 of the 8 ideas were not as strong as the market leading datum. One was equal, scoring 0, and 3 were ‘better.’ The clear leader was idea 6, the shoes/ insoles that track the number of steps the user takes and gives them feedback / alert them when they are not moving enough via small vibrations. I was surprised by this result, as I thought this concept was not particularly strong or innovative. I believe the simplicity of the product was able to carry it through to the final stages of shortlisting. The idea that scored second was number 3, the breathing/ meditation / exercise. This idea had many problems, but I felt it had more scope to be improved. 
 The ideas that will be taken forward are not dependent on the results of the Sensitivity Analysis, however I think it is more than likely that I will go on to develop concepts 6 and 3.


SHORTLISTING

A sensitivity analysis is carried out because the importance weighting of each criteria is objective, and can be argued many different ways. The weighted Pugh skews the results by up to a factor of 10, meaning that a small difference in weighting could make two designs of similar quality may appear much more varied than they actually are. A sensitivity analysis ensures precision because if the same design is the clear best fit both times, you now it is your optimum solution. If however the two matrices produce different results you know that their is inconsistency in the ideas and that they require further development.

SENSITIVITY ANALYSIS Criteria

Weighting

Design Idea 0

1

2

3

4

5

6

7

8

A1

The product cost must be low enough to be considered affordable for those living off of pensions.

2

S

+2

S

-2

-2

-2

+2

S

A2

The product weight must be kept as low as possible (or not require to be moved or lifted at all) to account for muscle weakness in RA sufferers

8

S

S

S

S

S

S

S

S

A3

The product must incorporate a way of connecting the user with other people

4

+4

-4

-4

-4

S

-4

+4

-4

A4

It must be possible for the product to be comfortably held in one hand

3

S

S

S

-3

-3

S

S

S

A5

If not connected to the mains, the product must not require charging more than once a week (even when being used frequently)

6

S

+6

-6

S

S

S

S

S

A6

The product must effectively increase the user’s everyday activity levels

9

S

-9

+9

-9

S

+9

-9

S

A7

The product must be reliable and useable in a range of environments

2

S

-2

-2

-2

S

+2

S

-2

A8

The product must be able to withstand being dropped to account for poor dexterity of RA patients

4

-4

-4

-4

-4

S

+4

S

S

A9

The product must use technology efficently, maximising the users experience whilst not being too complex to use.

9

+9

+9

+9

+9

S

+9

S

S

A10

The product must use simultaneous visual and audible alerts to account for range of decreasing senses of over 65s.

5

S

S

S

+5

S

S

-5

S

Datum


SHORTLISTING

SENSITIVITY ANALYSIS CONT. Criteria

Weighting

Design Idea 0

1

2

3

4

5

6

7

8

A11

The product must be capable of passing relevant European standards and achieve a CE marking

10

S

S

S

S

S

S

S

S

A12

The product must be capable of being recycled at the end of its useful life

3

S

S

S

S

S

-3

S

S

A13

The product must have a useful life of at least three years

7

S

+7

S

+7

S

-7

S

S

A14

The product must help the user manage their activity levels and attain a sense of well being

8

-8

S

+8

+8

+8

S

S

+8

Datum

∑+

-

13

24

26

29

9

24

6

8

∑-

-

12

19

17

24

5

16

14

6

∑s

-

10

5

6

3

11

4

10

11

Total

0

1

5

9

5

4

8

-8

2

Ranking

7

6

3

1

3

4

2

8

5

Conclusion to Sensitivity Analysis The original weightings given to the criteria had a mind a portable product with a primary function of increasing physical activity. However, during ideation I had not been this narrow and I had also looked at home based products, and products with the ability to improve mood and happiness within the home- therefore these products did not perform very well, especially when compared to the datum which was an small activity related product. 
 The new weightings gave less importance to the size and weight of the product and made its main function well being. The results changed family dramatically, as the datum dropped to 7 out of 8, compared to its original position of 4. The two leading products remained the same in reversed order (well being device was first and shoe insoles were second) This confirms that these ideas were definitely the strongest ideas and should be taken forward for further investigation. This will include sketches and brainstorming their weaknesses.


IDEA DEVELOPMENT

INITIAL CRITICISMS

IDEA 6

Shoes/ insoles/ socks that beep or give you an indication that you haven’t been moving enough that day. Provides basic feedback to the user, and more detailed could be accessed from an app by them or their family member.

There is only one design proposal for each idea because insoles take a standard shape which limits creative flexibility, on the other hand there are endless possibilities for shoe designs which would require further research into current trends.


IDEA DEVELOPMENT

FEASIBILITY TESTING TABLE Deciding on the Final Idea Having completed the initial criticisms of Idea 6 I have decided not to pursue it. The main reason for this being an internet search revealed a variety of similar products already on the market, as seen with the ‘Digisole.’ Due to the simplistic nature of the product there are few ways it could be changed to make it a new or worth while idea. The search also provided evidence that there was little demand for such a product, and therefore saturating this small market with something similar is not likely to lead to success.

Issue

I am therefore pursuing idea 3. The understanding of the concept is far is that it is a device that allows for ‘mental’ breaks throughout the day. This could include meditation, distracting games or breathing exercise.

Risk

1 quite energy consuming

Requires constant charging, an inconvenience to the user. They may forget to charge it, or it may be on charge when they want to use.

2

The cost of the product may not be justifiable considering the menial functions it provides

Many older people will not buy a product of such high value which cannot guarantee and improvement in their quality of life.

3

There are many external factors that affect at the disease that the device cannot account for

If the user is feeling, having a device beeping at them and instructing them to be more active is both patronising and frustrating- and the user will develop a negative relationship with the product.

The device could be

The user will become bored of the product The preloaded exercises and stop using it. They activities may be 4 and activities will become too easy for the user and not provide them repetitive with any satisfaction.

THE INITIAL BRAINSTORMING OF PROBLEMS In order to help with the creation of the feasibility testing table I brainstormed some of my initial worries about the product idea, as I had previously done with idea 6. This then fed directly into the Feasibility testing table seen below.

INITIAL CONCEPT SKETCH

Category

Action

Test

C

Research how current products tackle this problem

Weigh up pros and cons of the solutions found from research

C

Brainstorm and research ways necessary to overcome this

User Group Feedback

C

Brainstorm solutions to this issue

Have viable and creative solutions been proposed?

C

Research and find solutions to this problem

Has a viable and fully justifiable solution been found?

Completed By

Result

Status

Week End

Electronic paper and LCD screens are both viable solutions for low consumption tech.

Complete. Concluded that epaper screen solves problem.

Week End

Partial completion. N/A User Group were not Solutions found, not available enough time to test them

Week End

Solutions were found, but require further development.

Partial Completion. Ideas need more development before being included on final idea.

Week End

No. Solutions found, with several key flaws identified.

Partial Completion. Need to find work around to current solution’s issues


IDEA DEVELOPMENT

FEASIBILITY TESTING TABLE Issue

5

Risk

The device looks This product has been designed with incredibly similar to simplicity in mind, if the user associates it existing products on the with something more complicated they may market feel too intimated to try and learn to use it.

6

The device has no feedback mechanism

The device is currently capable of helping the user, should they choose to use it, however it is not currently able to motivate them or make them want to use it.

7

The product is at risk of being too heavy for target market

Users will not necessarily be able to use the device without the hands and wrist becoming fatigued, damaging the product experience.

8

Those with vision impairment may be put off a tablet device because they are unable Many elderly users have to read it. Those with hearing loss would sensory impairment. not gain full benefit from relaxing music and audio instructions.

9

The product is encouraging physical activity amongst those with already severe disability

There is no way of monitoring the activity and the user may be at risk of worsening their condition or causing themselves serious harm or injury.

The tablet market is saturated and the product does not have a particular factor The product has no clear that would draw the target market in and 10 unique selling point make them by this product over a full tablet with much more functional capability.

Category

Action

Test

Completed By

Result

Status

Week End

A button/ key operated device would be more successful than a touch screen.

This is not finalised. May require further research in development stages

Ideation Deadline

User group not available in time period. Several options are available

Partial completion. Several ways to solve issue, decision can wait to development. Incomplete. Issue needs addressing, fairly high priority.

C

Research the type of Conclusion drawn technology that from pros and cons solves this issue of technology types

C

Brainstorm ways for the user and device to communicate with each other

User Group Feedback

B

Research product specs of similar devices to see how light tech can be

Make models of different weightings and have user group handle them

Week End

User group not available in time period, and did not have enough time to make models.

B

This action is not a risk conceptually and can be dealt with in development

/

/

/

Will be addressed in development

A

Ask an RA specialist Research current or or user group if it activities suggested would be safe to ask for RA patients and sufferers to do these the elderly. exercises.

Ideation Deadline

User group not available in time period.

This issue is of the highest priority as it could kill the concept. Product could be dangerous otherwise.

Ideation Deadline

The user group was not available in the time period for feedback, but several new ideas have been generated.

High priority. Ideas need testing , without USP product will not sell. Could kill the concept.

B

Return to ideation and brainstorm some innovative ways to adapt product

User group feedback. Test the appeal of the new concepts by having them rate them.

Analysing Risk: The Product’s Likely Failure The fact that there are few large conceptual issues could in itself be seen as an issue. The product (in some way or other) has been done before, which is why we know the features are popular and the technology is available. Creating a product in an already saturated market, with potentially many stronger competitors, is more likely to lead to failure. This stage in the process is about identifying and trying to minimise the project risks. At this point the main question is ‘Will the user like it?’ Which is an incredibly risky issue to be carrying forward through to development. My instinct is to say that this product is weak and does not really fulfil a purpose. I have completed the feasibility testing in order to improve the product as much as possible butI am aware that in a real life design scenario it would be best to return to the idea generation process again.


IDEA DEVELOPMENT

FEASIBILITY TESTING

Conclusion

Issue 3

There are very realistic solutions to this problem. From this research I think that the best decision would be to combine Electronic paper with a Lithium Polymer battery.

‣ There are many external factors that can affect the sufferers fatigue levels.

The images to the left show the Amazon Kindle. It is a proof of existing technology able to make a touchscreen e-paper and lithium polymer battery combination work. It has incredibly long battery life whilst still being incredibly thin and light.

Issue 1 ‣ The device could be quite energy consuming. Why is this a problem? The device would require constant charging, they may forget to charge it, or it may be on charge when they want to use. It would become more of an inconvenience to them and damage the product experience. Solution 1: Electronic Paper

+ Electronic paper has incredibly low energy consumption

and can last without charge must longer. It is a much cheaper alternative and is easier to read than the glare of screens. It can be manufactured to be very thin, resulting in it also being very lightweight.

-

Moving components are far less attainable and ‘jerky’ than normal screens. Not capable of showing photographs. Touch screen version not as advanced as LCD versions.

Solution 2: LCD screen

‣ The cost of the product may not be justifiable considering the menial functions it provides.

-

Why is this a problem? Many older people may not be able to justify buying a product of such high value which provides relatively menial functions.

Solution 2: The device should communicate with the user subtly, and it should be easy for the user to turn off or dismiss.

Solution 1: Product on Loan

+ The product should not be obtrusive and is there to offer

+ The product could be loaned out through a local society / help group or charity lead programme. The user would be able to use the device for a certain amount of time, and once they have learnt the routine and have gotten used to the activities they no longer need the product and it can be passed on to the next person. There would be no cost to the user and the products useful life would be extended.

-

Solution 3: Lithium Polymer Battery

+ It is an incredibly powerful battery considering how thinly it can be manufactured. Arguably the cost of manufacturing the battery can be offset by the advantage of how light weight the product can be made. They can hold a long charge and can be put through many charge cycles before its charge capacity starts to diminish.

-

They are more expensive to source.

Solution 3: Lithium Polymer Battery

+ Higher energy density that Lithium polymer and cheaper to manufacture.

-

They do not have as much flexibility as Lithium Ion to be made incredibly thin and into any shape.

suffers good and bad days. Well being functions provide a sympathetic approach to treatment.

Issue 2

can also be manufactured to be very lightweight and slim. They have lower energy consumption than other alternatives (but still much higher than e-paper) and can show incredibly high quality moving images. it can also be made to be touchscreen. They are more expensive to source.

Solution 1: Wellbeing based support for during flare ups

+ The product is provides support and assistance on the

+ (Although not as good as Electronic paper) LED screens

-

Why is this a problem? There are many factors involved in an illness that such a device cannot comprehend, and when the sufferers is feeling unwell having a device beeping and telling you to be more active is both patronising and frustrating and the user will develop a negative relationship with the product.

It would involve persuading groups and organisations to see the benefits of buying several of this product, and making it to withstand a longer period of constant use.

Solution 2: Simplify the technology

+ Simplifying the technology would make the product more affordable and the user would be more inclined to try it

-

Some of the intended functions may not be possible with less expensive technology. The quality of the user experience may suffer.

Conclusion These are workable solutions to the problem, however the issue undermines the whole concept and in effect could decide the whole success of the product. Therefore I would see that this issue is still a high priority concern and would need further evaluation to ensure it has been met.

Increases the number of features the device needs to be capable of.

suggestions and not a forceful regime.

-

May cause user to not take any notice of it.

Conclusion Both solution could be incorporated into the design and adequately solve this problem. ‘Modelling’ beta versions of the apps and giving them to the user try out would be incredibly beneficial, but this doe not need to be investigated until development.

BRAINSTORM FOR SOLUTION 1


Issue 5

IDEA DEVELOPMENT

‣ The device looks like a lot of technology currently on the market

FEASIBILITY TESTING CONT.

Why is this a problem? Although this product has been designed with simplicity in mind, if the user associates it with something more complicated they may feel too intimated to try and learn to use it.

Issue 4

Issue 6

The exercises and activities will become repetitive

‣ The app does not encourage social participation in any form

Why is this a problem? The user will become bored of the product and stop using it. They activities may be too easy for the user and not provide them with any satisfaction. Solution 1: Abiliy to progress through levels

+ Provides different things to do as they improve. Allows them to feel like they are achieving something and they gain a sense of accomplishment.

-

This might make the device more ‘serious’ or pressurising, when it is really intended to help them relax and provide a distraction.

Why is this a problem? This was stated in the original brief, and socialising can reduce the isolating and lonely feeling that chronic illness generates.

-

+ It is a far more natural and intuitive way of interacting with a product.

-

Solution 1: The device connects to family’s smartphone app

+ Family is provided with peace of mind and given updates

on the sufferers well being, so that the illness does not have to take up their conversations.

-

Solution 2: Items constantly updated and are downloadable

+ The user does not get bored and the product is kept

Solution 1: Touch Screen

The device has been designed to help with the sufferers management of their condition. This is a personal thing and they might not appreciate their family being able to randomly check up on them.

interesting and novel.

Solution 2: The device connects to other devices

This add another requirement for the user to maintain the product, making it more complex and deterring them from using it. It requires the product to be able to connect to the Internet, which the person does not necessarily have in their home.

+ Makes their journey less isolating -

An unnecessary feature, there is little data they could share with each other and the product was not intended for self improvement and not a means of communication.

INITAL SKETCHES FOR DEVICE BODY (ISSUE 5)

The higher the quality of the touch screen the easier it is to interact with (don’t have to press excessively hard etc.) but this pushes the price of the product up. 
 Some older people are still intimidated by this technology, no matter how easy it actually use.

Solution 2: Button/ Key Operated

+ A way of interacting with objects that they are more familiar with. Less expensive to manufacture.

-

Limits the amount of interaction with the product. Navigation around menu takes longer and is generally more frustrating. RA sufferers have reduced movement in their fingers, which can make applying pressure uncomfortable.

Solution 3: Change the Shape of the Design

+ Changing the shape will dissociate with other more

advanced tablet forms such as the iPad etc. It will make it look interesting and eye catching and will help market it as an entirely different product.

-

The slim rectangular shape is so commonly used because it is aesthetically pleasing and simplistic. Changing this can make the product look gimmicky and more child likewhich would not be appreciated by the users. Users have different needs and ways of using the shape product, whereas defining this shape forces them to use it a certain way that might not suit them.

Conclusion I believe the weighing of the pros and cons show that a touch screen is still worthwhile addition to the product. In terms of shape, I appreciate the disadvantages of making it unusual but to give it the most hope of standing out I think the ‘wedge’ design (sketch on yellow background) is interesting and has some justifiable points.


IDEA DEVELOPMENT

Issue 9 ‣ There are many external factors that can affect the sufferers fatigue levels.

FEASIBILITY TESTING CONT. (2) Issue 7

Issue 8

‣ The device has no feedback mechanism

‣ The target market have poor dexterity in their hands

Why is this a problem? The device is currently capable of helping the user, should they choose to use it, however it is not currently able to motivate them or make them want to use it.

Why is this a problem? Some of the worse affected sufferers cannot hold the device in one hand whilst pushing buttons in the other at all/ for extended periods of time, as their hands and wrists are easily fatigued.

Solution 1: Alerts and Reminders

+ This would help establish a routine and the encourage the suer to use the product at regular intervals. This could be done through sounds or lights. A soft light changing in intensity or colour would be less may be better than a flashing LED because it is more suggestive and than forcing the user to pay attention to it. -

These could be irritating and disruptive, causing the user to feel negatively about the product.

Solution 2: Give it a secondary feature e.g. digital photo frame or clock

+ This would mean that the device could be displayed in

the home without being obtrusive, but serving as a constant reminder to use it. This added functionality provides an additional USP.

-

Solution 1: Designed to sit on lap, with support stand

+ The device is more comfortable to use when they are sat

-

Putting in on your lap may make the screen too far away for some the users to read. Would have to compensate with large font.

Solution 2: Provide large rubber protective case

+ Although not helping with dexterity it would protect the device if dropped and provide better grip.

-

It might take away from the product aesthetically, and does not directly solve the problem at hand.

(IMAGES FROM PREVIOUS SLIDE HELP TO ILLUSTRATE THIS)

+ The user is able to gain a sense of accomplishment and given recognition of their improvement.

Conclusion I think the best solution created was to give the product a secondary feature. If the device was able to act like a clock it could be kept next to the bed, blending into its surroundings whilst being close to hand when the user needs it.

+ The product is able to support the user in all aspects of

the disease, from feeling their best on their best days and improving their mind set on the worst. Wellbeing is something than affects the whole population, not just sufferers of RA and chronic fatigue, and so will be beneficial to all users no matter the severity of their illness.

-

Conclusion As concluded in issue 5, I think that using the wedge shape would be the best solution. This would mean when it was on their lap or flat surface it would be at an angle that is easier to read at and they can rest their wrists on the side for extra support. If the wish to be using it for the clock feature (concluded in issue 7) or for an activity that requires them to stand up and move then they can stand it upright.

The older user might not understand the indirect benefits of using them and see them as pointless features.

Solution 2: The device should communicate with the user subtly, and it should be easy for the user to turn off or dismiss.

+ It is not pestering the user or making them feel guilty

when they are not very active. Its able to provide a service catered to the specific user.

-

Having the device on display does not actually draw attention to it or encourage the user to interact with it.

This might make the device more ‘serious’ or pressurising, when it is really intended to help them relax and provide a distraction.

Solution 1: There should be as many well being based functions and support for when their disease has flared up, as physical activity ones.

down. The support stand is helpful for some of the other functions e.g. exercises because it can be stood up without support whist the user goes through the movements.

Solution 3: Ability to progress through levels

-

Why is this a problem? There are many factors involved in an illness that such a device cannot comprehend, and when the sufferers is feeling unwell having a device beeping and telling you to be more active is both patronising and frustrating and the user will develop a negative relationship with the product.

The user need motivation, this is the point of the product, and if it is easy to dismiss then they will not use it frequently enough and enjoy the benefits of it.

Conclusion I believe solution one definitely needs to be considered for the final product. This will make it more purposeful in the lives of a sufferer.

REVISITING ISSUE 2 Solution: Include SAD lamp in product

+ Brings outdoors in. Cure for bouts of low mood.

Energising, clear USP, markets product for wellbeing.

-

This may be heavy if added to a tablet and underplay all other attempts at making it light for sufferers grip.


IDEA DEVELOPMENT

THE FINAL CONCEPT Design Brief: The problem of reduced social and physical activity in sufferers of chronic fatigue in Rheumatoid Arthritis patients over the age of 65. Solution: Tablet device with set tasks to complete at regular intervals throughout the day.

3. The menu displays three activities of different physical intensity e.g. crossword clues, SAD lamp treatment or meditation for low, light ‘armchair exercises’ for medium and more ambitious exercise for high e.g. basic yoga or a walk around the block. For all of these the device is able to give audible instructions and play relevant music to help with the activity. 4. In order to dismiss the device if they do not wish to partake in an activity they use a button on the side to ‘snooze’ the activity for another hour or to skip it completely. 5. All the activities are available to do at any time the user wishes. The reminder system just works as motivation and ensures they keep busy at regular intervals throughout the day. 6. At the end of the week the tablet displays a list of all the things the user was able to accomplish that week, so they can be proud of their achievements.

The Concept In Greater Detail

Meeting the Design Brief

A simplistic tablet device with electronic paper touch screen, powered by a Lithium Polymer battery. 
 Wedge shape means the screen is at a better angle for reading when it placed in the lap or on flat surface. Also a better angle for Rheumatoid Arthritis sufferers, whose wrists and hands fatigue easily. 
 The device can also be placed up on its thinnest edge to reveal a SAD (high intensity) lamp. This is also angled at a slant, so it can be rested on lap or flat surface and is angled towards the head and chest.

Although not initially clear, the device is able to answer the design brief (even if indirectly.) The device is capable of recognising reduced social activity by some of its task suggestions, e.g. one of low intensity could be ‘call a friend,’ medium could be ‘invite a friend over’ and high could be ‘go out an meet a friend.’ This is a little flimsy because it relies on the user’s friends being available amongst other external factors. It also does not guarantee that the user will carry out the task. Physical activity is addressed with the opportunity for different exercise types everyday. However, the device’s main function was improving wellbeing. It could be argued that if the user is happier and more relaxed they are more likely to have a more positive approach to socialising and exercising, which provides another catalyst.

Use in Day to Day Life 1. The device can be left sitting upright on the thinnest edge, the display showing a digital clock face. 2. At intervals specific to that user, LED lights on the underside of the frame of the screen begin to glow. This is a subtle indication that its time that the sufferer completes one of the tasks. The number of tasks to be completed everyday is specific to the user, but it an expectation would be approximately 3.

This product was being designed to specifically tackle a problem faced by sufferers of chronic fatigue and rheumatoid arthritis over the age of 65. However the solution has moved far away from this, and the product is relevant to a much larger group of people. This could include anyone in the elderly population who are inactivie, or physical disabilities across age groups.

The Biggest Risk: Why would the user buy this product? The feasibility testing table threw up just one category A risk, and all of the technology required for the device could be proven possible by looking at existing products. 
 Conceptually, the product is easy to make and meets the brief. However, this concept seem like a easy and fast/ careless solution, and not necessarily what the target market wants.

The ideal solution would have minimised technology in order to maximise experience. It would have been capable of fitting seamlessly into the user’s life. I am not confident that this product would be able to achieve this and I think that there would be an incredibly high level of risk going through to development that this product would not sell.

Alternative Products The wellbeing functions of the device can be accessed through applications on mobile phones or computer tablets, or alternatively there are many websites with this information. The same goes for physical activity. Basic exercises are available across the internet or from healthcare professionals. As long as the sufferer had enough discipline to do the activities without the need for reminders, and they have internet access, this product would not be worth their money.

Conclusion To conclude, I think that although this solution technically solves the design brief, I do not think their is a demand for it, or a gap in the market that it would be able to occupy. There is substantial risk that no one would see a need to buy a product with these functions and that the product would fail. 
 In a real life design scenario I think returning to the idea generation stage would be the best option and starting the creative process again.


IDEA DEVELOPMENT

MODEL BUILD PLAN ‣ Name of Issue: The unusual angle of the screen Risk

It will actually make the product more difficult to interact with, countering its purpose.

Category

B

‣ Name of Issue: Buttons/ switches for power etc. Risk

The traditional buttons/ switches used on tablet devices will be too fiddly for the users dexterity

Category

B

‣ Name of Issue: Screen Size Risk

Model Board with variety of buttons and switches lined Description up for user to try

Category

Materials Required

Materials Required

Type

Card, Wooden Dowelling

Type

MDF board, collection of buttons/ switches

Model Description

Size

A2, 0.4m

Size

15x15cm, assorted

Quantity

x1, x1

Quantity

x1, x many

Model Description

Basic model of structure with adjustable screen angle.

Process of Model Making Process

Base and screen made from cardboard, sides and back piece from corrugated card (so they will increase and decrease as screen is moved) Wooden dolling will be cut at various lengths to act as ‘stopper’ to set the screen angle in place whilst user interacts and tries it out. Specialist Support? No

Est. Build Time

1:30hr

Required by

Visitation to User Group

Process of Model Making Process

Buttons and switches will be stuck collected from old and out of use electronic products will be stuck in rows on the board to allow the user to test them.

Required by

B Set of 4 models, with incremental size difference

Materials Required Type

Styrofoam, Foam Board

Size

0.5x0.5m, 0.4x0.4m

Quantity

x1, x1

Process of Model Making Process

Specialist Support? No Est. Build Time

The screen must be large enough for user to interact/ read it, but not make the product so large that it is no longer portable or hard for them to carry around the house

The main body ‘wedge’ shape created from styrofoam, which will be measured and then cut on the hot wire cutter. Screen will be cut with craft knife and stuck on using hot glue gun. This will be repeated for all 4 models.

25 mins Specialist Support? No Visitation to user group

Est. Build Time

2:20 hrs

Required by

Visitation to the user group.


IDEA DEVELOPMENT

FEASIBILITY TESTING / MODELLING Technology Hacking: Screen/ Tablet

Modelling: Shape and Size

The idea is to have an electronic paper display. I know that this is feasible because it has been very successful used on a mass scale to produce the Amazon Kindle. The Amazon kindle is lightweight, manufactured to a width less than a pencil, touch screen, widely considered to be of a high quality and is a reasonably affordable product (especially when compared to any other touch screen product.) From this I can presume it would be both suitable and possible to use for my product.

The images below show a variety of scenarios in which the user could be using the product. It was carried out to investigate the size of the product and the angle of the screen.

PROMOTIONAL IMAGES OF THE KINDLE

I think that modelling showed the angle of the screen was an appropriate choice. As with the size, I can confirm it is not a large conceptual problem and can be investigated properly during the development stages without any large risks.

DIAGRAM TO SHOW HOW EPAPER WORKS

Technology Hacking: Light The only other element other than the tablet/ screen is the high intensity SAD lamp on the back of the product. There are many lightweight, thin and portable versions available that don’t require mains power. These would be suitable for incorporating into my product. The only current issue is that the market leaders of these products retail around £50, wish would add a lot to the price of the device and would make it less accessible for the many in the target market. Further research would be needed in development to see how it could be made more affordable. Below are examples of what is commercially available.

Seeing the product in context I believe it could be too big. As it is only an assistive device and does won’t be used for complex function or long periods of time, it could be made smaller. This would make it more portable, easier to sit in the lap and might reduce the manufacturing costs- which would be very beneficial to the success of the product. This will need to be explored further in development, but as it is not a conceptual concern it can be carried forward without a high risk.

THIRD PARTY SHOWING POTENTIAL INTERACTIONS WITH THE PRODUCT


IDEA DEVELOPMENT

PERSUASIVE DRAWING

Example Interfaces

Hand drawings rendering on photoshop


PROJECT PLANNING

GANTT CHART

Evaluation of Timings Due to poor time keeping in the research module I had not anticipated that I would not be able to complete the ideation work after each lecture. This therefore set me back two weeks from the very start, which was not helped by a second deadline at the end of term. I had planned for 36 ‘units’ to be used to complete the body of work, and by the deadline I had used 38 (not counting the model making which I was not able to complete) This shows I had Just 3 of these units were completed when I had originally planned. I underestimated how long some parts would take, and even with my contingency ‘finalisation of module work’ which was set aside if I ran over, I still found myself working close to the deadline.

Idea Generation: The timings for this sections were more sporadic than planned as I couldn’t ‘decide’ when to feel creative. Group brainstorming had to wait until we could all be together. Idea Sorting: This had to fit into a smaller time frame. This was advantageous because I was in the right frame of mind and get it done faster than anticipated. Development: Development suffered the most from my time management. As the process was completed in chronological order I was able to do sufficient amounts of modelling. Sketching: The sketching plan was kept to well, just shifted along by two weeks, I was able to stick to the plan. In hind sight I should have left more time for the final render, because it is an area I struggle and was worth 10% of marks.

Ideation Diary To the left are example pages of the ideation notebook I kept. This helped with project planning, noting tasks and key points and keeping track of progress in the module.


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