Wellness at hand: Exploring interactive technology to support smokers

Post on 19-Jun-2015

66 views 2 download

Tags:

description

Wellness at hand is designed to support smokers in managing their cravings for cigarette during a quit attempt. Wellness-at-hand includes a bracelet that senses the physiological data of the user and the user interaction with the system happens through the palm-based interactions. It provides a holistic approach to help smokers in managing their cravings in the following way: First, it enforces a quit plan attached with money deterrence; secondly, it engages the smoker in short interactions like games during a craving episode; thirdly, it provides a better understanding of emotions and unconscious thoughts leading to smoking, and lastly, it utilizes positive reinforcement to motivate smokers to continue their quit plan. (Submitted as part of a course project for Interaction Design and Usability)

transcript

Wellness-at-handThe Deepers: Deepti Aggarwal, Ahmed Dedeche, Fernando Estrada

What are we looking at?

What• Enhance user’s skills to quit

smoking

Where• Everywhere

Why• Smoking represent health

risks

How• Wearing a portable device

that collects user’s physical and cognitive data

Our focus

Problem Scenario

Wellness-at-handFour-fold experience: Commitment, fun, empowerment and motivation

Video of paper prototypehttps://vimeo.com/109647790

Digital Prototype

Microsoft PowerPoint slides Pocket Projector

User Evaluation: Wizard of Oz

Pocket Projector on a tripod stand Projection of prototype on user’s palm (a snapshot of quit plan)

User evaluation (contd.)

Our (pseudo) system Calibrating the projector on user’s palm

A participant interacting with our (pseudo) systemOur (pseudo) system provided the real time feedback on the user’s action

Interviewing the participantArrangement of user evaluation: (pseudo) system in the left

Issues faced during setting up• Where to place our ‘pseudo’ digital prototype?• How much to support the participants?• How to keep the novelty experience when all the users are

present?• How to create the testing environment with non-users of the

system?

Study Findings • Every participant had a different notion of the system’s

interactions• Participants were unable to recall the system’s interactions• Thinking aloud (speech) was considered as an input modality

to the system• Waiting was found confusing• Using hand as an interactive space is tricky• Relevance of the tasks was unclear

Conclusion• Using hand as an interface has different implications• Simulation through ‘Wizard of oz’ is challenging• Limitation of lab based testing

Thank you!Many thanks to our participants: Emma, Firmania, and Sactio

‘The Deepers’