Arash Nouri

Interaction Design Studies 2

Product

Introducing Aimware🦯

Aimware is a series of modular smart accessories that extend the functionality of mobility canes according to the user's needs

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Project Statement

I am designing a modular system of devices [form] that will enable visually-impaired people [users] to confidently navigate the ever-changing world around them. By augmenting the function of their canes to process more information as they see fit [function], they will be able to gain a more in-depth understanding of their surroundings and overcome barriers that impede their quality of life [purpose].

Process

The A–Z of how this project came to life

Inspiration

Microsoft Adaptive Accessories, one of the main inspirations behind this project Microsoft Adaptive Accessories, one of the main inspirations behind this project The Surface Adaptive Kit, another accessibility initiative from Microsoft The Surface Adaptive Kit, another accessibility initiative from Microsoft Project Ara, a modular smartphone project from Google Project Ara, a modular smartphone project from Google A example of the variety of mobility canes suited for different use cases A example of the variety of mobility canes suited for different use cases
The Surface Adaptive Kit, another accessibility initiative from Microsoft The Surface Adaptive Kit, another accessibility initiative from Microsoft The Framework laptop, a recent & successful attempt at creating a modular laptop system to reduce e-waste and support DIY culture The Framework laptop, a recent & successful attempt at creating a modular laptop system to reduce e-waste and foster DIY culture An example of the different types of cane tips can be used with standard mobility canes, this DIY aspect of existing assistive devices played in a big role in the direction of this project An example of the different types of cane tips can be used with standard mobility canes, this DIY aspect of existing assistive devices played in a big role in the direction of this project

Collaboration

From the beginning of IXDS 2 I set out to talk to some of my old professors again to see if they could help out with aspects of the project that were out of my comfort zone, like physical computing and 3D printing. This would eventually evolve into a full-fledge collaboration with multiple IXD profs with varying areas of expertise. I even managed to break out of IXD and collaborate with Scot Laughton, the program co-ordinator of Industrial Design.

Map of all the collaborators I consulted throughout my thesis Map of all the collaborators I consulted throughout my thesis

User Definition

Primary audience: people who've been living with vision impairment for all or most of their lives and have adapted to it Primary audience: people who've been living with vision impairment for all or most of their lives and have adapted to it
Secondary audience: people who are temporarily dealing with vision impairment due to illness or injury and have not had time to adapt to it Secondary audience: people who are temporarily dealing with vision impairment due to illness or injury and have not had time to adapt to it

Co-creation

After spending some time researching users and the problem space further, I realized that this wouldn't be enough for a project of this type.

I needed to consult real people and ideally involve them in the design process instead of just consulting them from time to time. This is how I met my primary collaborator, R.M. He is part of the primary audience that I identified and knowledgeable about the types of assistive devices that already exist. An ideal candidate.

People want solutions that are designed with them, not for them. This is difficult to pull off because it's often rare to find experienced designers who have first-hand experience with the problem space People want solutions that are designed with them, not for them. This is difficult to pull off because it's often rare to find experienced designers who have first-hand experience with the problem space
Co-creation solves this problem and is enabled through in-depth collaboration between these two audiences Co-creation solves this problem and is enabled through in-depth collaboration between these two audiences
Prototype 1: a cap fitted with a proximity sensor and haptic to alert the user of incoming branches and other obstacles that they might bump their head on Prototype 1: a cap fitted with a proximity sensor and haptic to alert the user of incoming branches and other obstacles that they might bump their head on Prototype 3: an OS-wide digital assistance with a focus on accessibility, enabling users to Prototype 3: an OS-wide proactive digital assistant with a focus on accessibility, enabling users to interact with their devices in a multitude of ways
Prototype 2: the basis for the final product, a smart cane with configurable modules that would extend the function of the cane in many ways Prototype 2: the basis for the final product, a smart cane with configurable modules that would extend the function of the cane in many ways Prototype 4: a body cam that would constantly scan the user's environment and relay contextual information back in order to supplement their existing mobility aids Prototype 4: a body cam that would constantly scan the user's environment and relay contextual information back in order to supplement their existing mobility aids

Visual Identity

The name finalists along with the Aimware logo in the selected colour palette that's also used in the physical product The name finalists along with the Aimware logo in the selected colour palette that's also used in the physical product Curated moodboards of inspirational material covering everthing from materials to colour, motion, and user interface. They've been grouped according to how they're related to each other, what design philosophy they follow, if they're real/speculate, etc. Curated moodboards of inspirational material covering everthing from materials to colour, motion, and user interface. They've been grouped according to how they're related to each other, what design philosophy they follow, if they're real/speculate, etc.
Research & exploration into existing & speculative products either within the same problem space or in the periphery. These sources would inform the direction of the industrial design of the product as well as the overall visual identity that would go along with it on marketing materials. Research & exploration into existing & speculative products either within the same problem space or in the periphery. These sources would inform the direction of the industrial design of the product as well as the overall visual identity that would go along with it on marketing materials.

Function

A system map proposing how Aimware modules would function and be fabricated A system map proposing how Aimware modules would function and be fabricated Wizard of Oz prototype being tested in class Wizard of Oz prototype being tested in class
An example of computer vision from Meta, demonstrating the type of object recognition that could be processed within a system such as the one proposed An example of computer vision from Meta, demonstrating the type of object recognition that could be processed within a system such as the one proposed

User Testing

Recordings of user tests + findings

Wizard of Oz

Testing conducted in-class with sighted participants.

They were blindfolded, handed the cane, then provided with instructions on how to use the cane. Their goal was to navigate the classroom using the cane in a traditional manner and also with the sensor module.

This was a Wizard of Oz prototype, so the functionality of the device was faked using a custom soundboard that stood in for the built-in haptics that would otherwise be providing feedback to the user.

Analysis

Observation Analysis Next Steps
Each user holds the cane slightly differently There’s a lack of wayfinding or orientation affordances in the artifact Add affordances that can help users orient the cane properly and hold the handle in a way as to not obscure sensors
Users are not as confident using the device in its folded state They trust the tactile feedback of the cane hitting objects more than the electronic feedback of the camera and are more hesitant to use it, they also don’t trust the feedback as much Figure out how to replicate the ease of use of the cane’s original function or tie the two in more directly so they don’t feel disconnected, folded state could be used more for situations where users are seated or in confined spaces
After using the cane in both ways, some users remarked that they don’t understand why or when they would want to use the augmented functionality instead of the traditional Does the augmented functionality actually augment something or is it tacked on? Find ways to make the experience more seamless so there’s less “switching” as users explore their environment with the device

Reflection

Lessons learned from this project + possible next steps

The beginning of the semester The beginning of the semester The end of the semester The end of the semester

I knew that this project would end up being expansive from the moment I started planning it. Thesis was something that I’ve thought about endlessly since my first day in this program and I’ve spent that whole time building up ideas for what topics I wanted to explore and how I wanted to structure the entire project. I’ve always viewed myself as a multidisciplinary designer and I knew early on that I wanted my thesis project to reflect that.

That’s the main insight that I’ve gained after I had a chance to reflect on the entire experience. I’d spent so much time in previous years thinking about the dimensions I could add to my project that even though I didn’t explicitly plan a multidisciplinary approach at the beginning of last semester, the project morphed into that anyway. I ended up drawing on many of the experiences that I’ve gained throughout the program, ranging from visual design to research, user testing, physical computing, speculative design, prototyping, coding, and much more. Thesis also served as an opportunity to further explore skills that I’d just started to learn or hadn’t had a chance to yet. I’m content with this because to me it means that I’ve internalized enough of the traits and skills I knew I needed to become a multidisciplinary designer that it’s now an automatic background process. I’ve reached critical mass with this endeavour, I don’t have to explicitly train or study for it anymore. I’ve built up the unconscious processes and habits to operate this way. I’ve faked it enough to make it, and now I get to make it again and again.

Another insight that I uncovered towards the end of thesis was just how collaborative this project ended up being and how much I’ve progressed with my social anxiety, public speaking, empathy, and other interpersonal skills in these past few years that I was able to successfully seek out collaborators to help me pull this off while juggling everything else that was going on in my day-to-day life. I never pictured that part of it when I tried to imagine what working away at a year-long thesis project would be like in 1st year. I didn’t realize that I’ve been making good progress with my interpersonal skills as well this whole time, from interacting with faculty and students at Sheridan as part of my IxDA duties to networking with professionals at large design events. Once again this part of the project became almost an automatic process for me as I had already built not only the habits but also the networks to seek out compatible collaborators who I knew would be able to help me bring my thesis up a notch.

Despite all this, there remain quite a few areas of improvement that I need to keep working on as I transition away from a student towards a junior or senior designer. I’ve learned that while my time/project management has improved lately, it needs to be even better if I intend on pursuing projects of this nature or collaborating at a larger scale in the future. The planning that I did for myself was somewhat effective, but I still ran out of time and resources on more than one occasion. I had to adjust my scope multiple times throughout the year, and not always because I had made progress or found insight, but rather because what I was trying to do was no longer feasible with my time and resources. I also came face-to-face with more risks than I thought I would. Things like not having enough people to test my prototypes with, technology problems (things like 3D scanning and printing not panning out as I’d hoped), and illness that would push back my schedule by a week or more. The final insight that I learned near the final stages of the project was how important strong presentations were, and how much I’d been neglecting that. I thought like a designer and thus believed that any fellow designer would immediately understand my project and have a positive perception of it. I learned that not only is this an unrealistic expectation towards designers, but that non-designers (or really anyone previously unfamiliar with my project) would have an even harder time understanding what I was doing. It wouldn’t be enough to just throw all my research and process up on the screen and guide them through a chronological summary of it. I had to take the time to understand my audience and cater the content towards them. I had to find a format/framework to organize my work with and craft a narrative that would familiarize a new audience to my ideas, processes, research, and goals rather than alienating them.

Going back to my project planning, I think that ultimately it provide me with the opportunity to gracefully wrap up this project at the end when I felt like I was running on fumes and had begun to lost sight of why I wanted to do this project in the first place. My initial planning around having a roadmap and several milestones or tiers I could reach ensured that I could pick the most feasible one in the final weeks of the semester and aim to have my project done according to those success metrics instead of letting myself burn out.

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