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When
you are prototyping, there is a great concern
for usability as well as aesthetic factors
in design. One should not try to fulfill the
requirement of having both successful usability
and aesthetically pleasing interface. As someone
who is full support of usability, I have to
put more emphasis on the usability. Without
a successful cognitive mapping, beautiful
images, colors, icons, and sounds only become
an obstacle to users. |
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:: General
Motors - Deep Navigation
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Project Duration: January - Present, 2003
:: Project Description:
General Motors came to us with a vision
to develop a new in-vehicle navigation system
in 2010. This new navigation system increases
driver's awareness in geographic location,
landmarks, route information using pre and
post navigation systems. Successful implementation
of this navigation system will also permit
drivers to engage in social activity with
their friends and family on the road.
Our
team is responsible for brainstorming potential
applications/services use of navigation
system, developing evaluation/selection
criteria, defining additional assumptions/requirements
for navigation system, building system prototype
including appropriate human-vehicle interface
(HVI), conducting market research, and creating
business-case analysis for this new navigation
system (projected development costs, unit
costs, purchase price, system penetration
as a portion of sales).
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Nokia Phone - Multimodal MP3 Display
::
Project Duration: February - March, 2002
:: Project Description:
Research has shown that when users are confused
about how to use a particular software application,
they will first ask someone in the room
for help, then search the menus on the screen
and only as a last resort, consult a printed
or online software menu. This fact, combined
with the growth of speech recognition technologies
in recent years, makes speech user interfaces
viable, but relatively unknown mechanisms
for effective human-computer interactions.
This
project consisted of working on a two-person
team to design a series of simple task flows
for an mp3 player. Because of the delima
in choosing suitable interface (SUI vs.
GUI) for this particular medium, our team
developed combined solutions: multimodal
capable interface. The mp3 player runs on
the Nokia 7110 phone and is navigated mainly
by key-pad and jog dial. Functionality included
volume control, music control, random playback,
playlist selection ,song selection, and
sort by name and genre.
For
more information, please refer to the demo
in Shockwave (20.7MB) and the
design hypothesis in PDF. Also, refer
to the information on Designing
for the Cell Phone Guideline and Designing
SUI Guideline. For screen shots, click
here.
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:: HiBear
- A Robot for the Elderly
::
Project Duration: April - May, 2002
:: Project Description:
This project draws on knowledge of design
systems, typography, color, and visual and
audio cues to create a visual and auditory
interface for a humanoid robot, Pearl
(Nursebot). This robot, whose audience
is elders and their caregivers, is designed
to assist with tasks related to personal
care and home maintenance. The modes of
input for the robot include a 640x480 touchscreen,
speech input, and cameras with image processing.
As
interactive designers of the visual, auditory,
and behaviroal interface for this new product,
our team conducted research on various forms
of robot interfaces for the elderly, selected
a concept to prototype, and demonstrated
how a task or activity might be completed
through interactions between the user and
the robot. At the end, our team prototyped
HiBear, a touchscreen embedded and SUI enabled
bear doll to increase social involvement
of the elderly.
For
more information, please refer to the
demo in Shockwave (72 MB) or the
report paper in PDF. Click here
for screen shots.
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:: Solar
Parking Meter
::
Project
Duration: January - February, 2002
:: Project Description:
When we think of navigation, we often think
of archetypical menu buttons running horizontally
across a screen, down the left hand side,
or some combination of both. While this
may be an accepted practice for a software
application, designers can and do depart
from this convention when designing navigation
for Web sites, CD-ROMs, kiosks, and novel
interfaces that offer more than a task-driven
experience.
This
project introduces series of screens and
interactions for a new solar-powered parking
meter. The display of parking meter makes
novel use of color, typography, navigation
and information hierarchy. Users using the
parking meter are able to access the following
functions: multiple payment options (coin
or card-based value transfer), time displays
and time expiration, local map of the area
with points of interest, browse points of
interest alphabetically and topically.
For
more information, please refer to the
design decision report on Solar-powered
Parking Meter in PDF. Click here
for screen shots.
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