Project Overview

Jinmao Wang,  Keilly Santos,  Taro Tanaka,  Matthew Garcia

Summary
this is a course project that prompts students to design a physical kiosk embedded with digital interface that can help address certain real life problems on campus. I lead a 4-people group to create a monkey-shaped kiosk that can help college students in Geisel library relieve physical stress.
role
team lead, user research, user interview, ui design, data analysis, physical product design, user testing
duration
2 months, Fall Quoter 2023

THE PROBLEM

prolonged sedentary studying habit have negative impact on physical health of college students

college students spend a lot of time studying, and in those hours of studying we are always sitting in the same spot, switching between staring at a computer screen and checking out our phone with a rigid body posture. given the prevalence of this unhealthy studying habit, it’s no surprise that we tend to find ourselves physically (and mentally) tired and even painful at the end of a few hours long study session.

Noticing how prolonged sedentary studying behavior have significant potential of damaging college students’ health, me and my group mates felt obligated to come up with a creative kiosk design that can help our fellow students relieve their physical stress from intense studying schedules.

OUR SOLUTION

ChimpCare Health Kiosk — Dr.Monkey would see you now!

fast, accurate, and personalized diagnose on physical distress through smart sensor
provide scientific recommendations of practical and affordable stress-relieving product
allow users to directly order/rent related product on the spot, ensuring immediate de-stress support
incorporate a reward system that encourages users to frequently check up on their health status and getting useful treatment!

Design Process

USER RESEARCH

Online User Research

inspired by our own experience of studying as collage students, I took initiative suggesting my whole team to look up relevant research materials on how sedentary behavior affects mental and physical health of college students.

after reviewing couple of literature on this topic, we found that:

USER RESEARCH

Field Observation

Yes, it’s clear that college students can experience mental and physical stress while involved in sedentary studying sessions, but in what particular forms those stress manifest?

In supplementary to our online research, we also sent out to observe people’s sedentary study behavior in the real world. we conducted 7 observation sessions in on-campus as well as off-campus locations, with each session lasting at least 30 mins. We were interested in the signs of physical and mental distress students were displaying.

As a result of our field work, several themes of distress came to light:
most people sit in a way with their spines curved
implies potential
back and neck pain
a lot of people yawn during work hours
indicates
sleepiness & fatigue
hair-pulling behavior prevailed
indicate certain level of
mental distress

USER RESEARCH

User Interview

After two rounds of user research, we decided to narrow down the target user group to students who study in Geisel, the main library in our college in order to come up with a more specified solution space for the user problem later in the design process.

To further back up and explore the pain points experienced by real potential users, we applied Gorilla method to conducted 11 in-depth user interviews on the second floor of Geisel library. I created the first draft of interview guide and actively conversed with my team-mates to revise it.

I created a google doc with tables in it for interviewers to document interviewee’s response during the interview sessions. After the interviews were done, we used color-coding to analyze the data and identified some key insights:
9/11 people sit in library for at least 2 hours per day
implying physical stress due to long intervals of sedentary behavior
8/11 people experience significant stress while studying, but only 3/8 users reported they occasionally do some physical movement like back-cracking and body-stretching to relax while studying.
implies the need to remind users to relax and provide effective de-stress tools for users as most of them don’t actively address their stress
Different people are prone to different physical stress, some more affected by back pain, others more affected by leg pain, sore arms ect.
implies the need for customized de-stress tools based on how individuals experience stress differently.
8/11 people reported they felt sleepy while studying in Geisel, 5/8 people said they “felt sleepy ALL the time”
implying the need to take some naps to relax during study sessions.
some users mentioned how study sessions can cause hunger problem because they don’t want to waste time going out to eat but library doesn’t have any food options after 5pm
implying the need for accessible and convenient food sources while studying.

This step of design process significantly helped us to emphasize with the potential target users for our kiosk.

EMPATHIZE

User Persona

based on what interviewees said about their studying experience and how they relate to our storyboards, we condensed typical user motivations and pain points into several user personas.

(I made the first 2 personas)

IDENTIFY

Problem Statement 1.0

How can we design an interactive de-stress kiosk that helps college students relieve physical and mental stress in a personalized way while engaging in prolonged studying activities in Geisel Library?

IDEATE

User Storyboards

after we identify the design problem and target user group we want to solve, we came up with several storyboards where we imagine how our kiosk might help college students to relieve their mental and physical stress.

IDEATE

Storyboard Interview

we conducted 5 storyboard interviews with 5 students who usually spend a lot of time studying in Geisel. We wanted to see if our envisioned solutions actually make sense in terms of helping college students de-stress.

interviewees strongly related to all storyboard scenarios, indicating that muscle tension, sleepiness, and hunger are typical kind of stresses students put up with while they are studying in Geisel. They also positively reacted to our kiosk concepts in addressing those problems, and suggested specific products to include for the kiosk.

DESIGN

mid-fi prototype (physical)

Seeing how our initial concepts of solutions are validated, we then discussed about how specifically we could design our physical kiosk. Since I was the person most experienced with applying 3D perspective in hand-drawings, I made 3 drafts each of which documenting a mid-fi prototype vision.

eventually we agreed to adopt the idea conveyed in sketch 3 which integrated the solutions regarding muscle stress, sleepiness, and hunger into 1 multi-purpose kiosk that can provide basic diagnose on physical discomfort as well as suggesting practical product to alleviate the stress.

As you might notice, sketch 3 also attempts to address the pain point of mental stress (there’s a banana shaped stress-ball on the left hand of the monkey) for students who study for long period of time in library. However upon further consideration we decided not to cover this aspect as:

  • adding this dimension of treatment dilutes the design focus of our kiosk

  • mental stress requires more humane and private caring that can’t be offered by an inanimate kisok situated in a public space.

Note: all 3 versions of kiosk are in monkey shape because monkey looks like human but are not exactly human — while having a human-like appearance could heighten the relatable and interactive appeal of the kiosk, a cute-looking monkey is not TOO human to induce uncanny valley which would evoke uneasiness for our users.

IDENTIFY (AGAIN)

Problem Statement 2.0

After we further specified our target user group within the context of library and clarified that we are not going to focus on addressing the mental problems experienced by fellow students while they study, we revised our problem statement into:

How can we design an interactive de-stress kiosk that helps college students relieve physical stress in a personalized way while they engage in prolonged studying activities in Geisel library?

DESIGN

User Flow

we then began creating an user flow for the overall user experience of our kiosk. We allow users to either (1) begin a diagnosis to see what kind of physical stress they are experiencing, and get recommended treatments from there. or (2) directly navigate to the treatment section and select the product they deem helpful, as users may already know what physical problem they want to address.

Though we gave users the flexibility to opt out from the diagnosis flow, diagnosis is intended to yield more accurate and holistic insights on where they are experiencing discomfort.

DESIGN

Mid-fi prototype (digital)

building on the framework of our user flow, we created a mid-fi prototype for the digital interface.

DESIGN

High-fi prototype (digital)

Style Guide

Based on online research and what our interviewees said about their stressful experience, we want to provide an user experience that feels:

Trustworthy | Soothing | Engaging

high-fi user interface

Time to polish our prototype into a more refined and interactive work! Because I was the person most experienced in using figma, I made 70% of the user interfaces, transition and animation effects. Luckily my team-mates were fantastic fast learners. They tried their best to help with the prototyping process from start to finish.

The high-fi prototype is consisted of 3 major parts: diagnose, treatment, and reward.

main page

diagnosis (vitals + muscle stress)

treatment page (some products are for rent, which would be recycled if returned)

check-out

reward page

High-fi prototype (physical kiosk)

below documented our design process for the physical kiosk from sketches to the final product. I made the high-fi kiosk blueprint for Dr.Monkey and helped print, paint, and assemble it.

Every part of interactive affordances of the physical kiosk matches with the interactive experience with the embedded digital interface.

TEST

Validating Design Solution

Usability Testing

after we assembled both the digital and the physical part of our design, we set out to conduct 5 usability testing sessions where we designed a combination of tasks and questions for users to complete and respond.

Our prototype had received significant positive feedbacks:

Users completed each task generally under 3 mins without blocks, which conveys the intuitiveness of our design.
Most users rated the overall interaction process to be 8/10 as the transition is “natural” and “smooth”.
Most users reported their level of confidence for using the various features of the product to be 8/10
Most users were impressed with the fast responsiveness of our digital prototype.
All users remarked that the ui and appearance design enhanced their user experience with the kiosk.

Next Steps

However, during the usability testing process users also expressed frustrations about our product, based on which we made plans to further improve our digital prototype.

📖 users complained “there was a lot of information” on the diagnosis interface, causing them to feel cognitively overwhelmed
➡️  condense texts into 2-3 lines to create a more cognitively friendly user experience in the diagnosis section
🤔 users pressed certain buttons expecting it to have some kind of response but there was not meant to be such a response
➡️  remove or change the visual status of buttons when it can not be pressed to avoid confusion.
❓ users were confused about where and how they could earn reward points
➡️  add visual cues of reward points as early as when users are seeing recommendations of de-stress product

Reflection

this is my first-ever design project that involves both the digital interfaces and the physical set-up of the interactive experience.
I gained practical skills in designing physical product using inkspace, printing out the prototype components, and assembling them together.
the physical and digital prototype design must complement each other.
because the final outcome is a combination of both digital and physical prototypes, as a designer I need to constantly think about how the user flow is centered around the COMPLEMENTARY relationship between the digital interface and the different interactive affordances on the physical model. This goes to show that interaction design is always a multi-dimensional activity.
After I re-evaluate the design process, I can’t help but questioning if our kiosk adequately addressed our user pain points.
It’s true that we provide a lot of tools for users to distress based on user research, but I wonder if users would think of those tools when they are so occupied with studying activities. In other words, we answered “what do users need?” question but not the “when would be the best time to remind them of their needs?”. I imagine our kiosk would be more beneficial for target users if we can also make the kiosk move around and send out visual/vocal cues to raise the awareness that people should take a break once a while during their study sessions. User experience design should always extend beyond the product itself and reach to the bigger picture of how, when, and why users would want to interact with the product even when they are not actively using it. A good product is only half of the solution for user pain point. Another important half is reminding users of that solution when they are about to experience or experiencing the pain point.