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Fonti saab osta / lisainfo:http://www.paratype.com/pstore/fonts/FF-DIN-Pro.htmLink seisuga 26.05.2011

Fonti saab osta / lisainfo:http://www.paratype.com/pstore/fonts/FF-DIN-Pro.htmLink seisuga 26.05.2011

IntroductionWe set out to find and define public nuisances

we’ve experienced as part of the Development

Project course at Tallinn University of Technology.

The purpose of the project was to create aware-

ness about the issues around us, hone in our

design research skills to develop insights that

would lead to a design interventions. We also

look for possible business opportunities, consider

the technological and physical limitations to syn-

thesize a harmonious and holistic product solu-

tion that would address our needs and showcase

it as an experiential prototype.

Martin Pärn Professor from

Estonian Academy of Arts

Ruth-Helene Melioranski Researcher at

Tallinn University of Technology

Peter McGrory Visiting Professor Aalto University

Janno Nõu Teaching Assistant/

D&E Veteran

Supervisors

Mohammad J. Almutawa Architect/Designer from Kuwait City

Anfisa Bogomolova Designer/Cosmopolitian

with Ukrainian roots

Daniel QuastAcoustics Engineer

from Cologne

Jibing Wu Landscape Architect

from Beijing

Arda ŞemsettinoğluProduct Designer

from Ankara

Team

RESEARCH

06 Methodology Tools and Avenues of Research

07 Social Detachment and the Dark Scope of Research

08 Delving Deeper into the Issue Winter, Social and Safety Matters

10 Insights Analysis and Conclusion

11 Opportunity Potential Possibilities

CONCEPT12 Conceptual Development Progression of Ideas 13 Evaluation and Focus Decision and Direction

PRODUCT 14 Product Overview What is Blinkie?

16 Visual Identity Creating Recognition

18 Getting Started Set-up Guide

20 The Blinkie Experience Your Time to Shine

22 Design Details Product Schematics

24 Technology and Back-End Behind the Scenes

BUSINESS 26 Blinkie as a Business Strategic Planning

28 Branding and Marketing Selling Ourselves

EVALUATION 30 Prototyping and Testing Making It Happen

31 Modification Embracing Change

31 Future Prospects The Next Step

RESOURCES 32 Appendix Source Material and bibliography

CONTENT

6 •

METHOD-OLOGYThe way in which we intend to conduct our research

Data ScavengingWe intend to scavenge various resources

for information that is related to our

topic. Our primary resource would be

the Internet, starting off by looking for

articles, topics, definitions and images of keywords that make up

our research. Within this approach, we are focused on quantity

of information, amassing a large shared database for our collec-

tive work.

We will then go through the collected information and start

categorizing it and grouping related information together comb-

ing through the entire database until everything cataloged and

sorted.

All through out the sorting process, information that is relevant

to our research is kept and anything irrelevant is removed from

the collection.

Our intention with this approach is to search and discover as

much as possible, in as little time as possible to build a shared

knowledge repository and familiarize ourselves with our topic

and what currently is out there.

1.

Literature ReviewThroughout the data scavenging process,

we would have collected a large array of

articles and other published work rel-

evant to our research. We will go through

the material, reading and understanding what the intention of

the work was, what others have found out and how that aligns

with what we set out to find.

From social studies to empirical research papers, the intention

of this method was to find out supported data, and evidence we

can use to substantiate our claims.

5.

InterviewsWe set out to interview users to find

out more about their impressions and

thoughts on the topic. We were seeking

information about how users approached

and accept the topic, what it meant to them, whether they were

consciously or subconsciously receiving or sending messages

and also their ideas on what communication could be, what

communications of the future can be and what they wanted to

express from their own customizations that they create or wish

to have.

This is valuable data to understand the market, and to gener-

ate and develop new concepts that are accepted by users. The

interviews helped us confirm the basis of some ideas that we’ve

discovered as well as discover new ideas.

4.

Mood-boardingOne of the ways we sorted the images we

gathered from the scavenging phase was

to create mood boards of certain topics

and work together to place images that

convey and inspire the mood of certain key points.

The point of this method was to develop a feel for what the

topic is about, to see how others viewed a certain topic and set

a tone for the research. We set out to turn tacit knowledge into

shared knowledge.

2.

ShadowingShadowing was an important research

method where we got to follow around

users and observe how they interacted

with with each other and their environ-

ment. We got to see real world situations where people would

act and do things naturally where they wouldn’t have to con-

sciously think. They were unaware of filming which means they

didn’t perform out of the ordinary.

We set out to notice patterns and occurrences that happen with

people and document them and see if there are any issues that

arise that need attention or habits that integrate that have to

be preserved.

3.

• 7

Our focus was narrowed down to the specific effects

of darkness in winter and the ways how it shaped up the

social environment and the people in it. We wanted to delve

deeper into the issue to try to understand the way it’s cur-

rently being perceived, the threats it poses as well as try to

uncover the roots of the problem, through that we can find

ways to create a more positive social impact on the people

affected by it.

WHAT ARE THE SOCIAL

AFFECT THE SOCIAL

IMPLICATIONS OF WINTER?

HOW DOES DARKNESS

Winter is a season that brings about many nui-

sances, whether it’s the discomfort from the cold, the threat

to personal safety from the array of hazards posed by winter

or the negative social and psychological implication that the

season brings.

We decided to focus on the social implications of

winter since it was a phenomena that is highly prevalent

in Estonia and most Nordic countries, with winter bringing

about onset of many psychological ailments such as depres-

sion, seasonal affective disorder, reclusion, inactivity and

many more. The common misconception is that these ail-

ments are linked with the cold, where in fact it’s the darkness

that is the real threat.

ATMOSPHERE?

SOCIAL DETACHMENT AND THE DARK.

8 •

DELVING DEEPER INTO THE ISSUE

he issue of winter is a vast one, but we shall focus

on the human side of the issue and the problems

that directly pose a threat to the people who lead

their lives in winter.

One of the major threats is Seasonal Affective Disorder (SAD),

also known as Winter Depression. SAD is a type of depression

that’s related to changes in seasons, it begins and ends at about

the same times every year. Symptoms start in the fall and contin-

ue into the winter months, sapping affected person’s energy and

making them feel moody and puts them in a depressive state.

Some factors that may cause SAD is a disruption in the user’s

circadian rhythm. The reduced level of sunlight in fall and winter

may cause winter-onset SAD. This decrease in sunlight may dis-

rupt the body’s internal clock and lead to feelings of depression.

Reduced sunlight can cause a drop in serotonin, a brain chemical

(neurotransmitter) that affects mood, plays a role and may trig-

ger depression. The change in season can disrupt the balance of

the body’s level of melatonin, which plays a role in sleep pat-

terns and mood. SAD can be treated with light and phototherapy,

which is the most common treatment. Commercially available

sun lamp have made strides in tackling Seasonal Affective

Disorder.

Another issue with winter which is often linked SAD, is Winter

Reclusive Behavior. People tend to stay inside more and have

less energy in winter. It is believed that the lack of sunlight

hours throws off the body’s natural rhythm and makes winter

dwellers feel as if the day is over sooner than it actually is.

Coupled with the cold, darkness and the hardships of snow, rain

or wind, the affected will tend to stay indoors more often, sleep

more hours and stay inactive more than in other months.

TTHE WINTER MATTER THE SOCIAL MATTER

ased on the Social Trends report of 2013, in most

Nordic countries, specifically Estonia have the

lowest rating in respect with satisfaction with

social life, well below the EU average. Estonia

also has one of the lowest ratings social trust in the EU.

We conducted interviews to further probe this social issue. We

asked numerous Estonians from age of 18-28 questions regard-

ing their social habits, the way they interact with others around

them, testing their trust and reservedness in public settings and

trying to find out their motivations in connecting with others.

We found out that Estonians tend to be very reserved people

and dislike situations in which they have to confront strangers,

whether it is on their own initiative or the initiative of others.

This is very clear by the fact that most public services in Estonia

are migrated to the web where no social contact occurs.

Moreover, the interviewees expressed desire to be able to con-

nect with others but only under very specific circumstances, they

weren’t opposed to the idea of social interactions, just need

specific motivators and channels for them to be able to interact..

After probing for potential motivators, interviewees showed a

strong desire to self express themselves. They felt a passionate

need to share something about themselves non-overtly and

are currently doing so in numerous ways. Also interviewees

expressed that connects with strangers formed over mutual

passions or links seem more organic and are more accepting of

interactions formed on these basis than others.

Interestingly enough, respondents of non-Estonian nationalities

expressed more openness to strangers and a higher trust in oth-

ers. Also they showed more drive in socializing with others under

a variety of social situations.

B

• 9

n respect to safety, winter poses a lot of physical

threats to users. The cold and hypothermia are

major concerns in a northern climate but accord-

ing to official statistics, the number of deaths/

injuries resulting from the cold are relatively low in Estonia.

What seems to pose the most threat to people seems to be the

dark.

As mentioned earlier, the dark seem isn’t only the basis of many

mental health issues and social issues, but the basis of physical

safety hazards as well. Visibility being the main concern.

In Estonian Law, every citizen travelling by foot at night or in

conditions of inadequate lighting must wear a reflex reflec-

tor. These should be attached to a person’s outerwear or bag.

Persons not wearing them could be subject to a fine of up to

¤400. Law is in place to help minimize the number of fatal

automobile accidents involving pedestrians in areas of low vis-

ibility, primarily outside the city where streets and roads are not

officially lit.

According to official statistics, 86% of children and 65% of adults

wear reflectors, but the numbers are polarized in young children

below 13 and adults above 25. It is indicated that the prevalence

of reflectors amongst youth and teens is very low, putting their

physical safety at a much higher risk.

Another safety concern is ice, due to the sub freezing tempera-

ture and snow, there is a tendency for ice forming on pathways

especially at the boundaries of the winter month which is the

cause of many automobile accidents, pedestrian slippage and

leading to injuries and in extreme cases, even death. Currently

the only way to deal with issue is prompt shoveling of the snow

and ice, as well as the addition of salt and gravel to the walking

paths.

ITHE SAFETY MATTER

10 •

INSIGHTSfter analysing the data and research that we con-

ducted we came to the conclusion that there is a

strong link between the dark and social detach-

ment. There are so many issues the stem from

the lack of light that lead people in winter to be more socially

isolated and reclusive. Issues such as seasonal affective disorder,

depression and winter reclusive behavior. Estonian culture also

does not help the matter with Estonians having very low satis-

facation with their social life, low social trust and based on the

interviews we conducted had a reserved and distant nature to

interacting with others in public.

However, despite reservedness, a lot interviewed showed signs

of acceptance to interaction if there were specific motivators for

them to do so, primarily connections based on self-expression

based on mutual interests or backgrounds.

In regards to safety and visibility, teens and youth do not seem

to care whether reflectors are mandated by law, they actively

choose not to wear them as it does not appeal to them, whether

stylistically or as a minor term of rebellion.

AANALYSIS AND CONCLUSION

• 11

OPPORTUNITYVISION FOR THE FUTURE

ur aim is to create a channel for people to open

themselves to social interactions through self-

expression, and shared connections using light

and a wearable platform. We see an opportunity

for us to tackle issues of social connectivity, changing the per-

ception of darkness and winter to be a more fun and positive

experience for people.

Though there is merit for working with each and every demo-

graphic, we decided to focus on teens and youth specifically

as our primary targets. The reason being that teens and youth

are the demographic most affected by winter, they’re the most

susceptible to depression and seasonal affective disorder, they’re

the least likely target to engage in visibility safety practices.

Teens and youth are known for their strong creative and self-

expressive nature as well as their placed importance on social

networking and relation building.

O

12 •

n this approach, we focused on the development

of a wearable game to incentivize users with

points and merits to inadvertently interact with

one another, triggering happenings to occur in

the real world. One major benefit of the game approach was

to have a side effect of increased visibility for users for better

winter safety practices.

However the game posed a challenge in terms of operational

independence, thus needing a large device adoption to make

it worthwhile for users to wear. It also created a shallow user

interaction that does not leave a lasting connection.

THE GAME APPROACH

I he icebreaker focused on stronger, deeper and

more meaningful interactions between users, but

having a wearable device that would create an

icebreaker for the wearer, by either displaying an

item of interest to the wearer hooking other people interested in

the vicinity or one that finds other mutual interests for multiple

wearers.

Such device would rely on some amount of public adoption

but not nearly as high as a game. The device however becomes

an augmented addition to a user that only display items and

involves little interaction with the actual product.

THE ICEBREAKER APPROACH

T

digital key product would be a device that a user

could utilize to control their surroundings with.

It is a device much like a computer mouse but

augmented for real life. The benefit of this device

is that it’s the ultimate utility, giving control to the user for all

aspects of their lives.

However with this approach, it does not tackle any of the issues

we initially set out to overcome. It has little to no relationship

with winter or darkness, and it is a device that does not create

any form of interaction or connections between users, even

though its a strong and focused concept.

THE DIGITAL KEY APPROACH

A ith an all-inclusive approach, you would have a

device that combines all the features of a game,

an icebreaker and a digital key in one. It would be

a device that imparts all their values simultane-

ously to the user.

But with such a device that has an abundance of features, the

main focus of the device becomes muddled an lost, especially

that it would be in a product category that doesn’t necessarily

exist yet. The other major issue is the cost, with a device that

does so much, the technology that is imparted into it would

bump up the cost significantly , making it an even tougher sell.

THE ALL-INCLUSIVE APPROACH

W

PROGRESSION OF IDEAS

CONCEPTUALDEVELOPMENT

• 13

t first we set ourselves some criteria on which

that we wanted to evaluate our concepts cover-

ing the values we wanted to reach with a final

product and compared them to our concepts.

We looked at how each concept tackled the issues we were

probing, specifically the social side and darkness. We rated each

concept based on how focused it in term of purpose, how unique

of an approach it was, how interactive it was by forging inter-

personal connections as well as mechanical involvement with

the product. We also looked into how customizable the product

would be, how visible it is in terms of recognizing it for social-

izing and for safety. We considered concept and the possibility

of final product simplicity in terms of mechanical components,

assembly and manufacturability and value of the product in

degree of economical cost/price.

ADECISION AND DIRECTION

What we found is that every concept had certain categories it

performed really well in and had a value that it embodied very

well, but taking into account all the values that we wanted to

achieve, the approach that did best was the “Icebreaker”.

It did best in terms of interpersonal interaction and connectivity

with other users which was one of our main goals that we set off

to achieve. It is a very focused concept, in that it does one thing

hindered by other features. The concept didn’t focus so much on

user interacting with the product but having the product trigger

social interactions with other users.

Based on interviews in our research, we determined that our

user group was looking for something customizable, simple and

most importantly inexpensive, three values we believe that we

can achieve with this concept.

RELATION TO ISSUE FOCUS ORIGINALITY MECHANICAL

INTERACTIONPERSONAL

INTERACTION INDEPENDENCE CUSTOMIZ-ABILITY VISIBILITY SIMPLICITY VALUE TOTAL

LIGHT GAME 8 9 6 10 4 0 0 7 7 8 59

ICEBREAKER 7 8 7 2 9 5 9 7 6 7 67

DIGITAL KEY 2 7 4 10 0 10 10 0 5 3 51

ALL-INCLUSIVE 9 2 8 8 7 5 10 7 3 1 60

Criteria:

Relationship to darkness,

winter, social problems,

inactivity, safety.

Conciseness of the product brief in terms

of use, functionality and product

category.

Uniqueness of product based

on other existing products available.

Intensity of user interaction with

product triggering.

Intensity of personal

exchange with other people.

Degree of independence

from reliance on a high adoption

rate.

Extent of personal

customization options

Extent of visibility for recognition

and for safety.

Modesty of mechanical

components, assembly and

availability.

Degree of economical

product cost.

Total overall performance.

RELATION TO ISSUE FOCUS ORIGINALITY MECHANICAL

INTERACTIONPERSONAL

INTERACTION INDEPENDENCE CUSTOMIZ-ABILITY VISIBILITY SIMPLICITY VALUE TOTAL

LIGHT GAME 8 9 6 10 4 0 0 7 7 8 59

ICEBREAKER 7 8 7 2 9 5 9 7 6 7 67

DIGITAL KEY 2 7 4 10 0 10 10 0 5 3 51

ALL-INCLUSIVE 9 2 8 8 7 5 10 7 3 1 60

Criteria:

Relationship to darkness,

winter, social problems,

inactivity, safety.

Conciseness of the product brief in terms

of use, functionality and product

category.

Uniqueness of product based

on other existing products available.

Intensity of user interaction with

product triggering.

Intensity of personal

exchange with other people.

Degree of independence

from reliance on a high adoption

rate.

Extent of personal

customization options

Extent of visibility for recognition

and for safety.

Modesty of mechanical

components, assembly and

availability.

Degree of economical

product cost.

Total overall performance.

EVALUATION AND FOCUS

14 •

linkie is a social wearable icebreaker, which

helps willing users express themselves out-

wardly through the projection of their interests,

desires, and passions. Blinkie also as gets users

to connect with other users around them with similar mutual

interests and qualities.

The device attaches to a person’s outer wear and houses a

customizable screen which a user can set to display whatever

they like to the world around them. There is a colored lightband

around the screen which glows and blinks to signify that it is in

the presence of another blinkie device with a mutual interest.

Blinkies are linked to a user’s social media accounts and knows

what they’re interested in, what organizations they’re part of and

other unique tidbits, so when multiple devices are in proximity,

a background operation runs through to compare mutual items

of interest of the users, places the matched data in a hierarchy

based on what is important to the users and then displays on

screen the most key information.

B

• 15

The aim is to forge deep connections between wearers in a

public setting by revealing intrinsic mutual links between them

that they would have otherwise missed. We hope to create a

starting point for conversations and get users to interact with

others around them. We do not hinder their interaction with the

product only augment it.

In itself, Blinkie is not a smart device. It is only a small screen

and a lightband. The heavy processing and operating is out-

sourced to an application on the user’s phone. This helps

drive the cost of the product down by minimizing the

components required. This also increase the

operational lon-

gevity of our

product.

16 •

n order for the product to

stand out and send the cor-

rect message to customers,

users and people around it,

it has to be iconic and unique, yet simple.

It has to say a lot but not get in the way of

being used or the user. The product is merely

a vessel for a user’s message, thus has to be

subtle in expressing itself as to not impede

the message being delivered.

Blinkie’s derives its form from a multitude

of other symbology, it is shaped like a circle

with a squared of corner on the bottom left.

Using a combination of basic shapes and pri-

mary colors we believe that it is more likely

to become more recognizable yet still be

subtle in itself.

In terms of product, what we’re trying to

reach is communicating the experience to

the end user through the visual identity. We

do not want to fixate on a complex form fac-

tor. We aim for the product’s form to serve as

a minimalistic iconic visual symbol.

I

VISUALIDENTITY

CREATING RECOGNITION

• 17

It is a statement of presence,

the placemarker serves to send

across the message that some-

one or something occupies a

location. It works as a locator for

finding objects and it functions

as an identifier to label them.

PLACEMARKER

It is the signification of a dia-

logue, a form of self-expression.

It is a container in which a char-

acter conveys their message.

Speech bubbles are a projection

of one’s inner self and thoughts

to others in their environment.

SPEECH BUBBLE

It is the aura surrounding an

object that signifies it’s willing

to be operated in a certain way.

It’s a statement of a happen-

ing and a call for utilization.

The object is spreading itself in

acceptance to it’s surroundings.

BEACON

It is the relationship between

two or more points. It is the

associated link that unites them.

It is the creation of an invisible

network of parts that work syn-

ergistically together as a greater

whole.

CONNECTION

18 •

Blinkie works in conjunction with your smart

phone, so start off by pairing your device

through bluetooth. Once linked, use the Blinkie

app on your phone to create an account.

Connect your account to your other social

media profiles to help Blinkie learn more

about what you like and get the full-range of

it’s capabilities.

1. 2.

PAIR DEVICES

SET PROFILE

• 19

SETTING UP YOUR DEVICE

GETTINGSTARTED

You can use Blinkie to express more about

yourself, customize what you’re able to display

on your main screen, select what’s important

to you and remove what’s not or you can just

let Blinkie do that for you!

3.

4.

CUSTOMIZE INTERESTS

Using the clip on the back of Blinkie, you can

attach the device firmly and securely to your

outerwear. The way you decide to wear it is

dictated by you, you can secure it to your coat,

bag, belt or even your sleeve

READY TO WEAR

20 •

THE BLINKIEEXPERIENCE

YOUR TIME TO SHINE

• 21

Have your Blinkie display your causes, pas-

sions and interests proudly and begin shar-

ing yourself with the world. By setting your

main screen in the app, it’ll end that on to

Blinkie. You can also let Blinkie share for you

actively cycling through your interests for a

more dynamic performance!

SHARE PASSION

Blinkies can sense each other, and when

two or more Blinkies are in proximity they

will sound and start to glow, their displays

will change to reveal the common connec-

tions shared between the other users near

by. Discover like-minded people and break

the ice.

DISCOVER CONNECTIONS

PERSONAL DATA CLOUD

22 •

5MM50MM

5MM

57MM60M

M

37M

M

4MM

CHERRYRED

GOLDENYELLOW

HORIZONBLUE

SNOWWHITE

DESIGN SCHEMATICS PRODUCT DETAILS

*AVAILABLE INFOUR COLORS

• 23

LIGHT-DEFUSINGCOLORED COVER

REFLECTIVESCREEN

PROTECTOR

LOGICBOARD

CLIP

LEDDIODE

OLED DISPLAY

RECHARGABLELITHIUM-IONBATTERY

DEVICEHOUSING

CLIP-FASTNER& CHARGING CONTACT

24 •

TECHNOLOGY ANDBACK-END BEHIND THE SCENES

ith the focus on the icebreaker concept the

essential functions were narrowed down to iden-

tification of potential contacts close by, wearer

notification and display.

Potential contacts are a matter of common connections or inter-

est as well as users being in the same location. The product

concept inherits a link established to the users smartphone,

utilizing its transmission capabilities in terms of localization and

database information transfer through a respective cell phone

application.

The functional units within the developed device therefore

consist of connection to the smartphone, notification and dis-

play. These are extended by basic features which are integrated

power supply/charging logic and user interface options like

buttons/switches.

Connecting to the smartphoneThe data transmission to the smartphone backend is established

through a Bluetooth connection. The Bluetooth Low Energy

(BLE) standard is the first pick, as it offers wireless connec-

tion capabilities at remarkably efficient power consumption.

Transmission range is up to 10 meters and scalable for use as a

near field communication network with body worn devices.

The standard basing on Bluetooth 4.0 is supported since OS

versions Android 4.3, iOS 5 and Windows Phone 8 operating

systems. Further, BLE offers downward compatibility to devices

operating on Bluetooth 2.1 with an appropriate driver update.

Component size and cost comply with the presented concept,

as they are standard components in state-of-the-art mobile

devices.

WCOMPONENTS

NotificationUser and public notification are carried out visually. An integrat-

ed number of light emitting diodes (LEDs) illuminates the device

in a characteristic pattern, indicating presence of potential

contact matches and signaling the wearer to check the device’s

display for details. Embedding light sources in a translucent

polymer allows for a distributed diffused lighting. Depending

on the final housing material properties, a total of 3-7 LEDs will

be installed. Alternative concepts could incorporate notification

functionality with the display.

DisplaySpecifications for the display unit demand a low profile compo-

nent operated at modest power consumption. However, it is the

most price sensitive component which might compromise the

parameter of resolution. It is estimated that a suitable specified

OLED display can be purchased around 6 – 9 €.

ince the device is worn externally by the user,

physical ruggedness and visual appeal are major

criteria. At the same time, cost per unit and also

total weight are critical. Aim is to utilize only

standard polymers with the product housing and

alter appearance through surface properties and optional use of

additives accordingly.

HousingFront- and backside of the housing are molded from coloured

ABS polymerics. The outer surface features a roughness yet to

specify, resulting in a matt appeal. The central area on the back-

cover embeds a sticker containing the necessary product data.

Second option is a clear and coloured PMMA material with a

glitter additive and no roughness.

SMATERIALS

PAIRING WITH SMARTPHONE

NOTIFICATIONS

DISPLAY

HOUSING

• 25

Translucent inlay The indicator ring embedding the light sources is molded of

Polymethylmetacrylate (PMMA), with the grade of opaqueness

being a matter of the exact material properties.

Display cover.Like the translucent inlay, the display window is made from

PMMA acrylic, here with clear characteristics. Optionally, a layer

of protective foil can be applied to the outer side, further pre-

venting from scratches. This part is not necessarily molded, but

can be cut from raw material and attached to the front housing

mechanically and usage of adhesive layers.

he communication between the device and the

online database is managed by an application

on the backend device, which is the individual

user’s smartphone. Beyond hardware driving

functionality, software tasks can be divided into

local, and send and receive operations connecting to the online

database. The following visualization gives examples of accord-

ing functionalities, e.g. the set up of a default visual display as a

local activity between smartphone app and the device.

LOCAL

Pair / unpair

Default display visuals

Device mute

SEND to db

Identification, Authorization

Settings (social networks/media account access, preferences)

Location

RECEIVE from db

Potential contact cues

Device display visuals

The application handles not only personal id and authorization

towards the online database, it is also access tool to the con-

nected social network and media services utilized to generate

possible contact cues. In the event of an afirmated match, the

online service indicates to the user’s smartphone and provides

the actual visual data to be displayed on the device for the

specific connection. One example is the display of the TUT logo,

when two students who point out this university on their net-

works eventually meet in a remote place, where such occasion

is a rare event.

TSOFTWARE

he logic of signalling potential contacts is meant

to be following certain characteristics:

Meaningful – Neither obvious, nor hardly related

connections.

Focussed – No inflation of cues, no spamming.

Adaptive – Altering signalling according to user

behavior.

To fulfil these aims, the central logic processes the informa-

tion made available through personal social network/media

accounts gathered in the central database. A likelihood of suit-

ability for contact is calculated from the data, triggering action

if a certain threshold is met. Each data point may be weighted

in relative importance within the database, e.g. for a person with

15 contacts on facebook each contact will be of bigger general

relevance than for a person having 1500 connections. Further,

among multiple potential contacts a ranking method may utilize

additional filters to indicate the best fit for potential contacts.

Input data:

Personal Contacts – Matching contacts in common

without being 1st grade contacts.

Group Memberships – Considering group activity and

the group’s geographical epicentre.

Education/Employment – Shared history with respect

to the time frame.

Common Interest (private) – Considerable amount or

highly specific shared likes, hash-tags, etc.

Common Interest (professional) – Shared professional

attributes, job offering, interests, etc.

Suitability for contact can be subject to further filtering beyond

personal location, deriving from intelligence on general assump-

tions or rated user experiences.

Filters: Position & Movement Characteristics - Being on the

same train or residing in the same country?

Age Group – Relevance of age differences may vary

between casual and professional usage.

Social Network/Media Activity – Possible additional

parameter for matches among multiple candidates.

The exact parameters and algorithms however have to be sub-

ject to further testing and acceptance among the user group.

TLOGICTRANSLUCENT INLAY

DISPLAY COVER

INPUT DATA:

FILTERS:

26 •

BLINKIE AS A BUSINESSSTRATEGIC PLANNING

S

Targeting young adults can be a bit tricky, our strategy would

be to have a cost-driven product that is positioned as so for

reaching a broader market and showing consumers the values

of improving social satisfaction. We then intend to come up with

second-generation products that are value-based, with more

built-in functionalities and additional customizability.

ValuesAlthough Blinkie is designed for connected intimacy, creating a

channel for people to open themselves up to interactions, and

having fun whilst expanding their social circles, our underlin-

ing values are also to make people visible and for safety, where

Blinkie can create recognition for users in areas of low light.

Another value we would like to instill is that motivation for a

more active life style. Since Blinkie only really functions out-

doors in the prescence of others, we hope to encourage more

outgoing behavior, we view it as the Nike Fuelband for social-

izing.

Strengths; Blinkie has an easy-to-use interface, simple preset functions,

automated information filtering, integrated customization via

social networks, as well as giving people the opportunity to

obtain information from surrounding communities. Easy integra-

tion and use of applications results in competitive advantage

over other products that struggle to provide the same level of

service.

Most product introduction are long and app registeration ser-

vices would require users to fill out a whole bunch of surveys

and personal questions to fill out a profile. We noticed that a

lot of people wouldn’t even get past this initial stage to use

the service. To fix this we simply require you to hit a “Link with

Facebook” button and you can already start using Blinkie exactly

ANALYSING THE BUSINESS how it was meant to be used. A lot of consumers are not willing

to take 15 minutes to analyze themselves and answer questions

to make a new account on a website. However, most people are

willing to try out an app that takes 30 seconds to download and

immediately begin using. This made it extremely easy for people

to share with their friends and made it a very small investment

for new potential users.

Blinkie is linked to resources from other networks such as

Facebook, Tinder etc. By having access to so many wells of data

of what users like, dislike, needs and how the users behaves

online, we knows what exactly to offer to users(additional fea-

tures, advertisements, etc.) and how to develop our product into

a platform to further improve their experience.

The new paradigm of social wearables will never arrive if

nobody consents to wear them, where even the least fashion-

conscious consumers demand a great degree of uniqueness and

variety. Blinkie has to be a product that people would be willing

to show to others, so it has to be a simple, physically elegant and

customizable product that is able to be worn in a variety of ways.

According to Estonian government regulation, every citizen

traveling by foot at night or in conditions of inadequate vis-

ibility must wear a reflex reflector. These should be attached to

one’s outwear or a handbag, or else a 400 Euro fine would be

incurred. Official Statistic shows 86% children and 65% adults

wear reflector. Our product as a replacement of normal reflector,

integrated with more fun and interactive experience, will have

a market opportunity with support and adoption by government

agencies.

Weaknesses; For a social network to grow, it must have users. The more users

that Blinkie has, the more socially connecting it is. Through

interviews we found the acceptable price range people would be

willing to pay for a new category product is very low, compared

to the technology and manufacturing expense.

STRENGTHS

WEAKNESSES

VALUES

STRATEGY

• 27

Research shows different target group expect different functions

from the product. Children and teenagers age between 13-18

would likely to show their beliefs and are more interested in

self-expression. Youth and young adults sage between 18-25

are more likely to buy a product for self-statement and self-

assistance. Adults, 30+, are less motivated to get into social

interactions. It is difficult to engage as many audiences as pos-

sible to achieve a mass user base at the beginning of launching

the product.

Winter is accompanied with cold, moisture and darkness. Even

though the technological components are designed to be mini-

mal and work well against dust, moisture, low temperature, the

weather is still poses a physical threat.

Although Blinkie has a fundamental feature that is original in a

newly established product category. The features are easy to be

copied by competitors once it reached to its target group and

have a positive feedback. Compared with online social network

and casual social games, Blinkie is still in lack of many features

and creative attraction.

Opportunities;A platform for the casual gamers to develop more games,

upgrading features and earn advertising income. High-tech

companies are able to connect it with more high-tech products

and integrated with more functionalities such as emotion al

reflector, safety tracker. Fashion manufacturers can develop it

into a leading trendy accessory, integrated with more apparel

design and expand their market through technology. It could be

a replacement of personal authorization by commercial partners,

a key for participatory event or even a daily business tool.

A crucial threshold of human behavior is that “If you can’t get to

a tool within two seconds, your use of it goes down exponential-

ly.” Wearables reduce that friction. Since Apple-watch launched,

the market of wearable product is growing dramatically with an

estimated market value of 12.6 billion dollars in 2018. Within

several years varies types of technological features would avail-

able and cheap to integrate into our product.

With out research background on winter weather problem,

Blinkie could be brought into places with similar condition,

such as other Nordic countries. The common value we offered

is without cultural boundaries, and they are tested and appreci-

ated among most international users, indicating the product can

further expand its market to other countries.

Blinkie heavily relies on product sale and advertising on its

social network as a source of income, but after accumulated a

large active customer base, Blinkie as a connector could exploit

other opportunities to attract the money.

Threats;Blinkies have access to a collection of users’ information. It is

a target for attacks that could involve the theft of personal

information, such attacks occur every day. Weak protection of

users information may become a threat for future development.

People’s attitudes towards privacy protection levels are different.

Research shows some people may not like to use our product

to show anything about themselves due to the privacy concern.

One source of revenue is from advertising, which, traditionally,

includes click-through-rate from the app interface, cooperat-

ing with commercial stores for the exchange of icons onto the

product’s screen, or developing partner-branded products. Slow

growth rate of online advertising threatening growth of adver-

tising income. Blinky has to develop new ways of advertisements

without interfering with users’ experience.

OPPORTUNITIES

THREATS

KEY PARTNERS KEY ACTIVITIES CUSTOMER RELATIONSHIPS CUSTOMER SEGMENTS

Government Brand Management Community Young Adults (18-25)

Tele-Communication Companies Product and App Design Product Customization Teens (13-17)

Media Provider Manufacturing Customer Rewards Adults (26-35)

Social Networks Promotion and Sales Software Updates

Manufacturing Partners Platform Development

Advertisers and Marketers Public Relations

KEY RESOURCES CHANNELS

Facebook Platform Advertising and Endorsements

Materials Convienence and Accessibility

Technological Infrastracture Reviews and Ratings

Large Customer Base Commentary and Word-of-mouth

Product R&D Advertising Revenue

Branding and Marketing Sponsorship

Infrastructure Data-Mining

Manufacturing and Packaging Cost-Driven Product Sales (1st Gen)

Partnership Deals

App Servers

Value-Driven Product Sales (Future Gen)

In-App Charges from Content-Providers

COST STRUCTURE REVENUE STREAMS

VALUE PROPOSITION

Social Connectivity

Safety

Personalized Social Experience

Self-Expression

28 •

ur vision as a brand is to transform negative

perceptions associated with winter and inspire

a positive attitude change. We would like to

do that be creating a new winter experience to

improve the quality of Estonian winter life through participatory

design.

In regards to brand values, we believe that when design, commu-

nity, environment and economy are combined in harmony with

the guidance of the place and needs of society; positive social

impact, significant value and enduring quality can be achieved.

So we want to involve people in their surrounding environment,

contributing to society and demonstrating a greater Social

Responsibility. We would also like to expanding the ‘Art of the

Possible’ and achieve it through a long term economic mecha-

nism to deliver fiscal benefits and project viability.

Social impact we are aiming to achieve is to make the com-

munity active and build open and honest relationships through

communication.

As a brand culture, we have a passion for giving a positive

influence to society. Create a collaboration with users and their

environment. We’re a proactive brand, where creativity is the

lifeblood of our organization. We believe integrity leads to a

consistent set of values, ethical standards and principles.

Brand attributes are that we make a product for happiness, we

create innovative experiences and we work in harmony with

nature.

OOUR INDENTITY

or a generation that is deeply involved in social

networks such as Facebook and Twitter and

expanding to different and more diverse net-

works to communicate and connect, thinking

differently has to become the norm to be able to market in a dif-

ferent way to reach our respective audiences. It gives us a clever

way to deliver content in a more intimate and practical way.

Buzz marketing amplifies emotions, energy, excitement, and

anticipation, it serves to enhance the user’s experience and build

suspense around a launch or event in the target market of young

adults with smart phones who are willing to try new things. Our

research shows many people would like to try a new product if

they see all the others are using it. Blinkie’s hype would help

create awareness and popularity would breeds more popularity.

There is a huge difference between someone who purchases a

product because they discovered it in an ad versus someone who

buys it because their friends had a great experience with it and

shared their experience. This would help Blinkie get the “right”

people interested, additionally focusing on organic growth. This

would also help us stay focused on our core users and refine our

product so that it would be on people that would like it enough

to share with their friends. By picking up it up on college cam-

puses, holding parties and events for Blinkie holders, that would

help Blinkie achieve a viral growth.

Instead of simply mass marketing Blinkie to everyone, we

instead want to focus on targeting smaller, tight knit communi-

ties and launch with the goal of reaching a critical mass within

that community. In order to do that, we would like to target key

REACHING OUR MARKET

F

• 29

BRANDING& MARKETINGSELLING OURSELVES

influencers – or people that have a lot of connections and influ-

ence in their respective communities. In our case we initially

would like to target colleges and, in particular, young students.

These students hold a lot of influence in their social scenes and

student bodies of their respective schools, so once these kids

started using a lot more would follow soon after.

Once Blinkie shows traction in certain markets, we would then

go on to start targeting more popular people and celebrities

in order to mimic the growth at college campuses except on a

larger scale. This strategy of targeting key influencers will help

us grow quickly and allow us to create self-sustaining networks

before it gradually introduced naturally to other demographics.

We can also work on a public welfare sponsorship, through part-

nerships with non-profit organizations and charities. Setting a

product with their logo and preset images, or use of the app to

remind people the power to choose how they live their life. Each

image directed to the interactive website with more information.

It is a mutually benefit for both Blinkie as a company and the

public welfare organization.

Another key aspect of our marketing would be a government

endorsement. As an alternative to a normal reflector, Blinkie

directly engage with the audience wherever they are and ensure

winter safety of residents. We can look for marketing support

from the government. Such as implementing and exemption to

the reflector fine regulation for Blinkie wearers.

30 •

PROTOTYPING& TESTINGMAKING IT HAPPEN

or recreating this experience the core value lays

not soley on the device which is only a tool, but

on real life physical interactions.

In order to find out what users need and whether the concept

and solution will work with our audience, we’ve conducted a

series of interviews. We talked to different people within our

focused target group from diverse backgrounds and varied

interests. Through these interviews we gained an insight of the

things which are most valuable and needed in Estonia.

We brought real life situation and put ourselves and user group

into action with the most frequent situations defined and cat-

egorized by location and amount of persons involved.

Location Based: Street - Everyday Routine.

Public Spaces - Cafe, bars, shopping malls, cinemas etc.

Transportation - Between various transportation hubs.

Abroad - Driven by the interest to meet new people.

Devices Involved: One - Self-Expression

Two - Personal connection

Three - Lateral connection

Four - Group relation

Five+ - Collective community

Execution:To recreate collected data information we decided to reveal

meaning of “Blinkie” through a video, which recreates these

cases. Script of a possible scenarios was written based on the

interviews and developed interactions.

FEXPERIENCE TESTING

he prototyping process is divided into three

stages, progressing towards the final product in

detail and sophistication.

Prototype I - Physical ShapeClay model of the physical appearance.

Components: Clay body

Functionality: N/A

Application: Prototype I is used to verify the outer

appearance with the target group and to experience product

value utilizing it as an artifact in user scenarios.

Prototype II - Functional Mock-upPartly functional prototype from standard components, rapid

prototyping.

Components: Arduino board, bluetooth bridge, 3D

printed body, LCD screen, LED, attached or external power source.

Functionality: Visual display, light signalling, basic

phone uplink

Application: Early functional testing, software proto-

typing.

Prototype III - Beta deviceDevice incorporating full functionality with potential or pre-

series parts.

Components: Custom board, bluetooth chip, injection

mold housing, OLED display, internal power source, micro-USB

charged.

Functionality: Receiving/display of visuals from app,

cueing through phone app, full phone uplink.

Application: Comprehensive user, software-/hardware

testing.

TPRODUCT PROTOTYPING

LOCATION BASED

DEVICES INVOLVED

EXECUTION

PROTOTYPE I - PHYSICAL SHAPE

PROTOTYPE II - FUNCTIONAL MOCK-UP

PROTOTYPE III - BETA DEVICE

• 31

THE NEXTSTEP OUR VISION

n terms of product development, several key

aspects should have been considered more thor-

oughly in hindsight to be able to streamline the

process and create a more overall wholesome

product in all aspects.

Firstly, we focused a more on the design and experience of the

product and were limited in our technical capabilities, we made

some design choices that would potentially make the device

hard to manufacture.

We decided to use an odd screen shape which poses a challenge

as no such screen exists and would require a large research and

development effort on that specific topic. Alternatively we could

change our screen shape but at the expense of losing our visual

identity.

Since it’s an outdoor device, battery life could be greatly affected

by the harsh cold and since it’s a small device, the capacity would

be limited. Another option is to have it tethered to a smartphone

or external battery source to increase capacity and protect it

from the weather.

Weather also plays a role with respect to moisture. Moisture can

affects electronics in devices and create a problem, the housing

should be designed in a way to hinder the access of moisture

and dust as well be able to absorb shocks, bumps and impact

forces, from scuffs and accidental drops.

In terms of experience, privacy is one major concern which we’d

like to address, since it links with your social media accounts, we

want to extend the feeling to users that their data and informa-

tion would be safe with us and gave them full reign on it.

IMODIFICATIONS

hen envisioning the future prospects of Blinkie,

we could see a few routes in which to venture

down better enhance Blinkie as a business, a

product and an experience.

One of the main objectives we would like to develop further is

opening up Blinkie to developers to create other apps and appli-

cations for it. With a more diverse back end, the possibilities are

limitless. Blinkie can function as a digital key, a bus pass, or even

a personal assistant. We see value in this approach as it will

cater to other user needs and allows for further customizability.

In terms of business, we can look into partnering up with social

media networks, such as Facebook, Twitter to better integrate

user profiles, interests and information as well as become an

extension of these networks. This could create a shift in busi-

ness model from a sales driven technology company into a big

data company where Blinkie could be used for data aggregation

and data mining, which could lead to targeted advertising, and

marketing.

Blinkie could also be used by researchers as a research tool to

recieve statistics about user habits, movements, clustering and

to help better understand and map the socialscape. This would

provide valuable data sets which can be the basis in anthropo-

logical, psychological and social research.

We hope to transform Blinkie into a quality driven device in later

iterations after establishing a solid user base. We would like to

use higher grade materials, integrate more functionality into the

device and make it a device that is inseparable from the users.

WFUTURE PROSPECTS

32 •

Sotsiaaltrendid. 6. Social Trends

ISBN 978-9985-74-531-1

http://www.stat.ee/65393

Reflector Statistics

http://www.mnt.ee/index.php?id=21615

Seasonal Affective Disorder

http://www.mayoclinic.org/diseases-conditions/seasonal-

affective-disorder/basics/definition/con-20021047

Depression

http://www.mayoclinic.org/diseases-conditions/depres-

sion/basics/definition/con-20032977

Winter Health Risks

http: //www.nhs.uk/Livewell/winterhealth/Pages/

Winterhealthrisks.aspx

Business Canvas Resource

https://canvanizer.com/

Color Palette Resource

http://www.materialpalette.com/

APPENDIXRESOURCES

Fonti saab osta / lisainfo:http://www.paratype.com/pstore/fonts/FF-DIN-Pro.htmLink seisuga 26.05.2011

Fonti saab osta / lisainfo:http://www.paratype.com/pstore/fonts/FF-DIN-Pro.htmLink seisuga 26.05.2011