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    Anuradha Reddy

    MA Design: Interaction Research

    Goldsmiths, University of London

    Dec 2013

    An Annotated Portfolio

    Submission for the Course

    Interaction Design

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    Overview

    Spot is a device that intends to help a consumer make better use of nutrition labels on food

    packaging, and consequently, healthier food choices. It requires the user to pre-congure the de-vice with a set of nutrition targets as a motivator to purchase nutritive food. The device behaves

    like a metal-detector as it scans and beeps, indicating that the target is located somewhere near-

    by. The user tries to locate his target around the suggested area by comparing the food labels to

    his pre-congured values.

    The document is a narrative journey, describing how the project brief shaped itself to arrive at

    Spot. I have covered as much detail as possible, and used plenty of images to explain concepts

    and processes in a visual form. Lastly, writing this document has been very useful for reectingupon my practice during the course of this project.

    Credits

    Interaction Research Studio: Tobie Kerridge, Alex Wikile, Liliana Ovalle, Andy Boucher, Nadine

    Jarvis, Bill Gaver, Matthew-Plummer Fernander and Mark Hauenstein

    Technical help: Pete Rogers, Faith Denham, Jila Yousufzadeh

    Workshop Staff: Richard Brett, Andrew Weatherhead

    MA Design: Interaction Research, Class of 2013-2014

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    TABLE OF CONTENTS

    Overview

    1. Introduction ...................................................................4

    1.1 The Brief .................................................................4

    2. Problem Statement .......................................................4

    3. Background Study ........................................................5

    3.1 Primary Research ...................................................5

    3.2 Secondary Research ...............................................5

    3.2.1 Nudge Theory ..............................................5 3.2.2 Prior Art ........................................................5

    3.2.3 Research Findings ........................................6

    4. Design Process ..............................................................7

    5. Production .....................................................................17

    5.1 Making a design prop ............................................17

    5.2 Technical working model ......................................18

    5.3 Video prototype .....................................................20

    6. Evaluation ......................................................................22

    Appendix

    References

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    1. Introduction

    The course, Interaction Design, began by introducing students to a project brief that aimed at

    grounding them with key skills, within the scope of the practice-based module. In the course

    of time, students were to engage themselves in technical workshops, processes of making and

    reection, and prototype deployment for their individual projects.

    1.1 The Brief

    In this project, we were asked to create a nudge that intends to enable users to change their

    behaviour by intervening in existing practices that have scope for betterment. This may include

    environmental concerns, healthy practices, addiction or energy consumption. The project ex-

    pected us to demonstrate our learned skills and knowledge by using the brief as a context for

    practicing Interaction Design.

    2. Problem statement

    The issue I intended to deal with is that of consumption, especially the lack of understanding

    and ignorance of production methods and materials. I was particularly inuenced by the Toast-

    er Project by Thomas Twaites[1], examining the role of a consumer as a maker and critiquing

    the black-boxed nature of products available in the market. I realised that the idea behind DIY

    culture as being able to put something together was challenged by decades of industrial produc-

    tion methods that we take for granted today. The politics of who gets to make directed me into

    a nudge that intervenes while a consumer purchases a product. The approach was a step towards

    making consumers aware of alternate self-production techniques, thereby sensitising them to a

    products true production trail.

    I soon realised that I was facing a vast subject area that I couldnt wholly deal with in a short

    span of time. In the interest of being more specic, I stumbled upon another consumptionrelated issue -- of packaging labels on food products. It resonated with my previous thoughts

    as it questions a consumers product choices, as a critique of going beyond what the food rep-

    resents. As I researched more on the topic, I began to empathise with the declining importance

    of nutrition labels while competing against advertisements, attractive packaging, health claims or

    attractive offers.

    I nalised on creating a nudge for making better use of nutrition labels on food packaging, as acriteria for making healthier food choices at the supermarket.

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    3. Background Study

    3. 1 Primary Research

    The conversations I have had with friends and colleagues about how they go about shopping for

    items in the supermarket revealed that most of them do not rely on nutrition labels, and instead

    look for health claims or tags on product packaging. The cheapest item is attractive because they

    cant tell the difference. They said that nutrition labels do not make sense but they would prefer

    to buy healthy food. If unsure, they would much rather choose a familiar brand.

    I also made a few observations during my eld-visits to the supermarket. I found that customerswere overwhelmed by the number of choices presented to them, and would walk away without

    buying anything at all. I also noticed customers reading indgredients on the packaging but rarely

    the nutrition value.

    3.2 Secondary Research

    3.2.1 Nudge Theory

    The brief of creating a nudge was fairly straightforward but as I researched on the theory, I

    discovered that the nudge theory shapes itself from disciplines such as behavioural sciences and

    psychology. From secondary sources, I gathered that economics and decision theories were pre-

    viously driven and treated in a strictly objective fashion. This was until behavioral scientists and

    distinguished professors like Thaler and Sunstein, identied that human beings make irrationaldecisions that are driven by fallacies and biases. These psychological biases could be understood

    by exploring activities of and interactions among people[2]. Daniel Kahneman, a distinguished

    american psychologist, suggested that people tend to remember the last memory of their ex-

    perience than the whole experience itself[3]. It means that peoples remembering selves plays abigger role in decision making than their experiencing selves.

    3.2.2 Prior Art

    The NHS (National Health Service), under the UK government, has started placing the trafc

    light system on food labelling to help people make healthier food choices by keeping a check on

    their nutrition intake[4]. The nudge was not intended at restricting people from unhealthy food

    but lets them make a conscious decision. In my opinion, this intervention was a useful addition

    to food packaging, but doesnt nudge people to make healthier choices. Similarly, another sys-tem called guiding stars was introduced on food labelling by a supermarket chain in USA[5]. It

    was more successful in making nutrition choices simpler, as it even engaged children in ndinghealthier food by counting the number of stars.

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    3.2.3 Research Findings

    According to researchers, providing additional or different information is attractive because itmay be effective in giving consumers the means for making a better decision[6]. I have come to

    understand that all this information may allow consumers to make better choices but such infor-

    mation could only confuse the consumer than direct his or her purchase. Information technolo-

    gy may bear the potential to intervene in consumers choices by enabling the consumer to search

    for information attributes that liken to his or her taste or need. Smartphones and tablets, embed-

    ded with wireless technology, already have access to many applications that can scan barcodes or

    recommend food items based on precongured personal data. In May 2013, Google Search (Fig.1) added nutrition facts of 1000 fruits, vegetables, meats and meals[7]. One can also nd theirsuitable nutrition requirement by using websites such as caloriecount.com (Fig. 2).

    Figure 1: Searching for nutritional facts on Google

    Figure 2: Searching for nutrition facts on food products

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    4. Design Process

    Early on, I was interested in Daniel Kahnemans theory of using our remembering selves to

    make our memories into stories. I wanted to apply this theory in the supermarket where the last

    memory of our shopping experience i.e. the billing section (Fig. 3), can help us rethink the our

    choices.

    In order to demonstrate my idea, I used 2D illustrations and Processing to change the colour ofthe bill based on its nutrition value (Fig. 4).

    Figure 3: Illustration of the spatial layout of the supermarket

    Figure 4: Processing sketch output indicating the nutrition status of the bill

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    The next stage of the design process led to analysing supermarket bills from vantage points

    such as the bills time stamp and proling the buyer based on his or her choices. The act of pro-

    ling a consumer could reveal demographic data as well as other personal information, if onecould tap into the users loyalty card, credit card, or bank accounts. It was interesting to think

    about how one might use such information to regulate choices. This approach, however, seemed

    unethical to me and fairly difcult to pursue with no access to real data. As we were leaningtowards instrumental nudges that intend to change behaviour for the better, I decided to take

    different set of approaches to arrive at a concept, as shown in the image below (Fig. 5).

    Some concepts that I particularly liked were related to motivating people to search for nutrition-

    al information, while another concept explored the idea of gossiping supermarket carts. Howev-

    er, I chose to approach nutrition labels by making it convenient and appealing to gather nutrition

    data using a sweeping gesture (Fig. 6, 7). It was a simple idea that could work in a supermarketbut I was not condent of how it could help people make better use of labels.

    Figure 5: Illustration of ideas for making better nutrition choices

    Figure 6: Using appeal to create awareness of nutrition labels

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    As the concept I landed on was incomplete, I decided to step back and think about my other

    ideas. With the help of my tutors, I arrived at thinking about new ways for exploring the su-

    permarket using pre-congured data. As an experiment, I gave a magnifying glass to some ofmy friends while shopping at a supermarket (Fig. 8). They said that the magnifying glass was an

    incentive to read food labels, and this felt like a positive sign to move forward.

    I, consequently, used materials such as wood and plastic in different shapes and sizes to help me

    develop prototypes that could be used to hunt for ones nutritional needs in the supermarket.

    Figure 7: Illustrated description of the concept using appeal

    Figure 8: Using a magnifying glass as an incentive to read food labels

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    These objects resembled everyday navigating, detecting (Fig. 11) and sleuthing tools such as

    a compass (Fig. 9), an oscilloscope (Fig. 10), a radio (Fig. 12) and even a temperature sensing

    device. The user would have to pre-congure each of these prototypes with his or her nutrition-al targets before making it function. The devices, upon functioning, would navigate the user or

    leave clues for nding food that cater to the users nutrition needs.

    This exercise, of making and reecting, was rewarding because it helped me move to the nextstage of my process i.e. experience prototyping. In this stage, I used a bubble-maker with a

    long handle and modied it to look like a metal-detector (Fig. 15). I intended to use its sweep-ing mechanism and the beeps as a feedback system. The loop in the device resembled that of

    a magnifying glass and looking through the loop made the act of searching more focused anddirected (Fig. 16). I also created a table that segregates nutrition values indicating whether the

    values are high or low (Fig. 13). Further, I laid out nutrition targets of different users to com-

    pare their preferences (Fig. 14).

    Figure 9: Compass as a navigating tool Figure 10: Oscilloscope with a camera as a detecting tool

    Figure 12: Radio as a sensing toolFigure 11: Using camera detection

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    Figure 13: Reference table indicating suggested levels of nutrition values

    Figure 14: Nutrition targets of different users in a tabular format

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    Figure 15: Bubble-maker modified into a metal-detector

    Figure 16: Testing out the sweeping gesture and handle of the metal-detector form

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    This prototype was tested in the supermarket to understand and justify its purpose for the

    intended brief (Fig. 17). It looked rich in use, as a detecting device, but the interactions need-

    ed improvisation. The pre-congured nutrition data was static and it was restricted to its form.This made it difcult to compare nutrition values while using the device and, therefore, neededchange in the forms composition (Fig. 18). In addition, the feedback I received upon showing

    the experience prototype was that I could use a mobile phone to congure nutrition targets,perhaps as an attachment.

    Figure 17: Testing out the metal-detector form in the supermarket

    Figure 18: Interactions with the object and the product

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    The next step was to include a mobile phone in the form. I was also trying to create exibility in

    the handle, much like an extendable antenna. As a result, the device became all about the phone

    and less about its form and function (Fig. 21). I visualised it using foam-board cut-outs in actualsize, as shown in the gures below (Fig. 19, 20).

    Figure 19: Form exploration for a phone attachment Figure 20: A mobile form attachment with extendable antenna

    Figure 21: 3D visualisation of the form as a mobile phone attachment

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    Meanwhile, I made an interface, using Processing Android (Fig. 24), for a user to congure his

    or her nutrition targets (Fig. 22). However, the interface needed an additional feature that de-

    termines whether the device is in a conguration mode or detecting/scanning mode (Fig. 23).I created another screen that consists of a loop that changes its size based on how close it is to

    nding a match to the congured values. The feedback I received upon this new mobile phone

    based device was to go back to my previous metal-detector form and make necessary modica-tions, based on previously discussed issues.

    Figure 22: Configuration mode of the application Figure 23: Scanning mode of the application

    Figure 24: Processing application for Android

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    I nally settled upon a form that addressed the issue of bringing the interface to match the

    eye-level, alongside issues related to conguration and scanning. The form was inspired by a

    combination of a magnifying glass and a metal detector, with an attached slot for a digital screen(Fig. 25, 26). The size of loop is a trade off between the diameter of an RFID antenna and the

    maximum size needed to view nutrition labels through the loop. The form was off-centered on

    purpose, after noticing that it was always held at an angle. The screen was placed perpendicular

    to the cone of vision, so that a user does not need to tilt his/her head to read the interface. Itested out this form using foamboard cut-outs as shown in the image below (Fig. 27, 28).

    I decided that this experience prototype would be used as a non-working prop in a video

    demonstrating a scenario-in-use. I also set out to build a technical working model using low

    range RFIDs to mimic its actual functionality.

    Figure 25: Sketches showing the final form Figure 26: Sketches arriving at the final form

    Figure 27: Foamboard cut-out test of the final form

    Figure 28: Foamboard cut-out test of the final form

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    5. Production

    5.1 Making a design prop

    To produce the object as a convincing prop, I was looking for suitable materials and colours

    that may be incorporated for a supermarket setup. It required a certain thickness to accommo-

    date my mobile phone as the digital screen. As the design consisted of a rounded top-struc-

    ture supported by a handle of equal thickness, I assumed that a hollow rubber pipe may suit

    its appearance. Due to time constraints, I dropped the idea of using hollow-pipes and decided

    to use computer aided machines in the most-efcient way possible. My choice of material var-ied between medium density berboard (MDF), plywood and acrylics. I chose MDF because it

    was light and available in plenty of sizes. I was suggested to use the CNC router instead of the

    laser cutter as the Rhino production render included multiple layers (Fig. 29). Consequently, the

    CNC router generated a plausible looking prop but needed nishing and painting. The propalso looked bulky due to its thickness (18mm). I narrowed down on white as a suitable colour to

    reduce its visual weight, and to provide contrast between coloured food packaging and the prop

    (Fig 30, 31).

    Figure 29: Visualising the model in 3D

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    5.2 Technical working model

    I ordered the desired electronics for making the technical model i.e. an Arduino Mega, Arduino

    xBee shield, RFID 125khz module (Fig. 32) and ve RFID tags. In reality, the object requires

    long range RFID/NFC technology to read data from a reasonable distance, but I had to reduceits functionality due to nancial constraints. As I was fairly new to wireless communication

    (xBee shield, RFID), it took me a few days to gure out the best way to combine wireless tech-nology with an interface.

    Figure 30: Final model of the prop painted in white Figure 31: Final model of the prop painted in white

    Figure 32: Arduino Mega, xBee Shield and RFID 125khz module

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    Given a choice between a physical and digital interface, I chose the former because it was easi-

    er to use the interface, without disturbing the Arduino-xBee setup. The whole technical model

    was built over a week using an additional speaker, 10k potentiometers, breadboard and jumpers(Fig. 34). Inspite of being aware of the breadboards unreliability, I couldnt nd an easy way topiece all the electronics together on a printed circuit board without technical help and resources.

    I also used the laser cutter with MDF to box the electronics into a package that would work for

    demonstration purposes (Fig. 33).

    Figure 33: Technical working model in MDF casing

    Figure 34: Electronics underneath the MDF casing

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    5.3 Video Prototype

    The video prototype of the prop was shot in a nearby supermarket (Fig. 35). It was taken as acontinuous long shot, along with a few shorter shots to focus on the interface and the sweeping

    action (Fig. 37). There were a few challenges while shooting the video, such as maintaining a low

    prole during lming and not making customers feel uncomfortable in the setting. There werealso a few customers at the supermarket who were inquisitive about the device and its function-

    ing. The desired beeps from the prop were added later using a video editing software, Adobe

    Premiere Pro (Fig. 36).

    Figure 35: Testing the final form in the supermarket

    Figure 36: Editing the video in Adobe Premiere Pro

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    Figure 37: Screenshots of the video, demonstrating a scenarioof use in the supermarket

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    6. Evaluation

    The project nally came to a conclusion with a presentation of the work done so far, to a panelof faculty and staff for critique and feedback. The feedback I received from the panel was that I

    could have moved beyond nutrition labels, and investigated the politics surrounding food labels

    -- where the food comes from, reliability of sources, food adultery etc. An overarching com-

    ment was that there was no specic user group intended in our projects. I believe the next stepsare to push the limits of food labels using this nudge technology by conducting several experi-

    ments and trials before settling on a nal design.

    In retrospect, I personally feel it would have been useful to have a design direction early on.

    The design process was hands-on, as it had more to do with generating many ideas and translat-

    ing them into rapid 2D and 3D forms, and less focussed on using design as a thought map of

    associations and a tool for meaning generation. I feel that a combination of both would have

    resulted in richer ideas and created more impact. The hands-on method may be the reason why I

    faltered several times, as my ideas were supercial and hanging in thin air. However, I may need

    to admit that I struggled with material explorations and evolving new forms.

    The nudge project was an interesting way to approach Interaction Design. Along the way, it

    helped me realise my strengths and weaknesses and reect upon the various ways in which Icould have directed the nudge. With these realisations, I would like to overcome the glitches,fallbacks and mistakes, as I set off on a more challenging path ahead.

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    Appendix

    Video prototype link: https://vimeo.com/81264470

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    References

    [1] Thomas Twaites. (2008). The Toaster Project. Available: http://www.thomasthwaites.com/the-toaster-project/. Last accessed 16th Nov 2013.

    [2] Wikipedia. (2013). Nudge. Available: http://en.wikipedia.org/wiki/Nudge_(book). Last ac-

    cessed 20th Nov 2013.

    [3] TED. (2010). Daniel Kahneman- The Riddle of Experience vs Memory. Available: http://www.ted.com/talks/daniel_kahneman_the_riddle_of_experience_vs_memory.html. Last ac-

    cessed 13th Oct 2013.

    [4] NHS. (2013). Food labels. Available: http://www.nhs.uk/Livewell/Goodfood/Pages/food-labelling.aspx. Last accessed 30th Sep, 2013.

    [5] Hannaford. (2013). Guiding Stars: Nutrition choices made simple. Available: http://www.

    hannaford.com/content.jsp?pageName=GuidingStars&leftNavArea=HealthLeftNav. Last ac-cessed 10th Oct 2013.

    [6] Caswell, J. (1996). Using informational labeling to inuence the market for quality in food

    products.

    [7] Jennifer Slegg. (2013). Google Search Adds Nutritional Facts on 1,000 Fruits, Vegetables,

    Meats & Meals. Available: http://searchenginewatch.com/article/2272075/Google-Search-

    Adds-Nutritional-Facts-on-1000-Fruits-Vegetables-Meats-Meals. Last accessed 20th Oct 2013.