wellness at hand: exploring interactive technology to support smokers
DESCRIPTION
Wellness at hand is designed to support smokers in managing their cravings for cigarette during a quit attempt. Wellness-at-hand includes a bracelet that senses the physiological data of the user and the user interaction with the system happens through the palm-based interactions. It provides a holistic approach to help smokers in managing their cravings in the following way: First, it enforces a quit plan attached with money deterrence; secondly, it engages the smoker in short interactions like games during a craving episode; thirdly, it provides a better understanding of emotions and unconscious thoughts leading to smoking, and lastly, it utilizes positive reinforcement to motivate smokers to continue their quit plan. (Submitted as part of a course project for Interaction Design and Usability)TRANSCRIPT
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Wellness-at-handThe Deepers: Deepti Aggarwal, Ahmed Dedeche, Fernando Estrada
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What are we looking at?
What• Enhance user’s skills to quit
smoking
Where• Everywhere
Why• Smoking represent health
risks
How• Wearing a portable device
that collects user’s physical and cognitive data
Our focus
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Problem Scenario
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Wellness-at-handFour-fold experience: Commitment, fun, empowerment and motivation
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Video of paper prototypehttps://vimeo.com/109647790
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Digital Prototype
Microsoft PowerPoint slides Pocket Projector
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User Evaluation: Wizard of Oz
Pocket Projector on a tripod stand Projection of prototype on user’s palm (a snapshot of quit plan)
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User evaluation (contd.)
Our (pseudo) system Calibrating the projector on user’s palm
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A participant interacting with our (pseudo) systemOur (pseudo) system provided the real time feedback on the user’s action
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Interviewing the participantArrangement of user evaluation: (pseudo) system in the left
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Issues faced during setting up• Where to place our ‘pseudo’ digital prototype?• How much to support the participants?• How to keep the novelty experience when all the users are
present?• How to create the testing environment with non-users of the
system?
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Study Findings • Every participant had a different notion of the system’s
interactions• Participants were unable to recall the system’s interactions• Thinking aloud (speech) was considered as an input modality
to the system• Waiting was found confusing• Using hand as an interactive space is tricky• Relevance of the tasks was unclear
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Conclusion• Using hand as an interface has different implications• Simulation through ‘Wizard of oz’ is challenging• Limitation of lab based testing
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Thank you!Many thanks to our participants: Emma, Firmania, and Sactio
‘The Deepers’