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FER RUGAMA | ART & DESIGN

BRIEF

Functional prototype development of an intelligent object that, in my group’s case, helps improve the basic and necessary daily tasks of an elderly adult's routine.

"ZOÉ" SMART OBJECT

2018 | COLLEGE PROJECT

COURSE

Design V, Costa Rica Institute of Technology

COLLAB

Group

project

ROLE

Product designer and conceptualizer

TECH

Solid Works   Arduino
3D Printing     Processing
Laser cutter     Glass cutter

GOALS

• Minimize the concerns of the elderly (such as improper medication intake, which affects their health and well-being).
• Provide assistance and well-being to the elderly to facilitate their daily tasks and allow them a fuller, peaceful, and more pleasant life.
• Simplify user interaction with the product (with a low learning curve, as they are not typically accustomed to technology).
• Evoke a calm and friendly image with the product to reduce resistance.

CHALLENGES

Making an impact with a line of products that effectively helps solve the problems of users in need of assistance, while also establishing a grounded and necessary connection between its two products (this latter challenge was important, as it was a requirement from our teachers).

PHASE 4: SKETCHES

We then began working on the sketches of our proposals, while simultaneously developing the 'intelligent functions' (electronic circuits, coding, storage, and interaction between the 2 products). The proposals were evaluated based on the requirements and characteristics of the project, and a combination of proposals 3 and 6 was chosen for further development.

PHASE 3: REFERENTIAL ANALYSIS OF PRODUCTS

At this point, we divided the 4-person group and began working in 2 separate sub-groups. My partner, Carolina Artavia, and I defined the context of use for our product (the user’s room) based on the needs we identified. With a clearer understanding, we conducted an analysis of similar products that already addressed these needs, as well as products based on styles like simplism, minimalism, and 'Japandi' (we examined their materials, shapes, structures, functions, among other characteristics).

Considering the potential aversion to technology from our target audience, we concluded that simplicity was necessary to avoid visually overwhelming our users. This could be achieved through basic shapes (such as squares and circles), a clean color palette (using very few materials and basic colors), and rounded edges that create a less abrupt profile on the product, offering a sense of warmth that encourages users to engage with it more.

PROCESS

PHASE 1: INVESTIGATION AND ANALYSIS

With our group of 4, we initially conducted in-depth research on: What constitutes an intelligent object? (its scope and implications) and which problem should we solve.

Next, we researched and defined possible users (elderly individuals), analyzed their needs and contexts. These needs were determined after conducting observational analyses of the users (we visited several elderly households, studied their daily routines, and interviewed them to inquire about their concerns).

USERS & NEEDS

We wanted to address a real national problem, and after researching, we found that in 2017, it was established that in Costa Rica, 31,000 elderly adults lived alone or with people of the same age. Therefore, we decided to address the need for taking care of elderly adults who live alone or with peers. The focus of our project would be to help improve the fulfillment of their daily needs.

OVERVIEW

The project started as a 4-person group project to define a common general objective and concept. After this, the group is divided into 2 sub-groups or pairs, and each pair works on one separate smart object that follows that concept. This is developed in such a way as to create a line of products that complement each other and have functions that connect both products.

Skip process, jump to final solution →

SOLUTION

Because our target audience is not very familiar with technology, our primary goal was to design a product that would simplify interaction as much as possible. Therefore, the final solution only incorporates known and familiar interactions for users, such as pressing buttons or touching predefined areas that are easily identifiable.

Additionally, functional prototypes of our product Zoé and its 'sister' product Heka (designed by the other sub-group) were developed to validate the functionality of the proposals. We chose female names for the products to imbue them with a sense of assistantship, subtly humanizing their perception and allowing users to form a more emotional bond with them.

Initial research > User definition > User analysis > Concept definition > Research for inspiration > Sketching > Prototyping > Final product

PHASE 2: CONCEPT DEFINITION

The concept 'Ventur' is then selected, derived from the word 'Ventura', and defined as: "A state of happiness or joy in which a person has achieved their wishes." This concept aims to enable the elderly to lead a fuller, more pleasant, and peaceful life.

ENVIRONMENTAL CONDITIONS
The lack of optimal environmental conditions was addressed with a humidifier system, which generates steam to slightly modify and improve the environment, aiding in humidity and respiratory issues. It also allows the addition of essences for a more pleasant, customized, and personal experience.

MEDICATION ROUTINE ALARM
The connection between Zoé and its "sister" product Heka aims to ensure the optimal intake of pills. If this task is not completed correctly by the user, Heka will trigger an alarm and visual stimulus via a Bluetooth connection to Zoé, reminding the user to take their medications.

CASES OF EMERGENCY
The communication of assistance in cases of emergency is resolved with a simple touch button, which consists of a capacitive surface. When in contact for three seconds with the user's finger, the product sends a text message to person(s) pre-established by the user.

EMERGENCY CONTACT NUMBERS
Since the sister product Heka already has the need to provide a way of setting all the preferences and necessities of the user for its own functions, the phone numbers previously mentioned can be initially set by the user, a family member, or anyone capable of using touch screens on Heka.

LOW LIGHT CONDITIONS
To address the issue of inadequate lighting when the elderly get up at night, we devised the solution of a removable portable light. This light is activated automatically upon contact with a capacitive sensor.

FUNCTIONAL PROTOTYPE

The prototype was fully functional, and its construction required coding, circuit installations, Arduinos, 3D printing, laser cutting, wood and glass machining, and manual finishing touches (sanding, painting and varnishing).
 
This project got the chance to be published in my School's Magazine: "Revista IDI+, Vol 2 Number 1" amongst projects of other classmates.

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