Showing posts with label product prototype. Show all posts
Showing posts with label product prototype. Show all posts

Krypton

krypton_01

Krypton is designed for 3-8 years old kids. The goal is to design the next generation group interactive play experience for kids.

This toy design project was sponsored by Mattel, CA

Observation

krypton_observation

To understand children’s play patterns and both explicit and implicit needs, observation was conducted primarily with pre-school kids at the age from 3 to 5. Kids take pleasure in group playing, role playing, continuous achievement of playing and they are sensitive to forms and colors. Girls and boys have different group play patterns- Girls like cooperating, while boys enjoy expressing individual competence. Kids would like to show off the toys. Whatever toys they get, they will invent their own ways to play.

Product in the Market

krypton_productresearch

We collected examples and designed this position map. Traditional physical toys cover both individual play and group play. Most digital toys are for individual play except some high end video game consoles. We believe that there is a sweet spot for low end digital group play.

Concept Development

krypton_concepts

Borrowing the idea from video games, we developed the new definition of “remote”, which can be the bridge between kids and toys. The “remote” can be a toy or part of the toy and can be controlled by one or many kids. We developed 4 concepts from the idea of “remote” categorized in the number of remote and object. Our concern was how to encourage group play and provide new interactive feedbacks.

Snitch

krypton_snitch

“Snitch” is a passing-ball game concept which requires children to pass the ball to the kids with random sequence. The ball will tell kids who the next is through the changing colors of the ball and the gloves.

We also thought about setting different difficulty levels for kids, for example, inncreasing the color changing frequency. Kids can record their score on the ball, which is , how many times they have passed the ball, and try to break the record.

Behavioral Prototype

krypton_testing

To give initial idea and context of this product to children, we developed the behavioral prototype by using projector to simulate the color change. The test was conducted with five children at the age from 3 to 5, in both genders selected by preschool teachers. They understood the concept and enjoyed playing with the ball. They were very sensitive and excited to the light from a projector. We set up a strict rule for the game. However, to our surprise, we found that our rule was too complicated to them and it was hard for them to catch the ball to continue the game.

Krypton Design

krypton_sketch

The Bracelet

The bracelet is like a watch. When you connect it you turn the light and RF transmitter on. There is a light insigde the bracelt. The tube transmits the light to the whole bracelet.

The Ball

We change the form of the ball to star-shaped ball to provide a striking appearance. Pipes transmit light from the core of the ball to the tips. One of the spikes can be detached for you to load batteries. The core is covered by hard plastic shell. The spikes are made of soft rubber which protects the chip and RF sensor inside.

Lighting Prototype

krypton_lighting

We made a prototype to simulate the lighting effect of Krypton, We placed a bulb inside the white foam- constructed prototype then we found that a pipe-shaped florescent light conductor transmits the light well. When the ball rotates, the traces of the lights are amazing. We were lucky that we came to very good effect at last and impressed friends. When people see someone playing this on the playground or in the park, they will be attracted and join, and consider buying one, too.

Rule of the Game

krypton_rule 

Before the game starts, all the kids in the game put on bracelets with different colors. There is an RF sensor in the ball. Different rings send different RF signals.

Once the kids start the game, all kids touch the ball to let it sense what colors are there in this round of the game. When the game starts, the ball changes the color. Kids should throw the ball to the person who wears the same color of the bracelet which matches the ball.

During the game, the ball can sense whether kids get the ball or not. If it can’t sense any color near it in 5 seconds, it assumes the kids fail to pass the ball and it shuts down. The game is over. Kids have to press the button to restart the game.

Kids can set higher level of difficulty for the game, for example, higher color changing frequency. We simplified the rule to make it fit kids from 3 to 8 years old.

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KryptonLauraDonnieReportUpdatedRS_Page_16

This concept was manufactured by Hasbro and reached the market- Cosmic Catch

Tony Hawk Ride

tonyhawk_01 

Tony Hawk Ride© is a video game peripheral designed for the next generation of skateboard gaming. The goal was to bring real skateboard experience to living rooms. The player can stand on the actual board to control the character, by tilting left and right and doing many other simulated skateboard movements.

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Product Council finished the industrial design of the skateboard. The graphic and color was done by fuseProject.

The official website of Tony Hawk Ride©
http://www.thride.com

Project Background

tonyhawk_start

This project started with an engineering prototype model. It was well-built. However, being lack of design capability, the game publisher Activision and developer Robomodo came to us for industrial design help for the skateboard.

Body Design

tonyhawk_crosssections

tonyhawk_crosssection2

The cross section is crucial to this skateboard design. It determines the overall control experience for gamers. We designed several cross sections and made the models for prototype testing. We also invited the client to stand on them and tried the controlling of the board. The final design was picked based on the best control and the look of the skateboard.

Skin Design

tonyhawk_skin

We had a discussion among game developer, manufacturer and Microsoft (for Xbox version of the Tony Hawk Ride) about the skin design.  Just like the very successful game peripheral- Guitar Hero, Activision wanted to add swappable skins to this skateboard. We thought the skin should be assembled with screws to make it look more like a real skateboard. The manufacturer also thought screws could help with engineering to make the body really strong to support the weight from the user. However, Microsoft had a different opinion. According to Xbox peripheral design guide, using screws to change product skin is not user-centered and not allowed. After the discussion, the client gave up the idea of swappable skin, but designed a standard graphic for the skateboard.

Button Design for 3 Systems

tonyhawk_buttons

We suggested a skateboard design with no or only one button to make it look simple and more like a real skateboard. The gamer can control the skateboard through by tilting board and the RF  sensors. If they want to control the game menu it’s easier to use the game remote instead of picking up the board for the buttons. However, Microsoft game peripheral design guide insisted that all devices should include all buttons as the game remote. It was impossible for them do change the rule.

To make the board also good for 3 major systems, we also designed the button layout for Wii and PS3.

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A larger “start” button is placed on the side of the skateboard to allow users to kick on it without picking up the board.

Final Design

tonyhawk_rendering

Product photos:

OLYMPUS DIGITAL CAMERA

OLYMPUS DIGITAL CAMERA

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Medical Histology Devices

surgipath_01

Histology is the medical process to preserve human tissue before it can be analyzed under a microscope. This design of a series of histology devices started with user observation in the client's own histology lab and 2 hospitals. Through the user observation the we not only educated ourselves about the basic process of histology, but also gathered the information of user experience which later provided the insights for our design. A signature element was introduced to the new product line as the brand visual language.

User Observation in Hospital Labs

surgipath_research

Before this project, we knew nothing about “histology”. We visited the client in their own factory lab and had them explain the process of histology for us. There are several medical products in histology for different tasks and steps:

1. tissue processor- prepare the tissue
2. embedding station- apply heated paraffin to enclose tissue in a small square mold 
3. tissue slicer- cut blocks of paraffin with tissues into thin slices
4. waterbath- use warm water to melt paraffin slices and place thin tissue sample onto glasses
5. autostainer- stain tissue sample so that it can be observed under microscope

After we understood the basic of histology. We also visited several hospital labs, talked with people and watched them operating histology devices. The research result showed us a great opportunity to improve the current product line.

Concept Development

surgipath_concepts

Several concepts were developed and presented to clients. For the autostainer (the product shown above), we designed several different configurations for electronic components. We also considered different positions for the monitors and different ways to open the lid. I had the idea of using a small window to allow quick access without opening the whole lid (top right)- based on our observation, sometimes the user needs to open the lid to access the tissue quickly. A dedicated window can be very helpful.

Luckily, I had the chance to work very closely with our on-site engineer. There were so many problems in every detail, like the screw size, material wall thickness that we needed to pay attention to.

Product Prototype

surgipath_autostainer prototype

A real size foam core prototype was made for the autostainer. It helped us to understand the opening structure and the assembly issue. We also used this prototype to discuss and compare several alternatives for the arm monitor position.

surgipath_waterbath prototype

Another foam prototype was made for the “waterbath” device to visualize the real size of our design.

surgipath_signature model

We introduced a front curve on the product surface as a “signature element” to add to every product in this histology device line. We used 3D printer to print the front panel of the autostainer, to ensure that the feature would be visually noticeable and correct.

Final Design

surgipath_waterbath

The users need to leave their wrists on a sharp sheet metal corner on the waterbath device for hours, so the new waterbath was improved with a new nice front as a comfortable arm rest. We also changed the old “medical instrument green” on the original control panel buttons and the display text to a sophisticated red to let it match the brand identity color.

surgipath_waterbath comparison

From this comparison of our design and the original product, you can see the new design enjoys a brand new look and more comfortable corners. It’s also lower and easier to use.

surgipath_family

The final design of the autostainer, the linear stainer and the waterbath all share the “signature curve” to effectively present the brand identity. This histology device line is a very good project for us to utilize the user observation methods into actual product design. And thanks to the client to allow us control most of the engineering of the devices, the final products are not far from our design.

ESA (Electronic Shopping Assistant)

esa_01

ESA (Electronic Shopping Assistant) is a device designed to bring online electronic product reviews to consumers in store. It bridges the gap of physical and cyber channels and help consumers compare and study electronic products and make decisions.

This project was sponsored by RTC for the retailer environment observation and research, with the  topic “Retail store as a communication medium”.

Opportunity and Benefit

 esa_opportunity

For consumers
Because of the complex features and short life cycle of electronic products, shoppers need to do research before purchase. Consumers usually do online research first, and go to electronic stores to try products. It usually becomes a repetitive action between online research and in-store research.

For retailers
Information is becoming ubiquitous in both physical and electronic channels. Physical stores need to take on the competition from online stores, who can provide lower price for the same products. For physical stores, most of them sell products both online and in-store. However, there seems to be a gap between the two. What if there is a bridge to take the advantages of both channels?

The Game Changer

esa_flow

ESA (Electronic Shopping Assistant) is a device owned by retailers to provide online product information to in-store consumers. Combined
with physical store and online service, consumers can get the online information on ESA with their online accounts. They can track product information and personal research history. This device also works as
an in-store guide. It shows promotion, warranty, and other retailer information to consumers.

User Scenario

esa61 Create an online account in retailer’s website research and create a list of candidate products.
esa62 Get ESA in store and log on the device with online account. User information and saved product list are shown on the device.
esa63 Use barcode scanner to scan products and read product online review.
esa64 ESA helps user compare product features, prices and create a shopping cart list.
esa65 The consumers can use ESA to check out with their billing information. The research and purchase history is updated with online account for further customer service.

Behavioral Prototype

esa31s
esa32s
esa33s

Settings

To simulate the real environment, shoppers are carrying shopping bags, hand bag or backpack. Three concept prototypes are placed on the table as the store shelf. Models are built to simulate the trial products.

Process

1. Shoppers are assigned the bags to carry on;
2. Put on the device;
3. Walk around and read the device;
4. Scan the product with device;
5. Compare the products and read the reviews  
6. Answer a cell phone call
7. Change the prototype and repeat 1-6 process
3 users participated, all were video recorded

Conclusion

esa31 copy

Lanyard with long or flexible cord for users to pull and scan the product is the best solution

Design Criteria

211_PS3050CL1000 falcon_340_345 mc50 msh-220lores

ESA is owned by retailers but used by consumers. The ownership and responsibility brings some interesting issues:

1. Easy-to-Learn interface
People have plenty of time to learn how to use a cell phone or a camera. But ESA must let the consumers to pick up the interface quickly since consumers don’t own the device;
2. Durability
People don’t take good care of a public product. The material use of ESA should be durable, like a museum guide;
3. High-Tech Looking
As a product for expert consumers, its material and finishing should suggest hi-tech built quality

Components
1, Memory or local network access
2, Barcode scanner
3, Screen
4, Lanyard

Design Sketches

esa_sketches

One scanning button, a two-way touch-sensitive navigation button and 4 programmable buttons (including shopping cart and favorite product list) are designed to support the software interface interface. The two-way navigation button is used to scroll menu and text. Some variations of the style are discussed here.

The principle is to keep it clean and user friendly. Foam prototypes were made for further analysis and test for ergonomic factors.

Modular Foam Prototype

esa_foam1

Modular buttons, bodies, screens and lanyard buckle are made to compare different combinations.

Button Layout

esa432 Extend the lanyard buckle to make the device look thinner.
esa4322 Taper and round bottom edge for better gripping, leaving the surface at the top flat for scanning part.
At first, scanning button is above the screen to help people hold it firmly while scanning. The problem is that your thumb needs to go all the way down for other buttons.
The second solution integrates the scanning button with other buttons. But they seem too low to operate. The user cannot hold the device well as they need to keep fingers in lower half position.
The final solution is to move buttons to the middle of the device. There are two separate screens for different purposes- one monotone LCD screen for showing text information; the other color LCD screen for showing product images.

Two way navigation button and scanning button is combined into a touch-sensitive button to simplify the layout.

Final Form

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The final form is narrowed in width for better gripping. The body is also deeper and rounded at the back and bottom. It’s more like a simplified remote control than a cell phone.

2D Rendering and User Interface

esa_rendering1

esa_rendering2

 
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