Problem Modern men and women are slaves of our smartphones. Challenge We already know we need a break. It's just not easy to take action. Also there is an anxiety of "what if?" Solution Created a physical device that keeps us away from our phones and also a system that takes care of the emergency anxiety.
Timeout is a handmade wooden box that enables you to take a break from your smartphone, simply by placing it inside. With one simple action, you are free from the digital world’s interruptions.
Why do we need a Smartphone Break?
According to a Morgan Stanley Internet Trends report, over 90 percent of people keep their mobile phones within three feet of them, twenty-four hours a day. Because we keep our phones with us 24 hours a day, we are always there when the phone receives a ring or buzz. Once we know there is something waiting for us, our curiosity is stimulated and we are already distracted whether we check it or not.
What are the Benefits of a Smartphone Break?
We can spend time in more meaningful ways, instead of letting time pass by while staring at digital screens. This interruption free time can be used for quality time interacting with the people around us. It can also be time dedicated to ourself. We can work on a task that requires concentration or we can spend the time for pure relaxation as well.
Why do we not turn the phones off?
1. We believe that leaving it on will not effect us in any negative way. Surely we can resist looking at it. But we can’t. In fact this is a classic addict behavior. 2. Turning a smartphone on and off is simply too much of a hassle. It actually takes about 60 seconds and we feel that is too much of an effort. 3. We live with a sense of obligation to reply immediately. We are worried that if we receive a message and do not respond right away, others might think we are being rude. 4. There is an anxiety of “What if I miss something important?
What does Timeout do to help?
Once a phone is placed inside, it will be recognized by the box through bluetooth connection. At the same time it activates software that prohibits the smartphone from ringing or vibrating.
If the phone receives a call or message during this time, it will send an auto reply message that explains the current situation and also lets the caller know that he or she will be contacted later.
The auto-reply message will also include an emergency number. This is for the situation when there is an urgent need to contact us. When the emergency number is dialed, the box itself will send out visual and auditory signals suggesting us to check our phone.
Flow: Stress Relief
SVA IXD / Interaction Design / 2013
Problem Many people these days are living with too much stress. Solution Designed a few devices that help soothe one's stress by encouraging simple mindless activities.
Being stressed takes its toll on the physical and emotional condition of the human body. When energy is expended on coping with stressors, people are more likely to contract illness. Firstly, physiological responses to anxiety deplete the body’s energy which has a negative effect on the immune system. Secondly, stress makes it harder for people to sleep properly, also making them more susceptible to sickness. Thirdly, heightened stress is linked to heart disease and heart failure. These issues create cyclical patterns of stress: Loss of sleep creates more stress as the person lays in bed worrying, which in turn makes them less able to fall asleep. There are different types of stress such as depression and anxiety, and those who suffer from these problems have trouble focusing on daily tasks.
When participating in challenging tasks it is necessary to devote complete concentration, which is often considered as flow. Flow is a psychological state where a person is completely immersed in their work or activity, and is not influenced by outside factors. Creative thinkers need to devote undivided focus to their projects, as it will make the product more effective and also more enjoyable for them. Playing sports and video games also require the participants to be in a state of flow. Part of the reason why video games are so compelling is that they combine the challenge of finishing missions while simultaneously rewarding the user. We see a graphical, and audible smart object as a good intervention point for helping people with stress and achieving a state of flow.
Our project is designed to be a simple, yet immersive user experience that will help alleviate stress, and increase concentration. We avoided forms that are commonly used in consumer electronics as a way for the user to have a more tactile, personable experience with the object. It is our intention to create a smart object that can alleviate stress without the user focusing on that as the specific goal of the interaction. Our smart object is a tool that allows for people to interact with sound and imagery, making it a more synesthetic experience that will increase focus. We want to stimulate a flow type of experience, where the user gets totally immersed in interacting with the object, which will relieve their stress.
Team Member Clay Kippen
Flow User Video
Process - Bodystorming
Portable Camera Array Experiment Project
Intel Labs / Interaction Design / 2013
Problem Intel had great technology with Camera Arrays but was not sure where it should be applied to Solution Presented several concepts for the use of the technology in real life. Selected one example and created a concept video.
Camera Array technology has many benefits compared to the current image capturing technology. It enables features such as Hi-Speed Video, HDR Video, shifting a view within a stopped time and motion, interactive augmented reality and refocusing.
In order to explore this technology, our team assembled a homemade version of camera array with portable cameras that can be easily found in the current market. The camera array we built is made of 9 GoPro cameras on a fixed stand. We used a remote to control all cameras, and we synchronized the cameras using a commodity flash bulb attachment.
Our array is designed for outdoor or wide-angle shots that are full of items at varied depths. We synchronized all videos based on the initial flash, hand-picked a desired scene, then extracted an image per camera. Afterwards, we rectified and aligned the images so that the scene is in the right orientation, calculated disparity between the cameras, segmented different objects out, and outputted a 3D point cloud.
We also built a viewer that can interactively change the focus of the photo, add inserted elements or images to the scene, and move the camera around the 3D point cloud.
Even with a great technology, if people cannot find a good use for it in their life, there is no use to the technology. This is why we also ideated for applicable areas that the camera array could be used in. We explored several experiences such as event planning, instructional photographs, sports refereeing and many more. Then we created a concept video that portrays one of the experiences. In the video, an event planner is planning a wedding for a bride. The planner uses features on a photograph, which are enabled by the camera array technology, to give the bride a preview of the special day.
Team Members France Jackson, Anamary Leal, Danya Rao & Shao-fu Shih
Concept Video for Portable Camera Array Experiment Project
GSK Digital Kiosk
GlaxoSmithKline Korea / Interactive Media Design / 2011
Problem GSK Korea needed digital kiosk content to inform parents about common diseases and vaccines for children. Solution Created an interactive digital kiosk that informed parents and children through short stories and mini-games.
This was a project designing content for an interactive digital kiosk. I worked with an engineer who worked on the programming. The client was GlaxoSmithKline Korea, and the target audiences were children and mothers. The purpose of this digital kiosk was to give information about diseases and vaccines as well as advertising vaccine products. These kiosks were installed in many pediatric hospitals in Korea.
While there is no interaction going on, information pages and advertisements are displayed. When the idle time is interrupted by an interaction, a menu with 7 different categories appears and users can navigate through the options. The kiosk does not only provide information but also has useful applications with features such as finding the correct vaccine schedule for one’s child. There are also entertaining features such as an educational game and photo booth. Users can send the photo taken to his or her e-mail account.