2. Design Problem
Current navigation systems for
mobile devices work with fixed
locations
3. Design Problem
They fail to address how people
can find each other and finding in
organic natural spaces still remains
a challenge
4. Design Problem
They only give visual orientation
that requires constant attention
5. Solution
We present BuddyBearings, a prototype of a mobile application
that enables people to find each other without having to
negotiate a meeting place
6. Design Process
Field Observations and Experiential
Prototyping
Use Case Scenarios
Prototype
User Studies
7. Field Observations & Experiential
Prototyping
Goal: To understand how people find each other and to learn the different
tasks and activities carried out by users when finding people
Process: We conducted a use case simulation. Two people equipped with
video cameras recorded a self-directed walk towards a location that had
been agreed on earlier. The setup emulated a situation where two people
independently choose a path to a shared point
Result: We plotted the movements on a map, reconstructing the route and
the approximate headings of the participants at a given time based
8. Field Observations & Experiential
Prototyping: Results
Plotting the movements on a map based on timestamps
9. Use Case Scenarios
We created use case scenarios to understand
our users and how they carry out their tasks in
a specified context
A detailed scenario where two people are
trying to find each other on university campus
can be found in the attached report
10. Prototype
We developed a physical prototype to test whether people
were able to distinguish various dynamic auditory cues to
establish a direction
11. Prototype
Digital compass unit
was parsed the
incoming directional
The laptop computer was data
placed in a backpack, and
the compass unit was
affixed to one of backpack’s
straps
In-ear headphones were used to deliver
the auditory cues
12. User Testing
We asked test users to wear the backpack and
to try to follow the audio cues
The specific task was to move through a room
and find the direction the virtual sound source
seemed to be coming from
In general, users were successful in identifying
the reference direction