2Ubiquitous and embodied user experience: Design cases with children, dogs and families
1. Ubiquitous and embodied user experience:
Design cases with children, dogs and
families
Kaisa Väänänen-Vainio-Mattila
INUSE seminar, Espoo, 7.11.2011
Contents
• IHTE’s research areas in the field of UX
• Recent design studies
- PawTracker for mediated human-dog interaction
- Teddy Bear for supporting emotions and care
between young kids and their remote parents
- FAMEX for technology-based memory creation to
motivate family members to come together
• Discussion
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2. Human-Centered Technology (IHTE) in a nutshell
• Research in TUT since 1990’s on usability and user needs
- Focus on user experience (UX) since 2006
- Strong emphasis on mobile and ubiquitous systems
• Part of department of software engineering, faculty of
computing and electronic engineering
- Teaching on BSc, MSc and doctoral levels (30 doctoral students)
• Multidisciplinary staff
- ~25 researchers and research assistants
- Professors in usability & UX and in human-centered design, two
assistant professors, two adjunct professors
• Major funding sources are Tekes and industry
- Focus on applied research
IHTE’s cooperation
• Multidisciplinary cooperation with several research
groups
- Information management, signal processing, industrial design, …
• Industrial research cooperation
- Consumer products and services
- Work-related products and services
• One of the most active members of Nokia Innovation
Center, Tampere
• Close cooperation with Tampere Unit for HCI (Tauchi)
- Strategic alliance since 2007 – altogether ~70 HCI researchers!
• International researcher exchange
- Mobile Life Centre @ Stockholm University, Uppsala, Delft,
Cambridge, Ilmenau, …
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3. IHTE’s research themes and domains
MOBILE AND INTERNET WORK AND
UBIQUITOUS AND SOCIAL BUSINESS
APPLICATIONS MEDIA SYSTEMS
SERVICES
User experience research and design
Developing and applying methods for human-centered design
Identifying user needs and values for successful innovations
User Experience (UX) approach
Utility User Experience Pleasure
Engagement
Flow
Usability Identity
Pride
Efficiency
Meaning
Satisfaction Enjoyment
Effectiveness Excitement
Fun
Value
Surprise
Trust
Sociability
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4. IHTE’s main research projects in 2011
Mobile and ubiquitous interaction:
• Mobile Mixed Reality services – MMR / DIEM
• Subjective assessment of experienced multimedia quality –
Mobile 3DTV
• Human Emotional Interaction – HEI
• Haptic perception and interaction in multimodal automotive
contexts – HapticAuto
• Smart Spaces for Spatial Guidance – SPAGU
UX of internet services and social media:
• Product internationalization with firm-hosted online
communities – PROFCOM
• Delightful Long-Term User Experience: Creating Customer
Loyalty – DELUX
Consumer and business systems:
• UX and user-centered design of Cloud SW – CS
• User eXperience of Complex Systems – UXUS
http://www.cs.tut.fi/ihte
The Secret Life of My Dog – Design and
Evaluation of Paw Tracker Concept
MobileHCI 2011, 1.9.2011
Susanna Paasovaara1
Mikko Paldanius2
Petri Saarinen1
Jonna Häkkilä2
Kaisa Väänänen-Vainio-Mattila1
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5. Contents of the talk
• Motivation
• The concept design of Paw Tracker
• User study: Focus groups and field study with a
mock-up
• Main findings
• Summary and conclusions
Motivation
• Significance of the market
- Estimated 400 million dogs in the world
- Dogs are seen as “extended family members”
• Technology-mediated interaction with dogs is very little
explored in HCI
- Related systems exist, e.g. Garmin, ISeePet, Dogbook
- Some related studies, Yonezava et al., Weilenmann & Juhlin
• Our earlier research on dog owner’s needs and
motivations (Paldanius et al., CHI 2011)
• Interesting, fun, hedonic!
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6. Paw Tracker concept design
• Goals
- To understand pet dog owners’ needs for
• technology-mediated tracking of the dog’s life
• sharing dog-related information with friends
- To explore what kind of system would provide
pet dog owners relevant information and
functionality
“Paw Tracker is used for remotely checking that everything is fine with the dog,
communicating dog related issues with friends,
recording and viewing data about outdoor activities and met dogs,
viewing updated data and statistics about the dog’s long-term progress”
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7. User study: The participants
• Human participants
- Three ”main participants” + 3 additional dog owners
per main participant (27-43 yrs, 10 F / 2 M)
• The dogs
Bondi, M, 2 yrs Nemo, M, 1 year Enni, F, 2 yrs
(and a cat) Heimo, M, 7 yrs
User study: Focus groups
• 3 x 4 participants in the main participants’ homes
• Stimulus materials: Concept figure, story boards
and example blog entries
Doggie is panting. Do you want to fill the water cup
automatically?
Doggie is super social! It has met 50 new dogs during
the last 30 days.
Doggie: I just ate a cookie and a balloon.
Doggie: I chased my tail for 1 minute 32 seconds.
Doggie has been in horizontal position for one hour. Do
you want to activate radio for entertainment?
Doggie’s heart rate is 100 bpm.
Doggie’s temperature is 38,5 degrees centigrade.
Doggie made I’m waiting for my family to come home
combo by running five times between the door and the
kitchen window. It gained 25 points for the CanineClan
game.
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8. User study: Field study with a mock-up
• Mock-up
- Laptops with Skype video installed in the main participants’ homes
- A blog (on Blogger, www.blogger.com)
- Study period of 3.5-7 hours during one day (owners were away)
- Sports Tracker app on the mobile (attached to the collar) to track
one walk with the dog
• Wizard-of-Oz type setup
- Researchers followed video feed and created blog entries of the
dog’s activity as if created by sensor-based data
• Movement, voice, activity, eating
- Owners and their friends followed the blog remotely
• Interview & questionnaire
Example mock-up blog (Nemo)
- created by the researcher while following the video feed
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9. Findings of the user study
1. User expectations
2. Reasons for using Paw Tracker
3. Appealing aspects
4. Less appealing aspects
5. The ”ideal” system
User expectations
• Assumed that dogs sleep alot – is that so?
• Finding reasons for barking or
misbehaviour
• Giving feedback (voice commands, treats)
to the pet dogs
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10. Appealing aspects of Paw Tracker
• Following the dog’s situation and condition in real time
- Special situations (sickness, misbehaviour, puppies)
- Observing physical activities in general
- Everyday dog life: Emotional connection, reassurance
• Outdoor positioning for finding a runaway dog
• Some interest in long-term data of the dog’s wellbeing
• Mobile viewing, control and notifications
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11. Less appealing aspects and concerns
• Recognizing met dogs
• Sharing dog-related information not a strong interest
• Following food-related information
• Concerns:
- Using PawTracker might take too much time
- Using a collar all the time
- Long-term usage – will the interest last?
- Price, robustness
The ”ideal” system
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12. Summary and conclusions
• Paw Tracker concept was experienced as nice, fun and
interesting
- 11/12 would use at least sometimes to follow their own dogs
- Confirmation that the dogs mostly rest; reassurance about their
wellbeing
- New information e.g. about barking, play with the cat
• The social media aspect was not highly appreciated
- It could be an add on, or linked to other social media services
• Main features of a successful system could be:
- Indoor tracking together with wearable sensors: voice,
motion and biosensors
- Video feed is needed to get a detailed view of the dog’s life
Research and Mock-Up of
Teddy Bear Concept
Supporting Non-Verbal Communication of
Presence and Care between Young Children
(4-6 years) and Their Parents
Kaisa Väänänen-Vainio-Mattila, Tomi Haustola, TUT
Jonna Häkkilä, Minna Karukka, Katja Kytökorpi, NRC
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13. INUSE 7.11.2011: Discussion issues
• What was interesting in the three studies?
- Was something unclear?
• How should user experiences be taken into
account in design efforts?
• What kind of user involvement works best for
innovative designs?
• What is specific about UX design for
ubiquitous and sensor-based systems?
• What are the results (publishable outcomes)
of design-inclusive research?
• Any other issues that came to your mind?
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