SOFTDESK

Sofdesk is a series of tangible soft HCI product prototypes that question the standardized products we use - that are not designed with diverse users in mind. Standing in opposition to the aesthetics of smooth, flat surfaces, it questions how might we create experiences that elicit affective responses through soft, customizable products that adapt to the needs and ergonomics of unique users.







Role:
Design Research & Venture Design, User Co-creation, Pitching, Sensor Prototyping
Tools Used:
Miro boarding, Co-creation Workshops, Sensors, Arduinos, Touchdesigner
CollaboratorS:
Daniel Pillis , Connie Hui,Youtian Duan, Tod Zhu

Awards:         
MIT Design X Venture Grant










Defining the Problem:


  • The computing products that we use for work and leisure have increasing been found to cause problems and injuries, from back and neck pain to carpal tunnel syndrome. 

  • The majority of the devices we use have been created for the ergonomics of the ‘average user’ painting over edge case users with diverse needs. 




Target Audience:


  • User segments we explored were users with motor disabilities, children, as well as office workers who had to spend long hours working at their desks.









Soft Pneumatics :
Re-imaging the Interface


The design of our current day smart phones, with their smooth
touchscreens has conditioned us to keep scrolling mindlessly through
high volumes of information being perpetually updated in real time.
This is an issue we have seen inadvertently being replicated in
other educational games tacking misinformation. To address these
issues in affordances, we took on the challenge to re-imagine what
an interface
for such a game could be. Thus, there is no screen
or keyboard involved
in playing A Mystery for You. Instead, our
game is embodied in an tangible interface that celebrates analog
mechanisms and slow media. Slow media focuses on pacing out
media production and consumption, fostering intentionality and
mindfulness [8].







Research Methods:

User Research
  • User Data Collection
  • Needs Assessment
  • Coding and Analysis of Data
  • User Journey Mapping
  • Co-creation with Users

Market Research
  • Market Segmentation
  • Stakeholder Mapping
  • Identifying Value Drivers and Propositions

Business Modelling
  • Planning a Revenue Model & Streams
  • Planning Workplace Culture 
  • Identifying Key Performance Indicators (KPIs) 
  • Forecasting Cost Structures & Expenses
  • Financial Planning








User Studies:

We collected potential user data from identified user groups including parents of children with motor disabilities as well as specialists including an occupational therapist. We then coded and analyzed the user data for needs assessment.

Key insights included that:
  • Motor disabilities impact people in diverse ways and each individual needs are different. This calls for a need for products that can be iterated and improvised with. 
  • There is a market opportunity in creating products that can also be therapeutic to use at the same time. 

Needs for users with motor disabilities may include:
  • Devices that also give bodily support to them while being used. 
  • Feedback responses from the device for users to register having provided input.
  • Emphasized sensory input including Proprioceptive (such as inputs through joints) and Vestibular (such as Motion Input) 
  • Catering for users that may not be able to grade movement and pressure inputs. 

How might we design products with these in mind?












Rapid Prototyping:
Re-imaging the Interface


Preliminary prototyping for this included testing out the technical feasibility of soft input devices using thermistor sensor cables and pressure sensitives wires embedded in silicon molds. These prototypes were connect to Touchdesigner via arduinos to get direct visual feedback based on the effectiveness of these inputs.




Co-creation with Users:

An approach I initiated was designing a User Playbook that could be used as a guiding tool to conduct Co-creation Workshops with potential users using materials such as playdough to create rapid prototypes for their needs intuitively.

This lead us to develop greater insight into the needs, pain points and speculative ideal HCI devices of the users.