Me-U

Fall 2020

Team
Individual

Skills
UX research, Rhino, Digital fabrication

Course
DEA 2730 - Human-Centered Design Methods

Goal
Develop a product that can alleviate social confinement and loneliness.

A Small Companion to Combat Social Isolation.

Me-U is a figurine that you and your friend purchase, which serves to represent your friend by means of customization. By connecting each figurine to the other, you and your friend can simulate physical interactions in real time. This is done by moving the left arm of your own figurine — again, representing your friend — which translates to an identical physical movement in the right arm of the figurine that your friend has. This action can be reciprocated if your friend moves the left arm of their figurine — which represents you — and will thus result in the movement in your own figurine’s right arm.

The structure of this project followed the completion of several Human-Centered Design Methods, which will be outlined through this page. Only the most important ones to the storytelling of the concept progression will be indicated.

 
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 1. Mind-mapping.

The first ideation strategy involved mind-mapping, and through this process, I discovered that the physical qualities of social interaction can improve the mental and emotional facets of one’s well-being. This discovery founded the path of my product, and helped me consolidate my concept.

 2. Low-Fidelity Prototyping.

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The second ideation strategy resulted in various prototypes, and through the process I achieved a preliminary study of movable arms and anthropomorphic form.

 

 3. Personas.

After prototyping and exploring design outlets, I developed user personas for the different intended users of the product, based on the function and purpose of the design.

Jack

  • 18 years old

  • Freshman who has obtained Me-U to stay in touch with his best friends when they go to college

  • Has a small but tight-knit group of friends; they have all identified Me-U as a potential means to stay in touch / interact with each other across the nation

Rachel

  • 25 years old

  • Has just started a busy job and has obtained Me-U, persuading her parents to also buy one

  • To help alleviate stress and increase a statement of being thought of, she wants to continually interact with her parents using Me-U

Trevor

  • 7 years old

  • Has had to start first grade online-only due to the COVID-19 pandemic, and his parents had heard from word-of-mouth that Me-U was becoming a popular “toy”

  • Has neighborhood friends that are also going through his similar transition and grade school

 4. Mid-Fidelity Prototype.

Experimenting in low-fidelity highlighted many design possibilities, especially as it pertained to the activity that I wished to facilitate through my design. Keeping these insights in mind, I developed a mid-fidelity prototype that brought the overall experience closer to the ideal. I scaled up the size to stand at around 8 inches tall, I used rounded cardboard edges to simulate a soft and playful aesthetic, and as in low-fidelity, I included movable arms — attached by push-pins — to simulate the core of the product intention: the physical interaction.

 
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 5. Interviews.

The development of a Mid-Fidelity prototype helped illustrate the idea better, and made the concept more tangible. This allowed me to start facilitating interviews that addressed the intuitiveness of the design and its interaction, material suggestions, and other considerations to keep in mind when carrying the design through to final development.

 
 

Results yielded from interviews:

  • Me-U appears to be interactive, like a robot or action figure

  • Knowing that Me-U is used to physically interact with friends, it would be anticipated to be used at least once a day

  • The way one’s Me-U interacts with other Me-U figurines would have to be made more known

  • Me-U would be kept somewhere frequented, like a desk or bedside table

  • Clear instructions of how to use Me-U would have to be included

  • Customization would be supported by users in order to personalize the figurines and bring character to those who it is supposed to represent

 

6. Surveys and Usability Studies.

To better understand peoples’ impressions of the design and the experience of interacting with it, I conducted virtual surveys and usability studies to walk through using Me-U. The surveys helped me discover the behavioral characteristics of sample user groups, and the usability studies offered direct feedback on the sentiments of interacting with Me-U.

 
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85.7% of participants, between 1 (Never) to 7 (Always), indicated that they frequently communicate with others

 
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85.7% of participants, between 1 (Barely) to 5 (Extremely), indicated that they desire physical interaction

 
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42.9% of participants spend more than 17 hours indoors

 
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100% of participants spend most of their home time at a desk

 
 
 

Results yielded from usability studies:

  • Participants unanimously think that user experience was well considered.

  • Most participants enjoy the prototype.

  • Nearly all participants thought that they can quickly learn the actions needed to interact with the prototype.

 

 7. High-Fidelity Prototype.

The last iteration of the prototype involved the highest amount of development, but also yielded the most authentic interaction, and nearly achieved what was sought after for the purpose of the design.

To produce Me-U, I first created a Rhino model with all the desired components, such as movable arms, a body, head, neck/shoulders, and even movable legs that could be used to sit or stand the figurine. I then produced a file to be 3D-printed, which translated the Me-U model from its digital form to a physical and tangible form. I printed two 11-inch-tall figurines in order to create a prototype of the interaction between two Me-U devices.

The second main factor of the design was the mechanism to make the input of moving one figurine’s arm result in the output of moving the opposite arm of another figurine. To do this, I used Arduino boards, actuators, and motors. The Arduino board served as the system to handle inputs and outputs between Me-U figurines. The actuator was the input, which consisted of a turnable knob that was attached to the left arm of each figurine. The motor acted as the output, which received the turn input from the actuator knob in order to make the motor turn the opposite figurine’s right arm to the same degree. In summary, the Arduino network helped make the Me-U devices not only communicate with one another, but also bring the true interaction between Me-U figurines to life.

The future of Me-U development would be to make the interaction wireless. The prototype of the interaction — done by wiring both Me-U devices together — cannot take place from any distance, as the ideal interaction would. Because Me-U devices are intended to facilitate physical interactions over long distances, a communication system based on Wi-Fi or some other type of long-range signal would truly bring Me-U to life.

 
 
Internal shot of Me-U, showing how the figurines work. The red and yellow wire (towards the top of the image) shows the connection between the two figurines.

Internal shot of Me-U, showing how the figurines work. The red and yellow wire (towards the top of the image) shows the connection between the two figurines.

A set of Me-U figurines.

A set of Me-U figurines.

 
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Pull-apart diagram of Me-U model in Rhino, showcasing all the components.

 
 

A Video of Me-U at Work.

This video showcases the intended function of Me-U, as two partners share a moment of connection through their interactive figurines.

Reflection.

This was one of my first projects going through the entire Human-Centered Design process in detail. I learned how the movements between steps in the process are not always linear, and that iteration at certain stages or even the process as a whole is crucial for generating effective design solutions. It was also the first time that I had to generate a digitally-fabricated model/prototype of what I was designing, and I gained valuable knowledge about that process.

Overall, this project reinforced my understanding of core User Experience and Human-Centered Design principles, and was formative in instilling within me the skills and practices I use in the projects I work on today.