Iris: A Mood Speaker

RESEARCH AND PRODUCT DESIGN
SPRING 2019
Task:

Research how people interact with personal data, identify an opportunity for improvement, and design a prototype in response. Deliverables included research based posters, ideation exercises, storyboards, prototypes and an analysis paper.

Response:

My team focused on personal data in relation to mental health. We designed a music speaker and companion app focused on helping people recognize, reflect, and archive mood shifts on a long term basis.

My Contributions:

Conducting interview activities and workshops, ideation, synthesis, poster design, writing, woodworking, and companion app prototyping.

Team:

_ Rachel Fazio
_ Camille Scukas
_ Patrick Roller

Context:

_ 12 weeks
_ Team Project
_ Design Methods Class

SELF AND WORLD ANALYSIS

RESEARCH

I began by examining my own life-world. I considered my personal journey as a designer and a maker. A common aspect I found was collaboration.

I chose to explore collaboration with nonhumans because I have a passion for those that go unnoticed. With emerging technologies changing the way we navigate the world, it is increasingly important to consider those who may get excluded and forgotten.

PROBLEMATIC

To begin our research, we found participants with varied backgrounds and ages ranging from 11 to 55 years old. Research methods included:

1. Semi-Structured Interviews
2. Contextual Inquiries
3. Artifact Analysis
4. Participatory Design Workshop
5. User Feedback Reviews

We asked general questions regarding their interaction with, and reasoning behind the types of personal data they collected. They all questioned what personal data was. They immediately associated the word “data” with automatic, impersonal systems, like spreadsheets and strictly numerical information.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

To continue reading please revisit on a desktop browser.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

FOCUS ON MENTAL HEALTH

After engaging with participants, my team discussed how we could design an intentional data experience that felt personal and directly beneficial to the daily lives of users. We then decided to focus on mental health and mood tracking. This complex and vulnerable topic provided an immense opportunity for positive impact and personalization.

VISUALIZING MOOD SHIFTS

We asked participants to draw, in any style they liked, what their mood shifts looked like throughout the day. This exercise helped us realize how important personalized color is when visualizing mood shifts.

DESIGN PRINCIPLES

We synthesized our research, and focused on three main design principles to address:

1. FITS INTO PEOPLE'S SPACE
2. INDIVIDUALIZED
3. MINIMAL EXERTION

How might we help people recognize, reflect, and archive mood shifts on a long term basis?

IDEATION

Considering these insights, we ideated sixty possible design responses to connect mental health and personal data. These concepts would ideally fit into people’s routines, feature abstract data, and function with minimal effort. We decided on an “everything goes” mentality; even if an idea wasn’t realistic, it could inspire a more feasible design in the future.

REFINEMENT

In narrowing down our ideas, we chose three concepts that had the most potential for positive impact while meeting our three design principles. These concepts were an app that prioritizes notifications, a prescription reminder lid, and a mood tracking radio.

During the class critique, we found that most of our peers favored the mood radio idea. They expressed a desire for long term reflection and requested more clarity for usability.

Let's design together!

PARTICIPATORY DESIGN WORKSHOPS

We focused our activities around making, telling, and enacting. Our card sorting and prototyping activities provided clear insights into the physical components of our product. Participants desired a balance between industrial and organic aesthetics.

The co-design processes taught us to let the participant be the specialist in our research. Listening to their specific needs and potential solutions helped us detach from our own ideas and imagine a more realistic use of our product moving forward.

WHY COLOR AND MUSIC IN RELATION TO MOOD?

During our workshops with participants, we found that people could identify their mood with certain colors and that their music choices were a direct reflection of their state of mind. We asked participants to play meaningful songs on Spotify and then correlate the feelings each song evoked with color tokens. Participants enjoyed the moments of nostalgia and self reflection needed to associate colors with their memories and feelings.

Our team applied these insights to further develop the music speaker concept and asked:

What could this experience feel like?

STORYBOARD

Through storyboarding exercises, we imagined various scenarios of how and when our product would be used and what the experiment might feel like. Creating a storyline with realistic context helped us to refine the purpose of our project.

Multiple issues were addressed, such as the purpose of the sliders, how “smart” the device would be, and how the data is viewed on a long term scale. This feedback allowed us to think more critically about how people would specifically interact with our product and the data it collects. (Storyboard Illustrations by Patrick Roller)

SELF AND WORLD ANALYSIS

FINAL DESIGN

I began by examining my own life-world. I considered my personal journey as a designer and a maker. A common aspect I found was collaboration.

I chose to explore collaboration with nonhumans because I have a passion for those that go unnoticed. With emerging technologies changing the way we navigate the world, it is increasingly important to consider those who may get excluded and forgotten.

PROBLEMATIC

Two prototypes offer a fundamental lens at what the experience of tracking mood through the speaker and app would look and feel like.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

To continue reading please revisit on a desktop browser.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

SELF AND WORLD ANALYSIS

SPEAKER

I began by examining my own life-world. I considered my personal journey as a designer and a maker. A common aspect I found was collaboration.

I chose to explore collaboration with nonhumans because I have a passion for those that go unnoticed. With emerging technologies changing the way we navigate the world, it is increasingly important to consider those who may get excluded and forgotten.

PROBLEMATIC

The top slider on the speaker allows people to set the color they currently feel reflects their mood. They can set the bottom slider in the same position to only hear songs related to that current mood, or they can choose a second color. The second color represents a mood you would like to feel, so the speaker would gradually play music from one mood spectrum to another.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

To continue reading please revisit on a desktop browser.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

SELF AND WORLD ANALYSIS

COMPANION APP

I began by examining my own life-world. I considered my personal journey as a designer and a maker. A common aspect I found was collaboration.

I chose to explore collaboration with nonhumans because I have a passion for those that go unnoticed. With emerging technologies changing the way we navigate the world, it is increasingly important to consider those who may get excluded and forgotten.

PROBLEMATIC

I prototyped the app in Figma, with Camille's contribution of data visuals (circle motion graphics). The app needed to be both welcoming and nonintrusive. Therefore, I designed a minimalistic interface.

The app allows a person to customize their color settings in relation to their mood (eg. one person may choose the color blue to represent excitement while another person relates blue to sadness). The easily adjustable color settings allow for privacy and self interpretation of mood data.

The option to add time stamps to a color or song choice allows people to quickly recognize and archive their mood shifts over an extended period of time. Interactive data visualizations would allow people to feel immersed in, and in control of, their archives.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

To continue reading please revisit on a desktop browser.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

SELF AND WORLD ANALYSIS

ONGOING THOUGHTS

I began by examining my own life-world. I considered my personal journey as a designer and a maker. A common aspect I found was collaboration.

I chose to explore collaboration with nonhumans because I have a passion for those that go unnoticed. With emerging technologies changing the way we navigate the world, it is increasingly important to consider those who may get excluded and forgotten.

PROBLEMATIC

Overall, this project highlighted the ever-growing complexity of people's relationships between themself and their data. As connected devices become more integrated into our daily lives it is important to design data experiences intended for people to understand, benefit from, and enjoy interacting with.

Moving forward, I plan on designing and refining an onboarding screen animation to further communicate the concept of Iris.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

To continue reading please revisit on a desktop browser.

Nonhuman beings may not be readily noticeable, but their contributions to each other and our world are vast. They may be unseen, unheard, or unmoving to the human eye, but they are creating and sustaining symbiotic relationships within a plurality of species. And yet, we don’t often acknowledge these nonhumans when we think about collaborative problem solving, design and resilience within the world.

Iris: A Mood Speaker

research and product design
SPRING 2019
Task:
Research how people interact with personal data, identify an opportunity for improvement, and design a prototype in response. Deliverables included research based posters, ideation exercises, storyboards, prototypes and an analysis paper.
Response:
My team focused on personal data in relation to mental health. We designed a music speaker and companion app focused on helping people recognize, reflect, and archive mood shifts on a long term basis.
My Contributions:
Conducting interview activities and workshops, ideation, synthesis, poster design, writing, woodworking, and companion app prototyping.
Team:
_ Rachel Fazio
_ Camille Scukas
_ Patrick Roller
Context:
_ 12 weeks
_ Team Project
_ Design Methods Class
RESEARCH
To begin our research, we found participants with varied backgrounds and ages ranging from 11 to 55 years old. Research methods included:

1. Semi-Structured Interviews
2. Contextual Inquiries
3. Artifact Analysis
4. Participatory Design Workshop
5. User Feedback Reviews

We asked general questions regarding their interaction with, and reasoning behind the types of personal data they collected. They all questioned what personal data was. They immediately associated the word “data” with automatic, impersonal systems, like spreadsheets and strictly numerical information.
FOCUS ON MENTAL HEALTH
After engaging with participants, my team discussed how we could design an intentional data experience that felt personal and directly beneficial to the daily lives of users. We then decided to focus on mental health and mood tracking. This complex and vulnerable topic provided an immense opportunity for positive impact and personalization.
VISUALIZING MOOD SHIFTS
We asked participants to draw, in any style they liked, what their mood shifts looked like throughout the day. This exercise helped us realize how important personalized color is when visualizing mood shifts.
DESIGN PRINCIPLES
We synthesized our research, and focused on three main design principles to address:

1. FITS INTO PEOPLE'S SPACE
2. INDIVIDUALIZED
3. MINIMAL EXERTION
HOW MIGHT WE...
"How might we help people recognize, reflect, and archive mood shifts on a long term basis?"
IDEATION
Considering these insights, we ideated sixty possible design responses to connect mental health and personal data. These concepts would ideally fit into people’s routines, feature abstract data, and function with minimal effort. We decided on an “everything goes”mentality; even if an idea wasn’t realistic, it could inspire a more feasible design in the future.
REFINEMENT
In narrowing down our ideas, we chose three concepts that had the most potential for positive impact while meeting our three design principles. These concepts were an app that prioritizes notifications, a prescription reminder lid, and a mood tracking radio.

During the class critique, we found that most of our peers favored the mood radio idea. They expressed a desire for long term reflection and requested more clarity for usability.
PARTICIPATORY DESIGN WORKSHOPS
We focused our activities around making, telling, and enacting. Our card sorting and prototyping activities provided clear insights into the physical components of our product. Participants desired a balance between industrial and organic aesthetics.

The co-design processes taught us to let the participant be the specialist in our research. Listening to their specific needs and potential solutions helped us detach from our own ideas and imagine a more realistic use of our product moving forward.
WHY COLOR AND MUSIC IN RELATION TO MOOD?
During our workshops with participants, we found that people could identify their mood with certain colors and that their music choices were a direct reflection of their state of mind. We asked participants to play meaningful songs on Spotify and then correlate the feelings each song evoked with color tokens. Participants enjoyed the moments of nostalgia and self reflection needed to associate colors with their memories and feelings.

Our team applied these insights to further develop the music speaker concept.
STORYBOARD
Through storyboarding exercises, we imagined various scenarios of how and when our product would be used and what the experiment might feel like. Creating a storyline with realistic context helped us to refine the purpose of our project.

Multiple issues were addressed, such as the purpose of the sliders, how “smart” the device would be, and how the data is viewed on a long term scale. This feedback allowed us to think more critically about how people would specifically interact with our product and the data it collects. (Storyboard Illustrations by Patrick Roller)
FINAL DESIGN
Two prototypes offer a fundamental lens at what the experience of tracking mood through the speaker and app would look and feel like.
SPEAKER
The top slider on the speaker allows people to set the color they currently feel reflects their mood. They can set the bottom slider in the same position to only hear songs related to that current mood, or they can choose a second color. The second color represents a mood you would like to feel, so the speaker would gradually play music from one mood spectrum to another.
COMPANION APP
I prototyped the app in Figma, with Camille's contribution of data visuals (circle motion graphics). The app needed to be both welcoming and nonintrusive. Therefore, I designed a minimalistic interface.

The app allows a person to customize their color settings in relation to their mood (eg. one person may choose the color blue to represent excitement while another person relates blue to sadness). The easily adjustable color settings allow for privacy and self interpretation of mood data.

The option to add time stamps to a color or song choice allows people to quickly recognize and archive their mood shifts over an extended period of time. Interactive data visualizations would allow people to feel immersed in, and in control of, their archives.
ONGOING THOUGHTS
Overall, this project highlighted the ever-growing complexity of people's relationships between themself and their data. As connected devices become more integrated into our daily lives it is important to design data experiences intended for people to understand, benefit from, and enjoy interacting with.

Moving forward, I plan on designing and refining an onboarding screen animation to further communicate the concept of Iris.
Iris
RESEARCH AND PRODUCT DESIGN
SPRING 2019
Task
Research how people interact with personal data, identify an opportunity for improvement, and design a prototype in response. Deliverables included research based posters, ideation exercises, storyboards, prototypes and an analysis paper.
Response
My team focused on personal data in relation to mental health. We designed a music speaker and companion app focused on helping people recognize, reflect, and archive mood shifts on a long term basis.
Team
_ Rachel Fazio
_ Camille Scukas
_ Patrick Roller
My Contributions
Conducting interview activities and workshops, ideation, synthesis, poster design, writing, woodworking, and companion app prototyping.
Context
_ 12 weeks
_ Team Project
_ Design Methods Class
Research
To begin our research, we found participants with varied backgrounds and ages ranging from 11 to 55 years old. Research methods included:

1. Semi-Structured Interviews
2. Contextual Inquiries
3. Artifact Analysis
4. Participatory Design Workshop
5. User Feedback Reviews

We asked general questions regarding their interaction with, and reasoning behind the types of personal data they collected. They all questioned what personal data was. They immediately associated the word “data” with automatic, impersonal systems, like spreadsheets and strictly numerical information.
FOCUS ON MENTAL HEALTH
After engaging with participants, my team discussed how we could design an intentional data experience that felt personal and directly beneficial to the daily lives of users. We then decided to focus on mental health and mood tracking. This complex and vulnerable topic provided an immense opportunity for positive impact and personalization.
VISUALIZING MOOD SHIFTS
We asked participants to draw, in any style they liked, what their mood shifts looked like throughout the day. This exercise helped us realize how important personalized color is when visualizing mood shifts.
DESIGN PRINCIPLES
We synthesized our research, and focused on three main design principles to address:

1. FITS INTO PEOPLE'S SPACE
2. INDIVIDUALIZED
3. MINIMAL EXERTION
How might we help people recognize, reflect, and archive mood shifts on a long term basis?
IDEATION
Considering these insights, we ideated sixty possible design responses to connect mental health and personal data. These concepts would ideally fit into people’s routines, feature abstract data, and function with minimal effort. We decided on an “everything goes”mentality; even if an idea wasn’t realistic, it could inspire a more feasible design in the future.
REFINEMENT
In narrowing down our ideas, we chose three concepts that had the most potential for positive impact while meeting our three design principles. These concepts were an app that prioritizes notifications, a prescription reminder lid, and a mood tracking radio.

During the class critique, we found that most of our peers favored the mood radio idea. They expressed a desire for long term reflection and requested more clarity for usability.
LETS DESIGN TOGETHER!
PARTICIPATORY DESIGN WORKSHOPS
We focused our activities around making, telling, and enacting. Our card sorting and prototyping activities provided clear insights into the physical components of our product. Participants desired a balance between industrial and organic aesthetics.

The co-design processes taught us to let the participant be the specialist in our research. Listening to their specific needs and potential solutions helped us detach from our own ideas and imagine a more realistic use of our product moving forward.
WHY COLOR AND MUSIC IN RELATION TO MOOD?
During our workshops with participants, we found that people could identify their mood with certain colors and that their music choices were a direct reflection of their state of mind. We asked participants to play meaningful songs on Spotify and then correlate the feelings each song evoked with color tokens. Participants enjoyed the moments of nostalgia and self reflection needed to associate colors with their memories and feelings.

Our team applied these insights to further develop the music speaker concept and asked What could this experience feel like?
STORYBOARD
Through storyboarding exercises, we imagined various scenarios of how and when our product would be used and what the experiment might feel like. Creating a storyline with realistic context helped us to refine the purpose of our project.

Multiple issues were addressed, such as the purpose of the sliders, how “smart” the device would be, and how the data is viewed on a long term scale. This feedback allowed us to think more critically about how people would specifically interact with our product and the data it collects. (Storyboard Illustrations by Patrick Roller)
FINAL DESIGN
Two prototypes offer a fundamental lens at what the experience of tracking mood through the speaker and app would look and feel like.
SPEAKER
The top slider on the speaker allows people to set the color they currently feel reflects their mood. They can set the bottom slider in the same position to only hear songs related to that current mood, or they can choose a second color. The second color represents a mood you would like to feel, so the speaker would gradually play music from one mood spectrum to another.
COMPANION APP
I prototyped the app in Figma, with Camille's contribution of data visuals (circle motion graphics). The app needed to be both welcoming and nonintrusive. Therefore, I designed a minimalistic interface.

The app allows a person to customize their color settings in relation to their mood (eg. one person may choose the color blue to represent excitement while another person relates blue to sadness). The easily adjustable color settings allow for privacy and self interpretation of mood data.

The option to add time stamps to a color or song choice allows people to quickly recognize and archive their mood shifts over an extended period of time. Interactive data visualizations would allow people to feel immersed in, and in control of, their archives.
ONGOING THOUGHTS
Overall, this project highlighted the ever-growing complexity of people's relationships between themself and their data. As connected devices become more integrated into our daily lives it is important to design data experiences intended for people to understand, benefit from, and enjoy interacting with.

Moving forward, I plan on designing and refining an onboarding screen animation to further communicate the concept of Iris.