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My name is Mobile
A set of mobile concepts based on key behaviors that users have adapted around their mobile telephones
Project Leader
Giulio Ceppi
Group
Roberto Pansolli, Jee Youn Moon, Alfonso Rico Nieto, Zusanna Szlachcic
Brief
The purpose of this seminar is to determine the key behaviours users have adapted around their mobile telephones. The mobile has become more than just a small telephone: it is an extension of one’s personality, and represents a great percentage of all the communication people undertake. Currently it is impossible to interpret the interaction between a user and his/her mobile, yet it is clearly a multifaceted relationship.
Using the process of the book Mobile Embodiments, a research into a more intimate relationship between the user and his telephone, as based on all communication and interaction, has been explored. The goal: to determine the emotional aspect of communication, in an effort to visualize or grade the relationship between the user and the mobile.
Project detail
After several levels of ideation, the group agreed on three products to explore. Using the design process of Mobile Embodiments and the exploration taken by the group, specific key user mindsets were assigned to each situation.
Concept_1 Privacy Scarf
Mindset – Intimate Proxemics
Phenomenology- Exhibitionism/Camouflage
Scarf used to enhance the need for intimacy or exhibitionism in public surroundings. The mobile is seen as a communication/entertainment unit, for conversations, sms, listening to music.
Used in three modes:
Protect Mode- one person is able hide behind the scarf, protecting the conversation that is occurring.
Exhibition Mode- one person is able to share / show off the interaction while on the phone. The enhancement of communication is visual, extracting key words from the conversation and displaying them on the surface of the scarf. Alternatively, information about the music the user is listening on can be displayed.
Share More- Two users can create an intimate cocoon to converse in privacy, listen to music together, make phone calls.
Concept_2 Diary
Mindset – Creative Intimacy
Phenomenology- Natural
The mobile is a device that stays with us all day, recording our communication patterns. Using the mobile as a diary allows viewing the stored information in a visual manner to enhance an ambient setting. Taking the iconic essence of a diary/journal, the product becomes a charger placed in the house, which organizes daily user / mobile interaction, such as text messages, photos, call lists and transforms favourite conversations into script. This information is projected onto a surface in the room (wall or ceiling), in a poetic way, enhancing the ambience of the interior. The user can choose the information that is displayed by dropping or accepting the ‘events’ as they occur. Furthermore, the passed days can be viewed, just like looking back at the pages of a diary, envoking feelings of melancholy, happiness, etc,
Concept_3 Gradient of Happiness
Mindset – Adaptive Nurturing
Phenomenology- Smart
Interaction with the mobile: physical, audio, contact based, reflects the user’s state of mind. Stress and happiness can be interpreted by the mobile and interact with three common objects in the house, in a manner to enhance or change a given state of mind.
The level of stress/happiness is based on the three following variables built into the mobile:
Sound input: volume of voice, key words such as swearing, laughter, softness of the voice
Call input: receiving calls from the different contacts in the mobile. For example receiving calls only from the office would result in a different state of mind than receiving calls from mom.
Physical input: the physical interaction with the phone: aggressively closing it, handling it in a stressed manner, caressing.
These variables in conjunction determine the state of mind of the user. For instance, receiving calls only from the boss, together with loud volume and angry words would result in a high stress level, receiving calls from a loved one along with soft spoken voice, and giggling would result in a high happiness level.
Stress __ Pillow ___ Vibration
When under stress the user returns home and takes the pillow, which is similar to a safety blanket. The pillow softly vibrates, caressing the user into a more relaxed state of mind.
Happiness___ Placemat____ Sound
In a happy state of mind the user returns home to have dinner. Placing a plate on the placemat causes it to respond by playing the user’s favourite music selections (as based on an mp3 playlist in the user’s mobile). This enhances the mood and eating experience.
Angry___Mirror_____Image
The user returns home angry. Walking by the mirror the user gets a glimpse of the reflection while walking by. The mirror plays visual tricks on the user, enabling facial distortion, adding elements such as horns or a moustache, or playing with the user’s mobile photos to create a humorous reaction.
Process
This project has been developed in 2 weeks following next steps;
- Defining the Context
- User Research
- Defining User Mindsets
- Concept Generation
- Scenarios
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