Help travelers relive their trips

Team: Bryan SpenceGaurav Bradoo, Mark Supert, Sipra Bihani

Type: Service Systems Workshop group project

When: Fall 2015

Where: IIT Institute of Design

What's the solution?
Unique items purchased while traveling carry meaning. When travelers see or hold a special object from a trip, it brings them back to those memories that mean the most. eyecatcher is a service that connects travelers to those things they wish they would've purchased but didn't so they can relive their trips. We connect those who seek specific items (seekers) with local experts (scouts) who help them buy those objects using their personal networks. 

How did we get there?
Our theme for the class was "Travel" and our group's focus area was "Stuff", so we set out to understand what travelers did with their belongings during their trips. Through interviews and stimulus-based research, we struggled to identify compelling insights about packing or how they carry their luggage. However, we did hear a few stories about what people couldn't bring with them or wish they would've brought back. More interesting, were the emotional connections travelers had with specific objects that they either brought back with them, or regretfully didn't bring back .

Curious to identify a common thread, we further explored this direction by having volunteers bring in special objects from previous trips to talk about why those things carried meaning. We also created a card sorting exercise to see which types of items travelers valued the most from their trips. At this point we determined that our concept would have something to do with reliving leisure trips by getting something memorable.

Meanwhile, I used one participant's story as inspiration to reconnect her with the object she wished she would've bought: a glass octopus from Venice. I searched online and discovered a glass blowing wholesaler who worked closely with artists. I showed her the photograph provided by the participant and she claimed to know who the artist might be. Unfortunately, communication went dark after that. Overall, I spent several hours searching for the object and contacting people, show how difficult the current system for finding unique object was. 

We narrowed our concept down to a few specific directions and put descriptions in front of participants to see which services they would use, and then built out a compelling story. We created a digital platform that allowed seekers to tell stories about an object and post photos of that object or something similar. Scouts in the cities where the objects were seen would then bid on a reward amount offered by the seeker to retrieve and send the item. Once a seeker chose a scout, the scout would search for the object and take photos and videos along the way, so seekers could help give clues but also reminisce about their trips. 

Takeaways

  • Make your prototype experience as close as possible to your service. I lived the frustration of not locating an object, which strengthened the case for change.
  • Use stimulus in research. I built an activity based on another activity I built for a class on research stimulus, which eventually led to our final concept direction.
  • Fiercely debate your ideas with the understanding that it's nothing personal. We had many long discussions that proved to be beneficial for creating a compelling service.
  • Give it some charm! Up until the final week of class, our concept was lacking any sense of personality or style. We nailed down our service blueprint but lacked the extra polish to make eyecatcher...well, eyecatching.

Using sensors to measure control in ping pong

Team: Amanda Rosenberg, Bryan Spence

Type: Sensors-based research class project

When: Spring 2014

Where: IIT Institute of Design

What's the solution?
We developed an initial model of control in a game of ping pong through the combination of data gathered through observation and sensors. 

Our goal was to identify control through sensory data. We had a subjective idea of what control meant while watching a game of ping pong, but we wanted to connect what we observed with objective, quantified data.

We found that control could not be quantified by single points, rather by series of points and patterns over the course of multiple games.

How did we get there?
Through a series of experiments, we tracked hit strength and paddle motion with accelerometers, as well as player movement with Microsoft Kinect cameras. We combined these elements with recorded observations from observers and participants while monitoring through video and audio.

To analyze data, we stretched ourselves to use multiple visualization methods like Tableau coordinate graphs, excel formulas, keynote animations, Rhino and accelerometer line graphs. At one point our accelerometer data for one game spanned the length of a hallway.

Takeaways

  • Capture more data than you think you’ll need, because you never know what you might discover.
  • Synching timestamps and calibrating sensors will make your life easier.
  • Experiment with abstract visualizations to see your data through new lenses.
  • Make informed decisions on how to slice data.
  • Cleaning data will take longer than analyzing it.

We layered the patterns of all games and discovered a general trend in how control is held throughout a game. 


We layered the patterns of all games and discovered a general trend in how control is held throughout a game. 

Get the best recommendations from the people you trust

Team: Individual project

Type: Digital Media class project

When: Fall 2013

Where: IIT Institute of Design

What's the solution?
bellwether allows you to connect with your closest friends and influencers to give and receive valuable recommendations. It encourages both virtual and real-time connection. 

A second layer connects users to venues (coffee shops, restaurants, concert halls, etc.). A point system allows users to give and receive points. These points accumulate and if an influencer (a.k.a. bellwether) gets enough people to attend a particular venue, he or she would eventually earn real incentives from that venue.