In the standalone iteration students are asked to make a prototype of their solution that exhibits a measure of autonomous behaviour, described as “doing, on its own and under software control, something fundamental to its intended interaction with the user”. Since the iteration lasts only three weeks (which means three days of ITD work) the tutors do not expect any depth of concept development. The tutors also encourage students to use the Wizard of Oz technique for some parts of the prototype behavior.
Sensor Chair - Group 1
The students developed a concept that shows a person's presence and availability at the office as feedback to colleagues. The Sensor chair knows if a person is sitting on it by means of a force sensor, which is the input of the interactive system. Green (present) and red (absent) LEDs function as outputs. In our next prototype, we will be able to incorporate more sensors, like accelerometers or temperature sensors. Furthermore, they will work on a more expressive output of the system. The user can control his availability status, by performing common/intuitive actions to show people can or cannot approach you.
Live Poke - Group 2
Imagine that you are in an office space and you want to contact a colleague who is somewhere else inside the buiding. In this concept you have a little avatar of him/her on your desk which you can poke fysically. After you do this the other persons avatar of you will start drawing the attention of your colleague. In this scenario there are three different actions which your colleague can perform:
1: Accept the attention - By simply poking the avatar back a video chat screen will appear and an instant connection is made.
2: Reject the attention - The colleague can reject the call by pushing the head downward, so the attention hungry avatar is in a bend over position
3: If he/she is not available - When the call is not answered or rejected after some time, the avatar stops drawing attention and stands with on arm raised until it is poked or rejected again.
After presenting the results the students found out that this process was a little bit to complex and that the interaction of poking is just a little bit to vague. Over the coming weeks they will try to make it better.
Interactive Coffee Cup - Group 3
The concept is a coffee cup with the game to relax people’s wrist. At the beginning, the light for the coffee cup flickers and announces the game. Each person has 30 seconds to turn the cup upside down to enter the game. After 30 seconds, the light counts down: 3, 2, 1. Then people begin to shake coffee cup. Anyone finishing 30 circles firstly will be the winner. This game helps to prevent Repetitive Strain Injury (RSI) for workers who use computers for the whole day and inspire team with wrist exercise.
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