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BuddyBearings

Prototype of a Mobile Application
Design Problem


                 Current navigation systems for
                 mobile devices work with fixed
                 locations
Design Problem




          They fail to address how people
         can find each other and finding in
         organic natural spaces still remains
                      a challenge
Design Problem



  They only give visual orientation
  that requires constant attention
Solution
We present BuddyBearings, a prototype of a mobile application
that enables people to find each other without having to
negotiate a meeting place
Design Process
 Field Observations and Experiential
  Prototyping

 Use Case Scenarios

 Prototype

 User Studies
Field Observations & Experiential
Prototyping
    Goal: To understand how people find each other and to learn the different
           tasks and activities carried out by users when finding people




    Process: We conducted a use case simulation. Two people equipped with
     video cameras recorded a self-directed walk towards a location that had
    been agreed on earlier. The setup emulated a situation where two people
                independently choose a path to a shared point




    Result: We plotted the movements on a map, reconstructing the route and
       the approximate headings of the participants at a given time based
Field Observations & Experiential
Prototyping: Results




      Plotting the movements on a map based on timestamps
Use Case Scenarios
We created use case scenarios to understand
our users and how they carry out their tasks in
a specified context

A detailed scenario where two people are
trying to find each other on university campus
can be found in the attached report
Prototype




     We developed a physical prototype to test whether people
    were able to distinguish various dynamic auditory cues to
                        establish a direction
Prototype
                                                                  Digital compass unit
                                                                     was parsed the
                                                                  incoming directional
 The laptop computer was                                                   data
 placed in a backpack, and
    the compass unit was
affixed to one of backpack’s
            straps




                               In-ear headphones were used to deliver
                                          the auditory cues
User Testing
We asked test users to wear the backpack and
to try to follow the audio cues

The specific task was to move through a room
and find the direction the virtual sound source
seemed to be coming from

In general, users were successful in identifying
the reference direction
Thank You!




Team Members: Dhawal Mujumdar | George Hayes | Thomas Schluchter

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Buddybearings

  • 1. BuddyBearings Prototype of a Mobile Application
  • 2. Design Problem Current navigation systems for mobile devices work with fixed locations
  • 3. Design Problem They fail to address how people can find each other and finding in organic natural spaces still remains a challenge
  • 4. Design Problem They only give visual orientation that requires constant attention
  • 5. Solution We present BuddyBearings, a prototype of a mobile application that enables people to find each other without having to negotiate a meeting place
  • 6. Design Process  Field Observations and Experiential Prototyping  Use Case Scenarios  Prototype  User Studies
  • 7. Field Observations & Experiential Prototyping Goal: To understand how people find each other and to learn the different tasks and activities carried out by users when finding people Process: We conducted a use case simulation. Two people equipped with video cameras recorded a self-directed walk towards a location that had been agreed on earlier. The setup emulated a situation where two people independently choose a path to a shared point Result: We plotted the movements on a map, reconstructing the route and the approximate headings of the participants at a given time based
  • 8. Field Observations & Experiential Prototyping: Results Plotting the movements on a map based on timestamps
  • 9. Use Case Scenarios We created use case scenarios to understand our users and how they carry out their tasks in a specified context A detailed scenario where two people are trying to find each other on university campus can be found in the attached report
  • 10. Prototype We developed a physical prototype to test whether people were able to distinguish various dynamic auditory cues to establish a direction
  • 11. Prototype Digital compass unit was parsed the incoming directional The laptop computer was data placed in a backpack, and the compass unit was affixed to one of backpack’s straps In-ear headphones were used to deliver the auditory cues
  • 12. User Testing We asked test users to wear the backpack and to try to follow the audio cues The specific task was to move through a room and find the direction the virtual sound source seemed to be coming from In general, users were successful in identifying the reference direction
  • 13. Thank You! Team Members: Dhawal Mujumdar | George Hayes | Thomas Schluchter