Kinnected! Midterm Project Update

Why design for kids?

This topic was chosen during the NYU Abu Dhabi Hackathon where we were asked to design an invention for Covid-19. Many innovations were produced during the pandemic for people of different ages, but very few were designed for toddlers (age between 1-4). 

Stage 1: Second-hand research

We conducted a series of second-hand background research on toddlers’ conditions during the quarantine. In one of the researches, researchers surveyed nearly 2000 children in second through sixth grade both in Wuhan, China and in a city about 50 miles away. After an average of 34 days under the lockdown, 23% of the kids reported symptoms of depression. 19% reported symptoms of anxiety.

We decided to look into the lifestyle of young kids, and explore the reasons behind their depression. 

Stage 2: First-hand research: questionnaire round 1

We started to design our first version questionnaire. From our second-hand research, we found out that since kids are staying inside over the quarantine period, they don’t get the chance to play with their friends. We made an assumption that their depression and anxiety could be coming from this loneliness and their desire to stay connected. 

Our questions focus on kids’ interactions with their peers. We collected data of the interaction frequency between their kids and their playdates, of the type toys the parents prefer and their preferred material. We received about 40 responses, but the feedback from these parents were not as satisfying as we imagined. It seemed like they weren’t that worried about their kids not being able to stay connected with their friends. The results showed the same thing: in the question where we asked what are their main concerns for their kids, their concerns were more spread than focused on the “lacking interaction between peers” option. Nevertheless, we summed up the results we acquired and summarized our first version pain point.

Pain Point version 1

Kids cannot connect/play with their playmates during quarantine periods and other times when they are physically departed. 

Similar Toy Design Research and analyze: 

Tinkamo: https://www.tinkamo.com/

Lego Mindstorms (targeting older kids): https://www.lego.com/en-gb/themes/mindstorms

Although focusing on the hardware part,  those all contain digital screen children need to connect with.

Features we designed for Kinnected!:

Narrow down the age rage to 2-5/3-5, for which kids can communicate better.

There should be no screen/non-necessary screen for the toy. Best without a digital screen or app.

Kids need to co-create/compete and win. (design game system)

Consider different kinds of blocks such as sound blocks…

Mother Block (the special one): more complex, embedded Android system, maybe uses Bluetooth/Wifi, reads RFID tags on children blocks. 

Design a game system for the toy. 

Engagement should be virtualizing play-date.

Use wood/natural materials (parents prefer).

Realize audio synchronization.

Considered Problems:

How to keep kids’ attention? (For long-term playing)

What do kids do with blocks when they’re together?

Stage 3: Interview Round 1

Our first interviewee is our professor who has 2 year-old twin daughters. When talking to her daughters, both of them mentioned that they’re really interested in the emoji characters in their mom’s phone. They also love the Peppa Pig cartoon and corresponding toys that allow them to go through the storylines and roleplay with each other. During the conversation with our professor, we asked some open-ended questions so that we can get more comprehensive answers. Since her children are not attending the kindergarten right now, she was worried about their social skills and may not be able to make friends with others. In terms of her children’s interests, she mentioned that she would guide them toward certain fields on purpose by giving them different kinds of educational toys. She also mentioned that her children really enjoy watching cartoons on TV and playing with her phone, as they’re not playing specific games, but only interested in this new kind of interactive experience. 

The second interviewee is a 4 year old girl and her mom. The child likes to listen to stories with Tmall Genie for about two hours a day, and her favorite story is Black Cat. She has a lot of dolls, she likes to talk to the toys and role play with them. “During the pandemic, I couldn’t play with my buddies. I miss them, but it’s nice to play with stuffed animals at home.” Her favorite game is role-playing, no matter what time with whom to play. It works like this: for example, you are a kitten and I am a puppy, and we start making up their own stories. She does not play a lot of video games. Doesn’t have her own social account and doesn’t use her mom and dad’s social account often, but watches videos on Tiktok often. Though having a lot of friends, she likes to stick with her mom all day long. “I don’t like the fact that I can’t go out because of the pandemic, but the rest is fine.”

The mom allows the kid about two hours of play time per day. For the mom having playmates to connect with is important, but not that important. “I’m willing to play with my kids and because I myself am a kindergarten teacher, so I’m with my kid almost all the time. Children love to listen to stories.  I think it’s very educational.” Buy toys ranging from a few to a few hundred yuan, if more than 500 yuan, it needs to be considered twice. Extracurricular activities are: learning ancient Chinese literature and English, and many other children are also learning to draw and dance. It’s very important to keep the child happy.

Stage 4: Second-hand research: questionnaire round 2

However, since the pandemic situation is getting better, the vaccine for the covid has been invented and the government is lifting the stay-at-home order, which allows more outdoor activities for kids. They get to hang out with their playmates more. Then, how to keep them connected when they’re physically departed doesn’t seem like a core problem now. In order to redefine the real pain point, we created a new questionnaire and distributed it to parents of kids under 5 years old. 

Among all of the data we collected, we focused on two key questions that are the most vital to our project. The first one is “what are you most worried about during your child’s absence from kindergarten?” 73.33% of the parents, which is also a majority of them, choose “feeling lonely and unable to play with friends”. “Cannot learn at home” ranks the second, with 46.67% of the parents choosing this option. There is also 42.22% of them choose they’re worried about their kids “Playing electronic products for too long”. Another question is “what are some of the features you expect the toy to achieve?” The top two answers are 1) development of intelligence and early education, with 88.89% of the parents choosing, and 2) let children make more friends / have more communication with friends, with 66.67%. 

Stage 5: Interview Round 2

Our second interview revolved around collecting feedback moreso from the parent as we wanted to adjust our niche and introduce more open ended questions. We decided to interview an NYUSH Business professor named David Hunsaker, who has 6 children ranging from the ages 1-10 years old. Because of the amount of children he had, we thought it would be very insightful for him to tell us what he thought worked in differing age groups, having seen many cycles of kids growing up and fulfilling our target audience. 

During the interview, we asked questions such as:

  • What do you think is your children’s interest for toys
  • Has there been any effect on your kids during quarantine in relation to screen time
  • If you could create a toy for your kids, what do you want feature-wise?
  • What types of toys do you think are the best?
  • As a parent, do you think toys should be educational

From these questions, the conversation opened up to include other insights that the questionnaire was not necessarily considering. Firstly, the professor solidified that socializing for his children (being so many), was not a high priority as compared to the quality of toys and their modularity. When the conversation shifted towards how he would look at toys, he explained that while education was an important factor, more importantly was the ability to captivate his children’s attention span for longer periods of time. He then went on to explain this concept between certain toys having a “one time use” vs “many time use” potential for kids. The main separation had to do with how much the toys could change and provide multi functionality rather than just doing one thing that would over time become very boring. He gave a vivid example of toys he bought that were very modular (such as doll houses that could have many parts to them, or items like cars that could come in a set) vs toys that were overpriced because they would be so 1 dimensional (such as a doll that only says 1 thing, or a plush toy that doesn’t have any types of feedback). He went as far as to say that when him and his wife to the store, it bugged him that there were many toys that would seem hard to distinguish to a first time parent, and that most toys were actually all one time use. In essence, he implied these toys were money eaters with no value add to children, given once the child is bored with the toy, it quickly becomes trash.

Coming out of this interview, we realized the importance of having a “many time use” type of toy and the importance of showing feedback to the children. Without any modularity, our product would flop because it won’t create long standing brand value if it becomes trash quickly. 

Pain Point version 2

Based on our second round research, we have reached some helpful conclusions. First, for parents, what they demand in toys are: 1) educational, 2) healthy, eye-friendly especially, and 3) multi-usability. Then, for kids, they are looking for 1) fun and new experiences, 2) interactive devices, such as smartphones, iPad, or TV, and 3) relate to the popular cartoon characters. However, in the current toy market, parents are struggling to find a screen-less phone/iPad substitution that is fun and educational enough for their kids. Therefore, on the basis of our summary, we develop our new pain point: there is an untapped marketplace where a screen-less toy that has smart capabilities and is educational is highly desired.

Persona → Story

Parents: After re-empathize with our users and re-define the problem, we found out that actually what parents care about most is a kid’s health and education, rather than social connections with peers. For Health, according to our interview, parents of little kids worry more about their kid’s physical health than mental health, which includes eyesights, height, nutrition and etc. among all these, one very pig problem most parents worry about is eye sight. Children are getting exposed to all kinds of digital screens younger and younger, even a two year old child learns how to open and scroll through TikTok. For Nowadays’ young kids’ parents, they struggle to limit children’s time using electronic devices. 

So the second version of the user story is : Grace’s kid often got angry with her because she limited her child’s iPad usage time for one hour a day. She doesn’t want her child to get addicted to ipad games and cartoons because it’s so harmful for the eyes as well as not making her child unhappy. And then, she is introduced with a screen-less and educational device which is fun for children to play. 

Kids: we also redefine and re-empathize their needs: they seek for fun experiences. The desire of playing with playmates is not an essential one. they can have fun themselves if they find the right way to entertain. My cousin, a four year old girl, has fun role playing with friends, her mom, or even just with her dolls. However, They may not need people to play with every time, but they need someone to share the experience with every time. So two key words for kids’ needs are: Fun experience and sharing. For the age ranges, we change it from 2-5 to 2-8 because according to our interview, most parents indicate that they will not purchase a smartphone for their kid before their  kids until the kids get 9 or 10. So we believe, among the range of 2-8, screen-less, educational and fun experience is very important for kids. 

For the user story, candy is now not addicted to electronic devices. One hour of ipad time is enough for her. She has fun with this screen-less device and can learn and share experiences while having fun. 

Prototype

We decided to construct a digital prototype view of how the hardware components would work and how game mechanics could potentially be implemented. Taking inspiration from classical board games (primarily chess and checkers), we wanted to create a board that could easily create dominance in the middle, and would be easy to track movement. It was with these criteria that we decided a 5×5 board would work best for our use case, given it wouldn’t be as complicated as other classic board games, but also not too simple that games would be boring to make for the grid.

With this board, we took the feedback that Wood would be a desirable material t use for construction, and thought about the prototype’s board being made of wood with slotted chamfers to the inside where a lining of LEDs would allow a crevice to fit blocks in. With this, we achieve centering the materials all in 1 orderly fashion, and 1 power source. Also programming would serve to be easier as all the logic would be handled in this board.

Next, we constructed the design for the cubes. We decided that based on our current knowledge of NFC and RFID, it would be best to construct these cube shapes with the idea that each face would be a unique id that could create different game mechanics once in touch with the board. These cubes could serve as the physical element to the board, where movement of these cubes on the board would create different outcomes depending on what the game developer was thinking.

From the construction of this rough prototype, we drafted some ideas on simple games that would provide educational opportunities to children without being too difficult. Games such as matching or using memorization were just some ideas that we would be instructed to construct, as these could be suitable for all age groups. We also constructed some more sophisticated games to showcase how the product has the ability to grow with the children, given that games are super modular and extensive with the interface we have constructed. 

Future Steps

The two main focus “educational” and “fun” for us are still two relatively broad ideas. With the idea of  “no-screen”, we intend to find out small entry points to start our design. Right now, starting from what we’ve got from the interview like designing a more interactive experience with “role play” is one direction we can proceed with. We also consider to start with transforming a digital Ipad game into a physical one. Audio is another element we want to include in the experience. 

UXD Documentation–Muse

Overview

Our project MUSE is an app gathering information about museums and exhibitions. It aims at providing accurate and comprehensive information. We provide users with a personalized tag-based classification system to help them find exhibitions instantly. For example, we have a tag called kid-friendly so parents who want to take their children to visit museums could select this tag and find educational exhibitions easily.  We place the focus on the visual information of exhibitions such as pictures from the official website to increase the credibility of the source.  In order to avoid being cheated by the over beautified pictures, all the photos on the introduction page are from official resources, and there will be the area of the museum in square feet and probably the amount of the collections to make up the limit of the picture.

Inspiration

The project idea actually originated from a personal experience. One day my friends and I were talking about going to exhibitions during the weekends, and they came up with several interesting exhibitions, but I had no idea what these exhibitions were and how they got the information. So I just nodded and agreed on the exhibition they finally chose. After several discussions with my group members, we found that it could be a universal problem for people finding an exhibition.

Market Research

According to the 2020 China Art Museum Industry Analysis Report, the number of visitors in 2019 was 41.36 million. The report also predicts that the number of visitors will continue to increase in the coming years as China recovers from COVID-19. On the one hand, this tells us we have a large potential user group as well as the exhibition-related app has a promising future. Then we conduct further market research, through our investigation, although the potential user group is huge, there are few apps providing users with a good channel to the exhibition. Compared to the total 41.36 million visitors, in 2019, the museum-related app with the largest user base: iMuseum has only been downloaded 586,123 times, counting for only 1.417% segmentation of the potential users’ group. This means the competitors’ rivalry is weak and is relatively easy for us to enter this market. Thus, we decide to create an app targeting museum visitors. 

Competitor Analysis

To know more about our competitor iMuseum, we analyze its download time in 2019. At first, we thought the decrease in download times was because of the virus. Surprisingly, we found that in 2019.2, iMuseum suffered a sharp decrease in download times. This is before the COVID-19 so the loss of users is caused by other factors.

To study why it fails to engage a large user group, we go through the user review in-app store during that period. We notice two issues. First is users sometimes lost in the wide range of information. iMuseum provides users with information, but they lack a good filter for the user to select. To improve their shortage, we design the tag function providing a user-friendly experience. If you are a mom, we provide a kid-friendly tag. If you are an office worker, we provide weekend-open and open-at-night options. Our slogan is “whenever you use our app, you can find the exhibition we like”. The second weakness is its pictures and text are separated. Users mentioned although there are a lot of photos, there is no text introducing the exhibits in these photos. To improve this, we integrate text with pictures helping users know more about the artifact. Our tag function and visual design are where we stand out.

Survey

Next comes the survey. We did a two-round survey. In the first-round result, the pinpoint was revealed again. First, visitors want to see the exhibition but cannot find the exhibition they want to see, because the exhibition information is too scattered. And again, we confirm the user’s need that 83% of them wish there can be a channel where they could find a summary of exhibition information. Second, they also hope the app can provide a credible but also easy-understanding guidance of the artifacts.

In the second-round survey, we collected 138 results. After information Integration, we found three problems. The first problem is the fragmentation of exhibition information. Official public IDs, self-published tweets, and friends’ recommendations all account for a large proportion of available information channels for users. This leads to the fact that users can only see part of the exhibition information in each platform, but cannot see the comprehensive information. Only 10.22% of users are quite satisfied with the existing platform. 60% of users feel that the content of the platform is not sufficient and some exhibitions cannot be searched on the platform.

To solve this problem, we decide to build a single platform to provide users with all the exhibition information. The second problem is users feel that the existing exhibition information is not that comprehensive enough. Because the existing profiles are mostly provided by a single channel, users respond that they need professional, objective, reference-oriented exhibition evaluation and introduction. Only 9.49% of users felt that the actual exhibition they saw was comparable to what they knew beforehand. Based on this, we intend to introduce the post function written by other users who have been to the exhibition before. This can provide more objective and comprehensive information about the exhibition for those who have not yet visited. The third issue is the classification and timely pushing of information. Only 14.49% felt that the existing search method could find the right exhibition quickly. We received feedback that information categorization is needed. We also received feedback indicating that information about exhibitions of individual interest needs to be pushed more actively. Based on this we decided to add a tag function and also alert users of upcoming exhibition information. 

How do you find the information about the exhibition?
What platform do you use to learn about the exhibition information?
What kind of the information is inaccurate?
To what extent do you think the platform can provide comprehensive information?
To what extent do you think the platform can help find the information efficiently?

Interview

After the survey, we also conducted 17 interviews. 13 of them have a demand for/already using an integrated informative museum app, 9 of them have a demand for a more personalized/filterable museum app. Below are some representative comments from our interviewees. 

Person one: “就其实我主要信息来源也就只有小红书啊点评上关注的博主或其他去过的人的贴文,但关于展本身的信息比较少(或者没有)”

Person two and three: “查找信息费时费力,没有时间。会希望有更多资讯,可以推出人流量数据,避免人太多” “希望更私人定制一些,不要虚假宣传,照片能更有全面性”

Person four: “平常应该一个月去一次吧,公众号我不会常看,但有时间去搜寻信息的时候,常常找不到合适的。至于app的话,希望推送能及时,也能推荐附近的展。”

Again this echoes the three problems: fragmentation, incompleteness, and lack of classification of exhibition information. Based on these findings, we start our further development. 

Iterations:

I–an application that integrates and categorize exhibition information

Based on our first round survey result and interviews, we came up with the conclusion that the pain point of our user lies in the fact that all the information about the exhibition is too scattered and sometimes not authentic enough. Building on our defined pain point, we came up with our first round solution– an application that integrates exhibitions from all sources (both the official channel and visitors reviews). In addition, since our target users don’t want to spend so much time on searching for exhibitions, we want to categorize the exhibitions properly so that they can find an exhibition that caters to their needs within several clicks.

II–in addition to integrating information, having precise tags to be more personalized.

After doing several rounds of user testing, we realized that the categories we originally defined were not user-friendly enough. Originally we were using conventional categorizing methods (solo/collective/retrospective exhibitions). Unfortunately, the users had no idea how to continue with them. After conducting and reviewing our second-round survey result, we found that what users think of when searching for an exhibition to go is actually the theme of it rather than the type. To categorize the exhibition that fit their needs, we searched for all the exhibitions on display and categorized them by themes( such as art/sci-tech/kid-friendly). In addition, to also shorten the time searching, we added a filter function that can filter by tags we defined that fits the need of our target users (open at night/on weekend). We also worked on the description page so as to make it simple enough for the users to make decisions quickly.

Nonetheless, since we skipped the low-fidelity digital version and turned to relatively high-fidelity one right away, it seems that we have been focusing too much on the detail of interaction rather than the general user flow itself. For the next iteration, we will conduct a new round of user testing so as to identify frictions within our current design.

Further Development

  • Modifying home page (simple and clear)
  • Posts and Review section (to create a sense of community)
  • Confirm and enrich the tags of exhibition
  • Highlight terms that will help strengthen the understanding of the exhibition, and make the highlighted text clickable. 

     

Citation:

2020年中国美术馆行业分析报告-行业运营现状与发展趋势预测. baogao.chinabaogao.com/qikantushu/398090398090.html. 

AR Starter Project

For my first AR project, I wanted to create something that incorporates something I just love so much: noodles. (It’s a bit embarrassing to admit, but I eat noodles at least once every few days…) Being in Shanghai for the last few years and growing up in an Asian household, noodles have become a staple for me. 

Initially, I wanted to create an experience where you could walk into a bowl of ramen and sit down in it, but I wasn’t sure how to make a bowl so big or do that, so I had to scale back my idea. Instead, I created large bowls of ramen that would embody the essence of an experience eating ramen in a restaurant. Covid has made me nostalgic about dining out at some of my favorite ramen spots and I wanted to create an experience that could bring me back to that ambience and environment. 

I got the ramen figures from Reality Composer’s food section, and chose different styles. I also included a little banner in front of the bowls to explain what to do once you’re in the AR world. With each bowl of ramen, you tap on it and an associated sound or ambience plays along with a movement behavior to indicate the user has indeed tapped on the bowl. The first image shows how I was able to merge the behaviors together so that both behaviors would go off at the same time, rather than sound first than movement. The second image shows a bird eye view of the ramen. The third image shows what the user will see at first.

Here is the link to a screen recording on my phone in AR: https://youtu.be/mpJ4nd2ef5k

In the future, I would have liked to pursue my original idea of creating a giant bowl of ramen where the user could “walk into” because that would have just been such a dream for ramen lovers! I think a lot of the process of creating this experience was largely based on just exploring what RC was and how to use it. I was especially confused with the anchor aspect and how to maneuver around that, so that ended up taking a lot of time. After I gain more knowledge about RC, I would like to continue with this project!

Code of Music Final Project – Thomas Tai

Demo: http://thomastai.com/space/

Introduction

For our final project, we were asked to create a generative / interactive musical piece that is web based, physical, or exists in space. Since we do not have access to any physical equipment, I decided to make a generative music piece that anyone can access on the internet. The inspiration from this interface came from Brian Eno’s Music for Airports, a generative piece released in 1978.

What I found amazing was that this existed prior to the invention of digital audio workstations, and was made by layering tape loops of varying lengths to produce an infinitely generating piece.  I took some of the notes from his piece that I found online and used loops to create my own interface. Using the NASA API I was able to pull data from nearby asteroids and use it to generate a unique loop for any specific date.

Process

I wanted to work with the concept of space for this project, so I found some neat CSS transformations that allowed me to blink stars and simulate an Earth rotation effect without a 3D graphics library. The Earth rotation is done by transforming a flat map of the Earth into a circular div. The code for that can be found here. I may try to explore a different route in the future to create more realistic simulations. By moving a background with circles we can simulate a twinkling effect. 

Next I implemented the REST API calls using a promise, which is essentially a callback function that returns data when it is available. Here is a sample JSON file that is returned back from the server:

I then iterate through the asteroids and create a new Tone.JS loop which will return a callback every few meters depending on the current tempo. The user can change this tempo using the forwards and backwards buttons on the browser. The Tone.JS player will play a sound file when the loop time has arrived. In addition a random note will be played using a Poly Synth that I created. Another global loop will play sound files from NASA that consists of radio signals caused by plasma waves found in the solar system. However, this plays at random intervals with a probability of 20% for every 10 meters. 

Future Work

If I had more time, I would love to create a more interactive interface, as the only thing that you can do is watch asteroids come by and change the bpm. I have several issues that I would like to figure out in the future, including some graphical glitches. Overall, I had a great time designing this interface and learning more about simple generative music techniques. Thanks for a great semester!

Code of Music Week 13 Harmony Project – Thomas Tai

Project Link: http://thomastai.com/harmony/

Introduction: 

For this week’s assignment, we were asked to design and implement an exploration of harmony using code which could be an interactive piece or a fixed composition. I decided to continue developing and improving the melody project that I created a couple weeks ago.  Based on user feedback from the class, I noted some issues that people had. Someone said the interface was confusing since the chords would change even when the same button was pressed. Another thing was that the notes that were being shown on the screen did not reflect the actual notes being played. 

The overall interface is the same, with some improvements for clarity and usability. Now, instead of using a machine learning library to produce chords, the user has the ability to choose minor, major, diminished, and augmented chords from the menu. In addition, the user can choose from an octave of notes and multiple stringed instruments. Notes actually reflect the pitch of the note that is being played: the color of the note corresponds to the color of the chord buttons below.  I believe this new interface is more intuitive and has increased interactivity. 

Process:

I started with the interface that I already had from the previous week and made some changes in the code. Most notably, I removed network and machine learning capability which may be added again if there is a proper reason to. From my previous presentation, I found that people playing notes in a group setting just created dissonance.

While it is cool, it does not suit the interface. I made responsive design changes to make the width of the interface scale depending on the window size. Last time, I had refreshed the page when the browser was resized which was definitely not the right way to create a responsive website.  Resizing the height is more complicated and needs an overhaul which I was not able to complete in time.  

I added buttons for each of the 12 chords in the scale, and added text next to each button. I would consider changing the style of the buttons in the future with more testing. The. animation of the notes was changed in the CSS to be more visually appealing and smooth. Rather than selecting a random height, a calculate height from the bottom of the container is used. I added the different chords as an array which can be selected by the user: [[12,7,4,0],[12,7,3,0],[12,8,4,0],[12,6,3,0]]. In addition, I replaced all the note files with better sounding ones and added vibrato as a digital effect in Tone.JS. There is a noticeable difference in quality.

Future Development:

I would love to continue working on this project in the future to make it easier to use and add more features to the interface. There are still some bugs that need to be fix and responsive design problems that definitely cause issues on mobile devices and other operating systems. After presenting my project to the class, I hope to gain more feedback on what needs to be changed. I think the interface is aesthetically pleasing and intuitive for new users, but the project needs more testing and validation to improve.