Role
UX Prototyper & Researcher
Timeline
09/2018 – 12/2018
Type
Augmented Reality Glasses
This project, Life As a Gym (LG) was a project for the Ubiquitous Technology & Design course at the University of Michigan. The premise of the course was to uncover a problem that ubiquitous technology can help make better.
My team and I focused on using technology to help students take healthy fitness choices throughout their day.
My responsibilities revolved around creating low-fidelity prototypes, leading the research methodologies, and maintaining the architecture of the designs for the augmented reality experience.
Motivation
During our preliminary research, we knew we wanted to focus on helping students at the University of Michigan live healthier lives. When we surveyed a random sample of students we learned that 40-50% of all college students do not get the recommended amount of physical activity. Although surprising, we had hoped that by creating healthy habits through light reminders, we’d be able to instill a lasting positive impact on students.
We began by focusing on an initial set of questions that had to be answered. Then we prioritized the best research methodologies to answer those questions.
After conducting the research and analyzing our data we consolidated our direction into 3 themes that our future solution would have to consider.
The ubiquitous technology would have to help students find moments of healthy choices in small bursts due to student’s low time availability.
The technology should respect social norms and limit bringing any further attention to the technology or the user. This also includes not overwhelming the user.
Finally, privacy is foundational to any ubiquitous technology and especially for this project and our users. The respect of the user’s fitness privacy in exchange for trust was critical for this project.
Ultimately we narrowed it down to the augmented reality glasses concept because the biggest factor for our target users was time management and the other concepts came short in that area.
The augmented reality glasses focused on 6 unique functionalities that provided the best user experience.
The product would use computer vision, machine learning, and AR technology to recommend moments of exercise and alternative paths that the student could take. The exercises that LG recommends can be seen in the world as 3D objects that guide the user on how to complete those exercises.
Scenario:
Route Overview
For this scenario, we were trying to learn what kind of information could be valuable when planning a route such as a type of overview and the level of detail.
This scenario included “spontaneous” moments of exercise that participants would be given the choice of taking or not.
During moments on their journey, students would get the chance to do a moment of exercise.
At the end of the route when the student reached their destination, they’d get a summary of their journey.
For our high-fidelity prototype, we utilized a Samsung phone & a Samsung Gear VR.
A-Frame was designed specifically for VR, but we utilized an Android’s phone camera as a source to simulate the world and then added elements onto the screen. This essentially created a makeshift AR experience.
Furthermore, in our early testing, we had quickly learned that a lot of our participants interacted with our prototype using their voice which we didn’t anticipate. Due to time limitations, we were not able to implement it in the prototype.
Our ambition to scan the environment and provide contextual suggestions and new exercise opportunities weren’t achieved in our prototype.
The computer vision and machine learning requirement in a small form factor isn’t realistic right now.
Perhaps in the future, such design could come to fruition.