Early in my career, when working as a data jockey with an economic consulting firm, I was on a team for a particular project where, I’ll always remember, we were referred to (in the New York Times) as “nitpicking zealots”. While I knew it was meant as a criticism, I took the reference then (as now, for that matter), as a complement – emphasizing the attention-to-detail in our analysis.
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For me, that focus has long been coupled with heavy emphasis on usefulness (ok, and logic) as a driving factor in doing or creating anything. “Stick-in-mud” – maybe. “Drive you nuts” – sure, the family says this sometimes… But things just need to make sense.
So it shouldn’t surprise me (or anyone else) that, in my recent Experience Design mini-masters project, I had an overriding need for the product idea my team was to come up with, to be of real use and value. The first task was to evaluate whether design principles had been followed in the creation of a particular product (the Roadmaster – a single-line scrolling text display for use on a car). Then we were to apply these design principles to come up with a different product/application making use of the technology for the context. We performed our review by considering the Roadmaster’s affordances (what the design suggested about its use); its mapping of controls to meaning or functionality; whether it provided feedback during use; its conceptual model and obviousness of purpose; any forcing functions, limters or defaults. Having developed a “sense” of the product, as it was, we were embarked on the design effort by adding interviews/surveys to gather research on potential market need/desire.
Without getting into our conclusions about the Roadmaster product itself, of particular interest is where we ended up going with our design as a result of performing our own contextual inquiry. Some great ideas emerged among the different teams, for which each team prototyped their design (using Axure), performed usability testing, and presented results. Most of the teams designed mainly for social-media driven applications. With our own goals including not just usability, but the usefulness factor mentioned above, we discovered potential in re-purposing the device – to be directed not to other drivers, but to the driver of the vehicle in which it is installed. Specifically, to aid hearing impaired drivers – whether for receiving guidance from a driving instructor, instructions from a gps, or conversing with a passenger.
The design, which at one point we dubbed the “iDrive” (for reasons that will reveal themselves), involves mounting of the scrolling text display out in front of and facing the driver, and integration of speach-to-text conversion, so that as words were spoken, the driver would see these words displayed out in front of them, without their having to turn to see the hands or lips of a person commnicating with them, nor would they have to look away from the road to read directions on a gps screen. In its simplest form, the design calls for an iPhone (or similar) application to perform the voice-to-text conversion, transmitting the resulting text to the display for the driver. An extension of this concept could incorporate detection and display of other sounds, such as a honk, and which direction it is coming from. Since the program, we’ve found that the required voice-to-text conversion capability, in a mobile app (e.g. for the iPhone) as we called for in the design, does exist, so with the combination of the technologies (display, conversion, mobile application, and gps capability), the serving the hearing-impaired-driver market in this way should be within reach.
A side-note to this post: The faculty of the UXD program, Dr. Marilyn Tremaine, Ronnie Battista, and Dr. Alan Milewski, helped to revealed for me that the formal processes of experience design, and particularly contextual inquiry, parallel closely with what I’ve sought to achieve through the joining of the disciplines of Usability, Value Network Analysis (perspectival), and a dash of Semantic (extensible and interoperable) thinking.
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