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SOUND MIND

RESEARCH | UX DESIGN | DATA VISUALIZATION

TOOLS

TECHNIQUES

ROLES

PROJECT TYPE

PROJECT OVERVIEW

SoundMind explores wearable tech designed to aid mental wellbeing and focus which have been impacted by screen addiction. For this project, I investigated behavioral patterns, pain points and preferences of students from Georgia Tech with the team. The process that followed yielded key features - customization, user reports and notifications. These features are spread across the designed wearable device and application which show great potential to help students refocus their attention and understand their usage patterns!

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Design process at a glipmse

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My contributions

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Learnings

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Introducing SoundMind

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CONTEXT

Problem Statement

How might we design a product intervention to improve the mental well-being and focus of college students struggling with addiction to their mobile phones using intuitive interactions to notify students and realign their focus to identify and reduce unproductive screen time.

Contextual Study

The team studied the effects of addiction to mobile phones and social media on the mental health of young people. Unstructured observations, surveys, and in-person interviews were conducted to gain insights into the mobile device usage patterns of students.

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An affinity diagram which synthesizes data from the sources

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Key findings from Contextual study

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RESEARCH

Secondary research for persona building

Each of the three researchers picked one kind of personality trait which might suffer from the effects of mobile device addiction and studied relevant research to construct personas.


Personas based on the ICF Model (International Classification of Functioning, Disability and Health)

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Co-Design workshop for further insights

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Key findings from workshop

  • Wearable device should be visible yet subtly notify to promote privacy.

  • Detachable and attachable to different locations on the body to promote customization.

  • Origami route was appreciated because of it’s aesthetic quality, alluding to a fashion piece.

  • Sharing their productivity information to their social circles as a reward.

  • Notification through tactile sensation provided by movement of origami.

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PROCESS

Goal: To promote productive screen time by notifying students of their unproductive usage throughout the day, especially during procrastination periods.

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Conceptualization

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We used inspiration from other interactions that could inform our own designs.

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Scoping features

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Information Architecture for application

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OUTCOME

Highlighted Features

Feature 1: Customization

Throughout our research it became clear that customization and personalization had to be important aspects of this design. Whether it is to maintain privacy of the user's productivity or to allow them the choice and agency to define what is productive and unproductive for them, this feature umbrella is key to achieve users' personal goals.

Snow

Choosing whether a task is productive or unproductive will adust the overall time reports.

Mountains

The data visualization will change according to adjustments made by the user to define their productivity

Forest

Customizing the color, intensitiy as well as light and/or haptic feedback to promte privacy

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Feature 2: User Reports

The concept of Personification of time as seen in the Forest App inspired us to visualize time differently. We wanted to think of time as more fluid and personal to each individual. We also wanted the users to associate their productvity with growth, hence, we used the metaphor of a flower to visualize time. We created a moodboard to consolidate our ideas.

Having experience with data visualization using real user input, I created a p5.js sketch which extracted information from json files and presented it in the form of a flower. Each of the petal lengths was symbolic of productive time.

Snow

Moodboard visualizaing the passing of time through imagery of growth and increment in nature.

Forest

A sample p5.js sketch referenced from Open Processing.

Mountains

p5.js sketch which visualizes productive time.

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Coding for the p5.js sketch which visualizes productive time.

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Prototype

Figma Prototype (Can be interacted with in fullscreen for a better experience)

SoundMind, a unique wearable and application, combines haptic and light feedback to address screen time management. This device utilizes notifications beyond the screen to alert users when they exceed their desired screen time, the progress of productivity and even encourages breaks. The stylistic choice for wearable is origami exterior which makes it serve as both an accessory and a responsive tool, providing haptic nudges and color changes based on usage. Specifically designed for college students, SoundMind aims to foster healthy screen time habits by offering engaging visual notifications, promoting breaks during procrastination periods. By leveraging phone-collected screen time data, sourced through APIs, the device supports users in maintaining mental well-being.

User study- Wizard of Oz

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Key findings from user study

    • Visualization
      • Information heavy
      • Graphical representation of information is preferred

    • Clarification
      • Icons were not clear enough nor easily recognizable
      • There was confusion about what represents productive and unproductive time
      • Report needs context and further explanation
      • Wearable lacked visual clarity on what direction to wear the device

    • Customization
      • Haptic notifications were well liked by all
      • Customization of intensity/ pressure of haptics was appreciated
      • Customization of haptics as an option would be preferred over light customization

    • Preference
      • Users prefer option to compare report data from the previous day and/or week
      • The shape of the visualization could be more organic
      • Users wanted a prize option for “successful” productivity
      • Request for suggestions on steps to take after receiving the results
      • There needs to be an overview of the detailed report in the home screen

    • Wearability
      • The paper origami texture felt bad against users’ skin
      • Request to minimize size of wearable to be better incorporated into daily life

    • Privacy
      • Lights attract attention
      • Haptics promote privacy

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Next Project: OnView

Designed and coded by Kosha

TOOLS TECHNIQUES ROLES PROJECT TYPE
• Figma • Observations • Design Researcher Team members: Palak Gupta
• Adobe Illustrator • Interviews • UI/UX Designer and Nicolette Cash. Project:
• p5.js • Co-Design Workshop • Visual Designer part of coursework for
• Prototyping • Data Visualizer Wearable Tech for Health,
• Affinity Mapping under the advisement of
• Usability Test Dr. Leila Aflatoony