kamyün
DESCRIPTION
Process bookTRANSCRIPT
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kamyünconnecting neighbors
creating community
Rachel Inman • Brett Leber • Shree Lakshmi Rao
Carnegie Mellon School of Design
Basic Interaction Design • Fall 2011
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Over the course of the Fall 2011 semester, the Carnegie
Mellon School of Design Basic Interaction Design course
created mobile applications for a wide range of users and
contexts.
This book outlines the process and development of this
half-semester long project, Kamyün, in which we examined
problems that currently exist in the realm of neighbors
sharing resources with each other, and formed proposals for
ways to enhance community-building.
This project was completed under the guidance of Professor
Peter Scupelli and teaching assistant Clarence Yung.
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p r o j e c t o v e r v i e w 1 1
Executive Summary
s t r at e g y 1 5
The Idea
Motivation
The Larger System
Defining A Focus
r e s e a r c h 2 1
Approach
Survey Methods
Analysis
Personas
Competitive Analysis
d e v e l o p m e n t 3 9
Challenges
Variations on Navigation
Defining Exchanges
Challenges & Iterations
s y s t e m c o n c e p t 4 7
Visual Language
Color Studies
Site Architecture
Imagined Scenario
r e f l e c t i o n 6 7
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strategy
research
development
system concept
reflection
project overview
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10 | Section Title
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design | Fall 2011
e x e c u t i v e s u m m a r y
We developed the concept and interactive demo for Kamyün,
a mobile application for sharing local community knowledge,
food, activities, and materials. By creating opportunities for
sharing resources between neighbors, Kamyün makes it easier
to live a locally-focused lifestyle.
Kamyün was developed in response to a Basic Interaction
Design project brief centered on “mobile life”, which asked
us to “explore the design challenges for mobile information
systems” by focusing on a particular user group and task.
From the given user groups and tasks, we chose parents of an
infant or toddler, who would like to find sustainability infor-
mation and broadcast actions.
We followed a persona-driven design process in which we
derived personas from research (interviews and surveys) with
project overvie w
potential users, and used the needs of these personas to shape
the design. These personas evolved over time, as did our con-
cept of the problem we were trying to solve and its solution.
This process book details the course of our project, from
initial brainstorming and research, through concept refine-
ment, wireframing, and prototyping. The final deliverable,
a prototype that tells the story of two women who meet and
share food and an activity through Kamyün, is included on a
CD in the back of the book. We end with a ref lection on the
experience of designing Kamyün.
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project overview
research
development
system concept
reflection
strategy
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design | Fall 2011
t h e i d e a
We began by considering sustainability through the lens of
behavior change and personal action. What are the areas
where someone could live more sustainably? We considered:
■ Food (growing and sharing)
■ Waste (recycling, food disposal, composting, lessening
trash)
■ Resource usage (electricity and water usage)
m o t i vat i o n
How can children learn and assimilate the ideas of sustainable
practices at a young age? What will their motivation be? To
understand these concepts, we defined a system that both
parents and children could participate in.
Str ategy
t h e l a r g e r s y s t e m
We defined a large system that integrates futuristic infra-
structure within the home. This included:
■ Energy and water consumption monitoring devices.
■ Trash monitoring device (to measure weight of trash pro-
duced).
■ Compost monitor (for sensing whether more browns,
greens, or water are needed).
■ Physical atifact or “toy” for children.
We considered these systems to be paired with a master
smartphone application that would ref lect the household’s
sustainable practices.
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16 | Section Title
d e f i n i n g a f o c u s
Within the larger system, we chose to examine the food-to-
waste cycle and how it could be made more sustainable for
parents and their children. For the parent, our application
would serve as a space for direct action that would allow them
to live more lightly on the earth—from composting to garden-
ing to sharing the results of their harvest with those nearby.
For the child, it would serve as an opportunity for education
and activity. Might parents want to teach their children about
ecological systems through the concrete activities of growing
food and dealing with waste by composting?
We considered different interactive games around sustainable
practices that children can be involved in and the possibility
of two representations of the same application, one for the
parents and another for the child. We also considered the
idea that the child’s sustainable activities—in addition to
that of the entire household —would be displayed through the
physical artifact, allowing the child to share this information
with his or her peers and involve them in the system.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design | Fall 2011
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project overview
strategy
development
system concept
reflection
research
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20 | Research
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
a p p r o a c h
We conducted surveys, interviews, and research based on our
interest in exploring the sharing of resources in a neighbor-
hood and giving parents suggestions of activities to do with
their children related to the food-to-waste cycle. The online
survey explored attitudes towards composting, growing food,
and recycling. We also wanted to find out how parents talk
to their kids about growing and consuming food and their
awareness of energy used and waste produced.
s u r v e y m e t h o d s
We had 71 respondents in total to our two online surveys.
The surveys were directly channelled to parents with young
children through The Children’s School at Carnegie Mellon,
Westminster Presbyterian Church Children’s School, and
re Se arch
friends and family with young children. Respondents had
between one and four children and most of the children were
between the ages of two to nine years-old. The majority of the
parents who responded currently live in urban areas, which
was probably a ref lection of the channels we chose to distrib-
ute the survey through.
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22 | Research
s u r v e y s
To the right are some key percentages from the survey that
illustrate general attitudes and practices around composting,
gardening, and recycling.
24% compostOf those who do not compost, 67% would like to start.
36% have gardensOf those who do not garden, 83% would like to start.
All gardeners garden with their children.
All would like to spend more time educating their kids about the environment through activities like gardening.
85% recycle
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
s u r v e y s
To gauge awareness, we asked participants to describe a recent
instance where they thought about living more sustainably.
“We always had a garden which produced bushels of
vegetables and collected our compost material year
round. I would love to get back to that. I just need to
figure out how to keep all the creatures out!”
“In the past three months my husband and I have
made plans to purchase a rain barrel, we planted a
vegetable garden, and we’re looking into participating
in a local produce co-op, and purchase beef from a
local farm where steers are raised.”
“I was throwing away kitchen scraps the other day
and remembered that my neighbor has a compost bin.
Sometimes we take the scraps to his bin and I decided
we really needed to make it more of a priority.”
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24 | Research
s u r v e y s
• On awareness of garbage produced by the family
• On awareness of electricity consumption
On awareness of waste produced:
“We always notice when it is garbage day how much we
have wasted.”
On awareness of electricity used:
“Every month when I pay my utility bills.”
“We only have 1 garbage can. Many families in our neigh-
borhood have 2,3 even 4 cans. When I put my garbage out,
I can’t understand why these families have so many gar-
bage cans.”
“We likely do not have a great appreciation but we do have
to put out bag on the curb (not just garbage cans) which
does remind you weekly how much garbage has been pro-
duced. We have a child in diapers so we no doubt produce
more garbage than many families of comparable size.”
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
s u r v e y s
Based off of the initial concepts for our mobile application
we asked participants to rank some of our ideas. Below is the
average ranking they came up with
1. A service to connect you with other par-ents in your neighborhood with children of the same age as yours.
2. A means for you to network with other parents to share excess resources (second-hand clothes or toys, surplus of vegetables from garden or store, gardening supplies, etc.)
3. A forum for sharing ideas for sustainable living with other parents.
4. A digital application that designs custom-ized creative games and activities for you and your child.
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26 | Research
i n t e r v i e w s
Our interview included four face-to-face interviews and one
focus group made up of four people. All interviewees had at
least one child under the age of 10 years-old.
Focus group with coworkers
U01—father of 10-year-old
U02—father of two (ages 9 and 11)
U03—mother of two (ages 4 and 8)
U04—mother of two (ages 3 and 8)
Individual Interviews*
U05—mother of three (ages 3, 6, and 9)
U06—father of two (ages 3 and 9)
U07—mother of two (ages 2 and 7)
U08—mother of two (ages 2 and 5)
* see attached transcripts of individual interviews
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
a n a ly s i s
The results from the surveys and interviews began to suggest
some changes in the direction we were taking.
There were more objections to composting than gardening,
but it made clear that composting would be a hard sell to
those not doing it. The notion of trading or selling compost
also didn’t gain much traction in interviews.
Parents made it clear that talking to their young kids about
food only goes so far. There were varying levels of awareness
for kids (a potential opportunity for raising this awareness of
food), but many kids are picky eaters, and topics like where
food comes from were simply off the table for many parents.
Vegetables can also be a hard sell for kids.
We also learned from the surveys and interviews that normal
activities, not pre-canned ones, would be more appealing to
parents. The idea of an application that offered scripted ac-
tivities for them to do just didn't seem realistic. Networking,
they said, was more important to parents: respondents to our
surveys regularly ranked "a service to connect you with other
parents in your neighborhood with children the same age as
yours" above "a forum for sharing ideas for sustainable living"
and "a digital application that designs customized creative
games and activities for you and your child".
Our research also reinforced some ideas we had, such as
the notion that teaching children about ecology and living
sustainably is important to parents, and that parents generally
want to be doing better when it comes to waste and energy
use.
In the focus group and interviews, parents often talked about
how they already trade food with neighbors and friends, and
would enjoy doing more of this. We took these comments to
heart, and began to think more about our app as a way to en-
able more communication, conviviality, and local exchange.
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28 | Research
p e r S o N a S
s p e c t r u m o f p e o p l e
From our surveys and interviews we began to see categories of
people emerge based on their background, motivations, and
influences. We considered the motivation of each group of
people and how we can influence their behavior through an
interactive application. Our personas were derived from this
spectrum of people.
We began by considering three personas each belonging to
the different categories. As we proceeded, we realized that
it is important to consider the scope of the application. We
realized that it would be difficult to influence the behavior of
someone in the “Aware” state directly through the application.
So we narrowed our focus to the “Curious” and “Committed”
and considered the influence of these two groups on someone
in the “Aware” category. Michael, our secondary persona falls
into the “Aware” category.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
“AwAre” “curious” “committed”
People who have a basic knowledge of the problem of food waste.
They don’t want to take the ef fort to change their lifestyle to make it more sustainable.
People who have made many changes to their daily practices so that they can live sustainably.
They have knowledge of a variety of sustainable practices and are true proponents of the cause.
They are always willing to help others who want to get on the same path.
People who are aware of the problem and have taken a few steps to change their lifestyle.
Changes are made only when they’re convenient.
They are looking for more information, resources, help, and reasons to be motivated.
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30 | Research
r e b e c c a p i n n
Age: 35
Financial Associate for CMoA
Lives in Lawrenceville
Mother of two girls who, with her husband, is very focused on
the education of her kids.
She and her husband care deeply about creating a world where
their kids can live happily and healthily—the same for their
kids’ kids, too.
She happily embraces alternative ways of living, such as car-
pooling, composting, gardening, and biking.
Rebecca’s intuition is to do more with the girls that shows
them how they can value sustainability. They garden and cook
together, and she’s taught the girls how to compost.
She desperately wants to share her knowledge with others in
the neighborhood, and get the whole community to live more
sustainably.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
a n d r e a
Age: 30
Physical Therapist
Lives in Lawrenceville
Mother of two young children who cares about tradition and
family.
Her focus is on raising two happy, healthy kids, and passing
on the values her mother instilled in her. This includes cook-
ing great food.
She grew up eating home-cooked meals her mom made,
and wants to provide the same experience for her kids. She’s
interested in saving money and finding fresh ingredients for
cooking.
She doesn’t enjoy gardening, but she has had some success
with basil and sweet pepper plants her husband bought.
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32 | Research
m i c h a e l
Age: 35
MBA from University of Pittsburgh
Chief Lending Officer at PNC
Lives in Lawrenceville
Father of two who wants happy, healthy kids—the key word
being happy.
One of his 5 year-old boys is a picky eater, and even lost some
weight recently after being spooked about the idea of eating
beef.
Michael's food choices are often based on what is on sale at
the grocery store each week.
He’s very knowledgeable about computers and landscaping,
albeit not the organic kind.
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34 | Research
c o m p e t i t i v e a n a ly s i s
At various points in our process, we examined other ap-
plications that were addressing similar problems. While we
performed a competitive analysis at the beginning of the
project, it wouldn’t be until later, when we defined a new
focus, that we explored websites that promoted sharing with
others nearby.
Curiously, none of the similar applications we looked at had
mobile application versions of their websites. We hypoth-
esized that maybe these projects were just nascent, and hadn’t
yet had time to develop mobile apps. Mobile seemed like a
great opportunity to use the location of the user to describe
resources nearby. Of course, there would need to be a way to
override this, but as a default, it could be very useful.Freecycle is an email list for giving things away to people near you. A unique feature is their strict rules—they have a strong no-curb-alert rule, which states that you can’t just put something outside and say “ first come, f irst served”.
Craigslist maintains a “ free” listing section, similar to Freecycle but with fewer rules and a central website.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
Hey, Neighbor! is a website that encourages neighbors to meet one another through the performing of “microfavors”, small favors that friendly neighbors typically perform for one another (borrow a truck, for example, or help move a couch). You can set your location and the radius within which you want to find neighbors.
NeighborGoods is a website for sharing things you own and borrowing things you don’t. It focuses only on borrowing, and emphasizes money saved through estimates of how much you saved and how much you saved your neighbors.
BarterQuest is a website where people post what they have and what they want, and are able to barter with one another by mailing things. It has no focus on trade with people nearby. BarterQuest will compare your haves and wants with others and suggest transactions for you. A unique feature is that you can include “points” in a transaction, which are essentially dollars. The feedback system similar to eBay's (positive, negative, neutral rating).
Mobile apps
Patch. Local news curated by a local editor. The mobile app determines your location for you, but lets you override it.
Green Genie. Suggests projects to work on that prompt you live more sustainably.
Green Map. Lists and maps green living sites and natural, cultural, and social resources nearby.
GoodGuide. Lists sustainable products and fea-tures a bar code scanner for you to check an item’s environmental impact before buying it.
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project overview
strategy
researcH
system concept
reflection
DeveLopMeNt
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38 | Development
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
With personas and a new concept in mind, we sketched the
various screens of our mobile application on paper.
c h a l l e n g e s
Sketching is typically an individual activity, so we were chal-
lenged to find a process that worked for a group of three. Our
solution was that we would each work on a series of sketches
independently, then meet to see how they overlapped and dif-
fered. With a revised understanding of the application that we
reached through discussion, we would then do another round
of independent sketching and meeting. Through this iterative
process, we continued to refine both the interface design and
the concept of the application. We would eventually settle on
the sketches of one teammate.
De veLopMeNt
On paper, it was hard to estimate the proper dimensions of
the iPhone. We resolved this by printing a series of pre-made
wireframes of the iPhone on tabloid-sized paper, and sketch-
ing within these blank canvases.
It was through wireframing that we explored and found solu-
tions to many design problems, like how to rate a transac-
tion completed in Kamyün, which is essentially a rating of a
neighbor.
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40 | Development
We experimented with navigation through sketched wireframes.
va r i at i o n s o n n av i g at i o n
An initial task was to define the navigation that would be
used on the main screen of the app and the screens that fol-
lowed from it.
For the main screen, we focused on the primary actions the
user could do—“find” or “share”—as well as a few second-
ary actions —“search”, “calendar”, and “map”. We eventually
chose to integrate the map and search with screens lower
down in the hierarchy (search a full list of activities, for
example, or view a map for a particular item), while retain-
ing “find” and “share” at the highest level. A calendar did not
seem especially useful, although integration with an existing
calendaring system might.
We also experimented with global navigation—in our case,
the icons that would appear on most screens of the applica-
tion. The sketches to the right show a number of global navi-
gation ideas for the top of the screen. But we realized that for
an iPhone, this is non-standard; global navigation typically
appears at the bottom.
Our ideas for global navigation included links to Home,
Search, Notifications, Profile, Calendar, and Settings.
It wasn’t until we were working in high fidelity and discuss-
ing the design with colleagues that we decided to simplify
the global navigation and have buttons for “Home”, “Share”,
“Find”, and “Profile”.
We experimented with navigation through sketched wireframes.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
d e f i n i n g w h at c a n b e e x c h a n g e d
From the main screen would come the categories of things
that could be shared or found:
■■ Food.■Any type of food item—grown, bought, or cooked.
■■ Activities.■Events to attend—either large-scale and public
(like a farmer’s market) or smaller-scale and more private
(like an afternoon of vegetable canning).
■■ Materials.■Things that might be useful to other people, like
household supplies, compost for gardening, and tools.
■■ Expertise. We debated whether this meant articles posted
by Kamyün users or a listing of the skills and competencies
of those users. We decided it would be the former, and skills
would be listed on user profiles.
We also had to decide how exchanges would work. Would we
support bartering and if so, how? Could users buy things from
one another?
We considered the idea of allowing a currency to be used in
exchanges, but decided against this as we wanted to promote
sharing and bartering as an alternative economy that valued
human capital over money. This idea was influenced by John
Thackara’s book In The Bubble, as well as the precedents we
discovered during our competitive analysis.
We decided on the following types of transactions:
■ Food could be offered for free or bartered.
■ Supplies could be offered for free or bartered, or even bor-
rowed.
■ Knowledge and activities could only be free.
The f low of f inding and selecting an activity (top) and more experiments with navigation (bottom)
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42 | Development
Sketch of a scenario in which the user finds a posting for apples, requests and receives the item, and leaves feedback.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
Finding and selecting an activity (top) and sharing an activity (bottom).
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project overview
strategy
research
development
reflection
systeM coNcept
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46 | Development
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
We wanted to find a simple way to allow people to find and
share items (food, toys, materials), information, and activities
in their locality. The application also helps people meet and
get to know their neighbors. We wanted to explore how to do
this while still keeping the application easy to use. We also
wanted the system to feel friendly, the way you would want
your neighborhood to feel. We used a visual language that
communicates this friendly neighborhood feeling.
One of the central ideas of our application was encourag-
ing users to share and find resources locally. We made the
distance between the user and the food, activities, and
materials very clear. In the screen shots of the application,
you will notice that users can only view items that are within
a 5-mile radius of where they are. If the user travels to work,
the application will adjust the posted items on Kamyün to be
those within the 5-mile radius of his workplace. We wanted
to recognize that people have more than one environment or
SySteM coNcept
community that they might be interested in sharing or find-
ing resources within.
We also imagined that Kamyün's use could seamlessly expand
over time. Those users who frequently share on Kamyün
would become neighborhood champions, eager to reach out to
newcomers in the community. Our hope is that the more Ka-
myün is used, the more its presence in the physical environ-
ment can be seen—neighbors hosting weekly events, sharing
food, borrowing items, and giving advice to one another.
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v i s u a l l a n g u a g e
Kamyün, the name of our interactive mobile application went
through several iterations before we settled on its current
spelling. What do we call a mobile application that looks at
sustainability with focus on the local community? We wanted
the name of our application to ref lect coming together and
sharing so in the initial brainstorming sessions we looked at
names revolving around the community and neighborhoods.
The word commune, as in to come together, explained the
concept of our application. We looked at the phonetic spelling
of the word as a branding identity- Kämyoōn and simplified it
to Kamyün.
For the font studies, we considered a variety of fonts and fi-
nally settled on Terminal Dosis, a typeface designed by Pablo
Impallari. The font needed to communicate the friendliness
of a community.
Font and application name studies
This mood board was based on the colors of a green hillside farm.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
c o l o r s t u d i e s
Our first mood board was based on the colors of Autumn.
We considered another color set that not only focused on Autumn colors but also brought in shades of blue and teal to not associate it with a particular season.
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v i s u a l l a n g u a g e
We also wanted our color studies to reference sharing, the
outdoors, and growing fruits and vegetables.
R: 156 C: 25 G: 42 M: 94B: 22 Y: 100 K: 22
R: 66 C: 75 G: 110 M: 38B: 92 Y: 66 K: 21
R: 247 C: 3 G: 213 M: 14B: 118 Y: 64 K: 0
50 | System Concept: Presentation
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
a b c D e f g h i j k L M N o p q r S t u v w x y z
a b c d e f g h i j k l m n o p q r s t u v w x y z
0 1 2 3 4 5 6 7 8 9Terminal Dosis Bold — Title Text
a b c d e f g h i j k l m n o p q r s t u v w x y z
abcdefghijklmnopqrstuvwxyz
0123456789Terminal Dosis Book — Body Text
R: 204 C: 16 G: 108 M: 67B: 42 Y: 99 K: 3
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s i t e a r c h i t e c t u r e
We focused on keeping the over all system of the application
simple by bringing in a level of consistency into the two major
actions that the users can undertake- “Find” and “Share”.
Though the two actions are essentially different in nature, we
maintained a similar layout for the sub-menus. The landing
page on the application is the Kamyün feed. It shows the user
all the interactions between and shares by the people on the
Kamyün network.
Since the application also functions as a means of network-
ing, we wanted to give the user the ability to control content
about themselves as it would appear to everyone else on the
network. The profile page contains person details like name,
location, expertise and their reputation within the system.
The profile page also allows the user to control the application
settings and privacy.
The system allows people to find “Activities”, “Materials”,
“Knowledge” and “Food”. listings. Posts in each category are
sorted by distance from the user. By default the application
limits the listings to those that are less that 4 miles from the
user. The user can, however, access the rest of the feed if he
chooses. The system also allows users to filter the different
feeds by the options shown in the system diagram.
The “Find” feed is populated by posts by members of the
Kamyün community so the system allows other people to
share posts under “Activities”, “Materials”, “Knowledge” and
“Food”. To allow filtering in the Find section the users are
required to tag their “Share” posts as shown in the diagram.
We realized that when we’re considering a combination of
systems it is important to consider different criteria and filters
to categorize each of them. So in the Kamyün system people
can share “Food” and tag it is as either “Trade” or “Free” and
are also required to include the expiry date with the post. For
categories like “Materials” people can either “Trade”, “Bor-
row” or give for “Free”. The scenario in the following section
highlights the “Finding” and “Sharing” of a food item and
activity.
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54 | System Concept: Extension
kamyün
Find
Food
Global navigation icons
Nested navigation
Materials Expertise Activities
BrowseSearch Browse Search
BrowseSearch BrowseSearch
Distance
Expiry
Reputation
Food
Distance
Reputation
Reputation
Reputation
Distance
Date
Outdoor/ Indoor
Free Trade
By category
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
Share Profile
s i t e a r c h i t e c t u r e
Edit Info
Privacy
Reputation
Materials Expertise Activities
Trade Free Trade
Borrow
Tutorials Advice Outdoor Indoor
Settings
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i m a g i n e d s c e n a r i o : s h a r e a n d f i n d
We chose to illustrate the function of Kamyün through a scenario in which
committed gardener and community champion, Rebecca, decides to share
extra tomatoes with her neighbors. Through this process she becomes con-
nected to a new-comer to the neighborhood, Andrea. While Kamyün al-
lows neighbors to share food, materials, activities, and expertise, we chose
to focus soley on what the scenario of sharing of food and an activity might
look like. We also chose to show how the sharing of something simple,
such as tomatoes, might lead to building trust between neighbors and then
to the sharing of an activity with those same neighbors. The following is
our scenario:
Rebecca is a mother of two and an accomplished gardener. This summer, she grew three large tomato plants that look like they will produce quite a harvest. In fact, that harvest is just around the corner: in about a week, Rebecca should be inun-dated with tomatoes—more than she could eat with her family. She’ d like to share some of these tomatoes with people in her neighborhood.
To get the word out, Rebecca uses a free mobile app called Kamyün that lets you share knowledge, food, and materials with people nearby.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
Kamyün’s home page shows a feed of all of the recent activity on Kamyün. To get started sharing her tomatoes, Rebecca taps on the “Share” icon. She then selects “Food”.
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58 | Recommendations
i m a g i n e d s c e n a r i o : s h a r e a n d f i n d
She enters a title and short description, and uses her iPhone to take a picture of the tomato plant outside. She decides to list the tomatoes as “Trade”—why not get something in return for her hard work? Rebecca taps “Post” to make her listing public.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
Andrea, who has just moved into the neighborhood, is talking to her new next-door neighbor, Michael. He tells her about an app he uses on his phone called Kamyün. He says it’s great for borrowing things from people in the com-munity, as well as for f inding locally-grown produce. Andrea’s eyes light up as Michael describes the produce he’s gotten through Kamyün. Later, Andrea signs up for Kamyün and downloads the app.
Once in the app, Andrea jumps to the “Food” feed.
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i m a g i n e d s c e n a r i o : s h a r e a n d f i n d
One posting about tomatoes that will ripen soon catches her eye. The listing was created by someone named Rebecca. She takes a look at Rebecca’s profile—another mother of two who lives nearby. The listing says “trade”. What could she of fer for garden-ripe tomatoes? She thinks for a moment. She could bake some biscotti. Who doesn’t like biscotti?
She taps “Get” on the tomato listing, and writes up a quick message to Rebecca: “These tomatoes sound wonderful. Would you be interested in some home-made biscotti? Give me a call--412.555.3321”
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
Andrea and Rebecca work out the details over the phone. Later that week, they meet up and the exchange goes well .
A month passes, and Andrea and Rebecca continue to use Kamyun.
One Saturday morning, Andrea checks Kamyün and sees an activity listed on the activity feed—Vegetable Canning. It was posted by Rebecca. Andrea likes the idea of bringing the kids to play with Rebecca’s girls. She RSVPs.
Time passes.. .
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i m a g i n e d s c e n a r i o : s h a r e a n d f i n d
At the event, the kids get along well , and Andrea even learns a couple things about canning. Toward the end of the afternoon, Rebecca gives Andrea a small gif t: a pot-ted rosemary plant that she started from seed. Attached is a small note: “Welcome to the neighborhood.”
To see the full scenario, please view the application demo on the DVD located in the back f lap of this process book.
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design
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project overview
strategy
research analysis
development
system concept
refLectioN
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Rachel Inman • Brett Leber • SL Rao | Basic Interaction Design | Fall 2011
We began by thinking about how we could encourage parents
of young children to think more about the growing and shar-
ing of food, the waste they produce, and the energy they con-
sume. These three areas created a very wide scope in which
we needed to define a single problem space to work. Our in-
terviews and survey feedback largely contributed to honing in
on our more focused problem space of sharing neighborhood
resources. From there we identified the most common things
that neighbors would want to share between each other: food,
materials, expertise, and activities. We then explored how
each of these transactions would play out. What information
would one neighbor want to know about another before agree-
ing to share? What would compel someone to continue using
the Kamyün app? Why is it essential that Kamyün be a mobile
app? In our six weeks of developing Kamyün, we have tried to
answer these and other key questions.
There are a few areas for future work we have considered.
Based on the suggestions of our classmates and instructor,
we would want to further develop how users could rate the
transactions between each other and build reputations. We
discussed this idea and generated some preliminary sketches,
but never fully developed and integrated the screens. [We dis-
cussed this idea, but never generated what the rating screens
would look like. ] There are also other areas of the applica-
tion we could f lesh out based on our system diagram, such as
privacy settings. One thing we wondered about was how, if
Kamyün existed, we could seed activity in the system. How
could we help move it from an interesting idea with few users
to a groundswell of activity with many users? Overall, we have
created a solid foundation for what could be developed into a
fully functional mobile application to connect neighbors and
strengthen community ties.
refLectioN
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Overall, we have created a solid foundation for what could be
developed into a fully functional mobile application to con-
nect neighbors and strengthen community ties. On the whole,
we were very pleased with the concept, design, and prototype
we produced, especially given that this was the first mobile
application any of us had designed to this level of detail, and
look forward to designing more for resource sharing and
sustainable behavior in the future.
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Project Team
Rachel Inman
Brett Leber
SL Rao
Course
Basic Interaction Design
Carnegie Mellon School of Design
Fall 2011
Instructors
Peter Scupelli
Clarence Yung (T.A.)
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