sweet - human-centered design · 2016. 4. 21. · make sweet treat easy to fill from the top and...

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SWEET TREAT SWEET TREAT Team Members: Ankur Agrawal | [email protected] Liz Chen | [email protected] Allie Deford | [email protected] Chen Ye | [email protected] Sponsored by: Department of Human Centered Design and Engineering, University of Washington. How can we change people’s behavior of taking candy in the HCDE main office, and create a fun and collaborave atmosphere? We interviewed three candy bowl managers to gain an understanding of common problems that surround the candy bowl. We also reviewed ten academic arcles on the topic of behavior design and gamificaon. Challenges need to be quick and relavely easy for people to play. Three trays filled with candy are too confusing for people to understand their different purpose. Providing a candy storage box at the boom and asking people to grab candy and refill is hard to get for people. Playing a game and then geng a chance to pick candy is fun. SECOND PROTOTYPE What We Learned from the Users × 3 × 3 × 10 × 7 People sing around the candy bowl are somemes interrupted by candy takers who tend to make jus- ficaons and comment on their behavior. The department thinks the bowl belongs to every- one in the office. But people only take candy from it, and complain to the office manager when the bowl is empty. We quickly built out the first prototype to visualize and test our ideas for solving the idenfied prob- lems. The physical parts are made of laser cut carton boards, and the digital interacon consists of three HTML games we built with exisng resources. We conducted the tesng at the hallway of HCDE de- partment with seven users including students and staff. The bowl is usually filled with a variety of candy at first. But some types of candy run out quickly, leav- ing the less desirable ones in the bowl for a long me before they are finally selected. Refilling is a Hassle Lack of Variety RESEARCH FINDINGS Negave Interrupons FIRST PROTOTYPE Make Sweet Treat easy to fill from the top and prompt current users on the screen to refill it when candy levels are low. Encourage Collecve Responsibility Enrich Fun & Collaborave Interacon Enhance Sustainable Candy Consumpon A digital component with simple and collaborave games that allows users to relax or engage with others who have recently used Sweet Treat. The game up- dates every week to provide users with a long-term engaging experience. Enable Easy Access for a Quick Fix An open tray contains ordinary candies for busy people to grab some candy. It also acts as a spot where people who win extra candy can share rewards with their peers. Most desirable candies are kept in a transparent drawer, and can only be obtained aſter finishing a chal- lenge. Instead of providing a whole bag at once, the drawer can refill itself three mes when it’s nearly empty, so that all people get the chance to pick their favorite candies.

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Page 1: SWEET - Human-centered design · 2016. 4. 21. · Make Sweet Treat easy to fill from the top and prompt current users on the screen to refill it when candy levels are low. Encourage

SWEETTREATSWEETTREAT

Team Members:Ankur Agrawal | [email protected] Chen | [email protected] Deford | [email protected] Ye | [email protected]

Sponsored by:Department of Human Centered Design and Engineering, University of Washington.

How can we change people’s behavior of taking candy in the HCDE main office, and create a fun and collaborative atmosphere?

We interviewed three candy bowl managers to gain an understanding of common problems that surround the candy bowl. We also reviewed ten academic articles on the topic of behavior design and gamification.

Challenges need to be quick and relatively easy for people to play.Three trays filled with candy are too confusing for people to understand their different purpose.Providing a candy storage box at the bottom and asking people to grab candy and refill is hard to get for people.Playing a game and then getting a chance to pick candy is fun.

SECONDPROTOTYPE

What We Learned from the Users× 3

× 3 × 10

× 7

People sitting around the candy bowl are sometimes interrupted by candy takers who tend to make justi-fications and comment on their behavior.

The department thinks the bowl belongs to every-one in the office. But people only take candy from it, and complain to the office manager when the bowl is empty.

We quickly built out the first prototype to visualize and test our ideas for solving the identified prob-lems. The physical parts are made of laser cut carton boards, and the digital interaction consists of three HTML games we built with existing resources. We conducted the testing at the hallway of HCDE de-partment with seven users including students and staff.

The bowl is usually filled with a variety of candy at first. But some types of candy run out quickly, leav-ing the less desirable ones in the bowl for a long time before they are finally selected.

Refilling is a Hassle Lack of Variety

RESEARCH FINDINGS

Negative Interruptions

FIRST PROTOTYPE

Make Sweet Treat easy to fill from the top and prompt current users on the screen to refill it when candy levels are low.

Encourage Collective Responsibility

Enrich Fun & Collaborative Interaction

Enhance Sustainable Candy Consumption

A digital component with simple and collaborative games that allows users to relax or engage with others who have recently used Sweet Treat. The game up-dates every week to provide users with a long-term engaging experience.

Enable Easy Access for a Quick Fix An open tray contains ordinary candies for busy people to grab some candy. It also acts as a spot where people who win extra candy can share rewards with their peers.

Most desirable candies are kept in a transparent drawer, and can only be obtained after finishing a chal-lenge. Instead of providing a whole bag at once, the drawer can refill itself three times when it’s nearly empty, so that all people get the chance to pick their favorite candies.