SOUND MIND
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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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Learnings
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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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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.
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Co-Design workshop for further insights
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Key findings from workshop
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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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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.
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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.
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Prototype
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
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Designed and coded by Kosha
Copyright © 2024 Kosha Bheda. All rights reserved.