Title: snapsure
1snapsure
- Application, Interaction and Form Design of a
Camera Phone
Interaction and Visual Interface Design Fall
2004
Phi-Hong Ha Carin Rogoff Greg Vassallo
2overview
- Design Process
- User Research
- Literature Review
- Implications
- Concept Generation
- Concept Validation
- Concept Refinement
- Form Development
- Final Concept
- Overview
- Scenario of Use
3research user interviews
- Summary
- 19 interviews
- High-functioning to declining
- 13 of 19 own a camera of those, 3-4 are digital
- 9 of 19 own cell phones
- Current methods of sharing photos prints via
mail, in person, or email (very few)
- Findings
- Typically take photos of family, vacations, and
friends - Most did not need or want cell phones, unless in
emergency - Keep in touch with family using
- Home telephones
- Family get togethers
- Email (small number)
- Cell phones (small number)
- Most still prefer prints to hold in hand over
digital photos.
4research literature review
- Findings
- User group Well Elders Mobile, cognitively
intact, able to maintain household alone. - Functionality is primary (unlike younger
generations where style is big factor) - Important to look at entire ecology of aging
How their environment changes as they get older,
how relationship with family changes
Fear of the unknown is often a barrier to
purchasing or acceptance of new products.
Elders also seldom find reasons to develop
relationships with new products as they age, due
to less income, physical space smaller, fewer
social interactions Elders seek to maintain
personal identity,dignity and independence
5findings literature review
- Values
- Remaning autonomous
- Sustaining personal growth
- Helping others
- Maintaining social ties
- Experiencing pleasures
Activities Family outings Visits to
friends homes Meals Volunteer activities
Religious and community events Sharing photos
with family and friends
6implications
- Design should support elders engaging in
activities - Shouldnt be set apart as a necessity, but
marketed as a convenience seen as something that
could be used by everyone - Should take all aspects of life and aging into
account.
- Shouldnt look unusual or complicated, should
play off what they already know. - Focus on being non-stigmatizing, accessible,
and easy to use - Should allow user to maintain personal
identity, dignity, and independence.
7concept generation
- Memory Wallpaper
- Fill environment with identity-strengthening
artifacts - Networked Photo Album
- Easily receive digital photos from family members
- Automatic Photo Blog
- Share experiences with family members
- Community Experts Network
- Day to day favors from and for a trusted network
- Help Me Remember
- Memory Aid
- Walkie-talkie
- Direct, person-to-person communication and photo
sharing - How to Sharing
- Share a process or how to do something
- Networked Social Activities
- Shared information about events and activities
- Digital Photo Wallet
- Portable, simple way to keep and share photos
8concept validation
- Focus Group
- 9 elders
- 5 out of 6 own cameras, all 35mm
- All 6 own cell phones
- Findings
- Liked How to Sharing best because they respond
better to both audio and visual instructional
cues. - Walkie-talkie seen as a marvelous idea.
- Felt that promoting community in Community
Experts Network was an important goal, but not
sure the camera phone scenario worked to do that. - Found Help Me Remember to have many useful
applications. - Networked Social Activities also seen to promote
community, but seemed too futuristic and couldnt
grasp the concept fully. - Live Connection was considered a great idea, but
too similar to video.
9concept refinement
- Primary Needs
- Memory Aid
- Sharing Expertise
- Visual Instructions
- Image-based Communications
10form development
11form development
12final concept overview
- Quickly and smoothly transforms between camera
and phone modes. - Modes are clearly and physically defined to avoid
confusion. - Rubber grip handle allows for easy slide and snap
into camera mode. - Large buttons facilitate interaction.
- Form is substantial in size to create sense of
familiarity.
13final concept scenario