Unify logo adventure communication made simple UNIFY wearable technology

UNIFY is a smart wearable device that allows casual adventure groups to maintain simple communication with each other on the go without having to worry about signal, battery, or environmental factors.



RISD Fall 2021 | Duration: Two months
Teamwork with Amanda Han

My responsibilities: research, work-like model
Amanda's responsibilities: app UI
Collaborative: UX, product design



1. Identifying the Problem Space

Market Opportunities
Screenshots of news articles on the market growth opportunities for extreme sports

Questionnaire (59 participants, US residents, age 18 to 25) Visual summary of questionnaire conclusions User Dynamics
Relationships within a group: Leader, Home Base, Followers
  • What is the relationship between these roles and how does it affect the use of our product?
  • What about different learning curves? How will changing roles affect adoption of different products?
User Persona
  • Young, casual adventurers and their travel companions
  • Users being a part of a already formed group
  • Group exists outside of one particular trip and group dynamic already formed prior to adventure
  • Group with mixed skills level
  • Travels 2–5 times a year
  • Not invested enough to buy bulky, specified and expensive equipments
  • Face difficulty during trip, for example when phone access is limited.

  • Secondary focus: family with children, tweens or teens
Interviews

Five in-depth interviews were conducted.

Journey Maps

Journey maps are made based on these interviews. Red indicates the lost person's journey; blue indicates the rest of the group.

 user journey map 1 user journey map 2
user journey map 3 user journey map 4

Observable Patterns

journey maps overlayed onto eachother common journey map takes form of the letter u

A common pattern discovered: the "Valley of Anxiety"

Quotes in journey map context


Common Journey Features

Forming a shared journey map

2. Existing Products and Technologies

Adventure gears mapped dependant on the scale of comfort and level of commitment. Adventure gears on a scale of use for communication or navigation Referenced Concepts More references

3. Where Will This Product Live on an Active Body?

Form Studies

*Form studies are done with the intention of incorporating direction indicating haptics

Photos of many form studies on the hand Photos of minimal form studies on the hand

After these form studies, we decided to reduce the product to the most familiar and minimalistic form: a simple band with physical buttons and no screen.

We decided to speak more with senses and reduce the physical presence of the product.

interfaces and senses Buttons and its properties

Haptics User Tests

Haptic sensitivity test Haptic sensitivity test Haptic sensitivity test

4. Communication System

Communication Needs Analysis
Empathy map for group members Empathy map from lost person's point of view

Empathy maps for group members and lost individual

user journey map 1

Pinpointing ideas that needed to be communicated between two parties at key points on map.

map of phrases according to the level of okayness

Shorten, group and sort key ideas based on level of emotional agitation.

Matching Needs with Potential Functions
photo of working process
    Challenges:
  • Dichotomy between communicational needs of sender and receiver
  • Technological limits between water and on land, and customized experience and technicality for different sports
  • Dichotomy between display and feedback for sender and receiver
Pairing communicational ideas with functions and icons

Pairing key communicational ideas with functions and icons

Initial functions and icons

Initial functions in button form

How to make the wearable work for both receiving and sending information with the same amount of buttons and the same interface?

Sender Receiver
find others stop / wait
navigate me to group
find me follow navigation
come to me, emergency

After a lot of experimentation, the dialogue to communicate in times of trouble was reduced to two binary sets of notifications and responses .

- When the lost person falls behind and wants to catch up, the first function navigates them to the group while the group (receiver) will be notified to wait.

- When the lost person is in trouble and needs help from the group, the second function assures them to wait, while the group (receiver) will be notified to follow the navigation.



How to make the wearable work both on land and underwater, for different sports and situations?



Test Against and Solve Potential Scenarios

Test against and solve for potential scenarios

User Test and UI Refinement

User test focus: icons, direction indication, intuitiveness

Digital UI prototype for user testing

Prioritizing the study of multi-person interaction at this stage, a quick digital prototype of the interface was used to test the intuitiveness of icons.

Photo of users testing UI Photo of users testing UI
Photo of users testing UI Photo of users testing UI
Photo of users testing UI
User test notes

Feedback from user tests helped validate our functionalities, but some icon and display choices led to confusion. All users understood the system after several minutes of interaction.

Taking these feedbacks, we continued to refine functions and display.

Iterations of user interface after user tests

Progression of functions and displays development

5. Physical interaction

Button placement iteration
Button placement ideation More button placement ideation A sample of UI on a hand outline

Placement and order ideation for interface elements

Four 3D printed bands with draft buttons

Rapid 3D prototypes are used to consider the physical size of elements.

Work-like models Work-like models

Work-like models are made using micro-processors and NRF24L01 radiofrequency modules to study user interaction with LED, sound and haptics responses.

Photo of initial work-like Photo of second work-like
GIF demonstrating interaction GIF demonstrating interaction

6. Final product concept

Physical Product: Wearable Technology Wristband Photo of CAD model Photo of CAD model Photo of CAD model Photo of CAD model

Alternative Forms

As a communication study, UNIFY system has the potential be integrated into existing adventure sport products, such as dive watches (band) and avalanche beacons (extra communication buttons).

User interface Diagram of user interface User Interaction (Simplified Demonstration)

Mobile Application

Functionalities include pairing, providing interactive instructions, and allowing adjustments to activity-specific settings.

App demonstration

App demonstration

Syncing devices via bluetooth



App demonstration

App demonstration

Configuring devices to ensure signal is set up correctly



Visual and interactive functionality tutorials

UI tutorials UI tutorials UI tutorials UI tutorials
New User Journey New user journey

System technology

On land Underwater
Solution 1:
Multiband RF transceiver
  • 400 – 470 MHz (UHF) | ~ 2 km
  • ~ 2.4 Ghz | Device pairing
  • Interface:
    - LED and haptics
    - Navigation through avalanche beacon principles
  • 60 – 70 kHz | up to 80 m
  • Interface:
    - In range: LED and haptics, sound
    - Out of range: Warning upon range exit; switch to pure sound
    Solution 2:
    BLE 5.1 long range coded PHY
  • BLE 5.1 | ~ 1 km
  • Interface:
    - LED and haptics
    - Navigation through inbuilt Angle of Arrival (AOA) and Angle of Departure (AOD).
  • No RF connection
  • Interface:
    - Sound and LED

    Packaging & Charging

    Case with built-in induction charging.

    CAD rendering of packaging CAD rendering of packaging

    An example of applicable induction charging components: TIDA-00318

    Battery

    Li-ion battery (should not charge if below freezing point)

    An example of applicable battery solution designed for wearable tech:

    Samsung SDI Mini Li-ion batteries PCF582124, PCF441435



    Current specs
    (Extracted from Samsung SDI's website. Date accessed: December 2021)

    Sample battery solution

    7. Appendix