LET THE SLEEPING ROBOT PREDICT

I went through this project during the minor UX x UI, the client was INFO Amsterdam. The assignment we had was to add predictive knowledge to an existing smart object of our choice. The smart object we have chosen is Somnox's sleep robot. This robot helps you fall asleep and adapts to the rhythm of your breathing so that you automatically follow the robot's breathing. This way you breathe slower and fall asleep faster. It was up to us to apply predictive knowledge to the sleep robot. This was an assignment that generally falls beyond our expertise, but a very challenging and interesting one. With my team I went into this project and my role was visual designer. 

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TEAM STYLE

In order to keep all team documents and deliverables clear during this project, for us and to present them to the client, I designed a team style. We wanted a strong style with contrasts, so I made the choice for green, this was combined with dark gray in presentations and reports. In other documents it was combined with a white background and black text. The green color has different shades so that a difference can be shown in visualizations. This team style can be seen in deliverables, presentations and reports.  To make it easy for my team, I put the style in a design system, this was addable in every new file of Figma. 

BRAND ANALYSIS

To get to know the INFO and Somnox better I wanted to do a brand analysis. For example, I wanted to know what the brand promise is, the mission and the vision. With this knowledge we could keep it in mind during our process so that we would not deviate too far from their values. I visualised the knowledge which I and a team member had gained. Unfortunately it was not possible to complete the physical elements because we could not get to the location during this time.

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CONNECTED VS. SMART DEVICES

A lot of research had to be done before we could start thinking up a concept. We had no knowledge of the subject of predictive knowledge and everything around it. During the research I gained knowledge about the difference between connected and smart devices. Many products are called 'smart' while they are not purely for marketing purposes. For example, many products are connected, which means that they are connected to the internet and respond to input from the user. Smart devices, on the other hand, respond to and adapt to user behavior. This is an important difference, also for us, so that we choose a product that is truly smart. I visualized this to show the difference.

‘Connected devices are connected to the Internet in order to exchange information, while smart devices aim to make users’ lives easier in some way.’

SOMNOX SLEEP ROBOT

As described, after a brainstorm we made the choice to continue with the smart product the Somnox sleep robot. The target group was within reach and the founder was an acquaintance of a team member. This created an opportunity to get in touch with them during the process. To give INFO an image of what the Somnox sleep robot is already equipped with, I visualized this.

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MINDMAPS

After we presented INFO with the research phase, we started with the ideation phase. In order to get clear what we were thinking about with the subject of 'predictive knowledge' and the opportunities we see in it, we made a mind map on an individual basis. This described the way in which we could obtain data in order to achieve the desired result. After discussing the mind maps, we decided to conduct a survey about sleeping problems that was followed up with a cultural probe. The respondents of the cultural probe were the same respondents who had left their data during the survey. This allowed us to involve the target group in the project. We extended the research phase by acquiring even more knowledge about sleep.

INSIGHTS FROM ENQUETE, CULTURAL PROBE AND RESEARCH

We analyzed the results of the complete research, the survey and the cultural probe. Especially in the results of the cultural probe we saw a pattern. For example, many respondents suffered from waking up at night and then not falling asleep easily. We converted the results into insights, visualizing these insights as can be seen here.  

 

These were some of the insights:
• The sleeping problem of the respondents was that they woke up several times inadvertently at night.
• Sleep problems have an effect on daily life for a longer period of time.
• The respondents did not feel any sense and/or need for social contacts as a result of sleeping problems.

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DESIGN CRITERIA

Based on the insights we were able to draw up design criteria. The concept has to fulfill these criteria, then it is certain that it fits in with the wishes of the user. This is important because the product then has a greater chance of success. The design criteria the product must fulfill are:
- Positivity
- Personal Needs
- Added Value
- Sleep through
- Natural surroundings

CUSTOMER JOURNEY

All insights allowed us to create a vision of the night of a person with sleeping problems. We did this with the use of a customer journey. This journey shows in sleep phases (preparation, getting to sleep, sleeping and waking up) what the thoughts and feelings are. We were able to think of opportunities at the pain points during a night, and in the future we were able to shape our concept accordingly. 

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CONCEPT CHOICE

After a few creative sessions and brainstorms, three concept directions emerged.
- Improving the Somnox Sleeprobot itself by linking the collected data of all sleep robots in a network. In this way, the sleep robot can predict what the ideal night's rest will look like through breathing. Somnox knows when users wake up and can then switch back on.
- Improve the Somnox App by linking it with other "smart" applications, such as a calendar. This way he can plan for you what the best night's rest will look like. 
- Add a new device to Somnox that can collect more data. The sleep robot can sense at night when the user wakes up and so he can switch on again to let the user sleep.

These three directions have been worked out in low-fidelity prototypes to be tested and then presented to INFO. 

After the presentation to INFO where we gathered feedback, we made the choice to merge concept direction two and three. To make this concept concrete, several more creative sessions were needed.

CONCEPTTEST

To test the concept we prepared a test plan. This way, each team member knew where we wanted to test, how many respondents were needed and which questions we wanted to ask. We took the test and the results helped us with the next iteration of the concept. 

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current project, to be continued

DESIGN CRITERIA

I formulated design criteria based on the insights from the research. Ultimately, the concept has to fulfil these design criteria so that I can be sure that it fits the user. To find that out, a concept test was done, I tested the three concepts with different respondents. The results of the test allowed me to choose a concept direction and then concretize it. 

"Early Bird, a personal ticket that gives you access to a video of the park you are going to, and then leads to an app that enthuses you beforehand with facts, videos and atmospheric images." 

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FLOWCHART

Before I could start sketching the app I made a flowchart. With the

flowchart I knew how many screens I needed to complete the app.

LOGO DESIGN

I wanted a logo that made clear what the concept is all about. It's mainly about the ticket that gives access to atmospheric images and facts before you go to the park. Early Bird is on its own a meaning, buying tickets at an early stage, that's what the name of the concept is based on. The visualization of the ticket shows the access ticket to the app with the atmospheric images.

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MID&HIGH-FIDELITY DESIGNS

I started with the design of a mid-fidelity prototype, I did this so after the usability test I could make the prototype high-fidelity. I wanted to use cheerful colors, after all, it have to be a fun experience. I wasn't completely satisfied with the design yet, but i decided to take the usability test first. I could use the results of the test to optimize the high fidelity prototype. It were small adjustments like info buttons. Also turned out that the look could be a bit more cheerful, this confirmed my feeling.

I decided to spar with a co-student about the design, she gave the tip to use contrasting colors. Because of this I made the choice for the design of the high-fidelity prototype. I processed the feedback from the previous usability test and made the prototype clickable. I tested this prototype again, processed the feedback and finished the prototype.

PROTOTYPE

The final prototype of the app can be watched here. I will show you how to navigate through the app. During the process I was not able to design an access ticket due to time constraints, I incorporated this in the recommendations.