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QUIJIT

Time Period: October 2017 - December 2017

Course: Designing for the Human Body

Skills Developed: Affinity Mapping, User Surveys, User Interviews, User Observation and Testing, 3D Printing, Laser Cutting, Design Thinking

Software Used: Adobe Illustrator, Fusion 360, Cura Type A

Quijit: Projects

Project Background

For this project, as a team, we consulted with our industry sponsor from SoLaTiDo, Tom Sherlock, as we went through the design process. We scheduled periodic design check-ins and meetings with our client throughout the process via email and face-to-face meetings. Along with avidly participating in the design process, I took the role of industry liason.


Augmented Reality and Virtual Reality headsets are becoming more popular and accessible; however, performing tasks on these devices can be difficult due to complex gestures or overly sensitive voice control. SoLaTiDo has been working to create a controller that will make typing and working using an AR or VR headset much easier. The idea is to make it simpler, more accurate, and therefore more accessible to a variety of users. Tom tasked us with designing this controller, keeping in mind accessibility, ease of use, and different functions that may make this product more appealing.

At the end of the semester, we finished a high fidelity model of an ergonomic controller with a keyboard, trackpad, and modular attachments to allow for video gaming and musical production use cases.

RESEARCH AND ANALYSIS

Once our client gave us an overview of his goals and explained his ideas with his previous prototypes, our first step was to conduct user research. We designed and sent out a general survey that would enable us to understand the targeted market’s working habits and their utilization of various technology. Based on the information received from this survey, we conducted longer, more in-depth interviews with people who typically use keyboards for extended periods of time: gamers, writers, programmers, music composers, and commuters who work on the go. The interviews were specific to the occupation of the interviewee, but mainly sought to find the ways in which these users interacted with their keyboards, what their likes and dislikes were, and their interests in a portable keyboard. We displayed the client's latest model as well to gain some user insight about the design and function and define a place to start.


We clustered similar observations together using the affinity mapping technique, from which we were able to find the following main themes: usability, keyboard to device interaction, form factor, current typing and working habits, Modularity/Adaptability, customizability and ergonomics.


In addition, we did competitive analysis to determine different kinds of keyboards that already exist in the market. Of particular interest were the flip out keyboard, e-ink customizable keyboard, UV Light board, iWeb foldout keyboard, Grippity, Asus Keyputer, Razer Orbweaver, Gamevice controllers and the PSP Go.

BRAINSTORMING

We used the key insights synthesized from the interviews and the knowledge of products already in market to guide our brainstorming process. We each brainstormed individually and later regrouped to converge our ideas into fewer, more detailed concepts. In order to assess the concepts we had come up with, we placed them in a 2-by-2 matrix and evaluated them based on the main goals of the client (portability and incorporation of AR), and the main user needs we identified from analyzing the user research. By combining some ideas and eliminating others, we came up with our top three ideas: a thin foldable keyboard that would fit into the user’s pocket, a programmable keyboard with transparent glass enabling the user to see what they are typing from the back, and a slide-out keyboard with an attachment for the phone at the top and keys at both the front and the back. Considering user research that demonstrated a dislike for the attachment by hanging around the neck, we also brainstormed various attachment methods and eventually narrowed down to a wrist attachment and a retractable clip attached to the waist.

As we went through the design process, we kept an open mind to other ideas or next steps the client can take to further develop this product in the future. The intended user population includes gamers and musicians aside from people who work on-the-go or in the field. To make our design more robust, we decided on focusing on a dual sided keyboard with modular attachments, allowing the user to change the peripheral attachments depending on their needs. To adapt the product to gamers, the peripherals could include handles with a joystick and commonly used buttons. For musicians, this can also be developed to attach a keyboard or strings to mimic an instrument. Another idea was to make a modular attachment that adds speakers to the device allowing users to play music or noises to those around them as well.


Furthermore, we came to a consensus on the ports that should be integrated into the module: USB Type C for charging and modding the software and an HDMI port to project the display to a larger screen for others to see. We also included offset keys as the staggered arrangement would suit the natural movement of the fingers as they type.

LOW-FIDELITY PROTOTYPING

Set on improving the ergonomics, adaptability and portability of the keyboard, we set out to design and test a prototype.

We created a “looks-like” prototype to analyze the strengths and weaknesses of our design. This model helped us understand how users perceive this type of product in terms of convenience and ease of use, and provided us with a direction to modify this product for users. This model was close to our client’s iterated prototype in terms of size and shape; however, we rearranged the features on the front by placing the buttons above the trackpad. This rearrangement made it easier for users to reach with their thumbs, which naturally are located higher relative to the other fingers when holding the device. We built a rectangular low-fidelity prototype laser cutting wood and using foam core to test the size, shape, and method of attachment of the current model.

Our “works-like” prototype was integrated into the low-fidelity prototype. The purpose of this was to determine a method of attachment as well as show and test modularity and the ability to address multiple intended use cases. Addressing an improved method of attachment, we tested four different methods: the client’s current pendant design, a lanyard, a Wiimote, and a retractable clip. Furthermore, we designed a mount for the user’s phone allowing them to used the product without an AR headset. It clips onto the phone and gets mounted into the keyboard so the phone appears to sit sideways on top of the keyboard. To make the product viable for a larger range of use cases, we created modular attachments that could be added on to the main module. For instance, gaming controllers could be attached to the sides of the keyboard when a user desired more function than just typing.

USER AND CLIENT FEEDBACK

We interviewed users using the low-fidelity prototypes as our models. They said that the keyboard size was ideal, but that they would prefer a different shape such as a ball or cylindrical form rather than a rectangular prism in order to make the product easier to hold and grip while in use. The initial prototype was made out of plywood, so the users found the design too heavy; however, we were already planning on using a lighter material, such as plastic, for the final product.

With the "works-like" prototype we performed user testing considering usability, practicality, and comfort. We learned that the retractable clip helps users to easily carry a keyboard on their backpack or waist, and allowing them to easily grab it whenever they need it. However, it would be difficult to attach this clip for users wearing a skirt, dress, or leggings. Furthermore, they found the other three attachment methods intrusive and potentially painful because the edges of the device hit their chest while moving and added both discomfort and limited mobility when on the shoulder or wrist. The modular attachments made users feel that with the main keyboard sandwiched by the gaming modules, the controller was too big to hold, and thus did not feel comfortable for users with smaller hands with thumbs that were unable to reach the center of the keyboard. Furthermore, users found it unnecessary to keep the keys in the middle while using the gaming modules, as this extension added unnecessary weight, length, and discomfort.

Tom appreciated the feedback regarding the dislike for the keyboard hanging around the neck. However, some of our controller designs included a screen. Thus, he requested that we avoid incorporating a screen into the design as he wanted the keyboard to be intended for AR and VR users where these headsets contain the screen. The client also did not want to integrate a phone mount into the handheld keyboard, clarifying the purpose of this product to be a tool only for users interacting directly with AR headsets. Furthermore, our industry mentors provided insight into the quantity of electronics and hardware that must go inside the product, thus making the foldable keyboard concept much too difficult to execute.

BRAINSTORMING

The notes received from both user testing and presentation to the client helped us to narrow our focus. However, so did experience testing. We borrowed a Microsoft Hololens from our client to actually get the experience of using it helping us to identify user pain points with current AR technology. We decided to focus more on a better method of attachment and ergonomics. We had another brainstorming session to develop our idea and narrow down our focus to simply designing a product that is compatible solely with AR that is ergonomic and portable.

With our focus on ergonomics, we converged on an overall form-factor in the shape of a slightly-flattened peanut. This shape was inspired by our study of the ergonomic form-factor of gaming controllers. This new shape made the product easier to hold, as it fit more securely in the rounded shape of the palm. We modified the keys, making the rows slightly offset as they are on a computer keyboard. The keys on the front side of the device are larger than those on the back to account for the difference in size of the user’s thumbs versus that of the fingers. Regarding attachment mechanisms, we went forward with a retractable clip attachment at the hip.

HIGH-FIDELITY PROTOTYPING AND USER TESTING

After the brainstorming session, we created a CAD model of our new design. The next step was to 3D print it. This prototype was 3D printed using PLA from the Type A 3D printers, so it was much lighter than the previous model. The 3D model was modified to include a small hole in the bottom right corner of the device to directly attach to the clip.

We received positive feedback from user testing regarding the improved comfort provided by the rounded sides and lightweight material. However, many users found the overall keyboard too small and noticed that the edges of the buttons were a bit sharp. Furthermore, the front buttons in the center were spaced too close together, making it difficult to reach the intended button with the thumb.

FINAL ADJUSTMENTS

Based on the feedback, we made a few minor adjustments to our 3D model to lead us to our final, iterated design. The changes included filleting the edges of all keys, spacing out the center buttons on the front, making central keys slightly larger, and enlarging the overall size of the complete product. Along with this final design for the main keyboard product, we decided to prototype the modular gaming attachment. We designed the sides of the main module to be detachable for when users want to replace them with the gaming controller add-ons. This gaming controller includes a joystick controller, directional special action keys on the front, and trigger buttons on the back for the index fingers. At the moment, as a proof of concept, these sides are all attached by magnets; however, in future iterations, the product can utilize more secure methods of attachment such as with a tab that inserts into a slot, or a track for the attachment points to follow.

Quijit: Projects
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JACOBS INSTITUTE DESIGN SHOWCASE

We created a slideshow showcasing our work through the design process and a video to demonstrate the current AR technology, using a Microsoft Hololens.

We presented all our work on December 6, 2017 at the Jacobs Hall Design Showcase which is open to the public. It was a great learning experience gaining feedback and suggestions for further improvement from graduate students, professors, and other industry workers.

Quijit: Bio

REFLECTION

Although our final design has many promising features and qualities, it also has several potential weaknesses and current limitations: design, electronics, and keyboard. The keyboard should have a mechanism that locks the back buttons when the keyboard is put down or while the user is playing games. There are complex considerations about electronics inside of the product because the shape is curved. It would require a flexible circuit inside to support the buttons because none of keys are in the same plane. Also, the circuit should be mounted mechanically and connected electronically inside the product. Moreover, if users decide to use the gaming controller alone, it is not comfortable or accessible to grip because of the flat surface. Thus, a divot will need to be added to this surface to provide thumb grip, making it easier to hold and more comfortable overall.

Some future ideas and next steps, were we to continue with this project, would be to obtain a patent on the design. From there, we would determine more details regarding the individual keys including depth, tactile feedback, and placement in cooperation with the electronic components. Furthermore, we would need to determine what electronic components need to be included and how to organize them inside the product. From there, we would manufacture the product and take it to market, and return to iterate and improve the design and function.

Working with an industry sponsor taught me a lot. Communication is extremely important in ensuring the client gets what they want. Testing out an experience (in this case the Microsoft Hololens) can help create empathy for user pain points and needs. Ergonomics requires a lot of trial-and-error, as organic form-factors need to be prototyped and tested for fit, size, and shape. Tom also taught us something very important: you can’t please everybody with a product, so you have to define a specific user base.​

Quijit: Bio

©2017 BY SONALI BAPNA. PROUDLY CREATED WITH WIX.COM

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