We started by conducting research about sentimental artifacts (such as photos, souvenirs, and cards) and how people like to document their life. We conducted interviews, surveys, and used generative research methods such as make tools and collaborative storyboarding. With our findings, we used affinity mapping to consolidate our research into a few key ideas that people desire with sentimental artifacts and two main themes.
Research findings affinity map
is needed before revisiting memories
makes artifacts more valuable and special
of large events and the day-to-day are wanted - these collections aid memory
people feel sentimental about the past - they want to remember the bad just as much as the good
people create and collect things that reflect their identity
Through the project, we had a few different “how might we” statements that helped guide our process. We ended up with a more general “how might we” statement so that our product could address a wider range of problems and work from several potential solutions. Our research helped inform our statement which guided us in our project.
How might we aid intentional capturing and collecting of sentimental artifacts for later enrichment?
We then drafted a set of product constraints and desirable properties based off our research. From there we developed a framework for our product system to help inform the steps or interactions in our product system.
Initially we planned on creating an entirely new photo capturing experience on mobile devices by giving a phone a physical product attachment that alters the way we interact with a phone camera. For instance, instead of clicking the screen to take a photo, one could click a physical button.
As we developed our system further, our emphasis shifted towards collecting and curation. Thus, our capture system simplified and turned more into a form of organizing and sorting photos quickly rather than changing how users take photos.
App flow diagram
Using the app flow diagram to guide us, we created a few rough interfaces to get a sense of how the app would work with the capsule and rest of the product system. These initial screens helped inform the sorts of interactions we needed to prototype hi-fi in order to explain the app’s role in the product system. It also helped us develop a list of UI components to design.
Lo-fi app mockups
We created a few UI components using the ERAMO colors and font choices in order to keep the interfaces consistent.
From the product constraints and the system’s general flow through capture, curate + collect, and celebrate, we began ideating through rough sketches of products and how they would encourage to a few specific interactions. Jumping off the initial sketches and using them as a starting point for conversation, we began sketching more through storyboards about our product and how a user might interact with it. Looking back at our product constraints and product flow guide with the capture, curate, collect, celebrate system we worked on refining our storyboard.
We turned some of our sketches into 3D models using SolidWorks. We decided to use surface modeling to get better control over the details of the curved concave and convex surfaces for ERA and AMO. Modeling in SolidWorks let us see our ideas more precisely in a semi-3D medium. This allowed us to have better conversations about form.
Although we weren’t at the rendering stage yet, we rendered a few models of our ideas to get a sense of how light interacted with the form’s surfaces and to create a more realistic looking artifact. All this contributed to being able to discuss our product form more in depth and describe ideas and new iteration approaches to one another. We worked between modeling and sketching.
3D model renders
3D model renders
To view the full process click here.