My partner and I had came up with three designs that tried to incorporate a wallet and a phone into one package, as our interviews found that the other users liked to carry both, and preferably in one package if possible.
Our first design uses a case with a keychain ring attached to it, and with that, the user can also attach a coin purse, since that was something that was mentioned – having an easy way to carry coins.
Our second design is a modular type design, where it can double as a battery bank for your phone and a wallet as well. One of the criteria that was brought up from our interviews was being able to charge the phone as well, and we have two modules – one as a slim wallet (and you could carry that separately as well) and another is a battery.
Our third design is a simplistic, and conservative design where it is essentially a wallet that can store your phone and cash as well.
Prototyping was a new experience for me and I definitely found it fun to do.
After finishing the reading for Sengers, I found that the topics that she had touched on, I could relate to not directly, but more so similarly. One of which was about balancing work and fun. A lot of it I could see in classes, where classes such as my Data Structures class seem to be a lot more focused on drilling in the content of the class, and not really having a chance to be creative with it. This I think then carries over to the work experience, and it creates the perpetual motion where because of how professors teach, students carry that work habit into their jobs, and it’s then passed down to their children. Another thing Sengers mentioned was ” Instead of trying to contain the complexity of user experience in formal structures such as user models, one should focus on shaping the actual (not modelled) experience of the user”, which I interpreted as for the engineer to focus more so on the user experience, rather than trying make everything more efficient. My HCI professor had said something similar to this, in that there’s no point to making something run efficient if the user experience is poor. I found this read to be helpful in what I want to pursue as a career in the future.
In regards to Blythe’s reading, the key focus of the reading I find myself agreeing with. Experience is hard to try to intentionally design for, because we have a population of around 7 billion people, and trying to tailor your project, webpage, or anything that involves user interaction is difficult if not impossible. Each person has different tastes for experience, and no matter how much we try to accommodate for everyone, it won’t work. So as they say, we can design for experience. We can research, test and see what works generally for most people and try to please things such as the “sensual thread” or “emotional thread”.