Semester Reflection

This class was a great experience. Being able to get to know Computer Science majors and their struggle was really interesting. We’re both always stressed, just a different kind of stress. Through our collaborative project, I was able to learn some new things as well teach some of the things Industrial Design students do every day (Photoshop, Indesign, Premiere Pro, etc.). Overall this class allowed me to experience what it’s like to work with those in a different field.

Our carpal tunnel project was the perfect project to see the different perspective of each of our team members, whether it be aesthetic, user journey and/or functionality. Each member brought something new to the table and we were able to work surprisingly well together from beginning to end (I’m lying, there were “dissagreements”). At first, we were a little slow in defining our problem, but once we started having deadlines we started killin’ it!

The only thing I would change about this experience is being able to learn a little more coding. Although my teammates taught me a few things here and there I would love to have some knowledge of the basics. With this knowledge, I would feel more confident to design and collaborate with people on the tech side of things in the future.

Carpal Tunnel Syndrome

Maya, Joe, Milan, and LeighAnn

 

Definition:

Carpal tunnel syndrome (CTS) is a medical condition due to the compression of the median nerve as it travels through the wrist at the carpal tunnel. The main symptoms are pain, numbness, and tingling, in the thumb, index finger, middle finger, and the thumb side of the ring fingers. Weak grip strength may occur and after a long period of time, the muscles at the base of the thumb may waste away. In more than half of cases, both sides are affected.

Statistic:

Carpal Tunnel Syndrome is the #1 reported medical problem, accounting for about 50% of all work-related injuries and is currently affecting over 8-million Americans

Problem Statement:

How can we make diagnosis and treatment of carpal tunnel syndrome convenient, accessible and affordable for those with milder symptoms of arm and shoulder pain?

Design Questions:

  • How can we determine the seriousness of symptoms through an app survey?
  • What is the best way to provide our users with molding equipment through the mail?
  • How can we use these mold to create custom cats that are durable, affordable, and are able to compete with those made by specialists?

 

Carpal Tunnel

Reading Assignment #2

Intelligence on Tap:

It’s an interesting concept to basically give a machine a brain of its own.  How far we have come with technological advances is truly astonishing. However, things that are cool, for the lack of a better word, aren’t always good for us. You can teach a machine to track your habits and help you with everyday tasks, but a machine isn’t human. It cant account for you being spontaneous or just having a change of heart. And if we have machines becoming an even larger part of our lives and replacing living companions, how will that affect us socially? Will it keep people from forming normal relationships? Or will it give someone who is lonely something to be happy about?

Challenges for Working with Machine Learning as a Design Material:

I think using machine learning should continue to have as much human touch as possible. There are certain things that machines can achieve that humans can not and vice versa. While machines understand numbers, man can empathize. Within this world, we have already been given everything we need to have a beautiful and efficient system, yet we keep seeking alternatives. There is always room to improve, but I worry that we will get to a point where we have pawned off all life’s trials and tribulations to a machine and no longer have the knowledge to do things for our selves. It would be similar to societies who have forgotten their traditions and no longer poses the ability to make things half as spectacular as their ancestors once did using their bare hands and little to no tools.

Machines Learning Culture:
The first thing I thought while reading this article is that there is no such thing as normal. If there was to be a true definition for it then the machine would have to go to every part of the world, every little town and city, every neighborhood, talk to every individual, and then take into account age, gender, religion, and values. Even after getting all this information and bringing it into the arts and augmented reality something will seem “off”. What was supposed to be normal will just become an idealization, a fantasy.  Which leads me to worry about how much people can actually benefit from this.

Wallet Design By Milan Bhatia & Maya Pines

Feedback from Class: 

  • “Good that it Morphs”
  • “Afraid I would lose one part or the other”
  • “I like the creativity behind the wrist-panel”

The importance of feedback is that it opens a new perspective for the designers. In our case, the concept of detachable wallet components was to support our initial customers’ need for a wallet that can hold many things, but also allow’s the end user to strip the wallet of any unwanted features. Noting this, we, the designers, were so engrossed in the idea of meeting our initial customers’ needs that we didn’t think about other implications of detachable components. 

The feedback from class brings forth a very important perspective: what happens when part of the wallet is lost? This perspective introduces a whole new set of thoughts and ideas. For example, if our product became a reality,  would it be possible for a customer to order only part of the wallet, or would the customer have to replace the entire wallet? How could we modify our design to make the detachable components of the wallet more secure? Are the most important items (credit cards, id, hokie passport) held within the frame of the wallet, or in the detachable components? If the most important items are held in the detachable components, could we modify our design, so that the implications of losing the detachable components are not too severe? 

Overall, the feedback from the entire classroom helped us think about our design in new ways. 

Wallet Project _ Maya + Milan

Enjoying Experiences Readings

The Engineering Experience made me realize how many of my interactions with computing have become more of a habit rather than an actual experience. Going home and logging into websites such as YouTube and Facebook have become part of my daily routine, but there isn’t much “fun” in it. This robotic behavior also occurs in the workplace. Every action is thought out for us, we skipped the apocalypse and went straight to being mindless zombies. By applying the phrase “think of meaning, not information” we can start to design quality experiences that improve the users quality of life.

Making Sense of Experience gave a really in-depth explanation about designing for experience. There are so many different aspects and layers to it. Even after tons of research, how a person will react/interact with a product is unpredictable. The best you can do is design a product that will allow an experience to emerge.