Overview

Challenge

Key Insights

Solution

Impacts

My Contribution

Process

Research

Findings

Developing Insights
by Ideation

Framed Vision Statement

Initial Concept

Testing

Iteration

Final Design

Reflection

Evaluation

What I Learned

Acknowledgement

Mimi: The Memory Dog

Aiming to weave the social fabric among elderly people and the society by providing an interactive platform helping elderly people share their stories and preserve memories.

THEME
Weave the social
fabric

DURATION
Dec. 2018 - Jan. 2019
4 weeks

ROLE
UX/UI Designer
Prototyper
Illustrator
Video Director

TEAM
Ashley Bates
Ashwin Athlye
Naomi Lacy

Challenge

The prompt of CHI 2019 Student Design Competition was weaving the social fabric. Our team found there is a a huge communication gap between residents in the senior living centers and the society outside the centers caused by both spatial and technological divide. This gap keeps the younger generation from the interesting stories and wisdom of elderly people, and further leads to young people's less interest in the elderly. We want to bridge this gap and trigger more face-to-face interactions across the generations by making these interesting stories heard by the world. To achieve this goal, we faced two main challenges during the whole design journey:
1. How to enable elderly people to recall interesting stories to share in front of a device?
2. How to help elderly people interact with a smart device smoothly?

Key Insights

Elderly people tend to share their stories by showing personal items. These items function as great reminiscing tools for elderly people to recall their memories.

Elderly people are reluctant and unconfident to interact with smart interface. But they love watching the screens.

Elderly people love interacting with and touching pets and babies. They enable elderly people to start a conversation with strangers comfortably.

Solution

We made an interactive toy dog named mimi and her doghouse located in the activity rooms of the senior living centers to gather the photographs of elderly people's items and the recordings of their stories so that their stories behind these meaningful items could be shown to people outside the centers and attract their interest. Our design enables elderly people to recall memories easily by referring to their items. Also, they are able to run through this simple and linear process smoothly by simply patting on mimi and following the instructions provided by digital mimi on the screen. Besides sharing their own stories, residents could also view their neighbors’ items and stories.

Impacts

PROMOTING COMMUNICATION
Elderly people will feel more socially connected by passing down stories outside of the centers. Young people will have more empathy and interest for elderly people which would trigger face-to-face interactions.

HOMEY ATMOSPHERE
This new activity in the centers will help residents know each other better and trigger deeper conversation which will contribute to a more homey atmosphere. Living centers can also benefit from this because the homey atmosphere can attract more residents.

PRESERVING MEMORIES
This design help preserve the stories and memories of the older generation by providing a more inclusive social media platform. These memories are meaningful  for both family members of the storytellers and all humankind.

My Contribution

At the beginning of the research phase, Ashwin and I came up with the structure of the interview questions. After that, I collaborated with my teammates to conduct 12 interviews. We switched the roles intentionally and I was the interviewer in 2 interviews.

After generating initial concepts, I found the commonality among our preliminary ideas which is that most of our ideas were basically a prompt for elderly people to share stories. Instead of picking one of them and moving on, I proposed to have another brainstorm which was looking back to the findings and thinking about three questions: 1. What specific kind of stories do elderly people want to share and are also meaningful to younger generation? 2. What trigger elderly people to tell this kind of stories? 3. What form we should use to present this trigger? Our final concept was generated in this brainstorm session.

Leveraging on my architectural background, I was in charge of the physical prototype and UI design of the digital prototype. Therefore, I ran the usability test. My idea of making a digital animated talking dog based on testing results was incorporated into our final design.

I also took charge of the video presentation's storytelling. I made a chart of each sentence of the script and corresponding scenes. This chart guided our final video shooting and editing.

Let me show you my design process...

Research

As the Challenge section mentioned above, we want to bridge the communication gap between the elderly people in the senior living centers and the younger generation outside the centers. Therefore, we created this interview question structure to learn about the motivations, methods and artifacts of currently information exchange between the two groups. We also included questions about the pros and cons of the methods and the artifacts they might mention.

Based on this structure, we conducted 6 interviews with residents and 6 interviews with staffs of the senior living centers.

Findings

We summarized the main findings from the interviews and thought about how they could lead to design.

Developing Insights by Ideation

Based on the general direction we got from research findings, we ideated some rapid and rough design concepts of a physical device facilitating elderly people to recall and tell interesting stories. The ideation clarified which detailed datas we got could be further developed into insights which lead us to a more narrowed and specific solution space.

An interactive screen that enables elderly people to draw the picture of the place in the past by talking.

An interactive screen that lets elderly people share their memories of certain historical events.

An interactive toolkit that enables elderly people to compose their stories by placing tokens under the certain categories.

From the concepts we generated, we found they all function as a prompt for elderly people to tell a story. But they vary in three basic factors:

The Content of The Stories
The Triggers They Use
The Way of Interaction

After clarifying these three variables, we looked back to the datas we got and sought for which related to the three factors.

Stories that both elderly enjoy sharing and younger generation find interesting are about their personal memories.
Stories about elderly people's personal memories are always told when they show their personal items .
Elderly people loving touching and interacting with pets and little kids which trigger a lot of conversations between strangers in the centers.

Framed Vision Statement

How might we use personal items as reminiscing tools for elderly people to recall and pass down interesting stories to outside of the centers in an engaging and intuitive way?

Initial Concept

Our initial concept was a toy dog named Mimi capturing the photos of elderly people's items and recording them telling the stories. Elderly people will be notified this new activity which requires them to bring a memorable item. Mimi will walk around the item to take 50 photos from different angles for generating a hologram projection of the item shown to the younger generation. In this way, the younger generation are able to see the item in the real world when they listen to the stories. Elderly people are able to run through this linear story-sharing process by simply patting on Mimi and talking. The video and text instructions are provided on the screen.

Testing

We made a low-fi prototype of our initial concept and conducted usability test with three elderly people in the center. We also conducted conceptual test with five young people to see their feeling of the design outcome. We got important insights from these testing:

WHAT WORK WELL...
● Elderly people were able to recall stories easily with personal items.  
● Most of the items elderly people want to told stories about were portable items they brought from home to the centers.
● The toy dog made elderly people be more willing or even more trusting to share stories to our device.
● All young people we tested with felt the stories we got were way more interesting than they expected.
WHAT DO NOT WORK WELL...
● One elderly person were very unclear about what to do even though they saw the video and text instructions.
● All elderly participants showed unsureness about if they were patting on the correct spot.
● All young participants felt only showing common items at the beginning were not enough to catch their interest. They wanted to see some clues of the owner.

Iteration

Based on the feedbacks we got from testing, we iterated our design on three main aspects:

CAMERA BOX

Inspired by Humans of New York, a photoblog of street portraits and interviews collected on the streets of New York City, we changed the way of item presentation from hologram projection to a photo of the item and the owner's hand. Therefore, we made a doghouse-like camera box which enables users to capture photos by simply pressing a button.

ANIMATED AVATAR

During testing, some of our participants were not able to follow the instructions. In this case, we had to tell them what to do. Although what we said was the same as the instructions, our voice was way more acceptable for elderly people. Therefore, we created a talking avatar to provide instructions instead of using video instructions.

PATTING BUTTON

Finding that the participants were not confident about their input by patting on the toy dog, we thought we should add clarity and feedbacks to the current interaction. Therefore, we added some physical buttons on the toy dog since this is the interaction that most elderly people are familiar with.

Final Design

We iterated our design concept and made a high-fi prototype for it. Our design aims to enable elderly residents in the living centers to recall memories and interact with the story-sharing platform easily. Knowing elderly people's interesting stories, the younger generation will have more empathy and interest on elderly people.



START THE JOURNEY


Notified that the center just introduced a new activity which requires personal items, Residents take their items to the room and trigger the process by holding the Mimi.


SIMPLE PATTING INTERACTION


Following the animated instructions, elderly people are able to run through the whole linear process by simply patting on Mimi.


CAPTURE PHOTOS


Elderly will use Mimi's dog house to take a photo of their item with their right hand by pressing the camera button.


TELL STORIES


Textual Prompts will be provided on the screen to help elderly people tell stories. They can start over by patting on Mimi's back. After finishing recording, they will see their item on the screen.


EXPLORE THE COMMUNITY


Residents are also able to view their neighbors' items and the stories behind those items. This will help residents know more about each other which will contribute to a homey atmosphere in the center.


DISPLAY TO THE PUBLIC


Residents are also able to view their neighbors' items and the stories behind those items. This will help residents know more about each other which will contribute to a homey atmosphere in the center.

Evaluation

We used the iterated prototype of the final design to conduct usability test again with different 5 elderly people. Compared to the first round of testing, participants were able to go through the whole process more confidently and smoothly by following the instructions from the talking animated Mimi. Also, the switch from 3D scanning to taking 2D photos made it easier for elderly people to understand the process. After the testing, we received a lot of positive feedbacks from our stakeholders:

"While your project help you and the other students, it also helped a little old lady feel relevant again and connect with a young population."

————Evelyn, a resident of Evergreen Village at Bloomington
"My mom is in the process of writing her memories and I think it would be great for our family to borrow the techniques you utilized."

————Susan, daughter of one of the residents of Evergreen Village at Bloomington
"Also whenever the pictures are done can you send me them? The residents have been asking if I have seen them yet…Could we be able to share it on our page?"

————Christine, director of Evergreen Village at Bloomington

From the feedbacks of the participants, one thing we can refine on is the phrase we used on the interface. They think it will be easier for them to follow if the text is more conversation-like and inviting.

For future considerations, we speculate a system where stories and photos of the items would be edited by algorithm and displayed in a public setting. Viewers could get the contact of the centers and are able to visit the storytellers to have face-to-face interactions. Limited by the scale of design, we focused on the story collection phase and only provided one way of display, but the interaction between viewers and the displayed installation definitely needs more future research and design. We believe our design successfully functions as an important starting point of this system which has a great impact on elderly population.

"This submission presents a system to revive, share, and preserve experiences of the elderly to the youth by their personal artifacts. The main idea of This submission is very creative, and I think the major positive point of This submission is their design iteration process via user study, especially they changed the capturing system from 3D modeling to 2D image based on feedback."

————CHI 2018 Student Design Competition Chairs

What I Learned

Design is a good way of filtering research datas.

When we try to intervene a wicked and broad problem space like this project, we are always overwhelmed by research datas which could lead to totally different solution space. To clarify a more narrowed solution space, we generated many rapid design concepts in group. This is actually researching by designing, so we didn't expect perfect concepts at this stage. These concepts just helped us to see which research datas had the potential to be translated into a design.

Brainstorm is to frame the solution space rather than just pick one concept to narrow down.

As mentioned in the Developing Insights session, we brainstormed multiple design concepts. However, we didn't pick any of them at the end. Instead, we analyzed both similarities and variables among them to clarify what further decisions we need to make. After that, we were able to intentionally look for certain answers from our data which end up with a better framed solution space.

Acknowledgement

Heartfelt thanks to the residents and the staffs of Evergreen Village at Bloomington and Brookdale Senior Living who provided tons of insights to us. Many thanks for mentorship and great feedbacks to Eli Blevis, Shaowen Bardzell, Matthew Fransisco, Ruoxun Chen, Dou Tian and Kailin Yang. Last but not least, I want to thank my teammates, Ashley Bates, Ashwin Athlye and Naomi Lacy, for the hardwork they put into this project. This was a tough but meaningful journey for all of us.