top of page
rolliker_mockup.png

CASE STUDY 1

Rolliker

( I o T DEVICE + MOBILE APP) 

Re-thinking the in-car experience of a driver in order to avoid the dangers of single handed navigation. 

My role: Product Designer, Co-owner

Duration: 8 months

Softwares: Adobe Illustrator, Photoshop, Aftereffects, Premiere Pro, Google VR Services, Arduino, Android Studio, YouTube, EAGLE

Teammates: 1

Organisation: Self-initiated

Problem & Scope
THE PROBLEM

Hand-held navigation in a four-wheel drive is difficult and dangerous because the driver is required to split focus from their key tasks. 

SCOPE

Our goal was to bridge that gap, and create an atmosphere conducive to a comfortable driving and navigating experience. We ultimately did this by creating a brand new system of HCI (Human-computer-interaction) between the driver and the navigation system. Rolliker is a hardware integrated IoT system that is supported by a smartphone application.

The decade 2011-2020 had been declared by the World Health Organisation as the Decade of Action for Road Safety. 

In 2015, 2,00,000 deaths were registered in India as road accident deaths, 27% of which was caused due to a driver’s use of a mobile phone. by the driver. 

The potential users of in-vehicle navigation include regular commuters, travellers, explorers, drivers of taxi cabs, ambulances, fire engines, police cars, long-haul trucks, home delivery services and other service-based organisations. 

PRIMARY RESEARCH

Summary

Discovery of navigational concepts and driver assistance systems showed that existing solutions have drawbacks such as small device screens, excessive information and casual social media usage that compounds the complex task of driving, putting passengers in further danger. While Driver Assistance Systems claim to provide support, they actually end up demanding more of the driver's attention and therefore fundamentally fail. 

Beginning with a Mindmap we charted out all the things we knew about the field of navigation, 4-wheel driving, driver mental models, cars in general and information required for the driver. As we progressed with Discovery we continuously updated the Mindmap. Starting out broad, the research at this stage informed us of various navigational concepts such as Waypoint, Wayfinding, and Celestial, radio, radar and satellite navigation systems. We also learned about the Geographic Information System(GIS) and the Russian and American Global Navigation Satellite Systems(GNSS) that are currently the primary sources of global navigational information. 

What is a HUD (Heads-up-display)? 

HUD is a transparent display that presents data without requiring users to look away from their usual viewpoints. For example, the windshield of a car or the augmented images and data seen through Iron Man's helmet. 

What is GPS (Global Positioning System)? 

GPS is the American system of GNSS satellites which was developed by the U.S. military, but is free for anyone in the world to use. 

iron man.jpeg
EXISTING SOLUTIONS

Navigation Assistance Systems

HUDWAY

This device is a simple smartphone cradle that sticks on top of a dashboard while a transparent plastic lens reflects on the windshield and optically enhances some pieces of data displayed by the phone. 

Navdy

San Francisco start-up Navdy offers an aftermarket head-up display that projects a wide range of information in the driver’s view, and offers gesture control. Navdy sits on a car’s dashboard in front of the driver. It projects imagery on a transparent screen that sticks up a few inches from the device and displays full-colour graphics as if they are floating over the road. 

Garmin

Garmin is a company that produces consumer, professional aviation, and marine devices that make use of the Global Positioning System for navigational assistance. 

navdy.jpeg
Commonalities between existing navigation assists:
  • HUD display - "on windscreen/transparent” screen, projection in front of user/driver

  • smartphone connected

  • google maps

  • car info. displayed (Eg. odometer)

  • personalisation

  • portability

  • communication (calls, texts), social media

  • speech and gesture controls

  • on/ in-dash

Pros
Cons
  • smartphone use

  • google maps

  • car's information

  • personalisation

  • portability

  • on/in-dash
    projection in front of user - in their area of
    focused vision

  • unnecessary car information displayed

  • allows casual communication while
    driving

Advanced Driver Assistance Systems(ADAS)

ADAS are systems developed to automate/adapt/enhance vehicle systems for safety and better driving.Safety features are designed to avoid collisions and accidents by offering technologies that alert the driver to potential problems, or to avoid collisions by implementing safeguards and taking over control of the vehicle. There are many forms of ADAS available, with some features are built into cars or available as an add-ons.

Features include - 

Adaptive cruise control (ACC)
Adaptive high beam
Automatic parking
Automotive navigation system with GPS and TMC typically for providing updated traffic info.

Automotive night vision
Blind spot monitor
Collision avoidance system (Pre-crash system)
Driver drowsiness detection
Electric vehicle warning sounds used in hybrids and plug-in electric vehicles
Emergency driver assistant
Forward Collision Warning
Pedestrian protection system
Traffic sign recognition

Organisations working on ADAS technology
Mobileye

Mobileye is a technology
company that develops vision-based
advanced driver assistance systems
(ADAS) providing warnings for collision
prevention and mitigation.

Nuance Dragon Drive

The Burlington Mass. company which develops speech recognition software and voice-based technology unveiled a platform designed to give drivers a conversational and personalised virtual assistant in the dash of their car, using NLP for tasks such as phone dialling, music search and playback, and message dictation.

ZF TRW

ZF TRW is a primary developer and producer of
active and passive safety systems and
serves all major vehicle manufacturers
worldwide. It provides many driver assist
and semi-automated functions, such as adaptive cruise control, lane keeping assist, blind spot detection, lane change assist, emergency steering assist and emergency brake assist and collision mitigation.

ADAS_ZF TRW.jpeg
Commonalities between ADAS technologies:
Pros
Cons
  • Blindspot detection/ assist

  • Lane departure warning/ prevention

  • Forward collision warning

  • Active cruise control

  • Automated parking

  • Automatic breaking

  • Adaptive light control

  • Driver drowsiness detection

  • Hill descent control

  • Intelligent speed adaptation

  • Avoid human error

  • Better traffic flow, higher speed limit

  • Relief for car occupants

  • Removal of constraints
    on occupants’ state of mind, intoxication and disability

  • electronic communication and fewer road signs

  • increased ergonomic flexibility in car

  • Resistance by drivers to forfeit control

  • Software reliability

  • Loss of privacy - data sharing

  • Requires changes in road infrastructure

  • Ethical conflicts - when system has to choose from multiple harmful actions

Major Mapping Services grouped by map data providers (that offer turn-by-turn navigation) :
Maps_Google Maps.png
Google Maps
Maps_Openstreetmap.png
OpenStreetMap
Maps_Waze.png
Waze
Maps_Apple Maps.png
Apple Maps
KEY TAKEAWAYS
  • Use of a smartphone and Google Maps for their large market reach and extensive documentation

  • Information gathered from vehicular and phone systems can be further used for personalisation

  • Disturbance is caused by system being in direct/ active interaction with user and their area of focus

  • There seems to be a breach in safety when a user is encouraged to carry out tasks related to casual communication and social media interaction during driving

User Research & Personas

There is definitely room for improvement and alleviation of some risk to passengers.
To learn more, I’d have to study users and potential users. 

USER RESEARCH

Summary

Having reached out to over 50 drivers of four-wheelers, we had a good range of personas and use cases to work through, ranging from focused to relaxed, enthusiastic to disinterested and poor of confidence to pure arrogance, with regards to driving. Some common frustrations were multi-tasking, music interruptions, GPS reliability and experimenting with car phone mounts. While some users were motivated by sheer need to get places rather than the allure of exploration, the common goal for the large majority was to navigate comfortably and securely without having to rely on a co-passenger.

[User Study 1] Methodology

Surveys, Personal Interviews, Contextual Inquiry, User Observation, Focus Groups

Research Question

Method

Data Collection Instrument

What is the current user
experience for in-car navigation?

Survey, Focus Group

Questionnaire, Interviews

Who are our potential users and what are their frustrations, needs and goals? 

User Interview

Semistructured

What distracts/attracts the attention of a person who is focused on a task?

Contextual Inquiry

Practical trigger tests: visual, aural, tactile

What do users think distracts/attracts their attention when focused on a task?

Survey

Trigger tests: visual, sound

What is the priority given by users for their safety with regards to social media engagement?

Survey

Questionnaire

Rolliker_Survey.png

Sample of User Survey 1

USER QUOTES

"I like to play music while I'm driving, but the lady's voice on Google Maps keep interrupting it."
"I'm not a confident driver so I use a smartphone holder in my car so I can be hands-free and focus on my driving."
"As I get older, I notice that it's harder for me to see tiny details on my phone while also keeping an eye on the road."
USER PERSONAS

Persona 1: The Tech Savvy User

User_Bharath.png

BIO

Age: 33

Occupation: Social Media Consultant

Marital Status: Single

Location: Bangalore

Tier: Enthusiast

Attributes: Outgoing, frequent traveller, focused driver

Archetype: The Techie

Bharath Kashyap

GOALS

  • comfortable single handed navigation

  • reach destination quickly

  • best driving experience (entertainment, nav., info.)

EXISTING KNOWLEDGE/ COMFORT

Internet

GPS Navigation

FRUSTRATIONS

  • discomfort of multitasking

  • lack of good device location

  • no method to employ nav. & media simultaneously

General Mobile Apps

General Hardware Interaction

Persona 2: The Dependent User

User_Robin.png

BIO

Age: 32

Occupation: Professor

Marital Status: Married

Location: Pune

Tier: Enthusiastic

Attributes: Flustered, Keen to learn, Dependent on co-passenger

Archetype: The Explorer

Robin Mathew

GOALS

  • to get around new city

  • reliable nav. guides

  • simple but better nav. system than current

EXISTING KNOWLEDGE/ COMFORT

Internet

GPS Navigation

FRUSTRATIONS

  • inaccessible and unfriendly technology

  • difficulty in single handed operation

  • hesitant about offline maps and slow internet speeds

General Mobile Apps

General Hardware Interaction

OTHER PERSONAS

User_Walter.png

Persona 3:
The Conventional User

Walter Mendoza

BIO

Tier: Hesitant

Attributes: Focused driver, content with existing knowledge

Archetype: The Sapient

User_Umar.png

Persona 4:
The Student

Umar Khan

BIO

Tier: Hyperactive/Distractible

Attributes: Lackadaisical driver, impatient, frequent traveller

Archetype: The Flitter-bug

User_Sunita.png

Persona 5:
The Eager User

Sunita Parameswaran

BIO

Tier: Eager

Attributes: Focused driver, willing to change behaviour, earnest learner

Archetype: The Learner

MINDMAP
Rolliker_mindmap.png
Secondary Research
SECONDARY RESEARCH

Summary

In order to understand what exactly distracts a user or holds their focus, we dove into investigating the human sensory system and sensory perception. The link between the physiology and psychology was stimuli, perception and response. We used our knowledge, as designers, of Gestalt Principles of human perception and learned about various other influencers on perception, such as experience, motivation and expectancy. The space between Sigmund Freud’s conscious and sub-conscious (or subliminal) minds was conceptually particularly interesting to us. We conducted our own experiments to determine whether users would react to induced external stimuli and how far outside of their main field of focus (a.k.a. peripheral field) they could still perceive stimuli (or receive information).

PHYSIOLOGY

Before attempting to understand the psychology of a driver, we had to first ensure understanding of human physiology, sensory system and the things that trigger the senses - stimuli.

Human Senses: A sense is a physiological capacity of organisms that provides data for perception. The senses and their operation, classification, and theory are overlapping topics studied by a variety of fields, most notably neuroscience, cognitive psychology (or cognitive science), and philosophy of perception. They cannot be ignored in design.

Research Highlights

Vision

Sight or vision (ophthalmoception) is the capability of the eye(s) to focus and detect images of visible light. Stereopsis, the perception of depth using both eyes, also constitutes a sense, but it is generally regarded as a cognitive (that is, post-sensory) function of the visual cortex of the brain where patterns and objects in images are recognised and interpreted based on previously learned information. This is commonly called visual memory.

We perceive up to 80% of all impressions by means of our sight.

Auditory

We are often more likely to hear a potential threat to our safety before it becomes visible, if it can be seen at all. Crossing the road on foot, driving a vehicle, responding to fire, smoke or intruder alarms at home, in the workplace or public buildings, and awareness of another person approaching who may mean us harm are all part of the daily, even constant, need for good hearing to protect our personal safety and physical wellbeing.

The human ear is selective enough to reveal important details in the sound.

Tactile

Tactile sensations warn us, allow us to discriminate between objects, and (unlike vision) provide a 360° field of perception.

“Of all our senses, touch is the one considered least deceptive and the most secure.” - Descartes

Sensory systems code for four aspects of a stimulus; type (modality), intensity, location, and duration.

A sensor is a device that detects an external stimulus, and it changes that stimulus to a detectable signal, by means of a transducer.

Sensor = Stimulus + Transducer + Signal

A sensor converts the physical action to be measured into an electrical equivalent and processes it so that the electrical signals can be easily sent and further processed. The sensor can output whether an object is present or not present (binary) or what measurement value has been reached (analog or digital).

A sensor is chosen based on classifications (property, application), accuracy, environmental conditions, cost and repeatability. We would later apply these learnings to determine which sensors to utilise in our solution.

We chose the three senses that have been
proven
 to have defined receptive fields and their complementary sensors - sight, sound and touch.

PSYCHOLOGY

A study on technologies that assist a human in a non-intrusive manner, led me to study how humans perceive things and how perception may be used to communicate effectively - either in a direct or indirect manner.

Human Senses

In psychology, sensation and perception are stages of processing of the senses in human and animal systems, such as vision, auditory, vestibular, and pain senses. Included in this topic is the study of illusions such as motion aftereffect, colour constancy, auditory illusions, and depth perception.

Research Highlights

Sensation

Sensation is the function of the low-level biochemical and neurological events that begin with the impinging of a stimulus upon the receptor cells of a sensory organ. It is the detection of the elementary properties of a stimulus.

The goal of sensation is detection.

Perception

Perception is the mental process or state that is reflected in statements like “I see a uniformly blue wall”, representing awareness or understanding of the real-world cause of the sensory input.

The goal of perception is to create useful information of the surroundings.

Stimulus               Perception               Response

Gestalt Principles

Gestalt Principles are principles/laws of human perception that describe how humans group similar elements, recognize patterns and simplify complex images when we perceive objects. Designers use the principles to organize content on websites and other interfaces so it is aesthetically pleasing and easy to understand.

gestalt_closure.png

Closure

gestalt_figureandground.png

Figure and Ground

gestalt_focalpoint.png

Focal Point

There are various influencers on perception, such as experience, motivation and expectancy. Perceptual selection is driven by internal (personality, motivation) and external (contrast, repetition) factors. Perceptual organisation includes factors that influence how a person connects perceptions into wholes or patterns. These include proximity, similarity, and constancy, among others.

Direct perception

Cognitive theories of perception assume there is a poverty of stimulus. This (with reference to perception) is the claim that sensations are, by themselves, unable to provide a unique description of the world. Sensations require ‘enriching’, which is the role of the mental model, for which perception is key.

Indirect perception

Subliminal Perception

As I expanded my research to indirect triggers of perception, I stumbled upon induced triggers of perception response. These are referred to as Subliminal Stimuli that cause Subliminal Perception.

Subliminal Stimuli

Subliminal stimuli are any sensory stimuli below an individual’s threshold for conscious perception. A recent review of functional magnetic resonance imaging (fMRI) studies shows that subliminal stimuli activate specific regions of the brain despite participants being unaware.
Visual stimuli may be quickly flashed before an individual can process them, or flashed and then masked, thereby interrupting the processing. Audio stimuli may be played below audible volumes or masked by other stimuli.

Anything consciously perceived can be evaluated, criticised, discussed, argued and possibly rejected. Anything
programmed subliminally into one’s subconscious meets no resistance.

Subliminal Messaging

Anything programmed subliminally into one’s subconscious is referred to as a subliminal message. The subconscious mind can only trigger subconscious motives through positive reinforcement (thereby making them more influential on conscious behaviour) and not cause behaviour contrary to a person’s subconscious motives, drives and values.

There is a deliberate process created by communication technicians for the purpose of advertising, called Subliminal Messaging, whereby one receives and responds to information and instructions without being consciously aware of it. This was done in the form of printed words, pictures, voices presented, either very rapidly or very obscurely. These stimuli are so indirect that they by-pass your conscious awareness.

​

Serious commercial experiments with subliminal messaging were conducted in the mid 50s. In 1956, the British Broadcasting Corporation(BBC) experimented with projecting the subliminal image you see below, on television.

BBC_subliminal messaging.jpeg

How can something that we don’t notice affect our behaviour?

Well, unheeded doesn’t mean unseen.
Sigmund Freud, the famous Austrian psychologist was probably the first to popularise the concept of three levels of the human mind, into mainstream society. Even though some of his theories have subsequently been widely disputed in Psychology circles because they are very hard to scientifically prove, Freud nonetheless created a useful model of the mind, which he divided into three tiers or sections of awareness  – the conscious mind or ego, the preconscious, and the unconscious mind. Each of these levels corresponds to and overlaps with Freud's ideas of the id, ego, and superego.

Conscious

communicates to the outside world

Preconscious/ Subconscious

in continuous contact with the resources of the unconscious mind.

Unconscious

storehouse of all memories and past experiences

Brain capacity (%)

10%

50-60%

30-40%

If you imagine you mind is like a computer ...

Your conscious mind is best represented by the keyboard and monitor. Data is inputted on the keyboard and the results are thrown up instantaneously on the monitor screen.
 

Your subconscious is like the RAM in your computer. RAM is the place where data that are currently in use are kept so they can easily be reached quickly. It is much faster than other types of memory, such as the hard disk or CD-ROM. Any recent memories are stored there for quick recall when needed, such as what your telephone number is or the name of a person you just met. It also holds your current programs that you run every day, such as your current recurring thoughts, behaviour patterns, habits, and feelings.

Your
unconscious is like the hard disk drive in your computer. It is the long term storage place for all your memories and programs that have been installed since birth. Your unconscious mind uses these programs to make sense of all the data you receive from the world and ensure your survival.

A step forward from the 'Cocktail Party Effect'

You can talk with a friend in a crowded party and still listen and understand what he says even if the place is very noisy. You can simultaneously ignore what another nearby person is saying, but if someone on the other side of the room suddenly mentions your name, you notice that sound and respond to it immediately. Not only that your name immediately triggers your attention, you usually are aware of the entire sentence it has came in. From this experience we can learn that our brain records everything that takes place around us.

In order to learn if and how our users would react to certain stimuli in a situation wherein they are already preoccupied in a task, we decided to induce some triggers and observe responses. This had to be done for us to validate the research we had done up to this point regarding physiological and psychological reactions to external stimuli. After we chose the three senses to focus on (visual, aural, tactile), we needed to understand whether we could integrate these studies in a manner that allowed us to conceptualise a human-computer interaction rooted in the driver’s preconscious mind instead of their conscious mind, since the conscious mind is said to be occupied up to 70% of its capacity while engaged in a task such as driving. Here, we tried to verify if we could send information to the user without increasing the burden on their conscious/focused mind.

[User Study 2] Methodology

Surveys, Personal Interviews, Naturalistic Observation

Research Question

Method

Data Collection Instrument

Would users react to induced external stimuli?

Survey, Focus Group

Questionnaire, Interviews

How do users respond to the stimuli?

Naturalistic Observation

Structured

How far out of the main field of focus can a user still receive information?

Controlled Observation

Semistructured

We had three layers of testing, one each, for - visual, auditory, and somatosensory systems. We conducted a series of tests in which we induced certain triggers into the subject’s environment, upon which we observed their reactions and the speed of reaction. We used tools like a torch, laser light for visual trigger stimulation, cellphone vibrations, scarf, paper for somatosensory triggers, and speakers with various audio clippings such as a siren, ringtone, music, etc. for aural stimulation. As we studied the reactions of users, we probed deeper into understanding what part of the receptive fields and fields of focus they were utilising in response to the stimuli induced. This lead us to learn about the peripheral systems of each of the sense organs. Beyond studying the physiological and psychological aspects of interactions, we then studied human natural instinct, intuition, cognition, implicit memory, priming and how all this affects human-computer interactions (HCIs).

We now had studied various navigation systems, advanced driver assistance systems, mapping systems, perception, senses, sensors, sensory reactions, stimuli, parts of awareness and most importantly users. I then combined this knowledge of the human body, mind, natural intuitive computing and navigation mapping to create a new system that is Rolliker.

The name Rolliker came from the words 'frolicking' meaning to play or move about in a cheerful and lively way and 'rollicking' meaning exuberantly lively and amusing.

Product Concept
PRODUCT CONCEPT

Summary

In order to understand what exactly distracts a user or holds their focus, we dove into investigating the human sensory system and sensory perception. The link between the physiology and psychology was stimuli, perception and response. We used our knowledge, as designers, of Gestalt Principles of human perception and learned about various other influencers on perception.

After cautious analysis of all my research, tests and findings, I worked on creating a concept model different from what I had initially thought of. Incorporating my learnings of subliminal perception and human intuition, I came up with a 3-tier concept of interaction for Rolliker.

The three tiers are:
3 tiers.png
#1 - Aural

When a person hears a sound they automatically turn in that direction because humans can sense direction of sound. 

This is because of auditory balance. Hence, when there is a shift in sound balance, we try to compensate for that loss, and our body tends to follow that with movement.

We used this natural instinct to structure the aural tier. We shift the balance of audio in the system to subconsciously induce information of directional
balance. When there is an upcoming left turn, we reduce the sound level only on that side to provoke the driver to move towards their left side, in preparation.

3 tiers.png
#2 - Tactile

As we are used to handling our cellphones that vibrate to send us a notification as tactile feedback, this is something we have been conditioned to be comfortable with, and now understand very well. 

We use this to our advantage in by notifying the user about
an upcoming turn. So, when the motors on the left side of the steering wheel vibrate the driver knows to expect an upcoming right/left turn.

3 tiers.png
#3 - Visual

Occupying and remaining only in the user’s peripheral
field of vision (180°), the user is to be informed of an upcoming right or left turn through light. This was initially to be done through a projection on the sides of the windshield, but was later changed(due to practicality issues) to the slanting position on the handle bar of the front two car doors. A strip of LEDs on the door handles light up when the respective side right or left turn is due. These strips spill light on the bottom of the car, thereby allowing light to spread through the leg space compartment of the driver(right turn) and co-passenger(left turn).

While signalling the user with this method ensures they aren’t being fed with unnecessary information at any point, there are 3 tiers or layers of interactions because we are now playing within the powers of the subconscious mind and it is not a 100 percent possible that each notification will be transferred to the conscious mind. We, as humans have not yet attained that level of understanding of our brain. So, a three tier integrated system has a better chance of success than a system with only one manner of command. To add to this, using all three primary perceptive sense organs at different points in time, heightens the chance of noticeability. The three layers come into play sequentially as the driver comes closer to a turn. The order of appearance is aural, tactile and then visual. 

The sequence of the tiers is:
3 tier_Sequence.png

Aural trigger

250m

Tactile trigger

150m

Visual trigger

100m

Left turn

User Flow
Prototyping Hardware
PROTOTYPING

As we were unfamiliar with electronics and the nuances of software programming fields, we had to undergo intensive study to familiarise ourselves. We enlisted expert advisement and studied the following to figure out a way to achieve the three tiers as I had previously conceptualised.

HARDWARE

# Aural Tier

Potentiometer : A potentiometer is a three-terminal resistor with a sliding or rotating contact that forms an adjustable voltage divider. If only two terminals are used, one end and a wiper, it acts as a variable resistor or rheostat.

​

Voltage dividers : A series of resistors or capacitors that can be tapped at any intermediate point to produce a specific fraction of the voltage applied between its ends.


We used: A potentiometer and a voltage divider for volume control by making use of resistors in the circuit to reduce the volume of one channel (left or right) at a time to make the balance of the audio shift from side-to-side according to navigational directions.
User Testing: 75% Positive response

# Tactile Tier

Button vibration motors (shaftless vibration motors) - A vibrating motor is essentially a motor that is improperly balanced. In other words, there is an off-centred weight attached to the motor’s rotational shaft that causes the motor to wobble. The amount of wobble can be changed by the amount of weight that is attached, the weight’s distance from the shaft, and the speed at which the motor spins. This type of motor can be used affixed to all kinds of objects, which will cause them to vibrate and move freely about. They are commonly found inside cell phones, pagers, gaming controllers, and personal massagers. 


MOSFETs - A Metal-Oxide Semiconductor Field-Effect Transistor is a special type of field-effect transistor. The main advantage of a MOSFET over a regular transistor is that it requires very little current to turn on (less than 1mA), while delivering a much higher current to a load (10 to 50 times or more).


We used: MOSFET
User Testing: 85% Positive response

# Visual Tier

LED : a light-emitting diode (LED) is a semiconductor device that emits light when an electric current is passed through it. Light is produced when the particles that carry the current combine together within the semiconductor material. 


WS2812 : an intelligent-control LED light source that has a control circuit and RGB chip integrated, with a package of 5050 components. It also includes a precision internal oscillator and a 12V programmable constant current control part, effectively ensuring the pixel point light colour is consistent. Each pixel of the three primary colours can achieve 256 brightness display. The colour of the light was highly consistent and cost-effective.
 

We used: WS2812 LED
User Testing: 100% Positive response

Concept Model & Testing
HARDWARE CONCEPT MODEL

Central Processing Unit (CPU) or Logic Unit

Micro-controller = ATMEGA328P

The prototype was first developed on an Arduino Uno micro-controller for testing, upon which a custom Printed Circuit Board(PCB) was made.

 

What is Arduino?
Arduino is an open-source platform used for building electronics projects. Arduino consists of both a physical programmable circuit board (or a microcontroller) and a piece of software that runs on your computer and is used to write and upload computer code to the physical board.

 

Arduino Uno: The Uno is a microcontroller board that has 14 digital input/output pins, 6 analog inputs, a 16 MHz quartz crystal, a USB connection, a power jack, an ICSP header and a reset button. It contains everything needed to support the microcontroller by simply connecting it to a computer with a USB cable or powering it with a AC/DC adapter or battery.

arduino uno.png
arduino uno.png
arduino code.png
hardware model_sketch_edited.jpg
Arduino uno_breadboard.jpg
USER TESTING

[User Study 3] Methodology

Personal Interviews, Observation

Research Question

Method

Data Collection Instrument

Is the movement of balance shifting evident inside a car?

Controlled Observation

Practical Assessment

​Aural tier(in-car)

Which side should the shift be to? (test hypothesis)

Naturalistic Observation

Practical Assessment

​Aural tier(in-car)

Does tactile vibrations work in a car that already has engine vibrations?

Naturalistic Observation

Practical Assessment
Tactile tier(in-car)

Should the seat or the steering wheel bear the vibrations?

Controlled Observation

Practical Assessment

Tactile tier(in-car)

What strength and pattern should the vibrations be in?

Naturalistic Observation

Practical Assessment

​Tactile tier(in-car)

Does the strip of LEDs catch the drivers attention comfortably or distract them?

Controlled Observation

Practical Assessment

Visual tier(in-car)

Where should the LEDs be located for
best results?

Controlled Observation

Practical Assessment

Visual tier(in-car)

Does the tiered concept work?

Virtual Reality Headset

Google Cardboard

(Visual & Aural tiers)

google cardboard2.png
google cardboard1.png
Rolliker_user test_Cardboard.png
Final Hardware

Video used in user testing

FINAL HARDWARE PROTOTYPE
Based on results of the testing, we made iterations and then developed a custom Printed Circuit Board (PCB). A PCB is used to connect electronic components to one another in a controlled manner. Electronic components are mounted on the board and the traces connect the components together to form a working circuit or assembly.
Step 1
Designed layout of PCB on Eagle Software(mirrored black-and-white bitmap).
PCB_step1.png
Step 3
Ironed the printout of layout onto a copper-clad board (called toner transfer).
PCB_step3.jpg
Step 5
Etching: Added Ferric Chloride into water and waited until it dissolved. Then I put the Copper Board into it and waited until the copper was covered.
PCB_step5.jpg
Step 7
Drilling: I then drilled the holes into the board (0.7mm, 0.8mm, 0.10mm and 2.3mm holes for the mounting screws).
PCB_step7.jpg
Step 2
Printed layout onto glossy paper in
laser printer.
PCB_step2.jpg
Step 4
Dip in water, try to remove the paper covering (for the stubborn parts I used a needle).
PCB_step4.jpg
Step 6
After rinsing and drying the PCB, I
removed the toner with a scrubber.
PCB_step6.jpg
Step 8
Finally I applied flux as a kind of varnish and brushed on a thin layer of solder.
PCB_step8.jpg
The final prototype with connections from the Arduino microcontroller and the custom-made  printed circuit board(PCB).
final hardware prototype.jpg
Prototyping Software

SOFTWARE APPLICATION

Purpose of the mobile application is to support and direct the hardware, enabling the user to interact with Rolliker through a simple interface.

Programming language and development environment: Initially we had planned to build the application on Swift for iOS, but later switched to Android Studio for Android development because of available support resources and mentor's specialisation.

Application: From a component perspective, an Android application consists of one or more activities, services, listeners, and intent receivers. From a source file perspective, an Android application consists of code, resources, assets, and a single manifest. During compilation, these files are packaged in a single file called an application package file (.apk).

SOFTWARE APPLICATION CONCEPT MODEL

Concept Model & Testing
Software Application concept model.png

PROTOTYPE WIREFRAME

app prototype.png

ANDROID STUDIO CODE

android studio code (1).png
USER TESTING

[User Study 4] Methodology

Usability Testing, User Observation

Research Question

Method

Data Collection Instrument

Is the app usable, easy and quick to use?

Usability Testing

Observation, QA

Which colours make the right impression on users for the visual design of the product?

Usability (colour) Testing

Feedback, QA

Does the app and hardware work well together?

Controlled Observation

Practical Assessment

(in-car)

Final Software (Visual Design)
VISUAL DESIGN

Based on usability tests and feedback from users, I completed the visual design for the app and hooked it up to the Rolliker Android application that works with the Rolliker hardware system. The final product was tested with 20+ users and was received quite well.

Rolliker_Visual Design2.png
RETROSPECTIVE
Retrospective

One of the things the system depends on, in the current way that it is designed, is the expectation of the user's balanced hearing. Anyone with better hearing in one ear than the other always has greater difficulty localising sound and judging how far away it is. Very unbalanced hearing such as no hearing in one ear makes any sense of direction for sound impossible and could be a possible safety risk in some situations.

The designer does not begin with some preconceived idea. Rather, the design is the result of careful study and observation.

The solution we came up with was truly novel and we therefore wear any imperfections with pride. There are numerous applications for the research conducted through the course of this project.

And most importantly, we've answered the question: 'Can navigation in cars be made safer?'
Definitely, yes.

  • LinkedIn
  • Twitter
  • Behance

© 2024 nikita ajit

LGBTQIA+ Intersex Inclusive Progress Pride flag
bottom of page