Brief 13: Final Delivery
The final delivery for this project inludes a coded prototype that can be experienced and a mockup of the app displaying its functions related to the physical product.

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Product Placement
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Brief 13: Final Delivery
The final delivery for this project inludes a coded prototype that can be experienced and a mockup of the app displaying its functions related to the physical product.
Brief 13: The Code
Below is the code used to activate the LEDs upon pressing the buttons as well as the code determining the brightness of the LEDs when the finish button is held down.
Brief 13: Revisiting Highlights
As briefly described in the previous post, the final page of the application contains the bulks of texts linked to input from the user. Here we find the main combined function of the emotion-button input and the page-counting sensor. Via the use of these two, the product can know where in book input was selected. By using this it is possible to display the text that caused the user to feel emotions, and let them relive the “highlights” of the reading experience
Brief 13: App Navigation
Navigation-wise, the mobile application focuses on using as few as possible different interactions. Each page has two interactions: tapping and swiping.
The main page where all read books are displayed uses tap to open the page of a selected book and swiping up and one to scroll through the list. The second page, showing a specific book, has emoticons that can be tapped to reveal a new page and can be scrolled down to advance in the timeline and reveal the recommendations section. The final page, which is shown after selecting an emoticon displays the passage of text related to the input that created the emoticon, swiping is used here to scroll through the text.
On all pages the app icon can be tapped in order to return to the first (bookcase) page. This is also the page the app will always load to, seeing as children often use the home-button of the device rather than back button, built into the app.
Brief 13: Book Recommendations
The main function of the product is to encourage further reading. One tool I’ve chosen to include in the app is a recommendations section. After selecting a title and scrolling down past the timeline the user is presented with a two-title section of recommendations. The information about the frequency of the input over the course of a book as well as information about genre can be used to find other titles that have received similar “emotional ratings” and are in the same genre.
I first intended to directly display the input of other people along the timeline in comparison with the user’s input. But I found out that reading is such a personal experience (thanks to a discussion with Oda - http://odaheier.tumblr.com/), that imposing the opinions of other so directly might be discouraging and function as a critique of the user’s personal experience. Because of this I chose to instead collect all the information users had about all titles and use this information to create a section of recommendation based on comparing other user’s input related to the suggested titles with the user’s input from the currently selected book. This way All feedback can be combined into a functioning database, without intruding on a personal level.
Brief 13: Corner of the Eye Interaction
For the product, it is important not to disturb during the reading experience, as reading requires a significant amount of concentration. This is one of the main reasons the control panel has been moved to the bottom of the book since the last iteration. By placing the buttons here much less attention is stolen from the actual content. In addition, the placement encourages to give input more. By placing it at the bottom it feels more natural to give input at the end of a chapter (which usually starts at the top of a new page), seeing as the control panel is experienced as being placed “between” pages.
The figure as described in the previous post is also placed/made in such a way that it doesn’t disturb the user as is mostly disappears behind the pages of the book, hiding all areas that have more detail.
Brief 13: Figurative connection
Since changing the target demographic to children, I’ve wanted to use figurative elements. Figurative elements can be found in two variants in my project.
The first is in the physical product in the form of a mascot-like figure at the top. The idea behind this is that the print will act like a companion, strengthening the bond between children and the product. When the product is not in use, and therefore not covered by pages the entire print is visible. When the product is being used only the top-most part from the eyes and up is visible. The intention of this is that the creature is given the function of a reading companion as the eyes follow the progress along throughout the book.
The other figurative elements found are in the app. Instead of using plain lists and lines, elements are framed by graphic representations of real-life items. The overview of read books is placed in a bookcase and the timeline along which input is placed, is a book. Both are intended to help create a clear connection between the app and the real world.
Brief 13: Evaluation & Frequency
With the output, I focused on creating room for reflection by showing the total of the input. This is first done by the direct feedback of the control panel. The button light up when pressed in order to provide direct feedback; this function is used again at the end of a reading experience. When the finish-button is pressed the LEDs underneath the buttons light up with various intensity based on how often each button has been pressed. The button that has been pressed to most will light with maximum intensity, all other LEDs will shine based on how often they have been pressed compared to the most frequent.
This information is also visible in the app. Here the input is structured based on frequency as well as when in the book the input was given. If a button has been pressed a lot, the size of the icon increases. The placement of the icon corresponds to the pages in the book where the input was active.
Brief 13: Iconography & Colour Choices
The iconography created for the buttons and app is largely based on feedback from others. I created a number of icons for each emotion without noting what they represented. By asking people as I moved forward through iterations, I arrived at a point where everyone understood the general meaning of each icon. Additionally, the icons are simplified as much as possible, in order to be easy to understand and legible regardless of reading situation (light, angle etc.). The final icons only make use of three areas - the mouth, eyes and eyebrows – in order to convey their meaning.
In repeated the same process in order to find colours that people felt corresponded with the emotions. The examples I presented to people are loosely based on charts presenting the common meaning of colours in our culture.
Sources:
https://www.translatemedia.com/wp-content/uploads/2015/02/color-culture.png
Brief 13: Rewards
An initial idea in order to increase reading motivation amongst children was to reward good progress/performance. This could be done by providing for example a chip, based on the number of pages read by a child during a session, which could in order be collected.
However, after reading about the effects of rewards and incentives related to reading in various publications, I concluded that a solution based on direct rewarding was not only ineffective, but could even be detrimental to a child’s reading motivation. Rewards that aren’t directly linked to promoting further reading can cause the child to link reading to a guaranteed reward, switching focus from reading for the purpose of reading, to reading for the purpose of being rewarded. This way rewards can increase short term motivation but decrease the chances of a long term positive attitude towards reading.
As a result I instead opted for a reward in the sense of creating a feeling of accomplishment without moving the focus away from the reading experience. Via the app linked to the product it is possible to create the same sense of collection and reward provided by handing out chips without majorly incentivizing reading.
Sources:
https://www.gov.uk/government/uploads/system/uploads/ attachment_data/file/284286/reading_for_pleasure.pdf
http://digitalcommons.georgiasouthern.edu/cgi/viewcontent.cgi?article=1001&context=edu-papers
http://www.auburn.edu/academic/education/reading_genie/rewards.html
Brief 13: Emotions
The method I opted for in promoting the emotional value of reading and hopefully increasing all-round motivation to read due to a greater awareness of the core values, was to give children the opportunity to directly connect their feeling to the content they’d read. By letting children easily give input over the course of their reading experience by selecting the emotions they feel/felt. To simplify the concept of emotional experiences as much as possible in order to make it accessible to children I divided the full emotional range of emotions into six main representatives: happiness, sadness, fear, anger, disgust and surprise. These choices are based on the findings of Paul Ekman’s (a pioneer in the study of emotions and facial expressions) research.
Sources:
https://en.wikipedia.org/wiki/Emotion_classification
Brief 13: Reading Motivation
As described in earlier posts I discarded the idea of directly reviewing reading performance in terms of amount or speed and began instead to look at alternative ways of increasing reading motivation. With this change of focus, my target demographic also changed: from everyone, to children. Based on research published by Clark C. and Rumbold K. in 2006 included in the UK Department for Education’s “Research evidence on reading for pleasure”, the two primary reasons children read are reading to learn and reading for emotional value. I decided to work on promoting the latter of these.
Sources:
https://www.gov.uk/government/uploads/system/uploads/ attachment_data/file/284286/reading_for_pleasure.pdf
http://www.readingrockets.org/article/tips-encouraging-kids-read
http://www.theguardian.com/teacher-network/teacher-blog/2014/jun/03/how-to-encourage-students-read-for-pleasure-teacher-top-tips
Brief 13: Page Detection
(This is the first of a number of posts where I’ll be describing various aspects of the final delivery of my project.)
For the final model, I reintroduced the function to count the number of pages turned. The information gathered provides many new possibilities in the app, which is an integral part of the product. The vibration sensor is placed at the top left of the structure, by placing it aligned with the top of the book it may to some degree decrease accuracy but greatly decrease the disturbance cause by the pages hitting the sensor during reading.
Brief 13: First Final Model
Based on the decisions made during the mock-up phase of the final concept I began working on a working prototype in the final intended materials.
Brief 13: Coding
As soon as I’d made a decision with regards to the final concept I wrote some of the code I knew I’ll be needing in my final product.
A quick model to test the usability with chosen dimensions.
Brief 13: Final Concept Change
After dicussing my previous iteration with Einar, we agreed on a number of changes that were necessary in oder to create a good product. I’ve looked at a number of things such as graphic elements, placement and size.