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Ta4 Design Alternatives
Ta4 Design Alternatives
Ta4 Design Alternatives
2. Design Alternatives
Following design alternatives are derived from the conclusion of formative studies. Those
ideas are described with those components: background and motivation, problem going
to solve, target user, and expected result.
1) CHOCOLATE PROJECT: Fortune Choco Vending machine
A chocolate machine installed in a certain location prints touching message. Users can
enter some information, for instance, his or her feeling, emotion or the days weather.
Then, the machine prints out proper message on the chocolate. The message came from
anonymous people on the web system and those people who sent the message could
have chocolate as reward. Consequently, people in a busy and hard time those days
could have a little happy time with chocolate and special message.
Background and motivation Sweets can make people feel better and people want the
feeling that they are cared, concerned and not alone-needs touching words or saying.
Therefore, if chocolate itself has a touching message, it could give people a bit of
happiness.
Problem People in those days are struggling with busy and hard times. For those people,
the project aims to reduce their stress and depression by chocolates and messages.
Target user People who are depressed and stressful but no time to resolve them are the
target users. At the same time, the machine could be installed in a company building or
school, a people in their workplaces could be more specific target.
Expected result Users who got the special chocolate feel better in their stressful times.
They regularly use the machine and send messages to the people who are struggling
with same time.
Background and motivation Driving makes people feel better. Some people enjoy
driving itself, not for reaching certain destination. However, it is hard to find information
routes to drive.
Problem The device help users to resolve depressed and negative feeling. Users do not
need to hesitate wehre to drive and they can just enjoy directly without any thinking.
Target user People who want to drive to refresh but dont know where.
Expected result New experience of fun driving.
3) HAPPIER LIFE: depression management system
This smartphone application lets depressed people to know what to do in that time to
manage their lives. It is because depressed people cannot manage their lives feeling
burden even from simple tasks in their lives. Therefore, this system should alarm detailed
tasks in proper time with systemic rewards. Gamification could be applied to the system.
Background and motivation Depressed people cannot manage their lives feeling
burden even from simple tasks in their lives. Reward could be one of the solution to lead
them to the normal lives.
Problem As like the background, depressed people have significant problem, it is hard to
be managed by people around for detailed tasks.
Target user People in light depression
Expected result People who cannot manage their lives can be helped, with application
like psychological clutches.
3. Evaluation
To select idea for the project this semester, each alternative are evaluated with those
criteria: satisfaction, feasibility, significance, and interest. Following table is evaluation of
each alternative and below the table is the description of evaluation.
Satisfaction
Feasibility
Significanc
e
Interest
CHOCOLATE PROJECT
Medium
Medium
High
High
JUST DRIVE
Low
Medium
Medium
Medium
HAPPIER LIFE
Medium
High
Low
Low
4. Conclusion
As a conclusion of this paper, the first idea, CHOCOLATE PROJECT, is selected getting
highest point based onto the criteria compared to other ideas. As further plan, those
should be concerned:
Message system: where the message came from and who send and get the
message, and which reward and motivations suggested to users
Physical problem: where and how to print the message onto the chocolate
Financial system: whether people buy the chocolate or how to circulate the
system financially