User Interface Design

HIVE Robotic Assistant


HIVE cover picture

How can we improve the collaboration process between university students within the physical classroom space?

HIVE is a smart, modular robotic device which aims to facilitate efficient collaboration between students in the physical classroom through 2 main functions: task generation/allocation and group discussion facilitation. Users interact with the interface through a triangular touch-sensitive LCD display and microphone. HIVE devices can be used individually or in combination with other HIVE devices to form a larger shared screen.

Sections of this project were completed individually and the rest in collaboration with 3 other university students. Individually completed sections include requirements elicitation (user research, user persona and scenario, interviews and data synthesis, user requirements) and establishing possible design solutions (ideation, prototyping). Teamwork sections include further iterations of design solutions (refining, user evaluation and usability testing, final presentation of solution).

⌛ 10 weeks

🛠 Miro, Adobe Illustrator, Adobe Photoshop

👤 Designer, Researcher

The Challenge

There is a need for more active interaction and collaboration amongst students within the class space in order to elevate students’ learning experiences at university.

Part I: Individual Solution

Research

Problem Definition

Our team determined that the educational tools that are available for classrooms today don’t encourage the optimal level of engagement and interaction that is needed in a classroom. Initial research from personal anecdotal experiences showed that the collaborative classroom environment needs to be more friendly and open to students who may be more reserved or introverted to participate in discussions and reach out if they have questions. Traditional methods used to promote collaboration and group work include participation marks and peer assessments, most of which are unsuccessful or unenjoyable for the students.

We defined the main users as university students who attend class in a physical classroom format and have some competency in using technology. The students consist of domestic and international undergraduates enrolled in courses that consist of group work based assessments and frequent interaction/discussion during tutorials.

User Research and Data Gathering

In order to define user needs and requirements, I went on to conduct primary research. Firstly, I wanted to gain a general idea of how students felt during interactive and collaborative tasks so I carried out a preliminary questionnaire via Google Forms to gather insights from a pool of 13 undergraduate students. It consisted of rating scales and open-ended responses surrounding topics like class interaction, group work, sharing ideas and friendships. Afterwards, I held one-on-one interviews to gather more detailed insights on certain topics, which allowed me to discuss the interviewees' responses in real time and learn more about their experiences.

I summarised the characteristics of the intended user group to include:

  • The age range is intended to be 18 to 24 year olds.
  • University students who attend class on campus. Can possibly be extended to online, but mainly targeted at physical classrooms.
  • Users who lean more on the introverted side, shy towards strangers and generally quiet in class.
  • Users who want to share their ideas but are self conscious and afraid of judgement.
  • Abilities and expertise: Relatively comfortable with technology, able to adapt to newer technology with little to no help, ability to talk to strangers at a minimal level at least.
  • Willing to learn and dedicate themselves towards university work.
  • Willing to actively talk and discuss with other students with the aid of the solution.
  • Willing to actively participate in group work tasks.

User Persona

From here, I created a user persona Claire who represented the everyday introverted university student.

User Scenario

I also developed a user scenario centred around the common occurrence of awkward collaboration in classrooms. Claire is put into a group of strangers who are all initially reluctant to speak up. A feeble conversation ensues where a student raises a point that Claire doesn’t agree with, yet she is self conscious about her opinion and afraid to speak out. By the time she finds enough courage, the conversation fizzles out and the group members each return to their own bubble. Too shy to interrupt the “quiet”, Claire feels disheartened at the atmosphere of the class.

User Requirements

To summarise my findings, I defined a list of user requirements for my solution:

  • Must ultimately work towards fostering a comfortable classroom environment by encouraging building of peer relationships
  • Must encourage students to participate in group discussions.
  • Must accommodate different user’s social abilities.
  • Must ensure fairness regarding the sharing of each user’s ideas.
  • Must offer ability for users to be anonymous when required.
  • Must be intuitive to navigate for people of different language backgrounds.
  • Must be intuitive, easy to learn and adopt into user’s existing digital ecosystem.
  • Must easily be integrated with laptops.
  • Must support multiple users at once.
  • Must be adaptable for both large and small groups of users.
  • The product is not targeted at users who prefer to work alone and dislike dealing with the problems within group environments and dislike social situations and refuse to interact with other students.

At the current stage of the design journey, I had clearly defined a set of user needs and requirements for my solution. In order to understand the problem space further and back up my primary research findings, I delved into research studies and theory, summarised any relevant findings and linked it back to the problem and how it will shape the development of my prototypes.

Common themes found in collaborative scenarios

I wanted to thoroughly explore common themes which occur during group work in the university classroom and how to potentially incorporate or tackle each one in my design. Below is a summary of themes and their points of consideration in the context of group work and collaborative settings.

After conducting thorough research into the key themes present in collaborative scenarios and potential ways to tackle the problem space, I decided to design my solution through a social lens by drawing inspiration from the use of social scripts to target key themes like active listening and contribution, setting a goal, acceptance of roles and responsibilities and feedback. My design would also incorporate multisensory design principles to enrich users' experience of the product.

Ideation

I started ideating by brainstorming goals and potential features on how to increase collaboration in the classroom space. I based many points off of my list of user needs and requirements.

Some standout features included the use of social scripts, gamification and metaphor of relay races and baton passing. I proceeded to draw up 3 ideas which incorporated these features, ranging from a website, shared screen on desk and physical robot (left to right in image below.)

I continued to explore the 3rd idea of a physical robot more. The minimal design was inspired by a relay race baton and the act of “passing” it to your teammates in order to encourage physical interaction and relationship building. It also included a responsive multi-coloured light which would shine through the soft translucent silicone material of its body. I aimed to utilise multi-sensory design principles to enhance the user experience. The robot would also be equipped with a microphone so that each user is able to speak into it when it is passed to them. I combined the microphone and coloured light features to create an individual contribution tracker: each student would be associated with a light colour, which would grow and mix with other colours based on the amount of verbal contribution to group discussions.

I sketched up the final design and mockups.

Prototyping

Physical Prototype

The next stage was to prototype my design in order to evaluate its effectiveness. I attempted to replicate the shape and size using origami techniques in the prototype of the soft, silicone robot. I simulated the responsive multi-coloured light by creating a video clip of fading colour images together, and playing the video on a phone screen behind a plastic container to emulate the translucent silicon material and colours changing in response to speech contribution from users.

Usability testing

I found that the size was perfect for handling and holding, and the multi-coloured light was quite pleasing and also relaxing to the eye. The on/off button was easily accessible at the bottom of the robot and the robot could be easly placed back on its charging dock. I wasn't able to conduct testing on more users but proposed future steps on how I'd run testing workshops. I'd aim to conduct a mix of observation and questioning users on how they interact with the prototype, ensuring the testing conditions are the same for each participant. Factors that should be tested include time taken to complete a task, amount of errors, amount of time inquiring for help etc. This can be achieved via Wizard of Oz method and field studies.

Part II: Team Solution

Design Iterations

Combining our individual solutions

From here, we regrouped as a team to discuss our individual solutions and the best common design traits from each which are listed below. We made sure that each included trait was worked towards solving the challenge of increasing collaboration in the classroom.

  • Modular design via detachable screens which can be held by each student of a group including magnetic capabilities for screens to be connected together.
  • LCD touch screens for ease of interaction with digital interface.
  • Animation which gives the object a sense of ‘life’.
  • Appealing coloured lights and sounds (5 senses theory).
  • Main functionalities of the device were:
    • Automated task building and allocation
    • Discussion feature which encourages physical interaction
    • Anonymous ask function

Based on these traits, we conducted another round of user evaluation and testing in order to evaluate our designs and refocus our design goals.

User Evaluation and Testing

A questionnaire was used to pinpoint the direction to take our iterations with the purpose of getting initial feedback from potential users regarding their university learning experience and needs, their opinions and perception of our design ideas and preferences. The questionnaire involved participants in any stage of their university education and consist of 10-15 questions across 3 different sections: general admin, their experiences and the robotic design features.

Based on our user testing results we defined 4 main goals of our device to ensure that our focus was always on the target users and their needs. These goals work together to increase the level of active interaction and collaboration amongst students.

We then chose to iterate on Amy's 'Tasko-Botto' solution while utilising all of our learnings. In my design (top left), I integrated the multi-coloured contribution tracker into a triangular robotic device, choosing the latter shape as it's ergnonomic to hold and would easily connect together with other devices of the same nature.

Afterwards, we discussed our designs and synthesised the best features together in order to create our solution.

The Solution

Our final product is titled ‘HIVE’ for its connotations with the well structured, connected ecosystem of a bee hive, which is what we aim to inspire in our classroom environment. We settled on a triangular shape as it would allow us to simplify the appliance while giving us flexibility to also allow for multiple functions. The sides have microphone and speakers embedded and are also magnetic, which will enable the device to sync the individual screens together to form a larger interactive screen.

Task generator and allocation

HIVE can act as a personalised task generator by producing a series of questions which helps with eliminating the need to manually assign tasks to individuals within a group. Each group member takes a screen of the HIVE and completes a short questionnaire regarding skills they want to build and preferred methods of working on the task at hand e.g. problem solving, writing, analysis or creativity. The screens are then attached together to form the HIVE. HIVE then generates a personalised task suited for the individual student to work on, easing the process of manually assigning tasks to individuals by other group members. This aims to allow students to get more out of group work and class tasks, allowing them to build on the skills they think they need more of.

Group discussion time

HIVE is also a group discussion assisting device in which individual’s devices can be connected together to activate the discussion function. The HIVE device is placed in the centre of the table and each group member is assigned a colour. As group members contribute, voice recognition translates a specific group member's voice into their colour, and that colour blooms on the device. This is a way for us to also monitor and ensure equal participation. E.g. if one colour is always being displayed, meaning only one student is participating, an alert will be sent to the teacher who will come over to help facilitate further discussion. This aims to provide visual stimulation and encourage collaborative idea building. By having colours bloom on the surface, and each individual allocated their own colour, this aims to give students accountability and the incentive to speak up in discussions to see their colour on the screen too.

Usability Testing

In our usability testing with the physical prototype, we interviewed group members and family members to identify which features stood out and which could be improved. The overall feedback was positive with users praising the simplicity of the device and how ergnonomic it was to hold. For areas of improvement, we identified that the small screen size could be difficult for users to use as the information may be difficult to see due to the small text size, and could be lacking in accessibility for users with vision impairments. As such, we considered that the device could be increased in size or the interface could be simplified further to offer more space for information or imagery to be enlarged. At the same time, increasing the accessibility of all students to a device would allow a few devices to be connected together to form a larger screen for groups to look at and work on together.

Reflection

This was the most comprehensive product design project I've undertaken, having thoroughly gone through user research, testing, prototyping and evaluation in both the initial individual and latter group setting. Furthermore, this was my first exercise in the user interface and interaction design of a physical object which was a challenging yet rewarding experience. I particularly enjoyed the challenge of prototyping with whatever household objects I get my hands on.

A key learning from undergoing this project was the importance of redefining a set of design goals before further iteration. It's easy to get carried away with continually iterating ideas so refocusing the team's direction by conducting a round of user evaluation and gathering feedback was important in grounding our solution back to its core principles - solving the problem for the users. I also learned about the 5 senses theory and how designing with that in mind could really elevate the solution.

If I were to revisit the project, I would like to develop the prototypes further and flesh out the user flows for the task generator and group discussion features as the interface is in its very early stages. Also incorporate the feedback gathered from usability testing into the next iteration.

Additional future features for our solution:

  • Holographics - including holographic technology would possibly improve visibility of the functions, allowing all students in a group to see the screen clearly. This feature might also help with allowing more visual and hands-on 3D brainstorming in classrooms, engaging and exciting students.
  • Outdoor setting - our current device is targeted primarily towards the indoor environment, however, outdoor classes also present many benefits to students, and in the future we can look towards adjusting the device to suit both indoor and outdoor settings. This might include making it more portable, durable and with stronger microphones and speakers. We can also look towards making this usable in a business setting.
  • Contact swapping system - The last feature we considered was a contact swapping system which would allow students to be connected with each other's contact methods to ensure the group work continues outside of the classroom.