Puzzleye
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For the 30-hour final round of the Microsoft Imagine Cup Competition in Design, we were challenged to design and communicate the vision of a system that helps a child with Aspergers’ Syndrome(AS) to have a fun and enriching family trip to Egypt. Informed by substantial research, We designed Puzzleye, a camera for children, that helps the child to cope with his fear of crowds, long flight, and overwhelming new environment, with the purpose of supporting and encouraging him to observe the new surroundings. Having the companion of Puzzleye, we hope the children with AS will better enjoy the learning experience of looking at the unfamiliar world in travel. The final competition challenges us as designers to embrace the constraints no matter they are the unfamiliar special straits and needs of children with AS, or the limited resources and time. Developing empathy and honest understanding of the children with AS, and coming up with reasonable solutions in such a short time is a great learning experience.
In 30 hours, design and communicate your vision of a system that helps a family to have a fun and enriching time when they go on a 2-week vacation to Egypt. One of the members of the family is a 6-year-old child who has Aspergers Syndrome. Assume in this scenario that this family will travel from a place that is far away (at least one long plane ride) and from a culture that is very different (language, social norms, eating habits, etc) from Egypt. Read the full instruction here(.PDF).
Empathy and honest understanding of the children with AS is essential to user-centered design in this challenge. How are they different from other children? What are their special needs? What do they like and dislike? With these questions in mind, we conducted secondary research and learned lots of things about them such as anxiety to flights, fear of new places, communication needs, and love of patterns.
The goal of the design is not only to help cope with the difficulty children with AS may face but also to facilitate a learning experience. We explored how travel to a foreign country can be a learning experience for children, and reached the consensus that simply observing the unfamiliar new environment is a learning and enriching experience, and taking pictures facilitates the observation.
Our design core was to support and encourage children with AS to observe unfamiliar environments in a less anxious way while traveling. We wanted to provide incentives for them to take pictures and help them cope with their frustrations while on their trip.
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Following our research, the following aspects were considered in concept generation and brainstorming:
We came up with a wide range of concepts, useful features and system visions. Out of these concepts, we developed our final design, “Puzzleye”, a children’s camera. The highlights of the design are:
We made a physical prototype and developed a storyboard with digital mockups.
go to the topbrainstorming concepts with sketching
| gathering concepts | physical prototype(front) |
| physical prototype(back) | screen mockups |
a poster produced within the 30 hours
Scenario of how Puzzleye helps Samuel during his family trip to Egypt.
In terms of the technical feasibility and cost, Puzzleye needs only current affordable technology. Puzzleye is very promising in terms of scalability. It potentially attracts broader user groups including other children with similar disabilities or without disabilities. Sharing pictures and videos of trip destinations among AS family communities could help to strengthen the bond and make it easier to find media about various destinations. In terms of materiality, children-safe and anti-shake materials should be considered.
Facing constraints, designers should embrace them instead of trying to get around them. In this project, embracing constraints means that designers should sincerely try to understand the special needs and traits of users, even if primary research is not feasible, and honestly impose them as constraints in design. This is the only way to guarantee human-centeredness. Besides the constraints brought by the unfamiliar user group, there are also constraints on design practice such as limited time, and no chance for primary research and evaluation.
The competition was a great experience. I had never been involved in such as an intense design session before. We barely slept and barely ate on the second day. After the 30 hours, we still needed to prepare a half-hour presentation in one and a half hours. In such small amount of time with no means to conduct primary research, the designers' intuition and judgment played an important role. Coming up with promising ideas and a design argument under stress was very challenging and fun! I also learned a lot from the insightful and smart judges.
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