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Patturn
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PAT - TURN

Enjoy taking a break

PAT - TURN is a fun interactive desktop toy that helps user release stress while working/studying from home.

 

It helps in increasing their focus & memory, while giving them apt break from their screens. It is easy to flip, roll & do tricks with, giving the users endless possibilities of fun.

MENTAL HEALTH

STRESS RELEASE

WORK FROM HOME

TANGIBLE PRODUCT

PHYSICAL COMPUTING

ACADEMIC

GROUP PROJECT

2 WEEKS - 2021

CONTEXT

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WHY?

There is stress since people started working from home. The line between work and personal time has become blurry , relaxing has also become screen induced

HOW?

By making them relax, improve focus playing a memory game that increases level of difficulty with correct answers, digital hourglass to take break from screen time.

WHAT?

A tangible product, desktop toy that helps user take a break from the screen. It is fun while it also helps releasing stress and improving their mental health.

DESIGN PROCESS

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WHAT IS PHYSICAL COMPUTING?

Physical Computing is building - designing - creating interactive systems that use different kinds of software & hardware to sense or respond to an external stimuli.

 

Physical computing takes a hands-on approachspending a lot of time building circuits, soldering, writing programs, building structures to hold sensors & controls, and figuring out how to give the desired output.

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Physical Computing

Secondary Research

Primary Research

Insights

Persona

Scenario

Opportunity areas

Tech Explorations

Product Ideation

Form Explorations

User Flow

Technical Details

Making Process

Product Details

Prototype

Key Learnings

SECONDARY RESEARCH

Quarantines, lockdowns, and self-imposed isolation have pushed tens of millions around the world to work from home, accelerating a workplace experiment that had struggled to gain traction before COVID-19 hit.

 

We researched on the patterns and behaviours seen in people who are working from home, there were many articles, conducted surveys, hypothesis and blogs that defined the scenarios.

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The lack of routines and the blurred lines between work and home have negatively impacted mental health, with direct ramifications on their sleep, happiness, and relationships with family members.

The psychological effects of working or studying from home are loneliness and isolation; anxiety, stress, and pressure along with depression. 

PRIMARY RESEARCH

Primary research guarantees that the information collected is up-to-date and relevant, enabling accurate trends to be revealed. The process followed in primary research was quantitative research via survey. 

 

The survey had a set of questions which focused on the problems faced by the students as well as the working professionals who are currently working remotely.

No. of respondents - 53

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INSIGHTS

01

Struggling to find the home-work balance.

02

Suffering from stress, depression, fatigue & unhappiness.

03

The demands of the home environment.

04

Blurring of boundaries between work and home.

05

Negative impact an individual’s mental and physical health.

06

Emotional exhaustion and cognitive overload

Distracted and decreasing attention span.

09

Invasion of privacy & personal space

08

Increased workload and screen time.

07

PERSONA

The next step process was creating personas. It helped us understand the user's needs, experiences, behaviors and goals.

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SCENARIO

Once we had the personas ready, we tried to create scenarios to understand the problems as well as the needs and requirements.

SCENARIO A : RAHUL IS TRYING TO STUDY FROM HOME

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He got bored and tired.

02

01

Rahul was trying to attend his class.

03

He got distracted by his phone

04

He started getting a headache

SCENARIO B : PRIYA IS TRYING TO GET SOME OFFICE AS WELL AS HOUSE WORK DONE.

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She switched off camera to fold clothes

01

Priya was having coffee in meeting.

02

03

She realized she was being talked to

04

She apologized & started concentrating

OPPORTUNITY AREAS

After making the scenarios we were able to understand the patterns followed by the users. This helped us figure out the needs and requirements and opportunity areas that the product could evolve around. Some of them are :

  • De - stress             :    Being able to release some stress that comes off work overload

  • Focus                        :    Removing distractions and improving focus and attention of the users

  • Screen Time        :    Being able to decrease screen time

  • Break                       :    Taking breaks in between work

  • Concentration   :    Being able to concentrate, relax and relieve unnecessary tension and cut away the clutter of noises. 

DESIGN BRIEF

To design a solution in form of a Physical Product that :

  • Helps releasing stress for users working/studying from home

  • Gives them an apt break time from their screens

  • Helps in increasing their focus

  • Is a companion for their desks

 

This product should be interactive, modifies patterns according to the user's focus level, and engages the user by translating motion and sound into a visual experience.

TECHNICAL EXPLORATIONS

We started exploring various sensors and components for technical feasibility. 

LED

We explored LED connection with arduino and how the code is responded by these components.

SOUND SENSOR

We explored how led blinks with change in sound when coded with arduino.

ULTRASONIC SENSOR

We explored how the arduino can program the distance, and then we linked it with led and buzzer at different distances to explore varied results.

After exploring multiple technical components, we started exploring what we can do with these. The idea was to be able to de-stress a person using these components. These are some of the explorations.

PRODUCT IDEATION

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MUSICAL SPIN

Ideation

This will work as a musical stress release spinning fan. The user rotate  fan in clockwise direction, on  releasing it, the fan starts moving in opposite direction while playing a calm music.

Inspiration

Working

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Buzzer for musical tune

Servo Motor for rotation

Musical Globe

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MEMORY GAME

Ideation

The idea is to use coloured lights with sound notes instead of images. A pattern of sound & light will be played which the users replicate. The pattern becomes complex with correct guesses.

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Inspiration

Pictorial Memory Game

LEDs and Buzzers for lights & musical tune

Touch sensors

Working

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LED HOURGLASS

Ideation

The idea is to make the users take break. This hour glass will have LED matrices, these can be used to take a break while switching off the screens and lights.

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Inspiration

LED Matrices

Accelerometer 

Working

Hour Glass

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Ideation

This will be similar to sponge wall except when the user presses the ball, a vibrating sensation will be felt. It can also be used for eye and neck massages.

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Inspiration

Sponge Wall

Sponge ball

Piezoelectric Accelerometers

Working

VIBRATING SPONGE BALL

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3D Puzzle

Ideation

Inspire by 3D puzzles, we thought that one side can be a puzzle, this will give the user some time away from screen.

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Inspiration

Working

Balls

Sponge Wall

We decided to go forward with only three of these explorations, MEMORY GAME, DIGITAL HOURGLASS and PUZZLE.

FORM EXPLORATIONS

Initially we started exploring multiple forms for the physical product. We wanted it to be user friendly and easy to hold. These were some of the initial form exploration

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We then explored dodecahedron because of the perfect shape. 

It has 12 sides, all pentagons. 

We realized that it might be many sides for a user to interact with, therefore we decided to drop it.

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DODECAHEDRON

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We then explored truncated octahedron. 

It has 8 hexagonal sides, and six squared sides.

It also had the perfect ergonomic of fitting into each other. 

TRUNCATED OCTAHEDRON

Due to the limitation of time and the angle of hexagons that came with the shape, we simplified it. This was the Final Form.

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FINAL FORM

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USER FLOW

We then ideated a user flow in order to get a better understanding of how a user will interact with the product.

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TECHNICAL DETAILS - DIGITAL HOURGLASS

The next step was working on the technicalities of memory game, List of Components, Pin Diagram, System Diagram and Code.

LIST OF COMPONENTS

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8*8 LED Matrix

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Accelerometer: ADXL335USH 

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Switch Button

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Arduino Uno

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PCB Board

PIN DIAGRAM

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SYSTEM DIAGRAM

CODE

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TECHNICAL DETAILS - MEMORY GAME

We then detailed out the same details for the memory game.

LIST OF COMPONENTS

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Buzzer

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Arduino Uno

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Push Button

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PCB Board

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LEDs

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3D Printed Button

PIN DIAGRAM

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SYSTEM DIAGRAM

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CODE

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MAKING PROCESS

Soldering components on PCB

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Assembling 3D printed buttons with the circuit

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Testing code of digital hourglass with accelerometer

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Making the form

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PRODUCT DETAILS - DIGITAL HOURGLASS

  • 2 Matrix are used and placed diagonally.

  • 60 particles is filled in top matrix

  • One particle per second is dropped to bottom matrix.

  • It is for the user to take a much needed break for a min.

PRODUCT DETAILS - MEMORY GAME

  • Repeat random sequences of flashing lights by pressing the colored pads in the correct order

  • It starts off at a nice steady pace.

  • The light sequences get more and more complicated as the game continues.

PRODUCT DETAILS - PUZZLE

  • A complex maze in the shape of hexagon is on one of the side.

  • 4 balls, 2 red and yellow balls.

  • The game is to get these balls on the center of the maze.

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KEY LEARNINGS

  • We explored tangible products, how their interactions are different from the digital ones.

  • We explored ergonomics as we were making hand held toys.

  • We understood the importance of ideations done during hands - on projects.

  • We were also able to understand the limitations of the technology we were using.

  • We learnt how to work with arduino and other electrical components.

GROUP MEMBERS

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Deeksha 

Interaction Design '20

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Gaurav Singh 

Interaction Design '20

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