<aside> <img src="/icons/balloon_blue.svg" alt="/icons/balloon_blue.svg" width="40px" /> Doodly is a wise stress ball improving focus and concentration while showing the user’s stress level in a subtle to enable learning and understanding their own (unconscious) stress behaviour. Doodly is the result of a highly iterative user centered design approach.
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Quick find:
Design Thinking | User testing | User centered Design | Iterative Design | Persuasive Design | Co-creation | Interviews | Shadowing | Literature Research | Product Design
The goal of the course was to analyse and design interactions; the way people use, understand, and experience products and situations.
<aside> <img src="/icons/bullseye_blue.svg" alt="/icons/bullseye_blue.svg" width="40px" /> THE GOAL was to design a product, that supports active learning students to keep their focus and learn passive content more efficient. By giving them a chance to learn that passive content in their own (more active) way
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Doodly is meant to be a sweet distraction. It is a wise stress ball aimed to improve focus and concentration of home studying students by providing a way to release some energy (fidgeting). At the same time Doodly shows the user their stress level in a subtle way and to enable them to learn about their own unconscious stress behaviour.
The simple version is just a silicone shelf filled with clay of a different and contrasting colour. The more intensive the product is used, the more it shows the inside colour instead of the outside colour, mirroring the user’s behaviour. Fidgeting with Doodly improves cognitive tasks by providing simple physical and automatic movements.
The more technical version is when the silicone shelf includes a wire frame, catching the exact movements on an application. With this application it is possible for the user to track the usage more detailed and let the application learn about the behaviour and support the preferred study behaviour.
This project was focused on learning about interactions. This resulted in many different types of research iterations (observations, interviews, user-research, literature research and creative idea generation sessions). The last of the three phases was about detailing and improving the product, thus a conscious cycle of prototyping, testing and evaluating.
FINAL DESIGN