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priyana patel

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Echoscapes

Reimagining our relationship with technology while harnessing the positive aspects for social wellness

Brief

Echoscapes is an immersive home entertainment experience that connects distant loved ones through shared time and space.

Client
HCDE Master's Capstone
(Master's Thesis)

 
Duration

6 months
Jan 2023 - Jun 2023

 
Roles
User Research, Prototyping, Concept Testing, Participatory/Co-Design
 

Team: Priyana Patel, Kara Bates, Vanessa Chien Lai, Annie Lin

 
Echoscapes Notification

 
 

Experts have long debated technology's societal impact, extensively researching its deleterious effects (Kuss & Lopez-Fernandez, 2016). The rapid and forced adaptation triggered by COVID-19 has significantly increased our reliance on technology, transforming its integration into our lives and further blurring the line between online and offline. In a post-pandemic world, the rise of remote work has made social connections heavily dependent on digital environments, often fostering negative relationships with technology and leaving people feeling more isolated. Consequently, our close-knit connections with friends and family are profoundly impacted by these digital environments.

 
 

 
 

Design Question

How might we harness the positive aspects of technology and redefine our relationship with it, while enhancing wellness?

 
 

 

Sony sponsored our team to answer this question. The Home Entertainment UX team at Sony Electronics in San Diego, California wanted to reimagine how their suite of home entertainment products (speakers, TVs, and headphones) could empower older Generation Z and young Millennial customers (birth years 1988-1998) in their wellness journeys, leveraging their high technological literacy and purchasing power.

 
Stakeholders & Target Users
 
Wellness Dimensions
 

 

User Research

We began our comprehensive research process with a Likert survey, a 7-day diary study, and an interactive group activity. These methods helped us define what wellness means to our potential users and understand technology’s role in their overall well-being.

  • In our survey, we asked participants to rank the five wellness dimensions by importance from 1 (Not important at all) to 5 (Very important) and prompted them to explain their reasoning. A total of 58 individuals responded to our survey from a wide range of incomes and ages. The survey gave us a sense of which wellness dimensions our target demographic views as most important and influenced our subsequent research methods.

  • Following the survey, we conducted a 7-day diary study with 8 participants between the ages of 25-35 with a self-reported annual income between $75,000 and $150,000. Throughout the week, participants logged the technologies they used throughout the day and how they impacted their wellness. Participants could submit a maximum of three daily photos that related to their wellness.

  • We held Interactive Groups to bring together participants with varying wellness goals to reflect, share, discuss, and brainstorm ideas relevant to their health and wellness. We conducted three 1-hour sessions with 4 participants each, for a total of 12 participants. Each session involved a warm-up activity, a timeline drawing exercise, a wellness card game, and a concluding debrief. During the card game (the main session activity), participants drew and traded technology and action cards to build a wellness toolkit to help them accomplish their 2023 wellness goals.

Screen Shot 2023-06-14 at 4.24 1.png
Session A - ME.png
 
 

Wellness dimensions are inextricably linked

Our research confirms that wellness is a holistic pursuit, with the five wellness dimensions, physical, mental, social, intellectual, and financial working in harmony. Participants valued certain wellness dimensions not by their traditional definitions, but on their potential to affect other areas of their wellness.

Effects of technology depend on many factors

From our Diary Study, we found that technology, for better or worse, plays an integral part in participants’ lives. However, rather than technology being inherently “good” or “bad,” participants often cited the effects of technology being dependent on other factors—lifestyle, mood, situation, and more. Positive interactions with technology were more passive and negative interactions were more intrusive.

People value social connection

The notion that COVID-19 increased social isolation is not new. Our participants often linked social connection with improved mental or physical health. Participants frequently mentioned feeling isolated and cooped up inside with remote work, and enjoyed going outside or connecting with others like their family and friends to counter those negative feelings.

 

 

Design Principles

Our in-depth and interactive explorations with our target users helped us develop four major design principles that guided our ideation and led to our design solution. Through our interactive group sessions, we discovered that social wellness had a big impact on motivation and feelings of belonging in Gen-Zers and younger Millennials. We also found that technology is a “double-edged sword” in facilitating these emotions, therefore, we wanted to design a solution that blended into the background of home living environments. Our design principles, devised out of our research process, are as follows:

 
 

Design Principles

 

 

Ideation

Based on research insights, we fleshed out initial thoughts and ideas into 3 directions: Accountability & Goal Setting, Immersion & Context Switching, Self Care & Gamification. We continued to ideate and generated 32 ideas that were grouped into 13 unique categories during a Crazy 8s Workshop. We then completed a Prioritisation Grid to evaluate feasibility and user values of various concepts, eventually choosing 1 concept

 
 

The Concept

An immersive home entertainment experience that aims to enhance mental, emotional, and social wellness. Home entertainment technology will transport users into a different place at home.

 
 
Co-Design
 

Co-Design

We conducted a collaborative activity to narrow our scope and include our target demographic directly in the design process. Our goals were to learn about unique households and how Sony's home entertainment technology could be incorporated into real living environments. We wanted to understand how users would interact with our solution and identify potential challenges and design considerations. We conducted a 1 hour session with 6 partipants.

 

Red Robin

Utilising the Round Robin brainstorming strategy, we asked participants to consider the features they would want to include in their “immersive (home) experience.” Each participant was given one minute to describe a feature. Once time was up, they passed their paper to the next person. They were then asked to  “iterate” on the feature given to them by another participant, providing further details and descriptions. After this cycle was completed twice, participants read from their worksheets and discussed the possibilities of their proposed technology features.

 
Red Robin
 
Floor Plan
 

Building an Immersive Experience

Participants then had the opportunity to build an immersive experience in their homes. They redrew the rough sketches of their home floor plans on the whiteboard tables in the room. We then handed out “chips" which represented different home entertainment technologies (TVs, speakers, soundbars, smart lights). Participants had five minutes to place the chips throughout their floor plans based on how they would like to use the immersive experience in their everyday lives. We also provided blank chips for our participants to annotate speculative ideas such as a “digital wardrobe.”

 

Findings

Our session uncovered a concept that integrates existing lights, visuals, speakers, and other IoT devices to create an immersive in-home experience. Participants stressed the need for a solution that caters to their diverse lifestyles and living spaces. Key features that were mentioned included: connection with others, soundscapes, adjusting ambient noise based on time, and live locations.


 

The Solution

Sony EchoScapes is an immersive home entertainment experience that aims to enhance mental, emotional, and social wellness by creating an immersive ambient environment, grounded in a specific time and place, that can be shared with others. Our product would extract information (time, weather, location) from an image and translate it into a soundscape that people can experience in their own home

 
 
 
Sound.png
Social Connection.png
Interconnected Devices.png

Sound

The system would use Augmented Reality and 360 Reality to mimic real-life locations in the user's home. This transports users to a different place utilizing their existing home entertainment system.

Social Connection

Send and receive soundscapes based on real-time conditions at a specific location. This allows users to share experiences with their loved ones, creating a sense of connection in a non-intrusive way.

Device Interconnectedness

Our experience aims to connect non-Sony devices like lighting to increase immersion beyond audio and visuals. If a soundscape plays ocean waves and the TV shows a matching scene, the lighting would shift to reflect the hues of dawn, dusk, or daytime. 

 

Experience EchoScapes for yourself. Click the phone icon (Experience), press the Open button to open the notification, and the Experience button to experience the soundscape. Click the palm tree icon (Scenes) to view various scenes and locations that EchoScapes can take you.


 

Reflection

Be decisive
Unlike previous projects, our capstone was largely self-directed, requiring us to make key decisions about research methods, concept selection, and design. We spent significant time validating our design concept with users before narrowing down core features. While we may have prolonged the early phases, we ultimately learned to be more decisive throughout the two-quarter process.



The sky's the limit
As our final academic project, the capstone taught us not to limit our creativity. Early on, we got lost in the details, but we learned to focus on refining the core idea first. Knowing we might not get this kind of creative freedom in industry, we took full advantage of the opportunity to build something of our own.

 

Limitations

Although our primary research methods provided a plethora of rich qualitative data, there were some limitations:

Limitations
 

Future Considerations

For future work, there are multiple opportunities to explore:

Future
 

Links

Capstone Poster