Interaction Design graduate student Kris Martin finishes his M.F.A Thesis on real time documentation for the development of an mobile device-based medical emergency black box information system (MEBBIS) with Prof. Axel Roesler and Dr. Brian Ross, Bala Nair, and Alan Au at the UW School of Medicine’s Institute for Simulation and Interprofessional Studies (ISIS). MEBBIS supports the real time documentation of Code Blue events.

In hospitals, Code Blue is generally used to indicate that a patient requires immediate resuscitation, most often as the result of a cardiac arrest. Within the medical field, such an event is known as a “code”. For the doctors and nurses working to save lives, distractions from the task at hand resulting in delays or mistakes literally may make the difference between life and death. Medical professionals are required to address the emergency, and revive the critically ill patient but also, as importantly, to produce documentation that is critical to the hand off the patient to other healthcare teams along the chain of care. As can be expected, in the rush to provide lifesaving interventions, real-time clinical documentation can take a back seat.

The existing protocol for documentation of code blue events requires the second nurse to arrive to record every significant event in written form. Observation of code blue drills at the hospital revealed that the demands of the situation do not permit everything to be captured in real time. In most cases, the documenter is only able to take brief notes which serve as an outline. Studies of similar real time documentation tasks show that in order to bridge missing information as result of the time pressure generated by cascading events during recording, additional information is added retrospectively after the conclusion of the event. As a result, documentation errors and omissions can occur.

In the course of this ongoing 2-year research project we are exploring how a work-centered interaction design approach can improve the documentation of medical emergencies – How can we faciliatate the real time recording of dynamic events, implemented into an interactive system to effectively support the care of the patient by enhancing the caregivers’ access to relevant information, and simultaneously generate a record of the sequence of conditions, treatments, and decisions made along the way.

ART483/484 – Projects in Interaction Design, Winter Quarter 2010
Prof. Axel Roesler / Division of Design / UW School of Art, Division of Design
Yong Rhee & Sander Viegers / Microsoft Office

Microsoft provided a forum around the theme “Service meets Social” to showcase exceptional design process and ideas. As part of a quarter long course, students from five invited international Interaction Design programs (Carnegie Mellon, Art Center College, NYU Tisch School, Universidad Iberoamericano Mexico City, Central St. Martins College of the Arts, and University of Washington / IxD) were asked to form interdisciplinary teams of 4-6 students to design a user experience prototype, encouraging out-of-the-box-thinking, and engaging with students from other design teams from around the world in exploring implications of digital and physical worlds as these intersect where service meets social.


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Interaction Design ART483 students Andrew Battenburg, Minnie Bredow, Tim Damon, Sophie Milliotte, Jon Sandler, and Tanya Test presented their project ‘OpenDoor’ at the Microsoft Faculty Summit in Redmond yesterday.

Watch part 1 of the OpenDoor presentation
Watch the OpenDoor video prototype
Watch part 2 of the OpenDoor presentation


OpenDoor design process documentation (PDF)


OpenDoor is a mobile application that enables neighbors to share their resources. Our goal for individuals is to provide each member of the community with free goods and services. At the collective level, our aim is to develop sustainable local communities.

Rather than a large database of goods and services, the design relies on common interests: people who share a common interest will be more likely to need the same goods and services. As a community-driven service, OpenDoor focuses on the social by emphasizing direct relationships and face-to-face communication between neighbors.

Trust is established by constraints in location: A new member can only register in one neighborhood – this home base defines the proximity in which prospective exchanges can be posted and searched. OpenDoor participants build their profile by defining their interests and needs. When an OpenDoor participant looks for a good or service, the system will show the profiles of the neighbors that are most likely to have what they are looking for. OpenDoor participants send a direct request to these neighbors through the system. If the neighbors agree to meet, OpenDoor will automatically put them in contact over the phone.

OpenDoor participants can specify if their search is a regular inquiry or an immediate need, depending on the situation in which they are in. When there is an exchange between OpenDoor neighbors, their real world meeting is exemplified as a physical interaction that is the bump between their phones so that the exchange is documented like a receipt: both the lender and the borrower can track what needs to be returned when and to whom. In summary/big picture review, the system provides statistics on how much the user and their community saved thanks to OpenDoor.

UW Interaction Design graduate students Shweta Grampurohit and Nate Landes have received research associateships at Intel Labs Seattle. During Winter Quarter 2010 Nate worked with Intel’s Dr. Beverly Harrison and UW Computer Science Ph.D student Ryder Ziola on the interaction design for OASIS – Object Aware Situated Interaction System. OASIS examines a vision of using low-cost combinations of cameras and micro-projectors to create interactive “islands” or hotspots for gestural surface interaction, situated in locales of interest. Examples within the home include kitchen countertops, coffee tables, or bedside night stands.

OASIS focuses on interaction design challenges that naturally result from sensor-based perception and object awareness. The system treats physical objects as tangible encapsulations of context. From the perspective of an interaction grammar, objects are thus nouns to which we can bind virtual actions (i.e., verbs). In this hybrid physical- virtual system, actions are always virtual and are not physically instantiated. The home is especially well-suited to this style of application because it is an object-rich and activity-rich environment where activities and context can often be inferred from visually observable data. The OASIS system blends physical objects with virtual actions to create new everyday in-home applications. OASIS is illustrated using kitchen-based examples, but the system and interaction methods are designed for a broader range of hybrid physical-virtual applications. Interactive elements of the system include linking a single physical object to multiple possible actions, smoothly mixing virtual and physical objects, creating new objects, deleting objects, saving instances for later use, and grouping physical and virtual objects into collections.

OASIS has been featured in WIRED, MIT Technology Review, and PC Magazine. Watch a video demo of OASIS here


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ART383 – Fundamentals of Interaction Design, Autumn Quarter 2009

Prof. Axel Roesler
In collaboration with Intel Labs Seattle

During an intensive five week project, five student teams conducted an iterative user-centered design process to explore future applications for the projection of interfaces on any surface suitable for display and interaction in the home of the future.

Design techniques ranged from contextual inquiry, ideation, and storyboarding, to concept visualizations and video protypes. Each design team was comprised of students from the Division of Design’s Interaction Design program and the HCI concentration in Human Centered Design and Engineering, the iSchool, Computer Science and Engineering, and students from other UW HCI-oriented majors.

The resulting five projects envision the embedding of community networks into the home, a search, interaction across walls, lifestyle coaching, and interactive cooking.

Watch videos of each of the five team presentations via the links provided at the end of each project description below:


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Real Ideal is a life consultant that utilizes wall and floor space in the house to display ambient cues relating to a person’s current task or goal. We utilized Intel’s Bonfire technology to create a system that provided “reflections through projections”, highlighting and annotating parts of the house and everyday life that could be improved or changed. This lead to the creation a life consultant that was helpful and constructive without being intrusive or obnoxious. By taking areas where action is typically invisible and visualizing it, mundane or incomprehensible tasks such as water consumption become engaging and interactive. This idea of visualization can be applied in all of the areas of life from health, to finances, to calendars and scheduling, helping to streamline life’s obligations, increase productivity and achieve goals.

Watch a video of the Real Ideal presentation
Real Ideal PDF documentation


Drew Bregel (Human Computer Interaction & Design)
Lauren Cascio (Design Studies)
Rachel Choung (Biology)
Patrick Douglas (Informatics)
Shweta Grampurohit (Interaction Design)
Kaisha Hom (Visual Communication Design)
Jeremy Juel (Visual Communication Design)
Nate Landess (Interaction Design)



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Mprint is based around the idea of an objects physical history. It makes use of these histories by visualizung a solution to an all too common problem: Losing things!

Mprint captures and leaves a residue underneath every object on designated surfaces. These residues are an indication that any particular object has occupied that space. Object residues become the entry point into Mprint’s interface which can locate a lost object and take snapshots of surfaces so that meaningful layouts and spatial relationships can be saved and recalled later.

Watch a video of the Mprint presentation
Mprint PDF presentation


Daniel Frum (Geography)
Hannah Getachew (Human Centered Design and Engineering)
Imri Larsen (Industrial Design)
Ben Mabry (Industrial Design)
Kristofer Martin (Interaction Design)
Daniya Ulgen (Design Studies)



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Spaces envisions entire walls as displays that provide interactions with images, stories, and facilitate communications by merging spaces that are otherwise separated by walls.

Users can remove visual occlusion caused by the walls around them by making the wall transparent. Multiple users can paste a room from each of their respective houses together, share a conversation and exchange media such as created environments or artwork, etc. Users can add objects to the wall display by gestural interaction – for example, they can ‘throw’ a slide or image on the wall, and the image will be come a part of the display. Objects could leap from the pages of the book onto the wall display, providing engagement and immersive experience.

Spaces tracks location and movement of users in the home environment and automatically adjusts settings such as color, texture, implied size of rooms, and lighting to provide the most utility for a task. Audio spatialization technology merged with ambient visual display can match the display of a performance or communication partner in the distance much closer to what would be a direct experience.

Watch a video of the Spaces presentation
Spaces PDF documentation


Elizabeth Abrahanson (Interdisciplinary Visual Arts)
Kristen Bales (Industrial Design)
Aron Chavez (Interdisciplinary Visual Arts)
Tim Damon (Design Studies)
MikeJohnson (Interdisciplinary Visual Arts)
Sean Ren (Computer Science)



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Wall[ace] is a social networking interface that represents friends and community as avatars that live as projections on the walls of the home environment. Wall[ace] is operated by natural language and gesture recognition and can be controlled from almost any
location in the home. The ambient interface facilitates real interactions with friends in one’s social network by projecting their avatars in context with their activities / one’s own activities

Wall[ace] redefines the home with a simple command, changing it from a place of separation and privacy into a social arena. With Wall[ace] activated, the feeling of being at home will be characterized by the following: The social network will occupy the user’s ambient space at home. User’s can have a constant feeling of presence. User’s can share live experiences

Watch a video of the Wall[ace] presentation
Wall[ace] PDF documentation


Daren Chaisy (Human Centered Design and Engineering)
Leslie Ferguson (Design Studies and Computer Science)
Craig Kochis (Informatics)
Jon Sandler (Interdisciplinary Visual Arts)
Jacob Warren (Human Centered Design and Engineering)



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Foodie is envisioned as an interactive coach that makes cooking easier. Currently, many people cook with their laptop in the kitchen. Without prior cooking experience some terminology within the recipe can be confusing. A new cook may not know the difference between mincing and chopping an onion. Timing is an issue. A recipe may list the ingredients needed and in which order to use them but it does not tell you if multiple parts of the recipe need to be made at the same time.

An interactive, distributed display system projects information located in context with the cooking task and in proximity to counter workspace, pans, and pots – synchronized with the progress of cooking. A laptop is no longer needed in the kitchen. Video tutorials projected onto the kitchen counter right next to the task at hand provide further explanation for the inexperienced cook step-by step. An overview of timing is provided to help the cook manage their time well.

Watch a video of the Foodie presentation
Foodie PDF presentation


Derek Chan (Visual Communication Design)
Annaliese Chapa (Industrial Design)
Lindsay Haggman (Human Centered Design and Engineering
Joshua Ng (Informatics)
Jamilia Popov (Human Centered Design and Engineering)
Calder Thami (Human Centered Design and Engineering)


The Interaction Design concentration at the Division of Design, School of Art moves into its fifth year beginning this fall. Prof. Axel Roesler presented some of the projects that were developed in the Interaction Design sequence ART383, ART 483, and ART484, graduate work in Interaction Design, and research trajectories.
Launched in Winter Quarter 2006, IxD studios have provided a platform for the collaboration between students in Industrial Design and Visual Communication Design, Human Centered Design and Engineering, the iSchool, and Computer Science and Engineering, among other departments.
Watch a audio/slide capture of the talk to learn more about recent collaborative projects such as the recent Microsoft Design Expo 2009 and the commercial flight deck of the future with the Boeing Flight Deck Concept Center.
Find out about the DUB group at the University of Washington here.

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University of Washington students Kris Martin (Interaction Design), Jenny Kam (Industrial Design), Drew Bregel (Human-Computer Interaction & Design), Kayhan Atesci (iSchool), and Jennifer Milam (Applied Mathematics) received the Best Product Design Award for their project ‘post.it.nodes’, a new interaction design concept for contextual file management at the Microsoft Design Expo 2009 in Redmond on Tuesday, July 14. 

Watch a video of the UW IxD post.it.notes presentation at the Design Expo’09 in Redmond (07-14-2009 – this is a preliminary handheld video – a link to the MS video will be posted here soon)

View photos from the Design Expo’09

post.it.notes video presentation (06/2009)
post.it.notes documentation


Post.it.nodes had originated in ART484 – Projects in Interaction Design during Spring Quarter 2009, taught by Prof. Axel Roesler in the Interaction Design concentration at the Division of Design, UW School of Art, and was one of seven projects that were the result of interdisciplinary design studio work – Projects in Interaction Design builds on an interdisciplinary team setting to provide design students with opportunities to explore interaction design development in a professional context and engage in collaborations with students from other human-computer interaction oriented departments on the UW campus. Georg Petschnigg from the MS Pioneer Studios served as project liason between Microsoft and the Interaction Design Concentration at the Division of Design. The class was sponsored by Microsoft Research.

The Design Expo is an invited design challenge as part of the Microsoft Research Faculty Summit, a three-day conference and showcase for international academic research funded by Microsoft Research. This year’s Design Expo provided a forum around the theme ‘The Future of Work’ to showcase exceptional design process and ideas. Participating universities in the 2009 Design Expo were Carnegie Mellon University, School of Design; New York University, Interactive Telecommunications Program; Art Center College of Design, Product Design; University of Dundee, Product Design; Central Academy of Fine Arts, Beijing; and Universidad Iberioamericana, Mexico City.

 

pictures of the installed show

link to Design Show 2009 student website

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Link to pdf of poster

post.it.nodes

Post.it.nodes is an interactive system that aims to bring flow to work by bringing the relevant relationships between people, tasks and documents to the surface, thus enabling the users to center their interactions around people and goals, rather than devices and software applications. post.it.nodes was envisioned with significant inspiration from Mihaly Csikszentmihalyi’s proposed psychological concept of flow.  

“the relative rarity of flow experiences is due, by definition, to the fact that in everyday life the opportunities for action are seldom evenly matched with our abilities to act.” 

Jenny Kam (Industrial Design)
Kris Martin (Interaction Design)
Kayan Atesci (iSchool)
Drew Bregel (HCI/Design)
Milam Lynn (Math)

flow presentation
flow documentation

 

Carbon

Carbon is a concept mapping tool that aids creatives during the initial ideation stage of a project. Carbon combines the simplicity of analog mediums with the flexibility of digital mediums. Carbon was designed with emphasis placed on taking a minimal approach and to carefuly  maintain the simplicity of the application. Along with the product we made a website focused on teaching practitioners how each feature works. This takes the form of a Flash tutorial video in which the functions of Carbon are shown with mouse and key commands highlighted.

Drew Hamlin (Visual Communication Design)
Joey Flynn (Visual Communication Design)
Simon Bond (Visual Communication Design)

carbon presentation
carbon documentation

more projects…

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MediLog – Medical Dialog Mapping
(Medilog PDF)
(UW / Microsoft Design Expo 2007 PDF)

Luke Woods
Aaron Piazza
Louise Foster

IDEA Bronze Award Winner 2008
Industrial Designers Society of American / Business Week

Interaction Design
ART484: Projects in Interaction Design, Spring Quarter 2007
Microsoft Design Expo 2008: Health and Wellness
Sponsored by Microsoft Research

A hardware/interaction concept for recording and annotating the dialog between doctor and patient.

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Pollenteering: Facilitating Volunteering Activities
(Pollenteering PDF)
(UW / Microsoft Design Expo 2007 PDF)

Kristofer Martin
Matt Carthum
Jaclyn Knapp
Brian Smith
Zachary Krane

Selected for presentation at Microsoft Faculty Summit 2007 in Redmond

Interaction Design
ART484: Projects in Interaction Design, Spring Quarter 2007
Microsoft Design Expo 2007: Health and Wellness
Sponsored by Microsoft Research

Mobile device-based messenging application to share information about volunteering events within communities; facilitates social networks that form around volunteering events. Information spreads via proximity based open blue tooth connection in public spaces. Information kiosks form anchor points at community centers.