Athena

We are in an age of unprecedented growth of communication and computing technologies with a wide variety of interactive systems. Most retails chains and stores employ such systems for online shopping and increasing their user base. However, there is also a need or scope for providing entertainment in a shopping atmosphere with the two-fold objective of advertising and enhancing brand value. In this project, we designed, developed, and tested a system named Athena that can address such a need.

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This project was conducted as part of the User-Centered Design lab at Fraunhofer institute FIT in 2014. For this project, we started with brainstorming and then creating textual scenarios of our system. In the second iteration, we created initial storyboards, which were a combination of all our ideas related to the virtual dressing room. After observing the general Spaces of Opportunities, conducting 3 extended user interviews, 668 user observations, and 11 detailed shadowing and interviews, we came up with 6 different ideas. Based on 5 long interviews and 33 participant survey results, we chose football (soccer) as the final idea to work on further. In the next iterations, we created some versions of the paper prototype using the “Wizard of Oz” technique (i.e., users feel that they interact with a real system while the system responses are generated by humans rather than computers). Later we improved the graphical design of our system. Finally, we used the Kinect motion sensor to create our higher medium-fidelity prototype. The summary of this project is available through the presentation links found at the top of this page.

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Helma Torkamaan
Researcher

My research interests include Human-computer interaction, recommender systems, e-health and ubiqoutous computing.

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