Mindless
Your workplace productivity pet. Enhancing productivity through rest, relaxation and idle thoughts.
Team: Miriam Green | Elaine Chen | Jodie Clothier
Time: 13 weeks
Project Brief
Create a product to improve workplace productivity
Target Market
Our users are office workers who are overworked and struggle to take breaks in their busy days, causing them physical and emotional stress.
Solution: Mindless
Mindless is a 3D printed toy with an inbuilt timer and game to encourage healthy breaks during the work day. It keeps the user company throughout the day and lights up to grab their attention when it’s time to take a break. The user then plays a short ‘Simon Says’ style game, copying the light patterns by pressing the buttons. The user is able to recharge their brain and get a quick sense of achievement through the game, overall encouraging a more productive work day.
Video
Process
Background Research
Brainstorming the problem area of ‘workplace productivity’ to find the most interesting and underdeveloped area to research further. The main ideas were stress and mental health.
Background research on the context area, existing solutions and articles to increase productivity. Some designs were digital, but most were physical products which forced a break from a screen dominated workplace.
Key Findings
People don’t take regular breaks which increases stress and decreases productivity
There are many distractions in a workplace, making it difficult to focus
A lack of immediate reward or recognition from work impacts mental health
Prototyping
We developed our product from initial sketches to hi-fi prototype over a period of 5 weeks. Our final hi-fidelity prototype was made from a 3D printed shell, lit buttons coded to play a Simon Says game on an Arduino board, and LED screens coded to display eye movements on a 2nd Arduino board.
User testing feedback
Simon Says Game
The buzzing sound was loud and annoying, not suitable for workplace
Too many game functions, need to be simplified
Got bored of it after a few rounds
User Engagement
Liked the product design, fun to hold and cute
Understood the emotions conveyed by the eyes
Personified Mindless when introduced with a name (pronouns)
Iterations
After testing, we iterated the design:
Changed the shape of the shell to be more ergonomic and allow the buttons to sit flat.
Edited the code for the eye emotions and game play.
Soldering the wires in place and containing all parts inside the shell.
Final Prototype
Interaction
Arduino Mega: programmed to convey mindless’ different expressions and moods through an 8x8 LED screen, and corresponding LED buttons.
Look
High-fidelity: 3D printed model, slightly larger than the intended size to fit all the wiring and Arduino inside.
User Engagement
The robot is your companion or pet, giving the user an emotional attachment to the product
Much easier to interact with because of human element
User doesn’t want to neglect it, so is more likely to use the product
E.g. Tamagotchi, Google Self-Driving Car, Baxter
Design Principles
Visibility: LED Buttons and lights, personality and mood displayed through LCD screen.
Affordance: Mindless interactive game is played with the use of buttons and lights.
Constraints: Finite actions, only fulfils two purposes; taking breaks and playing a mindless game.
Consistency: Familiar geometric aesthetics and shape. Functional buttons and expressive eyes.
Feedback: Sound, lighting and facial expressions express mindless’ emotions and mood.