Using the “User-centered Interaction Design Process”, this project aim to design a meaningful system to ease the specific people’s sedentary lifestyle.

They read paper for a long time

Can flexibly control their time


Sedentary lifestyle -> Obesity -> Lazy -> Low efficiency -> Sit for longer time -> Sedentary lifestyle


Primary Intent: Using the computer to make ppt or write papers
Trigger: When they are at lab and need to work
Breakdown: They need to drink water or go to bathroom
Step:



The top is that by interrupting the current behavior,interviewees can not only avoid sedentarism but can also increase their working efficiency and concentration.
When doing leisure activities, interviewees can be sitting (browsing FB, playing LOL, or watching movies), or not (going out for a walk with friends or exercising).
Interviewees can avoid sedentary lifestyle by drinking water, going to the restroom, or eating and so on, but can not form the habit of standing up.
Concentrating on doing something in the suitable environment leads interviewees to sedentary for more than two hours.
We use the following attributes to create 7 behavior variables
Activity:
Attitude:
Motivation:








We design a game, FatRes. Players have to walk around to complete missions. The stamina is recovered every 30 minutes with ringing or vibration on the phone.
As usual, after arriving at his laboratory the first action Kevin takes is sitting on his seat, and then logs in FatRes not only to turn his mind to work but also to get daily reward. The next schedule showing on FatRes is time for teaching assistants. Because he was appointed as a curricular tutor for this semester, he has responsibility to stay here for following two hours to give a response to any student who has questions. Kevin opens the paper and continues reading from where he marked yesterday. Until FatRes rings to remind Kevin of that his stamina on the app is recovered, he leaves to the pantry room with his cup to fill it with water. On the way, he feels glad about his cumulative achievements. Upon getting back on his seat, he pays attention on paper until there are two students ask him about homework. Before answering their questions, he turns his phone to vibration mode. While their discussion, no one notices the vibration. Until those two students leave, Kevin notices tips from FatRes and stands up suddenly to answer the following question. Before lunch, he keeps what he does as usual, going to the staff room upon receiving the tips from FatRes, or sometimes going around to the restroom. Afternoon the FatRes reminds Kevin when one hour earlier than he has an agreement with his classmates to play badminton, he start stretching to warm up before today’s last breakdown .
John walks to his lab and sits in the chair in the morning. He puts his bag on the table and takes out his phone and breakfast. He opens FatRes game in his phone and takes it out with breakfast. FatRes shows that the next chapter of the story is two miles away, so John walks to the place with FatRes’ guide. After reading the latest chapter of story and finishing his breakfast, John walks back to his lab. He puts the phone on the table and sits in the chair. He opens the computer and start programming for two hours. After completing several functions, John decides to take a break and open his phone. The notification of FatRes is showing in the front page, which notices John that there is new chapter of the story available. So John take out his phone and water bottle to read the next chapter and drink some water by the way. With FatRes, John has more motivation to stand up and walk around than before.
Because today is a holiday,Peter opens his computer to watch a movie.He has run out of stamina that there is in the FatRes game.After 30 minutes, his phone rings.He finds that there is enough stamina for playing games.He stands up to fill his cup with water and go to the bathroom.He goes back to watch the movie again.After 30 minutes, his phone rings again.Peter plays the FatRes games.By the way,Peter doesn’t sit down in front of the computer for a long time, and he can stand up regularly.

The game will inform the player to stand up periodically and can get points based on how long he stands up, and he can use them to exchange some coupons

The game is a story book. Player should move around to unlock next chapter of the story

Player should walk around to save the animals in the virtual world. They can change the scenes when reaching some goals

FatRes is a scheduling tool that reminds user to stand up


In the last milestone, we proposed a prototype as a game. We wanted to use the game to encourage users to stand up and walk around. However, we faced several issues:
We tried to use physical feedback to solve the issues.
So we came up with a new design, Smart Cup. We want to increase the amount of water the user drinks so that they would have to get up and go to the bathroom more frequently. Finally, we hope the user can form a habit of drinking water and going to the bathroom and hence get rid of sedentary lifestyle.

The cup will detect whether the user is busy or not. If the user is busy, the cup will not notify the user until he/she switches to less important task. If the user is not busy, the cup will notify the user to drink some water every 18 minutes. User can determine the period length
The notification has 2 modes, vocal and vibration a. The user can select the mode he/she wants to use b. The system will detect the environment and decide which mode is better to use. In the vocal mode, the cup will tell the user to drink some water with hierarchical emotional words. For the first time, the cup will tell the user, “it is time to drink some water.” If the user doesn’t drink the water in 30 seconds, the cup will say, “drinking water is good to your health”, “if you don’t drink water, you will get fat!”, “drink it you such a pig!”, separately every 30 seconds. In the vibration mode, the cup will vibrate to notify the user to drink some water. Similar to vocal mode, the cup will vibrate in a hierarchical pattern. It will vibrate once, twice, 5 times, 5 double vibrates, and continuous vibration separately every 30 seconds. User should drink at least 100ml or all the water in the cup to turn off the notification.
If the user does not refill the cup after drinking within 2 minutes on the plate, the cup will notify the user to refill it by turning the color of the cup into red. When the user pulls water into the cup, the cup will display how much water in the cup by changing the color outside. If the water level is over the threshold, the cup will beep once to notify the user. Once the cup is put onto the coaster, it starts to count down and detect the user’s state.
The user can get one point every time he/she drinks, i.e. drinking 100ml for one point. The user can go to the coupon exchange website via the QR code.
Smart Cup is a system that can remind user to drink some water periodically and when the user is not busy. We want to use the behavior of refilling and going to bathroom to increase the chance the user stands up.
We want to know how our Smart Cup influence the participants’ feeling and efficiency while working or playing, and whether Smart Cup can really solve the sedentary problem.
We recruited our friends as our participants because they are sedentary researchers, which is our target group. We totally recruited 5 participants.
We went to participant’s lab or the place he/she likes to work/stay in. We asked the participant to prepare a cup or bottle as a substitution of the Smart Cup, and we researchers pretended the notifier of the Smart Cup.
We described the function of the Smart Cup and our purpose. Participants were instructed to drink some water every 10 minutes, and we would notify them so they didn’t need to worry about it was time up or not. We chose 10 minutes as a period because we don’t want to last the experiment too long.
There are 2 factors in our usability test, situation (working or playing) and task (drink or drink+refill). All participants had to do the tasks of all the conditions. The order of situation is counterbalanced, more specifically, 2 participants started with playing, and 3 participants started with working. The task was in fixed order: drink, drink + refill, drink, drink + refill. This order is simplified but similar to our real drinking behavior.
After the test, we interviewed the participants about how they feel about the product and the test, and what problem they faced. Also, how the Smart Cup influences their drinking behavior and sedentary lifestyle.
Based on the usability test, we discussed and came out with the following improvements:


