Modular Backpack
A customizable bag to carry all of your items throughout the week. Synced to the modules of the bag is an application that reminds you to bring your items with you and notifies you if you’ve left one behind.
Duration
Four Months
Skills
Figma, Miro, User Research, User Interviews, User Testing, Prototyping, Heuristic Evaluation, Usability Testing
Team
Four People
01 Research
Once the group decided on the topic we wanted to focus on for the term, we conducted market research to see how, if any, existing products were able to solve the same issue. We created a list of over 20 potential products and conducted a usability analysis on five dimensions: visibility, natural mapping, constraints, error recovery, and standardization. We then conducted a UX analysis on four UX dimensions: sensual, emotional, social, and contextual. We did this to understand some strengths and shortcomings in existing interactive technologies, so that we could build on these existing products and create a better solution.
02 User Interviews
Based on the research, we created an interview protocol to ask potential users how they interact with extra items they bring to campus. All interviews were conducted in person and in the environment one uses the items they bring with them. We created a script that ensured each interviewee was able to properly consent to the process. Eight students were interviewed and each lasted around 45 minutes.
Example Interview Questions
What types of items or belongings do you find yourself needing to carry with you on a daily and weekly basis while on campus?
What challenges or difficulties do you encounter when carrying extra belongings on campus? Follow Up: Could you share a recent incident or experience where these challenges were particularly noticeable?
How do you currently address or manage these challenges related to carrying extra belongings on campus? Follow up: Why have you chosen these strategies?
03 Analysis
Our next step was to comb through the results of the user interviews and create a large affinity diagram to put all of our findings into one central location. We sorted these findings into categories and generated four main insights. We used these insights as a basis to ensure our product was successful.
Main Insights
Users want to have storage options throughout various locations on campus
Carrying and misplacing items often results in user frustration
Users do not like leaving their items unattended, but will rely on established systems of trust to watch them
Users alter their lifestyle to accommodate carrying extra items.
The affinity diagram with findings from the user interviews sorted into categories
04 Design
We identified and analyzed five existing solutions to our problem space. We pulled together and examined all of these items to fully map the space of existing solutions. We purposely looked for blind spots and spaces where we could innovate. Then, we held a massive brainstorming session coming up with over 40 ideas and using those to form the best solution. The product we decided on was a customizable modular backpack which could be paired with an app. This app would send the users reminders to set up their bag at the start of the day and help ensure that no items were ever misplaced and left at home.
After creating our preliminary idea, we established a set of tasks our users should be able to complete by using our product. We composed a scenario and a storyboard for each task.
These tasks were:
Input schedule and items
Customize times for reminders and pair attachments
Assemble backpack and receive reminders
Carry backpack throughout the day while receiving reminders and acting on them
05 Prototyping
Stage 1: Paper Prototype
Each group member created their own paper prototype of the modular backpack as well as a low fidelity prototype of the application in Figma. We each tested these designs with a potential user and took notes on the interaction.
Stage 2: Mid-Fidelity Prototype
After comparing feedback from the paper prototype and low-fidelity prototypes we came together and created our mid-fidelity prototype in Figma.
Stage 3: High-Fidelity Prototype
After analyzing our mid-fidelity prototype we made even more adjustments to ensure the app was easy to use and understand as a user. At this stage our prototype let users enter in their schedule, set up notifications, and track each module of the backpack with alerts when one was left behind.
The welcome screen with initial instructions
The user inputs their schedule with the associated backpack modules
Next, they set reminders and enable location tracking for their items
On this screen, the user sees that they have properly packed their items for the day
Later in the day the user forgot their lunch in a separate building, so the app notifies them
06 Testing
Heuristic Evaluation
Individually, each team member conducted their own evaluation. We compared places where we found similar issues and made changes as necessary.
Usability Testing
We came up with a series of tasks for users to complete and evaluated their success. Every time the user struggled with a task we took note and ranked the severity of the issue. We went through every problems each of the users had and discussed potential solutions.
Results
Overall, we noticed a few details surrounding discontinuity of the aesthetics of the app, which confused users. These were easier changes that we quickly made. We also saw users struggling with the process of adding reminders, so we changed that screen to a pop-up. This way the user was never guided away from the scheduling page. We also noticed that the icon displaying the user’s location on the map page blended in with the icons representing the modules. We changed the icon of the user to make them stand out more.