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Introduction
Research Phase
Initial observations
Grounded theory
Participatory design
For the second session we took ideas from the first ses-
sion (see attachment) and build a departure hall and
implemented them (low-fi). The participants got a sched-
ule on which it was stated where they should go (in the
departure hall) and how long they should stay there. After
this we sat in groups to discuss about how they had expe-
rienced the new hall. Many felt that there was too much
information (information overload). They were referring to
the many signs, of which many had the same information
on them. Information overload normally refers to when
there is contradiction information or when a lot of new
information is introduced. This might be partly explained
by that the session took place in a quite empty room
and during the activity the participants saw almost all of
the sign and information we had placed in the room. In
the airport it would be very unlikely that a single person
would see all of the signs especially at a glance. Signs ac-
tually reduces information overload or cognitive overload
by keeping information visible and easily accessible so
that we do not need to keep this information in our work-
ing memory. However, we took their concerns seriously
and tried to refine the designs with this in mind.
Concept Development
Design Phase
Design Proposals
Orientation
Interactive floor guide
Hey,
look! ?!
!! gic
Ma
Umeå Experience
Cultural cube
eå eå
Um ts?! Umeå is Um sic?!
fac about 300km south from
Artic circle.
Mu Umeå Umeå
music 1
music
Umeå
music 2
d?!
nloa
Dow
Umeå facts
Umeå music
LOAD
Umeå music
DOWN
Umeå facts
MP3 PLAYER
Storytelling
Info screen and Gate screen
w!!!
So Lo ?
!%&
#@ So S
zzzzzz......
mall
!!
zzzzzz......
Closeness
Motion Detect OLED Information
Maybe i should mo
find a place nearer t io
flight nd
!! inform ete
W!
to the flight
at ion!!! c t?
information !
WO
board...
Automatic
dimmed off
after the
passenger
left the
table.
GO
SAS TO GAT
K!
IN
3452 E
BL
BLINK!
ON TIME
SAS 3452
Conclusions
References
Acknowledgement
Last but not least to all our classmates and our program
leader Niklas Andersson for his guidance and assistance
throughout these 11 weeks.
Thank you!
12
Appendix
Research Phase Design Phase
Participatory Concept Design
Observation Grounded Theor y Design Development Proposals
sudoku &
umeå airport
closeness as crossword puzzle more...
small & personal
the identity
base or work station
cultural download
collective activities
cultural translation
information
umeå bar
river
more...
week week week week week 5 week week week 8 week 9 week 10
13
14
Ideation
15
16
Digital River
(Furniture with information display)
18
Information Screen
(Graphic Options)
20
Participatory Design I
Full Scale Body Storming
Information
Activities
Newspaper in different languages Play Station III which allows New Album Released Interactive Floor (Games for children)
(change languages weekly) passengers to play together while
waiting
Drawing Board that could be shared Free Sudoku and Crossword Puzzle Playground Children Corner with some books and
among the passengers video games
Local Connection
Umeå Town Information Cultural Stage Sunlight Showing the Umeå Environment in
the airport
Closeness as Identity
Rest Area Pillow (As a gesture of caring from Pimp up Room A Silent Corner (relax area)
the Airport)
Participatory Design I
Mini Airport (3D Collage)
The participatory designers came out with an idea of presenting the Umeå City Airport as how the Umeå City looks
geographically by putting in the Umeå River in the airport. The river lies in the middle of the hall and distinctively
divided the airside and the landside.
They would like to bring more life into the airport by using different seasons and separating different area of the
airport. They tried to create a different ambient resembling the transitions in traveling while the passengers go
through them.
In order to create a more personal airport, they suggested to put in various type of furniture in different areas. For
example, a large sculptural sofa that allow users to enjoy public places or some cocooning couches for people who
preferred to stay in a quiet and more relax environment.
23
Participatory Design II
Semi-realistic Airport
In the 2nd Participatory Design stage, we put up different ideas to be evaluated by the passengers. Below are the
ideas and the feedback from the participants.
Mini Sign
Mini Sign
It is fun but is not very appropriate size and it make it like a toys and
it confuse the function of the signage.
It is nice idea but it will only create familiarity with the local residents.
Personal Sign
It is a very nice idea. Passengers feel much relax with these personal
information because the personal sign are designed near the users
and it doesn’t affect the others.
Love Notes
Alternative Screen
Cultural Download
Calm Area
Information Screen
(Increased the text size when there is more passengers
looking at the screen)
Work Station