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Towel Management

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UX Design Project

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Towel Management

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  1. Designing to Make Household Bath Towel Management Easier Katherine Scheid MDDN417 Design and Deliver 24th September 2020

  2. The DryPod Instruction Manual

  3. Reviewing the Brief A solution should • Require very little extra effort by the towel manager • Be easy for adults and children to use • Increase the chances that other household members will manage their own towels • Be free-standing • Inspire optimism about the possibility of change • Involve personalization

  4. Brainstorming Ideas Narrowing the Options I eliminated the solutions which were too expensive or required too much effort by the towel manager I focused on a towel rack as it required the least ongoing effort

  5. Designing for Behavior Change • The right tool can improve chances of successful behavior change by making a task easier The towel rack should be very easy to use • Motivation helps to increase success I should explore ways to increase motivation through personalization Figure 1. Behaviour Change (Fogg, 2007) Used with permission

  6. Online Shop I created a low-fidelity online shop offering users a choice of (free) towels and baskets in a range of colours and patterns. Text messages with numbered photos of towel and basket options

  7. Home Delivery I delivered to each user • a pre-washed towel • low-fidelity instructions • low-fidelity prototype of an easy-to-use towel rack (a bucket or basket)

  8. Designing the Instruction Manual Initial design • Used plain language • Focused on behavior change instructions • Assumed that the intended way of using rack was obvious • One page

  9. Instruction Manual Version Two • Explained reasons to use rack • Explained the benefits of rack • Explained possible places to put the rack • Offered an optional second page of behaviour change tips • Two pages Page 1 Page 2

  10. Interviews Affinity Mapping I interviewed 4 user testers and asked them I analyzed user feedback and grouped into • Name reaction • Positive experience • Clarity • Usage • Habit forming • Design thoughts • Personalization • Desirability • how they used the towel and rack • if they understood the instructions • about their attitude and experience

  11. Insights • Users were interested in the behavior change theories and wanted to understand how to use them Find a way to explain behavior change theory • The instructions were confusing Make sure that the instructions are clear and easy to follow • Users reported their experience using words like fun, happy and easier but thought that the name was boring Find a name that better reflects the positive, playful usage of the rack • Users reported that personalized towels were popular Continue experimenting with ways to offer customised experiences

  12. Back to Basics I reduced the instructions to the most important information necessary to use the rack, and added free icons

  13. High-Fidelity Instructions based on user research findings • A new more playful name • A question and answer format • Informal color scheme • One page focused on use of rack • Box layering and color used to direct the eyes through the sheet from top to bottom

  14. Design Features • Action directions italicized • Numbering of steps • New custom icons created in Illustrator • An invitation to find out more about behavior change

  15. Next Steps in Research and Design • Test of instructions with a higher fidelity rack prototype • User testing using a larger group of testers • Investigate whether to develop a system or a stand-alone tool • Investigate whether to offer behavior change information as additional paper material, online or both • Investigate use of prompts to increase reliability of use – sound, light, etc 


  16. Reflection If I were to do it again I would • Use a larger group of user testers • Consider using journey mapping • Use a different low-fidelity prototype towel rack • Focus more on one particular aspect of the design Reference Fogg, BJ. (2007). Behavior Change Model. Retrieved from https://www.behaviormodel.org/

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