PROTOTYPING – Design & Research II (Birgit) – 6/6

PROTOTYPING – Design & Research II (Birgit) – 5/6

PROTOTYPING – Design & Research II (Birgit) – 4/6

PROTOTYPING – Design & Research II (Birgit) – 3/6

PROTOTYPING – Design & Research II (Birgit) – 2/6

✿6 Design Research 2 – Final Conclusion and Video

Final Prototype Video

Link: DesignResearch.mp4

Conlcusion

Looking back at this semester, I think the biggest challenge for me was figuring out what I actually wanted to focus on for my master’s thesis. At the beginning, I only knew that I wanted to work with older adults and that I was interested in topics like digital literacy, education and tangible interaction. It took a lot of reading, observing and prototyping before these pieces slowly started to come together.

Even though I only really found my direction during the last couple of weeks, I don’t see that as wasted time anymore. Exploring different ideas helped me understand what actually interests me and, just as importantly, what doesn’t.

One thing I definitely discovered this semester is how much I enjoy working with tangible interfaces. Designing something physical that interacts with the digital side feels like a really exciting topic to explore, especially in the context of accessibility and older adults. At the same time, I still enjoy the technical side of interaction design and would love to combine both in my master’s thesis.

The NFC book is only an early prototype, but I think it has shown me a direction that I want to continue exploring. Over the next semester, I would like to test this concept with older adults.

✿5 Design Research 2 – Interview and Prototyping

Since I came up with the idea of creating a physical phone book in my last blog post, I decided to ask ten older adults, all around the age of 65, what they actually like to use their phones for. This time, the conversations went much better than my previous ones. Everyone was able to tell me quite clearly what they regularly use their phones for.

What I found even more interesting was that many participants started talking about their frustrations with smartphones on their own. While answering questions about their everyday phone use, they often mentioned situations where they felt confused.

For this very short interview, which was more of a questionnaire, I simply asked participants what they use their phones for most often. The most common answers were: making phone calls and using WhatsApp, either for texting or sending voice messages. Other frequently mentioned activities included looking at photos, checking the weather and reading the news. Some participants also said that they regularly listen to music, radio stations or playlists using apps on their phones.

These results were somewhat interesting for me because they support my idea that older adults often use a relatively small set of functions very frequently. This made me think that focusing on simplifying these tasks, rather than trying to simplify the entire smartphone experience, could be a direction for my research.

ActivityParticipants (n = 10)Percentage
Calling (normal)10100%
Watching Photos and Videos10100%
Taking Photos10100%
Calling (video)880%
Sending Messages (WhatsApp)770%
Listening to Music660%
Checking the Weather550%
Reading News440%
Listening to Radio330%

Since many of the people I interviewed mentioned that they mainly use their phones to stay in touch with family and friends, it became clear that social connection plays a very important role for them.

Importance

Access to digital technology plays an important role in the lives of many older adults, as it can significantly influence their quality of life, social participation and ability to manage their health and well-being. Social isolation is a significant concern for the elderly population which is often caused by shrinking social circles either because of retirement, illness or death. [1]

As a result, maintaining social connections becomes increasingly important in older age. One of the most important benefits of digital technologies is that they can help reduce social isolation and loneliness. Through video calls and social media, older adults can stay connected with family and friends and continue to participate in social life. [1] Regular social interaction through digital technologies is also associated with better subjective health and overall well-being. [2]

Beyond supporting social connections, digital technologies can also help older adults maintain their independence and quality of life. They can support everyday tasks, promote cognitive engagement and enable older adults to remain active and participate in society longer. [3]

These findings are also in line with the interview results, where participants mentioned that they mainly use technologies such as smartphones to stay in contact with family and friends.

Prototyping – The PhoneBook

After trying out different ideas, I ended up focusing on the NFC phone book. The idea came from my observations and the short interviews I did. Most of them told me that they only use a handful of functions on their phones regularly, mainly calling family and friends, looking at photos, listening to music or checking the weather. That made me think: instead of trying to simplify the whole smartphone, why not just make these everyday tasks easier to access?

The book is divided into different sections based on most used functionalities, like calling family, listening to music or viewing photos. Every page contains pictures or symbols with NFC tags hidden inside. To perform an action, users simply open the page they need and hold their phone over the corresponding picture. For example, holding the phone over a picture of their daughter would automatically start a phone call.

I decided to go with a book because it feels familiar. Earlier, I experimented with individual NFC objects, but I realized that they could easily get lost and would need to be stored somewhere. A book keeps everything in one place and also gives clear instructions.

At this stage, the prototype is mainly meant to explore whether a familiar object like a phone book can make smartphone interactions feel simpler. Instead of navigating through apps and menus, users interact with pictures and pages, which hopefully reduces some of the barriers that older adults experience when using smartphones.

Update from 6.7.2026

I already tested it with my grandmother. Her comment: “It feels like magic!”

Sources

[1] P. Bhowmick and E. Stolterman Bergqvist, ‘Exploring Tangible User Interface Design for Social Connection Among Older Adults: A Preliminary Review’, in Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, Hamburg, Germany, 2023.

[2] Y. Liu and R. Tamura, ‘How can smart home help “New elders” aging in place and building connectivity’, 07 2020, pp. 100–107.

[3] P. Bhowmick and E. Stolterman Bergqvist, ‘Exploring Tangible User Interface Design for Social Connection Among Older Adults: A Preliminary Review’, in Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, Hamburg, Germany, 2023.

✿4 Design Research 2 – Prototyping

Since my last update, I’ve been trying to pay more attention to how older adults actually use their phones. One thing that I found interesting was that many of them were actually very comfortable using WhatsApp. They understood what was happening, could explain different functions and generally navigated the app without too many problems.

While observing these interactions, I started thinking about whether some of the actions older adults struggle with could be simplified. Instead of trying to redesign entire interfaces, what if I could take specific tasks or frequently used functions and break them down into a much simpler interaction?

This led me to explore more tangible interactions, specifically NFC technology. Most smartphones already support NFC and I got some inspiration by some already existing products like the ENA Care, which use physical objects to trigger digital actions. The idea of replacing complex digital interactions with simple physical actions seemed actually interesting.

It actually took me some time to figure out what I wanted to focus on more. To get there, I started experimenting and creating some small prototypes.

My first step was to try out an NFC-based tangible interaction system myself. Luckily, I already had some NFC tags and cards lying around at home.. Before getting started, I did some research and found that there are already many tutorials explaining how to set up NFC routines on smartphones. One resource I found particularly helpful was: https://www.wakdev.com/en/apps/nfc-tools-android.html

Setting everything up was actually much easier than I expected because most smartphones already support reading and writing NFC tags. Using some old NFC cards I had at home, I created my first simple prototype based on existing NFC automation. This initial experiment helped me understand possible ways of interaction for digital tasks for older adults.

Prototyping

The first thing I had to figure out was which tools I could use for working with NFC tags. After some research, I decided to use NFC Tools by Wakdev writing the tags. Additionally, I had to install another app called NFC Tasks, also by Wakdev, to create automated actions.

However, while setting everything up, I already started thinking about older and less experienced users. Even though the process was easy for me, I don’t think many older adults would be able to configure such a system on their own. This made me think that there might be a need for an all-in-one application that simplifies the setup and guides users through it.

After getting the technical side working, I started experimenting with the interaciton. Since the NFC tags I had at home were just small stickers, I wanted to create a more tangible and easier way to interact with them. In my case I thought of basically two ways of using NFC: either bringing the NFC tag to the phone or bringing the phone to the NFC object. To try this, I designed and 3D printed several different variants that I would like to test further.

While prototyping, I ran into a few problems. One thing I noticed was that the distance between the NFC tag and the smartphone can’t be very large, meaning the tag has to be placed almost directly on the surface of the object. The more I thought about it, the more I realized that small physical objects might not be ideal for older adults. They can be difficult to pick up, especially for elderly people and they also need to be stored somewhere. On top of that, they could easily get lost.

First draft of the NFC Object

While experimenting with these prototypes, I came up with an idea: creating a physical phone book based on NFC interactions. Instead of navigating through contacts and menus, users could simply hold their phone to a physical card or object and immediately call them. In addition, this phonebook could also contain other tasks.

6# Transcript of the Elevator pitch – Design & Research II (Katerina)





Design & Research II – Elevate Pitch

Design & Research 2 | For: Katerina Sedlackova

In our last class of Design and Research II with Katerina Sedlackova, we practiced crafting elevator pitches using a structured framework. Here is the pitch I developed for my concept:

We’re living in an era where everyone is a ‘photographer,’ but nobody actually knows how to use a camera. We’ve traded the craft of photography for a ‘smart’ button that does all the thinking for us.

The problem is that cameras are now so good, they’ve made the person behind the lens irrelevant. The AI chooses the light, the blur, and the mood. It’s a great image, but it isn’t your craft — it’s just a software output.

I’m building Photography Co-Pilot. It’s an AI that stops taking the photo for you and starts teaching you how to do it yourself. It explains the manual settings in plain English, in real-time, so you can take back creative control.

While everyone else uses AI to replace the artist, I’m using it to empower the artist. I’m giving the craft back to the person behind the lens.

I’m a designer and photographer. I believe technology should help us learn a skill, not replace the need for one.