Master thesis – It’s getting serious!

A whole semester has passed since my last blog article (”About throwing everything aside and starting over”), so there’s a lot to catch up on. Let’s not waste time and dive right in: As mentioned in my last blog entry, I changed my master thesis topic from “Augmented Reality in Education” to “UX Case Study: Designing a mobile application to support self-management and therapy of patients with gestational diabetes mellitus (GDM)” (working title for now). For further details on the topic, please read my previous blog entry.

During the past couple of months I did a lot of research on my topic in order to write my exposé, which I soon will hand in. The course “Proseminar Master Thesis” helped a lot during this process, as we had the opportunity to write a first version of our exposé, have it peer reviewed by fellow students, improve it and finally have a one-on-one feedback session with our professor.

My exposé still needs a few adjustments here and there, but it’s at an advanced state already and I’m confident that it will be approved by my supervisor Anika Kronberger, so I can start with the “actual work”. At this point it is to mention that I will be writing my thesis from abroad – from Lisbon to be specific – which will probably bring some challenges as well, but working and communicating remotely has worked out well for the last two years of the pandemic, thus I think that it will also work out for writing a master thesis 🙂

I also had two very insightful meetings with two professionals in the field of interaction design – Orhan Kipcak and Martin Kaltenbrunner. I talked with each of them for half an hour about my topic and received valuable feedback. With Mr. Kipcak I talked a lot about the environment of conducting my thesis. For example he recommended to do research on ongoing projects and studies in the field of my topic in order to get access to valuable data or even collaborate with organizations and people. In this context he recommended several platforms and organizations where I could start my research. Furthermore he underlined the importance of actively involving my supervisor Mrs. Kronberger since she has good connections to other study programs like Midwifery or E-Health as well as to organizations outside of the FH. The talk with Mr. Kaltenbrunner was more about the topic itself and which hurdles could occur in my plan. The most important thing he mentioned was that it is very important to do a proper competitors- and market-analysis of a) existing diabetes apps and b) pregnancy-related apps in general. The first step should be to find out if a new app even makes sense or if it would be better to enhance/adjust an existing app so it fits the needs of GDM patients without re-inventing the wheel. I was/am aware that this could become a problem and it helped a lot to get an opinion and tipps from an expert on how to handle that. Maybe I will have to adjust my plan during the process, but I believe that this is only natural and common.

All in all I now have a more clear plan of my scope, possible hurdles and next steps and am looking forward to start with writing things down.

What are my next steps?

  • Finish my exposé
  • Fill out the official form of the exposé for the FH and hand it in
  • Get the go from my supervisor
  • Start working!

That’s it for now, thanks for reading 🙂

Gamification for elderly patients

Gamification in healthcare refers to the use of game-like elements, such as points, rewards, and competition, to engage patients and encourage healthy behaviours. This approach has become increasingly popular in recent years, as healthcare providers look for new and innovative ways to improve patient outcomes and satisfaction. Some of the ways that gamification is being used in healthcare today.

  1. Patient engagement: Gamification can be a fun and effective way to engage patients in their own care. By using points, rewards, and competition, patients are motivated to become more involved in their health and wellness and are more likely to stick to their treatment plans.
  2. Adherence to treatment: Gamification can help improve adherence to treatment, as patients are incentivized to take their medications and attend appointments. For example, patients can earn points for taking their medications on time and can compete with other patients to see who is most compliant with their treatment plan.
  3. Health tracking: Gamification can also be used to encourage patients to track their health and wellness metrics, such as weight, blood pressure, and physical activity levels. By using a point system, patients are motivated to improve their health and are rewarded for reaching their goals.
  4. Chronic disease management: Gamification can be particularly effective in the management of chronic diseases, such as diabetes, heart disease, and asthma. By using games and other game-like elements, patients are encouraged to take an active role in their care and are more likely to adhere to their treatment plans.
  5. Mental health: Gamification is also being used in the treatment of mental health conditions, such as anxiety and depression. For example, patients can use gamified apps to track their moods, complete therapy assignments, and earn rewards for meeting their goals.

In conclusion, gamification in healthcare is a growing trend that has shown promising results. By incorporating game-like elements into patient care, healthcare providers can create a more enjoyable and engaging experience for patients, which can lead to better outcomes and higher levels of satisfaction and overall health status.

>>> But how can all be applied when we talk about the elderly population?

Gamification can be an effective tool for engaging and motivating elderly patients as well. As older adults face a unique set of challenges related to their health and wellness, gamification can help to make their healthcare experience more enjoyable and effective. How gamification can be applied to improve the health and well-being of elderly patients.

  1. Encouraging physical activity: Physical activity is crucial for maintaining good health and independence as we age. Gamification can be used to encourage older adults to be more active by making exercise and physical activity more fun and engaging.
  2. Medication management: Many older adults take multiple medications, which can be difficult to manage and can lead to non-adherence. Gamification can be used to help older adults remember to take their medications and stay on track with their treatment plans.
  3. Cognitive stimulation: As we age, it’s important to maintain cognitive function and prevent decline. Gamification can be used to encourage older adults to engage in activities that stimulate their minds, such as crosswords, word games, and other brain games. These activities can be made more engaging by using gamification elements, such as points and rewards, to encourage patients to participate.
  4. Social engagement: Social isolation is a major problem for many older adults, and it can have a significant impact on their health and well-being. Gamification can be used to encourage social engagement and build a sense of community among older adults.

Gamification can be a valuable tool for improving the health and well-being of older adults. By using game-like elements, healthcare providers can make the healthcare experience more enjoyable and effective for older patients, improve patient outcomes and enhance the overall quality of life for older adults.

_ Literature:

  • K. White, Becky et al: Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. In The Lancet Regional Health – Western Pacific (2022), https://doi.org/10.1016/j.lanwpc.2022.100528
  • de Vette, Frederiek et al: Engaging Elderly People in Telemedicine Through Gamification. In JMIR Publications – Advanced Digital Health and Open Science 3, no 2 (2015), DOI:10.2196/games.4561

The psychological struggle of undergoing medical procedures.

Medical procedures can often have a profound impact on a person’s mental and emotional well-being. While physical side effects are usually the primary focus of discussion, the psychological side effects of medical procedures should not be overlooked.

Anxiety and stress are common feelings experienced before, during, and after a medical procedure. This can be especially true if the procedure is invasive or has a high degree of risk. Patients may worry about the outcome of the procedure, the pain it may cause, or the impact it will have on their daily life. This anxiety can cause physical symptoms such as increased heart rate, sweating, and difficulty breathing.

Depression can also be a side effect of medical procedures. This is especially true for procedures that have long recovery times, such as surgeries, or those that cause significant changes to a person’s appearance, such as plastic surgery. Patients may feel sad, hopeless, or have a loss of interest in their usual activities. Patients may struggle with accepting the changes to their bodies and may feel self-conscious or embarrassed.

It is important to remember that everyone reacts differently to medical procedures and that these side effects can vary in intensity and duration but it’s pretty safe to assess that medical procedures can have a significant impact on a person’s mental and emotional well-being and it is important to be aware of the potential psychological side effects.

Therefore, addressing patient anxiety before ongoing medical procedures is an important part of the medical professional’s role. By using a combination of communication, good communication is key to reducing anxiety in patients. Medical professionals should take the time to clearly explain the procedure, what it entails, and what to expect before, during, and after. They should also provide answers to any questions the patient may have, as well as address any concerns or worries the patient may have; empathy, patients are more likely to feel at ease if they feel understood and cared for by their medical professional. This, along with good listening skills, can help to establish trust and make the patient feel more comfortable; information, providing clear and concise information about the procedure, including the risks and benefits, can help patients feel more informed and in control. Patients should also be provided with information about what to expect during and after the procedure, such as pain management and recovery time, relaxation techniques, encouraging patients to practice relaxation techniques, such as deep breathing, visualization, or guided imagery, can help to reduce anxiety and promote calmness before the procedure; distraction techniques, reassurance, reassuring patients that the procedure is safe and that the medical team is experienced and well-equipped to handle any potential complications can help to reduce anxiety; and alternative treatments, medical professionals can help to reduce anxiety and promote a positive experience for patients.

In recent years, technology has made great strides in this topic. Digital tools have been developed to provide patients with accurate information, distraction, and relaxation techniques, all from the comfort of their own homes. Here are some of the most commonly used digital tools for reducing patient anxiety before ongoing medical procedures. Among them we can find:

  1. Patient education apps: These apps provide patients with detailed information about their upcoming procedure, including what to expect, how to prepare, and what to do after. They may also provide animations, videos, and illustrations to help patients better understand the procedure.
  2. Virtual reality tools: VR tools allow patients to experience a simulated version of the procedure in a safe and controlled environment. This can help to reduce anxiety by allowing patients to familiarize themselves with the procedure and understand what to expect.
  3. Relaxation and mindfulness apps: These apps provide guided meditations, deep breathing exercises, and other techniques to help patients relax and reduce anxiety. They can be used before, during, and after the procedure to promote a sense of calm.
  4. Distraction games: Simple games and puzzles can be a helpful distraction for patients who are feeling anxious before a procedure. These games can help take their mind off the procedure and promote a sense of calm.
  5. Telemedicine: Telemedicine allows patients to connect with their medical team from the comfort of their own homes. This can be especially helpful for patients who are feeling anxious about their procedure, as they can receive the support and reassurance they need from their medical team in a familiar and comfortable environment.

The anxiety and stress provoked by an upcoming medical procedure shouldn’t be overlooked because it impacts directly not only the patient’s well-being but also the efficiency of the medical procedure itself and the workload for the professional physicians. If a procedure has to be repeated because the patient was extremely shocked the first time, that means there will be extra costs and extra work for the physicians, creating a problem for all the parts involved.

In my opinion, the elderly population is still a hard rock for all the developments in this regard. They are a big part of our society, we keep increasing numbers of the population from 70 years old onwards and they are not as used to digital tools as younger people are. We can’t rely only on digitalisation to overcome all the struggles that come from this situation so we need to find either an analogue and effective solution or find a way to approach digital resources to this target group in an easy, soft and very friendly way specifically designed for them.

_Literature:

  • Rahman, Asmaa/Mahdy, Naglaa/Kamaly, Aiman: Predictive Factors Affecting Postoperative Quality of Recovery for Patients Undergoing Surgery. In IOSR Journal of Nursing and Health Science (IOSR-JNHS) 6, no 3 (2017), p. 50 – 60, 10.9790/1959-0603085060
  • De Rosis, Sabina/Barsanti, Sara: Patient satisfaction, e-health and the evolution of the patient–general practitioner relationship: Evidence from an Italian survey. In Health Policy 120, no 11(2016), p. 1279 – 1292, https://doi.org/10.1016/j.healthpol.2016.09.012
  • Elliot, Tania et al.: Beyond Convenience: Patients’ Perceptions of Physician Interactional Skills and Compassion via Telemedicine. InMayoClinic Proceedings: Patient’s perception, quality & outcomes 4, no3(2020), p. 305 – 314, https://doi.org/10.1016/j.mayocpiqo.2020.04.009

Designing calorie tracking app for healthy habits building


Key Words
Design; Motivation; User Experience; Calorie Tracking; Habit builder.

Obesity and being overweight have become major public health concerns in the United Kingdom, with a staggering two-thirds of adults falling into this category. This puts them at an increased risk for a wide range of chronic health conditions, including heart disease, diabetes, and certain types of cancer. These conditions not only affect the individual’s quality of life but also put a strain on the healthcare system.
Traditionally, public health support for weight loss has focused on providing information about healthy eating and lifestyle. However, the advancements in technology, specifically the internet and mobile applications (apps), it has opened up new possibilities for providing long-term motivational support to individuals looking to lose weight. These apps can provide personalized feedback, set achievable goals, and offer a wide range of features such as tracking progress, connecting with others, and having access to a wealth of information.
In addition, with the increasing use of smartphones and the internet, these apps are accessible and convenient, making it easier for individuals to access the support they need to make positive changes to their lifestyles. Moreover, the apps can be used to provide continuous support and encouragement, even when the individual is away from a healthcare provider. This type of support is crucial in promoting long-term weight loss and improving overall health outcomes.
In conclusion, weight-related issues are becoming a major public health concern in the UK, and the advancements in technology, specifically the internet and mobile applications (apps) open up new opportunities for providing long-term motivational support to individuals looking to lose weight. Thus, health professionals and researchers should consider developing and promoting the use of these apps to support weight loss and improve overall health outcomes. The use of technology to track and manage one’s health has become increasingly popular in recent years, with many individuals turning to mobile apps as a convenient and accessible tool for achieving their health and wellness goals. One specific area where mobile apps have seen widespread use is in the realm of dietary tracking and management. The Apple App Store, for example, features hundreds of apps in the Health & Fitness category that allow users to track their calorie intake and monitor their diet.
According to a survey conducted by the Pew Research Center, 31% of health app users reported using these types of apps to track their diet. However, while the popularity of these apps is clear, research suggests that many of these apps may be limited in their effectiveness in promoting long-term changes in dietary behavior. One key area where these apps are lacking is in their integration of health behavior theory. Health behavior theory provides a framework for understanding how individuals make decisions related to their health and how to design interventions that are most likely to be successful in promoting positive behavior change.
Despite the potential benefits of incorporating health behavior theory into dietary tracking apps, previous research has found that many of these apps are void of such integration. To date, there has not been a comprehensive examination of how popular calorie-counting apps include health behavior theory. This is a significant limitation as methodologies used in previous studies are useful for providing a general overview of the content, but their limited scope makes it challenging to identify all of the instances of health behavior theory integration.
In order to address this gap in the literature, the purpose of this study is to conduct an extensive content analysis of the 10 most popular calorie-counting apps from the Health & Fitness category of the App Store. Specifically, the purpose of this analysis is to evaluate the presence of health behavior theory in the selected calorie-counting apps when used extensively over the course of one week. The findings of this study will provide insight into the current state of dietary tracking apps and inform future development of these types of apps to better promote long-term changes in dietary behavior.


The main question of this paper is to understand how user behavior and motivation will change once
we simplify a user path.
The task is to develop an interface that will help users to manage their daily diet easily and, in this
way, to promote a healthy lifestyle.
I am planning to take references from Pei-Yu C.Jen-Hao C. Hao-Hua C. Jin-Ling L. “Enabling
Calorie-Aware Cooking in a Smart Kitchen” in the book Persuasive Technologies, pp 116–127 (Oulu,
Finland, June 2008); Neeraj K. Consuelo L. Clara M. Swanand P. Bixia S., Alfred K. CalNag:
Effortless Multiuser Calorie Tracking (University of California, Irvine, CA, USA; 2016)
The purpose of this thesis is to create a user-centric calorie-tracking app with an external scale. From
From the technical point of view, the external scale will be connected to the app wirelessly, once a user will
place a product on the scale and take a photo of it the system will suggest products with
information on a screen, so that way, users can easily add products and count calories.
The Structure of the thesis is a classic one, I will start with the theory, finding literature, good practice
examples, and user research, and then will dedicate the majority of the time to building the working
prototype.
I am dedicating two months to research and data collection. Another two months for the first draft and
editing and the rest of the time are for creating a layout and final corrections.

Master’s Thesis: Designing a board game to enhance memory retention.

What impact does playing board games have on memory retention in higher education design studies? 

Nowadays with the overload of information and technologies, it is very easy to get lost in the process of learning. It depends on the individual and the method of teaching. Some people can retain information better if they are able to actively engage with the material and apply it to their lives, rather than using traditional methods of memorizing and writing information in exams. Exams can be a good way to assess an individual’s understanding of a subject, but they may not be the best way to ensure that the information is retained in the long-term. It can be hard to remember all the information when you only read from a textbook. 

Board games can be effective tools for improving memory and cognitive skills, and research has shown that they can be especially helpful for teaching new concepts and helping students retain information (Chang et al. 2022). Board games can improve memory, concentration, and cognitive skills, as well as promote collaboration and problem-solving skills. 

The idea is to take a critical look at the current state of teaching methods in the field of design (Vance, and Smith 2010. Dimitrios et al. 2013, Noblitt). The thesis will focus on trying to improve the memory retention of students with an interactive and gamified technique. Therefore, the target group for this project is design students between 18 and 30 years old. It will examine how this problem has been exacerbated by the growing emphasis on preparing for testing rather than learning. After this initial research and testing, the thesis will consider potential solutions to the issue and propose new ways to reform the system with the creation of a fun board game that will be tested in an experiment later. 

In terms of structure, it will start with the basic research that will determine similar cases, ideas, or best practises. A public online database will be created, containing all the data obtained from the case studies (e.g., https://bit.ly/3ZiRUpc). This content will be a help point for the research phase. With this information, and a possible initial survey, the importance of the topic will be specified. 

The development will start considering information collected in the research phase with the idea of creating good and understandable mechanics. With this done, the prototyping and testing loop will start to find the best design for the boardgame. Once it is satisfactory, the visual design will be finalised, and the game will be created. The last step will be to answer the research question using an AB Testing exercise with two groups of users.

As a result, an experiment can be conducted to compare the effectiveness of a board game with traditional teaching techniques in improving memory retention. The experiment would involve two groups of people, one group playing a board game focused on a subject and the other group using traditional techniques such as reading from a textbook. The experiment would measure the 

performance of each group before and after the experiment, including the number of facts they can remember and how long they can retain them. The experiment could also measure variables such as the level of engagement and enjoyment of the participants. 

The goal of the experiment would be to provide evidence that board games can be more effective than traditional techniques in improving memory retention. The proposed board game would be designed with the principles of design in mind and target a specific group of students. To be able to reach this conclusion, the design process would involve research, analysis of existing board game designs and mechanics, playtesting to find the best user experience, and visual design. 

BIBLIOGRAPHY

Bochennek, Konrad, Boris Wittekindt, Stefanie-Yvonne Zimmermann, and Thomas Klingebiel. ‘More than Mere Games: A Review of Card and Board Games for Medical Education’. Medical Teacher 29, no. 9–10 (2007): 941–48. 

Chang, You-Syuan, Sophia H. Hu, Shih-Wei Kuo, Kai-Mei Chang, Chien-Lin Kuo, Trung V. Nguyen, and Yeu-Hui Chuang. ‘Effects of Board Game Play on Nursing Students’ Medication Knowledge: A Randomized Controlled Trial’. Nurse Education in Practice 63 (1 August 2022): 103412. https://doi.org/10.1016/j.nepr.2022.103412. 

Dimitrios, Belias, Sdrolias Labros, Kakkos Nikolaos, Maria Koutiva, and Koustelios Athanasios. ‘Traditional Teaching Methods vs. Teaching through the Application of Information and Communication Technologies in the Accounting Field: Quo Vadis?’ European Scientific Journal 9, no. 28 (2013). 

Ezezika, Obidimma, Maria Fusaro, James Rebello, and Asal Aslemand. ‘The Pedagogical Impact of Board Games in Public Health Biology Education: The Bioracer Board Game’. Journal of Biological Education, 13 April 2021, 1–12. https://doi.org/10.1080/00219266.2021.1909638. 

Gobet, Fernand, Jean Retschitzki, and Alex de Voogt. Moves in Mind: The Psychology of Board Games. Psychology Press, 2004. 

Hinebaugh, Jeffrey P. A Board Game Education. R&L Education, 2009. 

Mozer, Michael C., and Robert V. Lindsey. Predicting and Improving Memory Retention: Psychological Theory Matters in the Big Data Era, 2016. 

Noblitt, Lynnette, Diane E Vance, and Michelle L DePoy Smith. ‘A Comparison of Case Study and Traditional Teaching Methods for Improvement of Oral Communication and Critical-Thinking Skills’. Journal of College Science Teaching 39, no. 5 (2010): 26. 

Phuong, Hoang Yen, and Pham Nguyen. ‘The Impact of Board Games on EFL Learners’ Grammar Retention’. International Journal of Research & Method in Education 7 (January 2017): 61–66. https://doi.org/10.9790/7388-0703026166. 

Woods, Stewart. Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland, 2012. 

Theories of Deceptive Design Patterns

The foundation for the starting point of the work is the “Dark patterns Taxonomy”, developed by Harry Brignull, which provides a detailed classification of different types. (Brignull, 2011) Additionally, there are several explanatory approaches or theories that have been proposed to explain the use of dark patterns in user interface design. One theory is that dark patterns are the result of a conflict between the interests of the designers, who are often motivated by profit or other commercial goals, and the interests of the users, who may not be aware of the manipulation. This theory suggests that designers use dark patterns because they are more effective at achieving their goals than other, more transparent methods of persuasion. (Fogg, 2003, p. 16)

Another theory is that dark patterns are the result of a lack of ethical awareness or consideration on the part of designers. This theory suggests that designers may not be intentionally trying to deceive or manipulate users, but rather they may be unaware of the potential negative consequences of their design choices.

There has been much debate in the field of human-computer interaction (HCI) about the ethical implications of dark patterns and the role of designers in promoting or preventing their use. Some HCI researchers argue that designers have a responsibility to consider the ethical implications of their work, and to design interfaces that respect the autonomy and well-being of users. (Harris & Light, 2012, p. 51) Others argue that it is not the role of designers to dictate user behavior, and that users should be empowered to make their own decisions about how to interact with technology.

There are several principles that have been proposed to guide the ethical design of user interfaces, including transparency, fairness, choice, and respect for user autonomy. These principles can help designers to create interfaces that are more transparent and less manipulative, and that give users more control over their interactions with technology.

Persuasion is the act of influencing someone’s beliefs, attitudes, or behaviors through communication. It is a common goal of marketing and advertising and is often achieved by various techniques such as appeals to emotion, appeals to authority, and framing. In the context of dark patterns, persuasion is used to manipulate users into performing actions that they might not otherwise perform and is often achieved through deceptive or manipulative techniques. (Hassenzahl & Tractinsky, 2006, p. 92)

Sources:

Brignull, Harry. ‘Dark Patterns: Deception vs. Honesty in UI Design’. A List Apart (blog), 1 November 2011. http://alistapart.com/article/dark-patterns-deception-vs.-honesty-in-ui-design/.

Fogg, B. J. ‘Persuasive Technology: Using Computers to Change What We Think and Do’. Ubiquity 2002, no. December (December 2002): 2. https://doi.org/10.1145/764008.763957.

Harris, J, and B Light. 2012. “Ethical Design and the Responsibility of HCI.” Interactions 19 (5): 50-53.

Hassenzahl, M, and N Tractinsky. 2006. “User Experience – A Research Agenda.” Behaviour & Information Technology 25 (2): 91-97.

Deceptive Design Patterns – State of Research

As a designer, it is important to be aware of the potential for deceptive design patterns and to avoid using them in your own work. As UX designer Harry Brignull explains, “dark patterns are interfaces that are designed to trick people into doing things they might not otherwise do” (Brignull, 2010).

Furthermore, using dark patterns can have serious negative consequences for users. These design techniques are often designed to trick users into taking actions that they might not otherwise have taken, such as signing up for a subscription or making a purchase. This can lead to situations where users feel deceived or frustrated, which can damage their overall experience of the product or service (Nunes et al., 2018).

On a broader level, the use of dark patterns can also contribute to a culture of mistrust and skepticism among users. As more and more products and services employ these manipulative design techniques, users may become increasingly wary of interacting with digital products and services (Cheshire & Fox, 2014).

Research on deceptive design patterns is ongoing, and there is currently no consensus on the best ways to avoid them. However, some sources recommend following ethical design principles and considering the potential consequences of your designs on users. For example, the Nielsen Norman Group, a user experience consulting firm, offers professional insights and some principles on how to avoid deceptive design patterns, such as being transparent about the goals of your design, avoiding manipulations that could harm users, and giving users control over their own actions. (NNGroup, 2021)

My own work will build on this and add up on not only understanding what makes deceptive design patterns unethical or how to avoid them, but also on how they can easily be reversed and turned back into user-friendly designs.

Sources:

Brignull, H. (2010). Dark patterns: 10 examples of online trickery. Retrieved from https://www.theguardian.com/technology/2010/jun/18/dark-patterns-examples-online-trickery

Cheshire, C., & Fox, S. (2014). The dark side of user-centered design. Communications of the ACM, 57(7), 24-26.

NNGroup. “The Role of Design Ethics in UX”. July 2, 2021. Conference Recording, 4:24. https://www.youtube.com/watch?v=cySX_CmFGcc

Nunes, J., Cunha, J., Verissimo, P., & Lopes, J. (2018). Dark patterns: A dark side of user experience design. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (pp. 1-14). ACM.

Volta & the world of data visualisation.

Are you tired of estimating your energy consumption and not being able to track it in real-time? Then this blog post is for you. My master thesis VOLTA – the smart energy application will innovate the way you monitor your energy usage. VOLTA visually represents your real-time energy consumption, making it easier for you to understand and control your energy usage. In this blog post, we’ll delve into the research I’m currently in, the features and benefits of interactive data visualisation and how the thesis and especially the project Volta can help you become more energy efficient. Let’s go.

Why do I want to research in this topic?

Smart energy applications that visualise your own consumption behaviour can be incredibly useful for helping you better understand your energy use and identify opportunities to save money and help you to live more sustainable. By providing a clear and intuitive visual representation of your energy consumption, Volta can make it easier to track your progress and stay motivated to reduce your energy consumption.

What’s this all about?

In this blog post I want to kick-off my research with the topic of data visualisation, to share the insights I’ve already gained and to provide a starting point for discussion. So, let’s dive into the topic and get inspired.


Hello World of Data. The aim of data visualisation is to communicate information clearly and effectively through visuals. There are several different visualisation options that can be used to display your energy consumption data, and the best option will depend on your personal preferences and the goals you have for reducing your energy use. The visualisation is mostly done in geometries, which can be divided into different categories: they show quantities or comparisons, relationships or proportions or distributions, as well as compositions. In addition, data sets can be visualised in different ways, but say the same thing.

Some common visualisation options include:

  • bar plot
  • heatmaps
  • traditional pie chart
  • stacked density plots, mosaic plots, and treemaps
  • box plot
  • the histogram
  • Violin plots and density plots
  • popular scatterplot
  • line geometries

Representing data graphically in the form of graphs, charts, and maps helps users quickly spot trends and assess the status of KPIs. Allowing direct interaction helps users dig deeper to identify patterns and find new relationships in their data. ¹

But ultimately, interactive data visualisation helps turn raw data into business insights and value for the users. Interactive data visualisation leads to better decision making, data accessibility, and user engagement. It boosts collaboration and knowledge sharing, user trust in data, frequent data engagement, and higher satisfaction with analytical tools. The modules of Data Visualisation are: Visual Literacy, Visual Analysis, Visualisations for Business (including Dashboard, Scorecard, Analytic Reports, Analysis), and Visualisations of Tomorrow. 2

With our understanding of interactive data visualisation established, let’s now discuss the benefits it offers:

The benefits of using interactive data visualisation include quicker decision-making due to the brain processing visual information faster than text, easier identification of correlations and connections, ability to spot emerging trends, and opportunities for fresh discussions and insights by telling a story with data. This method of presenting data can lead to better insights, improved business performance, and increase brand awareness by engaging the target audience. 3

What are the features of an interactive dashboard?

Interactive dashboards have features such as quick filters, drill down, chart zoom, hide cells and widgets. Quick filters allow users to easily change data without altering the dashboard for others. Drill down lets users see deeper layers of data. Chart zoom allows zooming in on a specific section of a chart to see detailed data. Hide cells lets users view only selected data. Widgets allow integrations between business intelligence software and other business software to import data automatically.4

By considering these criteria and choosing the right visualisation options regarding the user’s needs, Volta is a smart energy application that is both effective and enjoyable to use. Whether you are looking to save money on your energy bills or simply reduce your environmental impact, Volta will serve a well-structured dashboard screen with an interactive experience as a powerful tool to help you keep track & manage your energy consumption.

Should you have any inquiries or are keen on the subject, I welcome any questions or input on the topic and look forward to engaging in discussions with you.

Sources:

(1) Stephen R. Midway: Principles of Effective Data Visualization. In: Patterns: Perspective, 1,9 (2020), doi.org/10.1016/j.patter.2020.100141

(2) Jagreet Kaur: Data Visualization: Real-Time Streaming Data Visualization| Advanced Guide, In www.xenonstack.com/blog/streaming-data-visualizations (zuletzt aufgerufen am: 31.01.2022)

(3) Bernardita Calzon: Take Advantage Of The Best Interactive & Effective Data Visualization Examples, In: The datapine Blog: Data Visualization, (2022), www.datapine.com/blog/best-data-visualizations/#benefits (zuletzt aufgerufen am: 31.01.2022)

(4) Andrew Conrad: What Is an Interactive Dashboard?, In: GetApp, Blog & research, (2022), www.getapp.com/resources/what-is-interactive-dashboard/ (zuletzt aufgerufen am: 31.01.2022)

The Swarm

Sound

Sounddesign

-2 Gruppen

A:

Stein Rot

Krähen

Leuchtkugel

Gruppe A hat die Grundtonart A-moll und ist ein 3:33 Loop bestehend aus einem Synthesizer-Layer (Melodie), einem Chor ( Drone) und einem FX/Earcandy-Layer. Für die Erstellung der Melodie wurden zwei Synthesizer (Jupiter X & Moog Sub37) mit Ableton als Sequencer verwendet, wobei der Jupiter X die Melodiesequenz und der Sub 37 einen harmonischen Bass-Layer liefert. Der Chor wurde mit der Kontakt Library Spitfire Albion: Solstice erstellt. Wobei die Stimmen in 4 Kategorien nach Tonhöhe eingeteilt und respektiv darauf räumlich angeordnet wurden. Der FX-Layer besteht hauptsächlich aus Sounds, die mit Küchenutensilien aufgenommen und mithilfe verschiedener AudioFX Units intensiv bearbeitet worden sind. 

B:

Stein Blau

Schmetterlinge

Trommel

Gruppe B hat die Grundtonart G#-Dur und ist ebenfalls ein 3:33 Loop bestehend aus 3 Stems. Dieser Loop hat mehr Songcharakter, es wurde jedoch darauf geachtet, dass auch jedes Element einzeln seine Daseinesberechtigung behält. Der erste Layer (Melodie) besteht hauptsächlich aus einem Arp und einem Basslayer. Layer Zwei (Drums) ist ein gesampelter Breakbeat der aufgeschnitten, neu arrangiert und dem zusätzliche Elemente hinzugefügt wurden. Der dritte Layer (Drone) ist etwas unauffälliger und wurde mit der Bläser-Section von Spitfire Albion: Solstice verwirklicht.

Schwarm

Die Bewegung des Schwarms kann manipuliert und kontrolliert werden. Über ein Script kann im Unity Editor eine Sphäre bestimmt werden, in deren Grenzen sich der Schwarm frei nach den zuvor erwähnten Schwarmregeln bewegt. 

Die Bewegung des Schwarms konzentriert sich um ein unsichtbares Zentrum herum, dem Waypoint. Drückt der:die Spieler:in den B-Knopf, wird der Waypoint auf die gegenwärtige Position der:die Spieler:in gesetzt und der Schwarm folgt.

Um ein Soundobjekt zu platzieren, das dem Schwarm folgt, wurde zuerst die Mitte aller schwarm-zugehörigen Objekte ermittelt und anschließend ein neues Objekt auf diese mittlere Position gesetzt. Das Objekt ist über den Eventemitter mit FmodStudio verknüpft und lädt einen Loop, der in entsprechender Entfernung zu dem Objekt hörbar ist. Durch Versuche wurde die Entscheidung getroffen, dem Schwarm keine direkte Richtung im Raum zu geben, sondern er wurde breiter auf den Kopfhörern verteilt. Somit hebt er sich etwas von den Krähen Sounds, die wiederum  eine Richtung besitzen und sich weiter im Raum verteilen, ab.

Der erste Schwarm, die Krähen, hat zwei verschiedene Layer. Die Krähensounds wurden aus verschiedenen Quellen bezogen und einzelne Krächzer herausgeschnitten und restauriert, sodass nur noch der reine Krähensound präsent ist. Der zweite Layer, der nur auf sehr kurze Distant hörbar ist, besteht aus 5 verschiedenen Flügelschlägen, bei denen der Pitch auf +- 4 Pt. randomisiert wurde.

Die Schmetterlinge wurden ähnlich gestaltet. Sie bestehen aus einem Flügelschlag-Layer und einem SFX. Da Schmetterlinge ja eigentlich für den Menschen kaum hörbare Geräusche machen, wurde hier etwas mehr kreativer Spielraum gelassen.

Umgebungs-Sounddesign

Für das Umgebungs-Sounddesign wurden hauptsächlich Atmos und Fieldrecordings aus eigenen und verschiedenen dritten Quellen verwendet. Grundsätzlich können die Umgebungs-Sounds in drei, sich leicht überschneidende Layer unterteilt werden:

  1. Boden:

Der Boden ist der komplexeste Layer. Seine Basis bildet eine 3:33 lange Kuration aus Aufnahmen von Morgen, Mittag, Abend und Nacht. Wichtig, und auch am herausforderndsten, waren hier Aufnahmen zu finden, die keine Insektengeräusche oder rauschende Blätter beinhalten, da diese als eigene Layer eingesetzt wurden. Um eine höhere Immersion zu erzielen, befindet sich in Bodennähe noch ein dritter Schwarm, der gleichmäßig, mit minimaler Bewegung über die Ebene verteilt ist. So hört der:die Spieler:in die Atmosphäre diffus, die Insekten haben aber eine feste Position im Raum. Die Waldatmosphären sind ebenfalls ein eigener Layer und grenzen sich im Raum voneinander ab.

  1. Luft:

Der Luftlayer besteht aus einer einfachen Windsequenz die sich mit dem Boden-Layer über etwas überschneidet.

  1. Höhen:

Der Höhenlayer ist eine stärkere Windsequenz

Controller

Ist der Controller im Run-Modus, aktiviert ein Script Fußstapfen, sobald der:die Spieler:in den Joystick beweget und der Controller sich auf dem Boden befindet. Da über die update() Funktion das Event des Fußstapfensounds jeden Frame an Fmod gesendet und ausgeführt wird, wurde hier ein Timer hinzugefügt, der alle 0,3 Sekunden das Event sendet.

Dasselbe passiert Im Fly-Modus, nur mit einem Flügelschlag Sound und ohne der Bodenkondition. Wenn der:die Spieler:in in der Luft anhält, wird eine ähnliche, nur langsamere Sequenz abgespielt. Zusätzlich kommt ein Wind-Layer hinzu, sobald der Controller in der Luft ist.

The Swarm

Spielkomponenten

Spielkonzept

Am Startbildschirm wird eine Geschichte erzählt, die das Spielgeschehen erklären soll.

“Welcome adventurer!

For some time now, the island has been in turmoil. Great turbulence has arisen and scattered the six sacred sounds across the land; the native swarms need your help!  Now it’s up to you to bring each swarm to its natural Keystone and find the respective artefact, which you can grab with the right shoulder button, to restore the balance. When all the musical elements merge back into one, you’ll know you’ve done everything right. You can act on the ground and in the air, and when you press B, you’ll lure the closest swarm to your position with your flute . 

It’s all up to you, adventurer, the island is counting on you!”

Die Spielebene ist eine Insel, die an den Seiten mit Bergen begrenzt ist. Der:die Spieler:in können sich am Boden und in der Luft fortbewegen, jedoch nicht über die Grenzen der Welt hinaus. Auf der Insel befinden sich insgesamt sechs relevante Soundobjekte, die in zwei harmonisch verwandte Gruppen zu je 3 Objekten aufgeteilt sind. Pro Gruppe gibt es einen Stein (Drone), einen Schwarm (Melodie) und ein interaktives Objekt (FX/Earcandy), die redundant musikalisch sinnvoll zueinander passen. Ziel des Spiels ist es, diese durcheinander gewürfelten Objekte wieder zueinander zu führen, wobei der Stein immer an einem festen Platz steht. Um mit dem Schwarm in Verbindung zu treten, kann der:die Spieler:in durch Knopfdruck ihre Flöte zücken und damit den nächsten Schwarm anlocken. Der Knackpunkt hierbei ist, den einen gekonnt am zweiten vorbei manövrieren. Das letzte Objekt kann der:die Spieler:in per Knopfdruck aktivieren und hochheben und es sollte anschließend beim Stein abgelegt werden.

Controller

Als Input dienen die zwei Oculus-Controller und der 6DoF Gyrosensor der VR Brille. Am Boden können sich die Spiele:innen mithilfe des linken Joysticks vor und zurück bewegen und über den rechten Joysticks drehen. Durch Drücken des A-Knopfs aktiviert (oder deaktiviert) der:die Spieler:in das Script für den Flugmodus, in dem man sich ebenfalls über die zwei Joysticks gleich bewegt. Der Gyrosensor bestimmt, über die Blickrichtung, die Bewegung auf der vertikalen und horizontalen Ebene

Umgebung

Visuell wurde die Welt, auch aufgrund der Rechenleistung der Oculusbrille, in einem einfachen Low-Poly-Stil gestaltet. Die Welt beinhaltet einige Berge, die schneebedeckt sind, dynamisch Wald- und Graslandschaften, Bauwerke aus Stein, ein Tag und Nacht System, Wolken, Nebel, die über das Unity-eigene Partikelsystem erstellt wurden. Der Unity Terrain Editor bietet eine einfache Bearbeitungsmöglichkeit für die Erstellung von Landschaften und Bergen, die man über ein Brush Tool einzeichnen kann. Für die grafische Verarbeitung musste viel Rücksicht auf die Leistungseinschränkungen der VR Brille genommen und genaue Vorgaben und Einstellungen in den Qualitätseinstellungen beachtet werden. Die eingebaute Renderpipeline war für das Projekt ausreichend.