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Sphero +

KU center for design research


Concept and Ideation of Future Sphero products
May 14th 2015 - Final Critique
Presentation to:
Paul Berberian

Chief Executive Officer

Adam Wilson

CO Founder | Chief Software Architect

Ian Bernstein

CO Founder | Chief Technical Officer

Rob Maigret

Chief Creative Officer

Presentation by:
Alex Guinn

Cameron Brown

Garrett Hafker

Michael Clay

Tucker Brown

Amber Hanschu

Christopher Batsch

Haley Fetters-Crouch

Rebekah Winegarner

Weston Jones

Andre Cobbins

Conner Fitzgerald

Jay Livingston

Robbie Winslow

Austin Cosner

Eric Shipley

Josh Wang

Taylor Jay

Ashley Snelton

Gabby Gasser

Maia Bridges

Tien Truong

Gregory Thomas
Professor, Design
Director, Center for Design Research
KU IT Faculty Fellow
University of Kansas

Sphero + Center for Design Research

About Sphero
Company Info
As the industry leader in Connected Play, Sphero is defining the future of fun.
Founded by Ian Bernstein and Adam Wilson with Paul Berberian as its CEO,
passionate robotics and software engineers, have created connected toys, fusing
emerging technology with the latest innovations in robotics.

Unlike traditional toys, Sphero robots and software allow the company to create
ever-evolving experiences changing the way people play, learn and explore. Based
in Boulder, Colorado, the Sphero team takes fun very seriously. Fast Company puts
Orbotix in its List of 10 Most Innovative Companies in Consumer Electronics. Sphero
(Orbotix) has been recognized by Fast Company as one of the world s 10 Most
Innovative Companies in Consumer Electronics.

University of Kansas

Sphero + Center for Design Research

Project goalS
Project Mission Statement

The system should have the following components:

Work shall focus on user experience and development of the next phone-

1) Robotic toy would communicate with the user via Bluetooth low-energy

controlled robotics toy. Primary consideration should be focused on creating

protocols and through a PDA device. Incorporate all current technology

a robotic toy with a story narrative and the ability to tug on the heartstrings

resources, haptics, ergonomics and more.

of the user. As CEO Berberian stated, Sphero sold a lot of units but what it
lacked was the emotional equity to make the toy more meaningful.

2) A holistic development team comprised of Industrial Designers, Illustrators,


Graphics and Robotics from the KU Schools of Architecture, Design &

The project will focus on defining the user experience and use cases with

Planning and School of Engineering.

audiolization/visualization utilizing a narrative that will be developed by the


CDR class. Emphasis will be on behavioral and user experience.

3) Focus on development of a good narrative story for the robotic toy. Should
enable additional marketing and product development due to its narrative and
potential for inclusion of other related devices/ attachments/accessories.

University of Kansas

Sphero + Center for Design Research

Consumer Target
A large game play audience and relevant to young kids today. May need to focus on an older
demographics as well
Specifically, users who seek a myriad of command/control entertainment at a their fingertips
Strong narrative or story that adds emotional equity to the toy
Instantly and easily recognizable

Premise:
Sphero is looking for new concepts in product use of robotic connected play experiences.
Product will need to encompass:
Portability
Ease of use
Customization of content using exiting programs
Frequently refreshes content
Connects to Internet via Wireless transmission without connection to computer
Displays Images, Video and Flash Media
Battery and/or A/C powered
Device should communicate with the internet through customizable software
interface on the computer

Sphero sold a lot of units


but what it lacked was the
emotional equity to make
the toy more meaningful.

Include technology relating to nearables and wearables

University of Kansas

Sphero + Center for Design Research

Deliverables:
Ideation resulting in product concepts and interface design, product design,
graphics (menus, POP, packaging, brand attributes). Deliverables will be
concept books, PowerPoint presentations, some prototypes and other devices
to convey product development and feasibility.
Each student/team will present a final design concept to the client. This will
be in the form of one or more of the following:
sketches and renderings
computer models and renderings
appearance models
Students will present materials to Sphero representatives at the conclusion
of the project.

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Key Requirements:
Ease of use of technology
Enable toy to have emotional qualities
Simple user interface (limit buttons/steps to operate) for end user
Software Interface to remain consistent with Product ID
Product cost in retail market
Students shall think the concept through and assess how the product could
be utilized from the point of purchase in the retail environment to final
destination. Additional consideration shall be given to applications not
previously mentioned.

Class Goals
Leverage Internet-driven technology and information to provide
customizable, interactive (including multi-media) content in a robotic toy
that is visual, portable and wireless (i.e. digital picture frame)
Create a simple yet customizable user interface where consumers of all
types (technologically savvy or not) can access their choice of content and
information for at-a-glance viewing in a fun, easy-to-use, yet
innovative package

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Process:
This project will have a research phase and a concept development phase.
During the research phase, students will be working in groups on different
aspects of the problem. During the concept phase, students will work
independently or in groups to develop concepts. Separate classes will meet
on designated days to share concepts.

Directed Research:
As designers you will be working in both product and services. This will
require skills/abilities in both traditional ID and interface/UI design. To
be able to work in both worlds it will be important to research as much as
possible in the area of M2M or machine to machine. This is the most
lucrative area to be in due to the amount of players in the field including large
corporations, start-up and independents.

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Sphero + Center for Design Research

attachment
cute
fonts
empathy
moods
abandoned
hurt
projecting
lonely
color theory
feeling blue
smirk
amused
facial features
animation

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Initial Meeting
Adam Wilson - Chief Software Architect
With Adams input the course of the project began to focus in several directions.
Importance was given to defining demographics and possible product needs definitions
for them. The class began to gravitate towards teams based on the various themes that
were defined. In the end, five teams set forth to develop their concepts.

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Enk: Desk Buddies


Team members:
Amber Hanschu, Ashley Shelton, Josh Wang, Maia Bridges, Ian Nelson
Problem:
Boredom is a common problem in todays work force. Chronically bored
employees are at a higher risk for negative outcomes as they are likely to
become disaffected, to alienate others and to leave the organization. It
boredom is likely to be a function of menial tasks and environments such as
single cubical. In order to promote productivity offices need to find ways to
entertain and stimulate office workers.
Solution:
By combining analog & digital technology to create a new, tangible method of
communication the Desk Buddies are the only friendly office companions
that increases your productivity by creating a more enjoyable work
environment. Enk is an extension of the Desk Buddy family that can scan,
creat and print your personal memos for every day convenience.
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Sphero + Center for Design Research

TIC-TAC-TOE

Hey there.....

Waddup Sphero
Dis be Jay Wang

5/14

SCHEDULE

8:00
10:00

How you doin?

Breakfast with Tad


Location: First Watch

12:00
2:00
4:00

Pick up car
Location: Baron dealership

Enk Group Meeting


Location: A&D Building

6:00
8:00

WINNER __________

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Rescue multiple squirrels


Location: The Wild

10:00
12:00

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Thank you

Sphero
For your challenging project, generous support, exceptional mentoring and helping us raise the bar.

Intel
For providing the technology tools that enabled our students to make their concepts come alive.

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