A lot had been happening since the end of Phase 2. Since then, research objectives and test plans were identified, and research was undertaken.
At the end of Phase II, a project goal was identified: to design a wearable device for the workplace environment to relieve stress by connecting the user to nature. Two different directions were considered: a strictly personal device to allow the user to take ownership of their stress, or a product connected to the future workplace environment.
In this phase, the goals of testing were twofold. First, to determine acceptability among users. Are people actually willing to use a device of this nature, and with what sensory aspects? Since many different components were created in Phase II, it was also important to simplify the component makeup. As well, it was important to figure out participants' preferences and their connections to nature.
A few different methods were used for testing. Storytelling was used initially to gain a mutual understanding of workplace stress, and to get the participant in the right mindset for the second part. Co-design had participants build their ideal device to accomplish the following features, identified in Phase II:
1) Monitor stress
2) React
3) Notify the user
4) Actively respond to the stress
This was followed by a card sorting activity to learn about participants' desires to connect to nature, and which sensory modalities would be most appropriate, and with a Likkert scale to help determine acceptability across various scenarios.
Participants created a wide variety of devices and systems to help them relieve stress in the workplace, ranging from an implantable 'cookie oven' to jewellery, hats and fidget devices.
It became obvious in discussing their creations that it was important to participants that they be able to control their interactions with the devices - the monitoring and notification should be private, and the response should be voluntary.
Upon completion of the co-design, felt dolls were used to visualize where each participant located the required features. This helped clearly see preferences. Four stressful workplace scenarios were created for the Likkert scale. these are:
1) an extended day at work
2) being distracted by outside thoughts
3) a fast-approaching deadline
4) competence being called into queston
These were created to be sources of both conscious and subconscious stress.
While most senses were ranked similarly in terms of acceptability, the use of sight to relieve stress was least preferred by participants. Natural environments were highly preferred to relieve stress over other environments.
Even amongst visual options, natural sensations were preferred over others. Of the options for wearable tactile stimulation, the feelings of pins and needles was most preferred. This may suggest a correlation with ASMR.
Ultimately, six key findings were identified from the research to take forward into Phase IV.
Based on the research conducted, the concept has been revised to be a three or four component system, comprised of:
1) A simple, personal device to monitor stress and notify the user, likely located around the hand or wrist
2) a user-controlled device to stimulate olfactory sensations of a natural environment. Likely wearable, though potentially hand-held
3) A user-controlled device to enable an ASMR response via auditory stimulation, to work in tandem with 2) to mimic a natural environment
And, optionally,
4) A hand-held device to provide a tactile experience for users, possibly combined with 2) or 3)
Now that this phase of research has concluded, it will be ideating and iterating for the next few weeks. Since the concept is still vague, this process will likely still involve a lot of cyclical testing!









