Design Refinement and Iterations

In this phase, the design details were worked out through multiple refinements of iterations. At least ten concepts were first developed, which were then tightened down to five. From the final five concepts a single design arose that synthesized the useful features of the previous work. These multiple iterations were developed using sketches as well as technology research. As the designs were being considered, experts in the field of wearable technology were consulted for support. To work through possible sizes and shapes for the product clay and 3D printed prototypes were made. This phase was the opportunity to spend time working through design details that will have a major impact on the use of this product.


During this phase, 17 concepts were refined down into one. The concepts all used information from past phases, including user testing and research. As well as new information from expert consultants. David Popovich, a Senior Imagineer at Nureva, gave key insights into the possible technologies that would fulfill these designs. Technology like MuscleWire and Flexinol will be very useful in performing the designed experience of this product.


Physical prototypes were made out of  clay and 3D printed for physical evaluations. The clay prototypes were evaluated based on the comfort of the shape, size and features. Peers were asked for opinions on their prefered shapes and sketches were further developed based on their thoughts. The 3D printed prototypes were made in Solidworks and printed with NinjaFlex. This allowed for testing of an adaptable shape due to the flexible nature of the material.


 The wearable device uses Muscle wire and Flexinol in order to adapt to the size of the user’s prefered location on their body. One of the metals, Flexinol, is programmed to react to body heat, so when it is in contact with the user it has been set for it fits perfectly. The Muscle wire is then set to contract more when given a voltage. Thus the device squeezes the user when it has been alerted. A silicon shell then acts as a heat resistant and comfortable material to be in contact with the user’s skin or clothes.  The design of the alert is based on the movement of plants in nature, and delivers a more sympathetic alert to users.  The movement is referencing the movement of leaves and plants, as seen in a Venus flytrap or Shy plant, that occur due to external stimulus.


 After completing the consultation day it became very clear that the design of the button will be incredibly important to the success of this product. The design must be simple and easy to use so that users do not feel like they are interrupting or becoming disengaged from the meeting. The discreteness of the pushing of the button would also influence how users use the device. The person speaking should not be able to know who is the person alerting them that they wish to speak. The next steps in this design process will be in determining the best way for the user to subtly activate the device.

Some visitors on consultation day also pointed out the limited use of biology inspired design. Currently, the 4D material technology planned in this design, was developed to mimic the natural movements of plants as well as synthetically copy their methods of displacement. The wrap around movement was also based on how vines cling to the structures around them.  Further research and ideation is planned, to bring more biomimicry into this product.

The next phase will hopefully lead to a works like prototype, using MuscleWire and Arduino as well as the final formal design.