portfolio - amy oetting - sept 16

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Amy Oetting (620)755-5134 [email protected] www.linkedin.com/in/amyoetting UX PORTFOLIO SELECTED SAMPLES - REV. 2016 TABLE OF CONTENTS DriverVehicle Interface for Cooperative Adaptive Cruise Control ASPIRE “Automation Supporting Prolonged Independent Residence for the Elderly” A health portal to support shared situation awareness and reduce readmittance rates A mobile app to help “Break the Ice” in new group settings

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Amy Oetting (620)755-5134

[email protected] www.linkedin.com/in/amyoetting

UX PORTFOLIO SELECTED SAMPLES - REV. 2016 TABLE OF CONTENTS

Driver­Vehicle Interface for Cooperative Adaptive Cruise Control ASPIRE ­ “Automation Supporting Prolonged Independent Residence for the Elderly” A health portal to support shared situation awareness and reduce re­admittance rates A mobile app to help “Break the Ice” in new group settings 

 

 

Driver-Vehicle Interface for Cooperative Adaptive Cruise Control Summer 2015 | Federal Highway Administration This work was done during my summer at the Federal Highway Administration, Turner-Fairbank Highway Research Center, in McLean, VA, in the Summer Transportation Internship Program for Diverse Groups. Problem:

- Cooperative Adaptive Cruise Control is an advanced Cruise Control, with the added benefits of being adaptive (allowing the user to set a preferred “gap,” which the vehicle will maintain when a slower vehicle ahead is detected) and cooperative (a platoon of vehicles can communicate amongst themselves, allowing every vehicle to instantaneously match the speed of the lead vehicle). This technology could facilitate smooth, efficient traffic, but one challenge is designing a Driver-Vehicle Interface that will allow the driver to safely and effectively operate it.

Approach: - I conducted a review of the CACC technology and the literature on Driver-Vehicle

Interfaces, Adaptive Cruise Control, Situation Awareness, Human-Automation Interaction, and more in order to understand what requirements would be needed of the interface.

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Process: - I used an iterative design process - I designed, discussed with mentors, researched, and

modified.

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Results: - I implemented the final design options in JavaFX. I then used a short (n = 5)

within-subjects user study to assess two competing designs and uncover usability issues. This helped determine the best design and any final modifications to be made.

Cruise off Cruise on, not connected

Cruise on, connected, following Interface for technical testing

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ASPIRE - “Automation Supporting Prolonged Independent Residence for the Elderly” Fall 2015 - Fall 2016 | University of Illinois at Urbana-Champaign This work is in progress as part of an NSF grant. Problem:

- The demand for care for older adults will grow substantially in the coming years, while the already short resources will not grow at the same pace.

- Our goal is to determine useful applications of household drones that would support older adults in maintaining their independence, as well as to design a usable interface.

Approach: - Research was done into challenges of Aging in Place, older adults’ preferences for

assistive robotics, interface needs for older adults, and more. Process: non-final designs, wireframes, etc.

- Sketches and initial designs:  

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Results: - The current prototype (done in Axure) will be used via tablet, and is being implemented

in Unity. Future prototypes may also include more natural user interfaces, such as voice and gestures.

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A health portal to support shared situation awareness and reduce re-admittance rates Spring 2015 | CS598 Cognitive Engineering | University of Illinois at Urbana-Champaign This design was done as part of a group mock grant proposal. Problem:

- Our goal was to propose a set of smart, patient-centered, integrated interventions that would reduce high re-admittance rates and their associated costs.

- My partner and I decided to leverage a common operational picture for medical staff, patients, and family in the coordination of patient-centered, adaptable discharge procedures.

Approach: - A review on causes of re-admittance and challenges in the discharge process, as well as

situation awareness, distributed cognition, team cognition, etc. was conducted to determine the best and most effective design of an intervention.

Process: - Some of the challenges included: patient awareness of care plans, patients being left out

of the discharge plans and communication in general, patient misunderstanding and lack of ownership of their own needs, complex transitions, role confusion, difficult decision making, the dynamic nature of the system, and lack of customization for discharge plans.

- We decided one component of this proposal should be a web portal used by medical professionals, patients, and family members that would facilitate shared situation awareness and act as a patient advocate. In addition to being able to see their own view, all parties are able to see the “global” view, which contains accessible language for the patient and facilitates the shared understanding. The “concise health history” aggregates quantified-self data and patient journal entries, acting as an advocate for the patient who may not always feel heard or even capable of adequately describing their everyday experiences. The patient may also push information to a “family” view. Information in all views may be augmented in order to provide parties with complete situation awareness - perception, comprehension (“so what?”), and projection (“now what?”). This system also provides for pre-populated but customizable discharge steps, professional cross-validation, patient reminders for appointments and medications, and verification of prescription fulfilment and adherence.

- We hypothesize that this intervention would reduce readmission rates, help professionals be more informed of patient information to support decision making, help patients feel more knowledgeable of information to help them manage their condition, increase medication adherence, help patients feel an increased sense of ownership of their illness(es), help patients initiate communication with care providers, and help increase mutual trust between patients and care providers.

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Results: - Proposed information structure that would support shared situation awareness of the

involved parties:

- Proposed interface that incorporates the information needs of the doctor and patient: 

 

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A mobile app to help “Break the Ice” in new group settings Spring 2015 |CS598 Social Spaces | University of Illinois at Urbana-Champaign This work was done as a pair project, with the goal of supporting some social signal. Problem:

- For a newly formed group, in which the members are not familiar with each other (e.g., at a conference or in a business setting where members come together from different places in order to collaborate), remembering coworkers and getting to know each other quickly is of great importance.

- Ice-breaking can reduce the time it takes for people to get to know each other, understand each other's' working styles, and build connections.

Approach: - Our goal was to design a facilitative tool that can help a newly formed team to quickly

break the ice and build inviting and engaging connections based on an energetic game they all participate in. We decided on three required features for the game: it reveals a signal about the person, everybody gets a turn, and it should be fun and energetic.

- Our game is similar to Catch Phrase or Taboo, except the items to be guessed are facts about the participants (this is a given signal). They will also learn about personality (a given-off signal). This will help them get to know and remember each other, or “break the ice.”

Process: - Prototype sketches: - User flow:

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- We conducted a user study of 3 groups with 3 users each, and used clickable prototypes on tablets to assess if our app was effective in breaking the ice, what signals they gathered from other players, if it helped them remember names and facts, if the environment was engaging, and if they were motivated to participate, as well as their overall experience and opinions.

Results:

- Overall, while the quantitative data was not overwhelmingly positive for breaking the ice

(mean = 3.29), this could be a limit of our small sample size. It is promising that the users rated the app highly in helping them remember facts about new acquaintances (mean = 4.29). Also, qualitative data suggested that our design was promising because it facilitated a fun, engaging interaction to learn about new acquaintances.

- Users reported learning about communication skills, strategizing methods, personality, interests, sense of humor, and conflict skills. We also think a working prototype would help users remember new names.

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