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A vending machine that takes payment in the form of exercise
A vending machine that takes payment in the form of exercise
OverviewProcessResearchIdeationDesign

Overview

Bend'nVend

A design to encourage body movement & counter the effects of prolonged sitting offering long term health benefits.

This project explores issues related to body posture and ways to improve it. Research led us to discover that prolonged sitting is a major cause for problems like obesity, anxiety, body posture and pain.

Our proposed design is a Vending Machine called Bend ‘N’ Vend which can be used to get free food and snacks by doing simple exercises. The purpose of Bend ‘N’ Vend is to break people’s sedentary habits and encourage movement. This can be while at work, at an academic institution or some other location. Bend ‘N’ Vend offers interactivity, incentives and long term health benefits thus being an ideal addition to any shared space.

Design to encourage body movement & counter the effects of prolonged sitting

This project explores issues related to body posture and ways to improve it. Research led us to discover that prolonged sitting is a major cause for problems like obesity, anxiety, body posture and pain.

Our proposed design is a Vending Machine called Bend ‘N’ Vend which can be used to get free food and snacks by doing simple exercises. The purpose of Bend ‘N’ Vend is to break people’s sedentary habits and encourage movement. This can be while at work, at an academic institution or some other location. Free food is provided as an incentive to get people to use the Vending Machine. Bend ‘N’ Vend offers interactivity, incentives and long term health benefits thus being an ideal addition to any shared space.

1. Choose Food
2. Choose Exercise
3. Set Posture
4. Do Exercise
5. Take food
Timeline - Jan to Mar 2019
Team - Aswathi Panikar, Jessie Ma, Boyu Zhao, Varna Das
Role - UX Research, UX Design

My Involvement

Major Takeaways

Come up with early concepts and ideas to motivate the design direction.

Identifying and recruiting participants for research is complex. Have a plan and backup plan for it.

Surveys are quick and effective. But it also depends on how it is planned, built and evaluated.

Show and tell. Bring things - exemplars, sketches, slides, survey results, anything to show in class and meetings to spark discussions.

Methods Used
Interviews
Survey
Exemplar Collection
Wireframing
Video Prototyping

Project Timeline - Sep to Nov 2019

Team - Aswathi Paniker, Boyu Zhao, Jessie Ma, Varna Das

Lexie Li
Penny Chiang
Yuhao Shi
Varna Das

How We Started

For this project Ash, Jessie, Boyu and I first listed down all the possible spaces we are interested in since there was no space assigned to us. We took a few days to do initial research on our areas of interest and came together as a team to share our findings. Once we had a fair understanding on each others topics we used point system to choose our potential problem space. Our main areas of interest were body posture, food habits, mental well being and sleep habits. As grad students ourselves juggling our studies and part time jobs we don't get a lot of time to focus on our health and well-being which in turn cause body posture issues. We were already in a position to empathize with the users. We were able to relate to the topic of body posture and chose that as our design space.

For this project Ash, Jessie, Boyu and I first listed down all the possible spaces we are interested in since there was no space assigned to us. Our main areas of interest were body posture, food habits, mental well being & sleep habits. As grad students ourselves juggling our studies and part time jobs there is a lack of focus on our health and well-being which in turn cause body posture issues. We were already in a position to empathize and we were able to relate to the topic of body posture and chose that as our design space.

Choosing problem space

Our Process

01 Exploration

This phase was mainly to identify which areas we could intervene to make an impactful change in body posture issues. We brainstormed together and shared our knowledge, experience, predispositions.

02 Research

We conducted both qualitative and quantitative research to dig deeper into the space, identify the pain points and discover insights which would help us in defining the possible users and use cases.

03 Conceptualizing

We came up with early ideas to motivate our direction as well as ideated after the research phase with a defined set of target users to come up with potential solutions which would help people take action.

04 Prototyping

We created wireframes, high fidelity screens and  video prototype to effectively communicate our design and presented in class to get feedback and critique on what can be improved.

Research

Our research included interview, survey and design collection to understand long term impact of bad posture on the human body. We conducted interview with a Yoga instructor at the IU Recreational Sport Center as she conducts sessions which incorporates gentle poses designed to open many channels of the body and powerful poses to increase stamina and strength. At this exploratory phase, this gave us better understanding of what kind of posture issues people face and the reasons behind it. This qualitative data combined with our survey results helped in understanding that poor posture and associated pain is a result of -
Insight 1. Poor ergonomics of seating furniture
Insight 2. Prolonged Sitting
Insight 3. Lack of exercise and movement
Show Research Details
Our predispositions before research
Exemplars of existing solutions
Survey to understand practices, behaviors and motivations
Interview with Yoga instructor at the sports center

Problem Statement

From our research insights we framed the design problem as -
How might we incorporate small exercises into people’s daily life and have profound impact on their body posture and well-being?

Opportunity

We wanted to find a way to change peoples routine a little or incorporate small exercises into their daily life can have profound impact on your body.

Half the percent of people’s waking hours are spent at school or work. According to "The Bureau of Labor Statistics", the average american works 7.69 hours in a day. During these hours, it's  not unusual for people to get meals and snacks at their school or workplace. It's not unusual to grab a snack from the nearby Vending Machine. What if we could incentivise people to make their posture better and help them stretch?

What if...
You could pick up free snacks by doing a couple of simple stretching exercises?
See more of our ideation

Prototyping

We created low fidelity wireframes and high fidelity screens to add to our video prototype.
All the food choices
Choose food item
See all the exercise
Choose the exercise
Collect the free food

Final Design

Bend ‘N’ Vend is a Vending Machine that takes payment in the form of exercise. The purpose of Bend ‘N’ Vend is to break people’s sedentary habits and encourage movement. This can be while at work, at an academic institution or even while at some other location. Free food is provided as an incentive to get people to use the Vending Machine.

Currently, many companies and institutions are  going the extra mile to ensure that their employees are happy and healthy. So, we feel that Bend ‘N’ Vend can be one such installation that can fulfill the purpose of a fun and interactive way to a healthier lifestyle. We also believe that Bend ‘N’ Vend can be customized to provide other incentives if free food is not something that is appropriate for the target audience (school, a particular type of company).

Potential features include a leaderboard and private installations so that people are not uncomfortable exercising in a public space.

Major Takeaways

Come up with early concepts and ideas to motivate the design direction.

Identifying and recruiting participants for research is complex. Have a plan and backup plan for it.

Surveys are quick and effective. But it also depends on how it is planned, built and evaluated.

Show and tell. Bring things - exemplars, sketches, slides, survey results, anything to show in class and meetings to spark discussions.

Varna Das

UX Researcher and Designer