The most significant risks that could jeopardize the success of this project are issues with the PCB we ordered. We have taken a number of measures to mitigate against this risk. The first is that we are planning to order two different PCB designs. Version 1 is already in production, and the second will be an improvement upon the first based on any bugs we find with the first PCB after testing. Additionally, the design for version 1 has been made to be as reconfigurable as possible, by using solder jumpers, test points, and breakout headers. If there’s a mistake on version 1, it should be relatively easy to fix, so we’re not waiting for an entire new PCB before we can test any modifications.
There were no significant design or schedule changes made since last report.
The product solution we are designing meets specific needs as they relate to global factors in that this interface and this device is meant to be universal. Anyone, no matter their technical background, should be able to intuitively use Remigotchi. We hope to appeal to a wide range of ages, although as stated earlier, our primary design focus is college-age students, specifically at CMU. We are designing an easy-to-understand and an easy-to-use graphic user interface for Remigotchi to minimize the barriers between individuals and their wellness goals.
With consideration of cultural factors, we are designing a product that will allow users to be more present in what’s going on around them while still helping them stay on top of their health. Remigotchi provides user-specified reminders, but since it’s a separate device, it won’t hoard users’ attention, preventing them from interacting with the world and people around them. Another concern with cultural factors is considering how groups respond to devices taking in potentially identifiable data that could be used to link them to a specific identity, which may cause legal trouble. As an example users might worry that telling the device whether they walked or how much they drank might be used to infer details about their life including location data which could then be used to harm them. Of course Remigotchi as it stands has no plans to implement any location tracking or sharing of any personal user data, but if the user fears that they might, then that will interfere with Remigotchi fulfilling its intended purpose of providing stress free motivation. Our current solution to this problem will likely be to add information screens to the Remigotchi companion application that provides assurances to the user on what data the device will and will not collect. This will hopefully be sufficient to ease the concerns of vulnerable users.
Another group of people that we need to consider in our device is those suffering from depression and other mental illnesses. As discussed in a previous status report, while we want the Remigotchi device to be motivating to users, we do not want to add additional stress in the form of a virtual pet. While those suffering might benefit the most from a second entity to take care of as they improve their lifestyle, they are also the group that may take it the hardest should their virtual pet begin to suffer from a few honest mistakes. This complication is slightly harder to address, since it requires surveying those with a condition that people generally don’t like to advertise they have. A simple solution would be to interview users after letting them test the device in order to find out what is an appropriate level of motivation in letting the virtual pet be damaged, but without specifically interviewing those with depression results may be wildly incorrect. Overall there is no easy solution to this issue but the team will discuss it further and attempt to make sure our device does not cause active harm to vulnerable users.
With consideration of environmental factors, device is meant to be low-power, reducing users’ carbon footprint when compared to electricity used to charge ones phone for constant use. Additionally, Remigotchi encourages users to take care of themselves in a sustainable manner—and users are also living organisms on this planet. Possible suggestions include taking walks outside, which could reduce the time users spend in front of a screen drawing power to various devices. In addition, text reminders can be programmed to provide basic advice like recycling water bottles when appropriate. While these reminders may go ignored they serve to show that we at Remigotchi do care. Other considerations made is using sturdy, yet widely available materials so that the device is unlikely to break warranting a user by more devices therefore adding to general electronic waste. Remigotchi also has no plans for forced obsolescence, meaning that it will be designed to last with minimal part replacement again reducing overall waste. While this is less applicable in the testing stage where construction is extremely small scale and devices need not last months or years, should the time allow we could also look into how this device would be manufactured in a sustainable way.
Part A, was written by Delaynie.
Parts B and C were written by Felipe and Delaynie