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kamyün connecting neighbors creating community

Rachel Inman • Brett Leber • Shree Lakshmi Rao Carnegie Mellon School of Design Basic Interaction Design • Fall 2011

Over the course of the Fall 2011 semester, the Carnegie Mellon School of Design Basic Interaction Design course created mobile applications for a wide range of users and contexts. This book outlines the process and development of this half-semester long project, Kamy端n, in which we examined problems that currently exist in the realm of neighbors sharing resources with each other, and formed proposals for ways to enhance community-building. This project was completed under the guidance of Professor Peter Scupelli and teaching assistant Clarence Yung.

p r o j e c t o v e r v i e w


Executive Summary

S y s t e m C o n c e p t Visual Language Color Studies

s t r at e g y


Site Architecture Imagined Scenario

The Idea Motivation The Larger System

r e f l e c t i o n

Defining A Focus

r e s e a r c h


Approach Survey Methods Analysis Personas Competitive Analysis

d e v e l o p m e n t Challenges Variations on Navigation Defining Exchanges Challenges & Iterations




project overview strategy research development System Concept reflection

project overvie w

E xecutive Summary

potential users, and used the needs of these personas to shape

We developed the concept and interactive demo for Kamyün,

cept of the problem we were trying to solve and its solution.

the design. These personas evolved over time, as did our con-

a mobile application for sharing local community knowledge, food, activities, and materials. By creating opportunities for sharing resources between neighbors, Kamyün makes it easier

This process book details the course of our project, from initial brainstorming and research, through concept refine-

to live a locally-focused lifestyle.

ment, wireframing, and prototyping. The final deliverable,

Kamyün was developed in response to a Basic Interaction

share food and an activity through Kamyün, is included on a

Design project brief centered on “mobile life”, which asked

CD in the back of the book. We end with a reflection on the

us to “explore the design challenges for mobile information

experience of designing Kamyün.

a prototype that tells the story of two women who meet and

systems” by focusing on a particular user group and task. From the given user groups and tasks, we chose parents of an infant or toddler, who would like to find sustainability information and broadcast actions. We followed a persona-driven design process in which we derived personas from research (interviews and surveys) with

10 | Section Title

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design | Fall 2011

project overview strategy research development System Concept reflection

Str ategy

The ide a

the l arger sys tem

We began by considering sustainability through the lens of

We defined a large system that integrates futuristic infra-

behavior change and personal action. What are the areas

structure within the home. This included:

where someone could live more sustainably? We considered: ■■ Food (growing and sharing)

■■ Energy and water consumption monitoring devices. ■■ Trash monitoring device (to measure weight of trash pro-

■■ Waste (recycling, food disposal, composting, lessening trash)

duced). ■■ Compost monitor (for sensing whether more browns,

■■ Resource usage (electricity and water usage)

greens, or water are needed). ■■ Physical atifact or “toy” for children.

M o t i vat i o n How can children learn and assimilate the ideas of sustainable practices at a young age? What will their motivation be? To understand these concepts, we defined a system that both

We considered these systems to be paired with a master smartphone application that would reflect the household’s sustainable practices.

parents and children could participate in.

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design | Fall 2011

DEFINING A FOCUS Within the larger system, we chose to examine the food-towaste cycle and how it could be made more sustainable for parents and their children. For the parent, our application would serve as a space for direct action that would allow them to live more lightly on the earth—from composting to gardening to sharing the results of their harvest with those nearby. For the child, it would serve as an opportunity for education and activity. Might parents want to teach their children about ecological systems through the concrete activities of growing food and dealing with waste by composting? We considered different interactive games around sustainable practices that children can be involved in and the possibility of two representations of the same application, one for the parents and another for the child. We also considered the idea that the child’s sustainable activities—in addition to that of the entire household­—would be displayed through the physical artifact, allowing the child to share this information with his or her peers and involve them in the system.

16 | Section Title

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design | Fall 2011

project overview strategy research development System Concept reflection

re se arch


friends and family with young children. Respondents had

We conducted surveys, interviews, and research based on our

between the ages of two to nine years-old. The majority of the

interest in exploring the sharing of resources in a neighbor-

parents who responded currently live in urban areas, which

hood and giving parents suggestions of activities to do with

was probably a reflection of the channels we chose to distrib-

their children related to the food-to-waste cycle. The online

ute the survey through.

between one and four children and most of the children were

survey explored attitudes towards composting, growing food, and recycling. We also wanted to find out how parents talk to their kids about growing and consuming food and their awareness of energy used and waste produced.

SURVEY m e t h o d s We had 71 respondents in total to our two online surveys. The surveys were directly channelled to parents with young children through The Children’s School at Carnegie Mellon, Westminster Presbyterian Church Children’s School, and

20 | Research

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| Basic Interaction Design

Surve ys To the right are some key percentages from the survey that illustrate general attitudes and practices around composting, gardening, and recycling.

24% compost Of those who do not compost, 67% would like to start.

36% have gardens Of those who do not garden, 83% would like to start. All gardeners garden with their children. All would like to spend more time educating their kids about the environment through activities like gardening.

Surve ys

“We always had a garden which produced bushels of

To gauge awareness, we asked participants to describe a recent

vegetables and collected our compost material year

instance where they thought about living more sustainably.

round. I would love to get back to that. I just need to figure out how to keep all the creatures out!”

“I was throwing away kitchen scraps the other day and remembered that my neighbor has a compost bin. Sometimes we take the scraps to his bin and I decided we really needed to make it more of a priority.”

“In the past three months my husband and I have made plans to purchase a rain barrel, we planted a vegetable garden, and we’re looking into participating in a local produce co-op, and purchase beef from a local farm where steers are raised.”

85% recycle 22 | Research

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| Basic Interaction Design


Surve ys

• On awareness of garbage produced by the family

On awareness of waste produced:

• On awareness of electricity consumption

“We always notice when it is garbage day how much we have wasted.”

On awareness of electricity used: “Every month when I pay my utility bills.” “We only have 1 garbage can. Many families in our neighborhood have 2,3 even 4 cans. When I put my garbage out, I can’t understand why these families have so many garbage cans.”

Based off of the initial concepts for our mobile application we asked participants to rank some of our ideas. Below is the average ranking they came up with

1. A service to connect you with other parents in your neighborhood with children of the same age as yours. 2. A means for you to network with other parents to share excess resources (secondhand clothes or toys, surplus of vegetables from garden or store, gardening supplies, etc.) 3. A forum for sharing ideas for sustainable living with other parents. 4. A digital application that designs customized creative games and activities for you and your child.

“We likely do not have a great appreciation but we do have to put out bag on the curb (not just garbage cans) which does remind you weekly how much garbage has been produced. We have a child in diapers so we no doubt produce more garbage than many families of comparable size.”

24 | Research

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design



In the focus group and interviews, parents often talked about

Our interview included four face-to-face interviews and one

The results from the surveys and interviews began to suggest

would enjoy doing more of this. We took these comments to

focus group made up of four people. All interviewees had at

some changes in the direction we were taking.

heart, and began to think more about our app as a way to en-

least one child under the age of 10 years-old. Focus group with coworkers U01—father of 10-year-old U02—father of two (ages 9 and 11)

There were more objections to composting than gardening, those not doing it. The notion of trading or selling compost also didn’t gain much traction in interviews. Parents made it clear that talking to their young kids about food only goes so far. There were varying levels of awareness

U04—mother of two (ages 3 and 8)

food), but many kids are picky eaters, and topics like where

U05—mother of three (ages 3, 6, and 9) U06—father of two (ages 3 and 9) U07—mother of two (ages 2 and 7) U08—mother of two (ages 2 and 5)

able more communication, conviviality, and local exchange.

but it made clear that composting would be a hard sell to

U03—mother of two (ages 4 and 8)

Individual Interviews*

how they already trade food with neighbors and friends, and

for kids (a potential opportunity for raising this awareness of food comes from were simply off the table for many parents. Vegetables can also be a hard sell for kids. We also learned from the surveys and interviews that normal activities, not pre-canned ones, would be more appealing to parents. The idea of an application that offered scripted activities for them to do just didn't seem realistic. Networking, they said, was more important to parents: respondents to our surveys regularly ranked "a service to connect you with other parents in your neighborhood with children the same age as

* see attached transcripts of individual interviews

yours" above "a forum for sharing ideas for sustainable living" and "a digital application that designs customized creative games and activities for you and your child". Our research also reinforced some ideas we had, such as the notion that teaching children about ecology and living sustainably is important to parents, and that parents generally want to be doing better when it comes to waste and energy use.

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Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design


spectrum of people From our surveys and interviews we began to see categories of people emerge based on their background, motivations, and influences. We considered the motivation of each group of people and how we can influence their behavior through an interactive application. Our personas were derived from this spectrum of people. We began by considering three personas each belonging to the different categories. As we proceeded, we realized that it is important to consider the scope of the application. We

“Awa r e ”


“ co m m it t e d ”

realized that it would be difficult to influence the behavior of someone in the “Aware” state directly through the application. So we narrowed our focus to the “Curious” and “Committed” and considered the influence of these two groups on someone in the “Aware” category. Michael, our secondary persona falls into the “Aware” category.

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People who have a basic knowledge of the problem of food waste.

People who are aware of the problem and have taken a few steps to change their lifestyle.

People who have made many changes to their daily practices so that they can live sustainably.

They don’t want to take the ef fort to change their lifestyle to make it more sustainable.

Changes are made only when they’re convenient.

They have knowledge of a variety of sustainable practices and are true proponents of the cause.

They are looking for more information, resources, help, and reasons to be motivated.

They are always willing to help others who want to get on the same path.

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| Basic Interaction Design

rebecca Pinn

Andre a

Age: 35

Age: 30

Financial Associate for CMoA

Physical Therapist

Lives in Lawrenceville

Lives in Lawrenceville

Mother of two girls who, with her husband, is very focused on

Mother of two young children who cares about tradition and

the education of her kids.


She and her husband care deeply about creating a world where

Her focus is on raising two happy, healthy kids, and passing

their kids can live happily and healthily—the same for their

on the values her mother instilled in her. This includes cook-

kids’ kids, too.

ing great food.

She happily embraces alternative ways of living, such as car-

She grew up eating home-cooked meals her mom made,

pooling, composting, gardening, and biking.

and wants to provide the same experience for her kids. She’s interested in saving money and finding fresh ingredients for

Rebecca’s intuition is to do more with the girls that shows


them how they can value sustainability. They garden and cook together, and she’s taught the girls how to compost.

She doesn’t enjoy gardening, but she has had some success with basil and sweet pepper plants her husband bought.

She desperately wants to share her knowledge with others in the neighborhood, and get the whole community to live more sustainably.

30 | Research

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| Basic Interaction Design

Michael Age: 35 MBA from University of Pittsburgh Chief Lending Officer at PNC Lives in Lawrenceville

Father of two who wants happy, healthy kids—the key word being happy.

One of his 5 year-old boys is a picky eater, and even lost some weight recently after being spooked about the idea of eating beef.

Michael's food choices are often based on what is on sale at the grocery store each week.

He’s very knowledgeable about computers and landscaping, albeit not the organic kind.

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| Basic Interaction Design

C o m p e t i t i v e A n a ly s i s At various points in our process, we examined other applications that were addressing similar problems. While we performed a competitive analysis at the beginning of the project, it wouldn’t be until later, when we defined a new focus, that we explored websites that promoted sharing with others nearby. Curiously, none of the similar applications we looked at had mobile application versions of their websites. We hypothesized that maybe these projects were just nascent, and hadn’t yet had time to develop mobile apps. Mobile seemed like a great opportunity to use the location of the user to describe resources nearby. Of course, there would need to be a way to override this, but as a default, it could be very useful.

Freecycle is an email list for giving things away to people near you. A unique feature is their strict rules—they have a strong no-curb-alert rule, which states that you can’t just put something outside and say “ first come, first served”.

Hey, Neighbor! is a website that encourages neighbors to meet one another through the performing of “microfavors”, small favors that friendly neighbors typically perform for one another (borrow a truck, for example, or help move a couch). You can set your location and the radius within which you want to find neighbors.

BarterQuest is a website where people post what they have and what they want, and are able to barter with one another by mailing things. It has no focus on trade with people nearby. BarterQuest will compare your haves and wants with others and suggest transactions for you. A unique feature is that you can include “points” in a transaction, which are essentially dollars. The feedback system similar to eBay's (positive, negative, neutral rating).

Mobile apps Patch. Local news curated by a local editor. The mobile app determines your location for you, but lets you override it.

Green Genie. Suggests projects to work on that prompt you live more sustainably.

Green Map. Lists and maps green living sites and natural, cultural, and social resources nearby.

Craigslist maintains a “ free” listing section, similar to Freecycle but with fewer rules and a central website.

34 | Research

NeighborGoods is a website for sharing things you own and borrowing things you don’t. It focuses only on borrowing, and emphasizes money saved through estimates of how much you saved and how much you saved your neighbors.

GoodGuide. Lists sustainable products and features a bar code scanner for you to check an item’s environmental impact before buying it.

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design

project overview strategy RESEARCH DEVELOPMENT System Concept reflection


With personas and a new concept in mind, we sketched the

On paper, it was hard to estimate the proper dimensions of

various screens of our mobile application on paper.

the iPhone. We resolved this by printing a series of pre-made

Challenge s Sketching is typically an individual activity, so we were challenged to find a process that worked for a group of three. Our solution was that we would each work on a series of sketches independently, then meet to see how they overlapped and differed. With a revised understanding of the application that we

wireframes of the iPhone on tabloid-sized paper, and sketching within these blank canvases. It was through wireframing that we explored and found solutions to many design problems, like how to rate a transaction completed in Kamyün, which is essentially a rating of a neighbor.

reached through discussion, we would then do another round of independent sketching and meeting. Through this iterative process, we continued to refine both the interface design and the concept of the application. We would eventually settle on the sketches of one teammate.

38 | Development

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| Basic Interaction Design

Va r i at i o n s o n NAVIGATION

D e f i n i n g w h at c a n b e e x c h a n g e d

An initial task was to define the navigation that would be

From the main screen would come the categories of things

used on the main screen of the app and the screens that fol-

that could be shared or found:

lowed from it.

■■ Food. Any type of food item—grown, bought, or cooked.

For the main screen, we focused on the primary actions the

■■ Activities. Events to attend—either large-scale and public

user could do—“find” or “share”—as well as a few second-

(like a farmer’s market) or smaller-scale and more private

ary actions­—“search”, “calendar”, and “map”. We eventually

(like an afternoon of vegetable canning).

chose to integrate the map and search with screens lower

■■ Materials. Things that might be useful to other people, like

down in the hierarchy (search a full list of activities, for

household supplies, compost for gardening, and tools.

example, or view a map for a particular item), while retain-

■■ Expertise. We debated whether this meant articles posted

ing “find” and “share” at the highest level. A calendar did not

by Kamyün users or a listing of the skills and competencies

seem especially useful, although integration with an existing

of those users. We decided it would be the former, and skills

calendaring system might.

would be listed on user profiles.

We also experimented with global navigation—in our case,

We also had to decide how exchanges would work. Would we

the icons that would appear on most screens of the applica-

support bartering and if so, how? Could users buy things from

tion. The sketches to the right show a number of global navi-

one another?

gation ideas for the top of the screen. But we realized that for

We considered the idea of allowing a currency to be used in

an iPhone, this is non-standard; global navigation typically

exchanges, but decided against this as we wanted to promote

appears at the bottom.

sharing and bartering as an alternative economy that valued

Our ideas for global navigation included links to Home,

human capital over money. This idea was influenced by John

Search, Notifications, Profile, Calendar, and Settings.

Thackara’s book In The Bubble, as well as the precedents we discovered during our competitive analysis.

It wasn’t until we were working in high fidelity and discussing the design with colleagues that we decided to simplify

We decided on the following types of transactions:

the global navigation and have buttons for “Home”, “Share”,

■■ Food could be offered for free or bartered.

“Find”, and “Profile”.

■■ Supplies could be offered for free or bartered, or even borrowed. ■■ Knowledge and activities could only be free.

We experimented with navigation through sketched wireframes.

40 | Development

The f low of finding and selecting an activity (top) and more experiments with navigation (bottom)

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design

Sketch of a scenario in which the user finds a posting for apples, requests and receives the item, and leaves feedback.

42 | Development

Finding and selecting an activity (top) and sharing an activity (bottom).

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design

project overview strategy research development System Concept reflection

system concept

We wanted to find a simple way to allow people to find and

community that they might be interested in sharing or find-

share items (food, toys, materials), information, and activities

ing resources within.

in their locality. The application also helps people meet and get to know their neighbors. We wanted to explore how to do this while still keeping the application easy to use. We also wanted the system to feel friendly, the way you would want your neighborhood to feel. We used a visual language that communicates this friendly neighborhood feeling. One of the central ideas of our application was encourag-

We also imagined that Kamyün's use could seamlessly expand over time. Those users who frequently share on Kamyün would become neighborhood champions, eager to reach out to newcomers in the community. Our hope is that the more Kamyün is used, the more its presence in the physical environment can be seen—neighbors hosting weekly events, sharing food, borrowing items, and giving advice to one another.

ing users to share and find resources locally. We made the distance between the user and the food, activities, and materials very clear. In the screen shots of the application, you will notice that users can only view items that are within a 5-mile radius of where they are. If the user travels to work, the application will adjust the posted items on Kamyün to be those within the 5-mile radius of his workplace. We wanted to recognize that people have more than one environment or

46 | Development

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design

color s tudie s

Visual L anguage Kamyün, the name of our interactive mobile application went through several iterations before we settled on its current spelling. What do we call a mobile application that looks at sustainability with focus on the local community? We wanted the name of our application to reflect coming together and sharing so in the initial brainstorming sessions we looked at names revolving around the community and neighborhoods. The word commune, as in to come together, explained the concept of our application. We looked at the phonetic spelling of the word as a branding identity- Kämyoōn and simplified it to Kamyün. For the font studies, we considered a variety of fonts and fi-

Our first mood board was based on the colors of Autumn.

nally settled on Terminal Dosis, a typeface designed by Pablo Impallari. The font needed to communicate the friendliness

Font and application name studies

of a community.

This mood board was based on the colors of a green hillside farm.

We considered another color set that not only focused on Autumn colors but also brought in shades of blue and teal to not associate it with a particular season.

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design

visual l anguage We also wanted our color studies to reference sharing, the outdoors, and growing fruits and vegetables. R: 156 G: 42 B: 22

C: 25 M: 94 Y: 100 K: 22

R: 204 G: 108 B: 42

C: 16 M: 67 Y: 99 K: 3

a b c d e f g h i j k lmn o p q r s t u v w x y z R: 247 G: 213 B: 118

C: 3 M: 14 Y: 64 K: 0

abcdefghijklmnopqrstuvwxyz 0123456789 Terminal Dosis Bold — Title Text

R: 66 G: 110 B: 92

C: 75 M: 38 Y: 66 K: 21

abcdefghijk lmnopqrs tuv w x y z abcdefghijklmnopqrstuvwxyz 0123456789 Terminal Dosis Book — Body Text

50 | System Concept: Presentation

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| Basic Interaction Design

S i t e ARCHITECTURE We focused on keeping the over all system of the application

The “Find” feed is populated by posts by members of the

simple by bringing in a level of consistency into the two major

Kamyün community so the system allows other people to

actions that the users can undertake- “Find” and “Share”.

share posts under “Activities”, “Materials”, “Knowledge” and

Though the two actions are essentially different in nature, we

“Food”. To allow filtering in the Find section the users are

maintained a similar layout for the sub-menus. The landing

required to tag their “Share” posts as shown in the diagram.

page on the application is the Kamyün feed. It shows the user

We realized that when we’re considering a combination of

all the interactions between and shares by the people on the

systems it is important to consider different criteria and filters

Kamyün network.

to categorize each of them. So in the Kamyün system people

Since the application also functions as a means of networking, we wanted to give the user the ability to control content about themselves as it would appear to everyone else on the network. The profile page contains person details like name, location, expertise and their reputation within the system. The profile page also allows the user to control the application

can share “Food” and tag it is as either “Trade” or “Free” and are also required to include the expiry date with the post. For categories like “Materials” people can either “Trade”, “Borrow” or give for “Free”. The scenario in the following section highlights the “Finding” and “Sharing” of a food item and activity.

settings and privacy. The system allows people to find “Activities”, “Materials”, “Knowledge” and “Food”. listings. Posts in each category are sorted by distance from the user. By default the application limits the listings to those that are less that 4 miles from the user. The user can, however, access the rest of the feed if he chooses. The system also allows users to filter the different feeds by the options shown in the system diagram.

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| Basic Interaction Design

Site architecture

Global navigation icons Nested navigation












Edit Info







Reputation Free







Indoor Settings


Expiry Reputation

Distance Search


Distance Reputation




Reputation Date


Outdoor/ Indoor

By category

54 | System Concept: Extension

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| Basic Interaction Design

i m a g i n e d s c e n a r i o : SHARE AND FIND We chose to illustrate the function of Kamyün through a scenario in which committed gardener and community champion, Rebecca, decides to share extra tomatoes with her neighbors. Through this process she becomes connected to a new-comer to the neighborhood, Andrea. While Kamyün allows neighbors to share food, materials, activities, and expertise, we chose to focus soley on what the scenario of sharing of food and an activity might look like. We also chose to show how the sharing of something simple, such as tomatoes, might lead to building trust between neighbors and then to the sharing of an activity with those same neighbors. The following is our scenario:

Rebecca is a mother of two and an accomplished gardener. This summer, she grew three large tomato plants that look like they will produce quite a harvest. In fact, that harvest is just around the corner: in about a week, Rebecca should be inundated with tomatoes—more than she could eat with her family. She’ d like to share some of these tomatoes with people in her neighborhood.

To get the word out, Rebecca uses a free mobile app called Kamyün that lets you share knowledge, food, and materials with people nearby.

Kamyün’s home page shows a feed of all of the recent activity on Kamyün.

To get started sharing her tomatoes, Rebecca taps on the “Share” icon. She then selects “Food”.

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i m a g i n e d s c e n a r i o : SHARE AND FIND

She enters a title and short description, and uses her iPhone to take a picture of the tomato plant outside. She decides to list the tomatoes as “Trade”—why not get something in return for her hard work? Rebecca taps “Post” to make her listing public.

58 | Recommendations

Andrea, who has just moved into the neighborhood, is talking to her new next-door neighbor, Michael. He tells her about an app he uses on his phone called Kamyün. He says it’s great for borrowing things from people in the community, as well as for finding locally-grown produce. Andrea’s eyes light up as Michael describes the produce he’s gotten through Kamyün. Later, Andrea signs up for Kamyün and downloads the app.

Once in the app, Andrea jumps to the “Food” feed.

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| Basic Interaction Design

Time passes...

One posting about tomatoes that will ripen soon catches her eye. The listing was created by someone named Rebecca. She takes a look at Rebecca’s profile—another mother of two who lives nearby. The listing says “trade”. What could she of fer for garden-ripe tomatoes? She thinks for a moment. She could bake some biscotti. Who doesn’t like biscotti?

She taps “Get” on the tomato listing, and writes up a quick message to Rebecca: “These tomatoes sound wonderful. Would you be interested in some home-made biscotti? Give me a call--412.555.3321”

Andrea and Rebecca work out the details over the phone. Later that week, they meet up and the exchange goes well. A month passes, and Andrea and Rebecca continue to use Kamyun.

One Saturday morning, Andrea checks Kamyün and sees an activity listed on the activity feed—Vegetable Canning. It was posted by Rebecca. Andrea likes the idea of bringing the kids to play with Rebecca’s girls. She RSVPs.

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i m a g i n e d s c e n a r i o : SHARE AND FIND

At the event, the kids get along well, and Andrea even learns a couple things about canning. Toward the end of the afternoon, Rebecca gives Andrea a small gift: a potted rosemary plant that she started from seed. Attached is a small note: “Welcome to the neighborhood.”

To see the full scenario, please view the application demo on the DVD located in the back f lap of this process book.

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design

project overview strategy research analysis development system concept reflection


We began by thinking about how we could encourage parents

There are a few areas for future work we have considered.

of young children to think more about the growing and shar-

Based on the suggestions of our classmates and instructor,

ing of food, the waste they produce, and the energy they con-

we would want to further develop how users could rate the

sume. These three areas created a very wide scope in which

transactions between each other and build reputations. We

we needed to define a single problem space to work. Our in-

discussed this idea and generated some preliminary sketches,

terviews and survey feedback largely contributed to honing in

but never fully developed and integrated the screens. [We dis-

on our more focused problem space of sharing neighborhood

cussed this idea, but never generated what the rating screens

resources. From there we identified the most common things

would look like. ] There are also other areas of the applica-

that neighbors would want to share between each other: food,

tion we could flesh out based on our system diagram, such as

materials, expertise, and activities. We then explored how

privacy settings. One thing we wondered about was how, if

each of these transactions would play out. What information

Kamyün existed, we could seed activity in the system. How

would one neighbor want to know about another before agree-

could we help move it from an interesting idea with few users

ing to share? What would compel someone to continue using

to a groundswell of activity with many users? Overall, we have

the Kamyün app? Why is it essential that Kamyün be a mobile

created a solid foundation for what could be developed into a

app? In our six weeks of developing Kamyün, we have tried to

fully functional mobile application to connect neighbors and

answer these and other key questions.

strengthen community ties.

Rachel Inman • Brett Leber • SL Rao

| Basic Interaction Design | Fall 2011

Overall, we have created a solid foundation for what could be developed into a fully functional mobile application to connect neighbors and strengthen community ties. On the whole, we were very pleased with the concept, design, and prototype we produced, especially given that this was the first mobile application any of us had designed to this level of detail, and look forward to designing more for resource sharing and sustainable behavior in the future.

Project Team Rachel Inman Brett Leber SL Rao Course Basic Interaction Design Carnegie Mellon School of Design Fall 2011 Instructors Peter Scupelli Clarence Yung (T.A.)


Process Book

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