Snap: DIY In Personalized Digital Health Devices Will Simm, Adrian Gradinar Abstract Maria Angela Ferrario, Imagination Lancaster, Marcia Tavares Smith, Lancaster University, Stephen Forshaw, Bailrgg, Lancaster UK Jon Whittle a.gradinar@lancaster.ac.uk In this paper we introduce the design process of prototype technologies that can be DIY assembled and customized to produce highly personalized wearable technology for anxiety support. We work with adults diagnosed with autism, and build on prior research that found each experience of anxiety in people with autism is unique, so 'one-suits all' solutions are not suitable. The DIY assembly and personalization approach was taken as users desire agency and control in all aspects of the system. In developing a digital wristband prototype, called Snap, a platform has emerged that allows the modular design, distributed manufacture and responsible data curation of customizable digital health technologies. This is an abridged version of our paper “Anxiety and Autism: Towards Personalized Digital Health” [9]. School of Computing and Communications, Ian Smith Lancaster University, Division of Health Research, Bailrgg, Lancaster UK Lancaster University, w.simm@lancaster.ac.uk Bailrgg, Lancaster UK m.a.ferrario@lancaster.ac.uk i.smith@lancaster.ac.uk marcia@marciadesigns.co.uk muveon@gmail.com j.n.whittle@lancaster.ac.uk Paste the appropriate copyright/license statement here. ACM now supports three different publication options: • ACM copyright: ACM holds the copyright on the work. This is the historical approach. • License: The author(s) retain copyright, but ACM receives an exclusive publication license. • Open Access: The author(s) wish to pay for the work to be open access. The additional fee must be paid to ACM. This text field is large enough to hold the appropriate release statement assuming it is single-spaced in Verdana 7 point font. Please do not change the size of this text box. Each submission will be assigned a unique DOI string to be included here. Author Keywords Authors’ choice; of terms; separated; by semicolons; include commas, within terms only; required. ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. Introduction Most of us suffer from anxiety at some point in life: only 1 in 20 people in the UK report never being anxious1. To some, anxiety manifests itself so powerfully it has a dramatic impact on quality of life. This is particularly true when anxiety is associated with other conditions such as Autism. Autism is said to affect an individual’s ability to communicate and interact socially with others and can result in profound isolation and anxiety with potentially devastating effects [1]. Our research focuses on anxiety in those diagnosed with autism and builds on two fundamental lessons learned from existing autism research in HCI [2, 3, 7, 8]: first, the uniqueness of anxiety experiences and the impracticality of “one suits all” solutions; second, endusers’ desire for agency and control on the system: from aesthetics, to data capture and its use. This paper describes a series of workshops and codevelopment process with end users taking a hands-on approach in the design and personalization of wearable devices. To read more, see Simm et al. [9]. Wearables Workshops The Incredible Wearables workshop (WP1) was designed to create a relaxed space and inspire participants with the freedom, creativity, and enthusiasm to come up with their very own technology inventions or incredible wearables. During the following Personal Wearables workshop (WP2) we narrowed the design scope by inviting participants to construct their previous inventions from a toolkit of parts, or design tiles, mimicking real electronics, to be joined together 1 http://www.mentalhealth.org.uk/content/assets/PDF/publication s/living-with-anxiety-report.pdf using wooden sticks. Finally, the Personal Interactions workshop (WP3) expanded the design focus with an idea generation process, which explored meaningful ways to interact with a range of prototype wearable devices. A total of 13 lo-fi prototypes were constructed, 7 were from those with autism and 6 from supporters. Most interestingly, 7 of these prototypes were designed to directly address stress and anxiety even though the facilitators avoided prompting for anxiety. After the workshop we classified the prototypes as shown in Figure 1, into devices which automated capture of signals and those that required an intentional interaction. The wearable devices designed by our participants in the workshops are used to inform the design of a toolkit which would enable the construction of a range of personal devices, rather than for individual translation into working devices. The devices can be broadly assigned two functions: alerts based on automatic capture of physiological and environmental data, and tactile interaction (use of bubble wrap, tactile jewellery etc.). Prior research has comprehensively investigated the aspect of automatic capture of physiological and environmental signals in numerous health conditions; we find there is an opportunity to explore tactile intentive interactions where the user is aware of their actions. INTRO OBJECT ARTEFACT CREATED MAIN FUCTION Shi ny De-­‐stresser De-­‐s tres s metal Neckl a ce Object Object Detector a voi da nce Comi c Sound De-­‐s tres s ha t Blocker Fur Time to Phys i ca l dance eng.ment Ti ns el Sonic Object Whiskers a voi da nce Ca ndy Take a De-­‐s tres s s tick Breath 3DP Telepathic Speed s l eep pen wri ting Ba s i l TempSense De-­‐s tres s pl a nt Ca bl e AMOK De-­‐s tres s tidy Stres s Bubble De-­‐s tres s ba l l bracelet Sa nd Grounding Mental pa per ring eng.ment Ei ffel Contact Soci a l Tower glasses eng.ment Bubbl e Acoustic De-­‐s tres s wra p Inhibitor ASPECT Trigger Response Part of Body Signal Sound (i ) Ta ctil e Wri s t Objects (a ) Vi bra tion Wri s t Sound (a ) S ound Ca ncel l i ng (a ) B i rd S ong Ea r Motion Ches t, n eck, s houl ders Foot Phys i ca l (a ) Vi bra tion object Soci a l (a ) S ens ory s na ck Ches t Hea d, h a nds (a ) S MS, di s tra ct (i ) Ta ctil e (i )Ta ctil e Soci a l Sound (a ,i ) Vi s ua l s , SMS (a ) S ound Ca ncel l i ng Body temp. Pul s e, HR Wri s t, w a i s t Wri s t, e a r Wri s t EEG Fi nger Hea d Ambi ent Figure 1– The Incredible Wearables – (a) stands for automated and (i) for intentive. Snap Device The first device used as a development case study for the toolkit is a stretch wristband called Snap, shown in Figure 2. Snap is designed to be customizable physically, electronically and in terms of software functionality. Open source software and widely available ‘maker’ hardware was used along with DIY techniques such as crochet and 3D printing to build in customizability and DIY manufacture. This was intended to give the devices the widest possible reach: people can make their own. Figure 2 Customizable Snap Device. Crochet wristband contains conductive cord that changes resistance when stretched, and connects via snap fasteners to a 3D printed pod containing batteries and microcontroller with Bluetooth 4.0. A minimum-viable prototype was quickly made with a battery, microcontroller and crochet wristband and taken to WP2 for feedback from participants, who informed the modular version used in a later study period, shown by Figure 2. The Snap device records a timestamp each time the band is stretched, and this usage data is downloaded via the reflection platform for later reflection and discussion. DIY and Bespoke Wearable Devices WP2 showed participants how they could assemble their ‘incredible wearables’ using a kit of components. Each participant was able to translate their imaginary object into realistic components, showing how a kit of parts could be used in future DIY health applications. By starting from the imaginary and moving to the realistic, participants were allowed to explore the extremes rather than be restricted by what they know to be possible. The degree of DIY involved in making DIY health technology - from simple customisation of aesthetics to modifying source code will be highly variable and individual-dependant. It is unlikely our group would modify source code themselves, however the WP2 demonstrates the potential a future DIY health wearable kit holds with suitable facilitation, and would reduce the barriers to making [10]. The participants (their real names have here been changed) chose to personalise Snap by wearing it in a number of ways beyond as a wristband - clipped to the belt loop of jeans, high up on the arm, carried in a bag or pocket. Part of the reason was that the device itself was bulky and unattractive (Davina - “looks like a bomb”), nevertheless participants continued to use Snap as they saw benefits in it: Louis: “I was a bit excited because usually on a Saturday there’s some good programmes [] so that’s why I wore it to calm me down a bit”, “I wore it at work because I found out that somebody was leaving [] and I wore it here, to calm me down a bit”. The Snap form-factor, although more adaptable than other tactile prototypes [8], still poses challenges for being repurposed. The range of wristbands we created for the study was not wide enough; our users wanted further choice and had their own clear ideas about aesthetics of the device. A major criticism of wearable activity tracking devices is that they usually show initial promise and promote behaviour change (eg. increased physical activity) in the short term, but are typically worn only for 2 months and then abandoned with the user returning to former behaviour [4, 6]. The approach we have taken is not to encourage behaviour change but to facilitate an understanding and management of anxiety through device interactions and data capture. The process of designing and building these wearable devices has enabled our participants to discuss experiences of anxiety in a way their support indicated they had never before articulated - that in itself is a valuable process. In addition, once the process of learning and understanding is completed, the device itself may become redundant, and components can be passed on, re-used and repurposed for other people’s needs. Perhaps as found with DIY-AT, DIY wearable devices will have longer sustained engagement [5] than off the shelf devices. References 1. Scott Bellini. 2004. Social Skill Deficits and Anxiety in High-Functioning Adolescents with Autism Spectrum Disorders. Focus on Autism and Other Developmental Disorders, 19/2, p.78-86. 2. Laura Benton, Asimina Vasalou, Rilla Khaled, Hilary Johnson, and Daniel Gooch. 2014. Diversity for design: a framework for involving neurodiverse children in the technology design process. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 3747-3756. ACM, 2014. 3. Louanne E. Boyd, Kathryn E. Ringland, Oliver L. Haimson, Helen Fernandez, Maria Bistarkey, and Gillian R. Hayes. 2015. Evaluating a Collaborative iPad Game's Impact on Social Relationships for Children with Autism Spectrum Disorder. ACM Trans. Access. Comput. 7, 1, Article 3 (June 2015). 4. B. J. Fogg. 2002. Persuasive technology: using computers to change what we think and do. Ubiquity 2002 5. Amy Hurst and Jasmine Tobias. "Empowering individuals with do-it-yourself assistive technology." In The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility, pp. 11-18. ACM, 2011. 6. Tekla S Perry. 2015. Giving your body a" check engine" light. Spectrum, IEEE 52, no. 6 (2015): 34-84. 7. Cynthia Putnam and Lorna Chong. 2008. Software and technologies designed for people with autism: what do users want?. In Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility (Assets '08). ACM, New York, NY, USA, 3-10. 8. Will Simm, Maria Angela Ferrario, Adrian Gradinar, and Jon Whittle. 2014. Prototyping Clasp': implications for designing digital technology for and with adults with autism. In Proceedings of the 2014 conference on Designing interactive systems (DIS '14). ACM, New York, NY, USA, 345-354 9. Will Simm, Maria Angela Ferrario, Adrian Gradinar, Marcia Tavares Smith, Stephen Forshaw, Ian Smith and Jon Whittle, “Anxiety and Autism: Towards Personalized Digital Health,” In Proc. SIGCHI Conference on Human Factors in Computing CHI, 2016 (In Press). 10. Jonathan Hook, Sanne Verbaan, Abigail Durrant, Patrick Olivier, and Peter Wright. "A study of the challenges related to DIY assistive technology in the context of children with disabilities." In Proceedings of the 2014 conference on Designing interactive systems, pp. 597-606. ACM, 2014.