Stream is a system that captures true and natural instances of happiness automatically so you can put the camera away and enjoy the happiest moments of your life.
10 Weeks with Microsoft Instructor. March, 2014
Jeremy Friedland
, Mallika Simone, Willie Franklin, Ariana Zukowski, Enrique DominguezVideo Production, UI Design
Video Prototype, Modile Prototype, Final Presentation, Process Book
Stream inspires people to live vibrant and fulfilling lives by using peaks in happiness or Emotional Arousal as triggers for the capturing and documentation of memories. Two small transferable parts: a sensor that implements GSR, EDR, GPS and audio to detect these moments and a line of sight camera to capture them, create streams of content that can be viewed on any personal computing device.
By offering reflection and nostalgia of our happiest moments during down time, stream not only allows us to fully engage with these experiences in the moment, it prompts us to go forth into the world and create more memories, and likewise more content.
This project was created in response to the theme "Billions of Sensors" for the 2014 Microsoft Design Expo:
"What would you do with a billion sensors?"
Today. our camera roll and social network are filled with hand selected "perfect" pictures. These posed pictures don't always capture those true moments of delight. The true candid moments are lost to the delete button, or not captured at all.
To capture these moments, we put ourselves behind a screen and get taken out of living the moments we intend to capture. We believe there is a better way to capture these moments in a more ambient and user-centered way.
We think there is a lack of connection in personal relationships. This impacts both the individual relationships, and the community as a whole.
We see an ambient and user driven future for social media, where we don't have to step out of our happiest moments in order to capture them by taking photos and videos.
We want these happiest moments to trigger the capturing of media in a way that allows us to engage with the actual social experience rather than a user experience with a device.
We want to inspire people to live vibrant and fulfilling lives by using peaks in happiness or emotional arousal as a trigger for the capturing and documentation of memories.
By offering reflection and nostalgia of our happiest moments during down time, stream not only allows us to fully engage with these experiences in the moment, it prompts us to go forth into the world and create more memories, and likewise more content.
One of the two transferable pieces, with multiple sensors embeded: Audio and EDR (Electronic Drilling Recorder) to determine which moments are worth capturing; Proximity sensors to discover who is around you when viewing and capturing your stream; Voice inflection to create strong indicatiors of when you are happy.
The other piece of the to devices, with a line of sight camera to capture the happy moments triggered by emontional arousal detected by the sensor.
Most recent and relevant happy moments of you and others.
Content of people you share happy moments with.
Places where you have had truggers of happiness.
Specific time when you've had positive memories.
Content related to your moment of happiness.
We believe that ten years from now is all about happiness, the moments that bring you closer to friends and bring you closer to community.
Stream captures moments of happiness, we offer moments of reflection and nostalgia, while helping you sustain and enhance that happiness. This in turn creates a loop of happy people doing more happy things, and more moments being captured.
Steam allows you to explore captured moments of your friends allowing you to create a deeper relationship with them. We get inspired by the exciting and creative moments of happiness that in turn make us happy.
By connecting users to others around them, Stream uses a form of local social networking. We really believe in the power of the community around you and the impact they have in your overall happiness.
We began the 10 week project by exploring the concept of happiness and whether there were health benefits correlated with happiness. We conducted extensive secondary research and informal interviews, which resulted in a focus on connection and reflection to increase happiness.
With this focus in mind, we developed the three goals as mentioned before. These goals guided us through our ideation process. We eventually focused on using sensors to automatically capture video during happy moments, allowing people to remain engaged in their environment, rather than their devices.
Copyright © 2014 Shiya Liang. All Rights Reserved.