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Micro Grow - Coggle Diagram
Micro Grow
Research Areas
Market: Is there precedent for such a product?(There is) What does it look like and what have they done to make a successful product?
User: What are my users' problems(within the scope of this project/product) and how can I best resolve them by making design decisions??
DFM: What skills, tools and materials do I need to manufacture this product? What does the manufacturing process look like?
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What will my product's role be in people's lives? How can my product, instead of posing as a nuisance, be something people want to interact with?
How can I make my product energy efficient?
- Code the Microbit to have less processing time and more thread sleeping time
- Lightweight checks - how does the moisture detector work and what methods are the lightest
Product
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Description
A plant pot that automatically detects soil moisture, and sets off an alarm when watering is needed.
The product may include an automatic watering system as a backup safety net. However, the main function is to encourage the client to water the plant.
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Aesthetics: Aesthetics should appeal to the target audience. e.g. a "trendy", modern cultural aesthetic/design will attract users.
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Ergonomics
The product should be easy to use - the plant should be easily accessible, and simple to water.
Where would the product ideally be placed to fit best? Ideally, it will be somewhere with sun exposure, for the plant to live. This therefore connects to the size and compatibility of this product in everyday households.
How would the product be designed to encourage interaction with nature?
i.e. How can we design this plant pot as a leisure product?
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Problem
The new generation spending more and more time on electronic devices, as opposed to nature. This has negative effects on the wellness and mindfulness of children.
Solution: We need to use modern technologies and modern cultures to connect with the modern generation. We also need to use a highly automated system to compete with the convenience of modern systems. This will allow digital natives to see nature in a different light - as something that improves your life rather than as something unnecessary and inconvenient.
Audience
A Common Sense Media study showed that on average, people aged 13-18 have an average screen time of 8 hours per day.
Target audience will be teenagers(13-18) as they are suffering the most from device addiction. (cite common sense media)