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TURNING THE TEDIOUS

CHARGING PROCESS TO
QUALITY FAMILY TIME

Amine allai
4670558
28 jan 2022
Briefing
Project
overview

Design a product/service system embedded in the Ford vehicles


that encourages users, that cannot charge at home or work to
charge their EV in Level2
charging stations in a way that fits their daily life
What
pattern (f.i. work) for the now/near time frame and encourages a features/modifications can we make to the vehicle
that make the waiting time pleasant/useful?
minimal unnecessary occupation of the charger.

Project
Specifications

1. What features/modifications can we make to the vehicle that make the waiting time pleasant/useful?

2. For people who cannot charge at home or work, mostly in urban areas

3. Level2 charging stations in a way that fits their daily life pattern
Guiding
Principles

Dematerialise Engagement Teamwork

My personal design vision includes I believe that products radiate the No one is the perfect well-rounded
strategy 0 from the Van Hemel passion the designer had while designer, team work makes the
eco-design wheel: making it. I incorporate this into dream work. During this project I
Dematerialisation and integration my work by incoporating topics im partnered with Daan de Hollander
of function. Innovation by passionate about into the design to support each other in field we
changing the meaning of already like; dematerialisation, machine were less proficient ourselves.
existing products means a way learning, character design etc. Daan helped me structrize my
lower carbon footprint. design process.
Mission &
Vision

Keep children
engaged/safe by
gamifying their
surroundings

The original mission was “How to keep children busy, engaged and most importantly,
safe”. This painted children as a nuisance during the charging process, while nothing is
less true. Parents could learn alot from children.
Since the majority of car games children play are built around the concept of spacial
awareness and this is also a key element in mindfulness, we could improve parents
mental health by involving them in the games the children already play.
Work
Plan

1. Research 2. Design & Development 4. Testing & Iterating 5. Final concept

No one is the perfect well-rounded No one is the perfect well-rounded No one is the perfect well-rounded No one is the perfect well-rounded
designer, team work makes the designer, team work makes the designer, team work makes the designer, team work makes the
dream work. During this project I dream work. During this project I dream work. During this project I dream work. During this project I
partnered with Daan de Hollander partnered with Daan de Hollander partnered with Daan de Hollander partnered with Daan de Hollander
to support each other in field we to support each other in field we to support each other in field we to support each other in field we
were less proficient ourselves. were less proficient ourselves. were less proficient ourselves. were less proficient ourselves.
Daan helped me structrize my Daan helped me structrize my Daan helped me structrize my Daan helped me structrize my
design process. design process. design process. design process.
Ford Everland
Ford

safety Current solutions to charging have been mostly about cutting down
this time, for example, Teslas fast charging. This new look at
Engaging the child while the parent charging as a time you could spend with family lowers the thresh-
is too busy setting up the charger to old for families to switch to EV.
watch them.

Bonding Government
The Dutch government want half of all cars sold in 2050 to be EV’s.
Play games together while the car is this is not without its obstacles. Everland could prove to remove
charging. one of these obstacles for Active families with children.
Furthermore, the image of EV driving being beneficial for family
relations is a good way to market electrical driving to current ICE
vehicle drivers.

Outside
Break the cycle! Engage in quality
family time by playing outside
Features
Inside
Games

As you can see in figure X, The parent has to enable the game by putting the car in Everland mode.
This disables the controls of the car, making sure the child does not end up harming himself/herself
or damaging the car. Everland mode also locks the car once the parent gets out, making sure that
the child stays inside while the parent is setting up the charging cable.
Important to note is that the games always start the same, namely inside. If the parent chooses so,
the child can get out of the car once the parent is done setting up the cable and can give their undi-
vided attention to the child and its safety.
Outside
Games

When the parents decide to join in on a game, the first task is to choose which game they want to
play together. Afterwards, the game is started and all lights blink twice to show that the game has
begun.
In these games, the parent and child both have their respective roles. The parent is always the
guide. They get extra information the child does not have on their phone. It is their task to guide
the child and help them complete the level successfully. This guidance takes the form of suggestions
of location. Because these suggestions are necessary to complete the game, the child follows them
much more closely. These commands are also used to keep the child safe, guarding them against
incoming traffic or occupying a parking spot where another EV user could charge.
Criteria
Brief
Criteria

1. Concept should revolve around the car (nothing with the charging pole, the parking lot etc.).

2. Concept should involve the child in the charging experience.

3. Concept should help people that cannot charge their EV at home or at work

Own
Criteria

4. Concept should use the existing parts of the car instead of adding new products.

5. Concept should be engaging for child.

6. Concept should change the charging experience to a moment of quality family time for parent and child.
Persona Goals & Interests Challenges

Sanne values experience more She finds it challenging when Nick


than material possesion. She likes wants to stay inside and play video
to gift her husband adventures for games when she goes out to walk.
them and their child, 8 year old She finds it hard to choose
Nick. between safety for Nick and
spending time with him.

Pain Points Motivations


Sanne, 35
She finds it dificult to divide her Sanne cares about leaving behind
time between family, work, chores, a healthy planet for her children
Sanne is a project manager at
and hobbies. She likes to combine and grandchildren. She wants to
WeWork. She got this job after
these to safe time, for example give Nick a positive experience
finishing her MBA at the University
taking up hobbies with her with nature and educate him about
of Amsterdam. During her studies
husband or walking in nature with sustainable social-ecological living.
she emphasised on ethical HR.
her son Nick.
During the pandemic Sanne
started taking walks in Nature. She
now tries to sustain a more aware
and ecological way of living, in
both buying habits as well as
mentally.
Market
Size
Households with
children 8-12 y.o.

A Viable Market in

195k
the Netherlands
EV owners

There are 1,1 million households with children between 8 and 12.
15% of Dutch citizens drive an EV or hybrid vehicle. This makes the
market for Everland currently 195.000 households.
Target audience
This does not take technological advancement, governmental
grants to promote EV driving etc. into account. It also does not in-
clude the effect Everland can have on the willingness of parents to
change to EV driving.
Innovation of
Meaning

The biggest USP Everland brings to the direct user is the way
charging is perceived. As can be seen in the persona above, the
user has a lot of different factors (career, family, hobbies) and limit-
ed time. This makes for a negative connotation with charging their
EV. its time consuming, especially when the child is present for the
charging process.

Everland combines the charging experience with quality family


time. This will change these negative connotations with charging
and make charging more fun for parents and children alike.
Cost
Cost
Validation

To estimate the costs of this concept I consulted a 2 sources. First one is Yassine
Gherbi, a freelance developer who has worked in the field for 5 years. He estimated
that the development cost would be €45.000. Maintance and server fees would be
25%-35% of thatdepending on the popularity of the app.
GoSpooky, an AR development agency estimated the cost of the app to be €85.000
euros. They credited the extra price to having more experience to Yassine. Their
maintance fee was the same (31%). This included data storage and legal privacy
work. To get the price I averaged out the prices.

Cost
Specifications

Y1 €65.000

Y2 €15.000 - 20.000
Use of
Controls
Feasiblity
Validation

Everland is based on the idea that the child uses the controls of the
car (the buttons of the windows, the steeringwheel, blinkers etc.) as
a gamecontroller. This chapter will validate the feasibility is this
system. Alternative
First of all, The car already makes use of wireless connections to Options
controll the car. Most cars have the function of closing the windows
with the carfob. Everland could use the same frequention as this
system, proving that it is possible and safe, as it already is in use. If ford decides that this system needs to stay closed, alternatives
have to be found. The most accurate option is the use of 3d target
buttons (figure X). This uses an area in the car, for example the arm
rest and when the view of this object is obscured (e.g. pressing the
window button) actives the command, serving as a control.
Another benefit of this approach is that the button is not overused.
All carcontrols are meant for an X times of used so they can last 10
years. Increasing this amount while playing the game can mean that
figure X: Vuforia 3d target button
the the control fails before its time.

Keyfob can open windows


Augmented
Reality AR
Feasiblity
Validation

AR has been introduced in the previous page as a alternative of


using the controls of the car, but it can also be used to make Ever-
land much more immersive. In the interview with GoSpooky they
mentioned that games which include AR have a higher retention- Alternative
rate, meaning people play them longer. This also is in line with the
Options
feedback from the Ford team, namely that the game could become
boring after a while.
After my talk with GoSpooky I found out much more is possible
with Augmented Reality if you use 2d target. The choice to not do
this was to make a completely dematerialised product.
In figure X you can see a coloring book that turns into a usable
object in the game. This could be interesting to integrate with the
characters.
Machine
Learning AR
Feasiblity
Validation

The outside games are meant the be based on spatial awareness to


improve the mindfulness of parents. To do this, the game has to be
aware of its surroundings. This is possible with Google TensorFlow.
This is a machine learning library that with programs that have
already been trained. This was you don’t have to spend countless The interesting part of TensorFlow is that it works in the browser of
time and effort teaching it how to recognize a tree. a phone. Making it usable on budget phones, which young children
TensorFlow can be used to set up a scavengerhunt around the car, probably use.
enabling parent and child to work together to find the item.
Perceived
Safety
Ergonomics
Research

The answers differed a lot. I attribute this to the fact that perceived safety is a gray
area. To give parents a safe feeling, the game is designed in such a way that the
parent acts as a guide. This can ensure that the child does not end up in a
dangerous situation and disguise this as part of the game.I f the parent fails to do so
or the child fails to listen, no points will be awarded.

Full report is available in App. B

Iterations

1. Parents did not perceive Blink! as safe

2. Parents acts a guide to make sure child is safe.

3. Level2 charging stations in a way that fits their daily life pattern
Used
Controls
Technology
Research

Blink! is a game where the child has to find the lit flashing light within 5 seconds. the
parking sensor must register whether the child has actually achieved this. In the
technology research in App. C is the accuracy of the parking sensor compared to
that of a button in order to check the weaknesses of the sensor. It turned out that if
the same light was chosen twice in succession, it was difficult to observe. Further-
more, the sensor and button were equally accurate. The sensor has the advantage
that it is already incorporated in the car and therefore makes an extra product un-
necessary.

1. Parking sensor is almost as accurate as a button.

2. Parking sensor cannot see the difference between back to back signals from the same location.
Expert:
Ar
Project
overview

The game now uses 3d targets so that no extra stickers have to be put on the car
for the AR to work. GoSpooky, an AR agency, told them during the interview that
these 2d targets can greatly increase the functionality. For example, a target can be
used as a coloring page to personalize a character.
Furthermore, a 2d target can be used as a controller in the game. This is slightly less
engaging and new than using the car. However, Ford has indicated that using but-
tons in the car can negatively affect the lifespan of these buttons. 2d targets are
then a good alternative.

1. 2d Targets have more functionalities than their 3d counterparts.

2. Use of 2d targets can inprove the lifespan of the controls in the car (as they are not used in the game anymore).
Expert:
Toys
Jeroen
MOCO Barcelona
Avid Toy collector
Figure X: Mustang Character

The initial intention was to incorporate characters representing different mustang


icons into the game. Mustang, the main character, can be seen in figure X. During
the second presentation, the Ford team pointed out to me that this was beyond the
scope of the assignment and to focus more on the charging experience.
I wanted to include these characters anyway. In my interview with Jeroen, a curator
at the Moco Barcelona, mustang enthusiast, and avid toy collector, told me that toys
that have their origin in a shared hobby do well among adults. Since one of the
goals of this project is to connect parent and child, integrating toys of this character
and her into the game could be a good plan.

1. Toys that have their origin in nostalgia (like Mustang) do well with adults

2. The toy can connect parent and child.


Teamwork with
Daan
I have already briefly introduced Daan in the guiding principles. On this page, I
would like to explain what he has done for me and express my gratitude to him.
At the end of Q1, I put in my reflection that I would like to bring more structure into
my design process without losing that magic. I was able to do this well with Daan. I
would also like to thank Jacob for stimulating these out-of-the-box collaborations
and opening my eyes to this and all the other extra effort he has put in.

1. Helping structuring design process.

2. New way of making design process my own.


Game Advice:
Keyfob
Project
overview

In order to stimulate the creation of new games, I will present here three possible
directions with their advantages and disadvantages. First of all, the keyfob. This can
open and close the windows, but also open the boot and frunk. By sticking targets
on the windows, they become visible when they go up and down. This can be used
as a controller for a game.
The keyfob itself can also be used as a target in the game. For example, it can be
used as as sword.

1. Place target on window to use as controller

2. Able to use car as controller without connecting the system to the car
Game Advice:
Numpad
Project
overview
v

Secondly, the Mach E has a numbpad at the door. This can be used to design a kind
of reverse escape room. Here, the child has to solve puzzles together with the
parent to find the 4 digits of the code. Possible places to hide these digits is on the
screen (so you can see it through the window) or in the mudlight.

Furthermore, the parking sensors can be used to know where the child is while
sneaking past the headlight. If the child then moves while the parent tells it to stop,
it's game over.

1. Reverse Escape Room guided by the Doorbuttons, inside screen and parking sensors.

2. For people who cannot charge at home or work, mostly in urban areas
Game Advice:
Frunk
Project
overview

Another unused spot in the game in the frunk. A complete AR world can be
projected here. This can be a game that can be played with several children at the
same time because they are playing all the time. They will also be on the pavement,
which makes this game safe if the parent doesn't want to play but the kids still want
to go outside. Important to note is that the frunk of the Mach E is not easily opened
by children so the parents has to set it up for them, making parental permission
necessary to play the game.
Another interesting point is that both the frunk and the trunk can be used. Thus,
multiplayer games can be designed that use the car as a game board.

1. Frunk can be used when children want to play outside while parent stays in the car.

2. Frunk and trunk can be used simultaniously to create competition and use the car as a gameboard.
Time
Line
2025 2040 2050 2050+
1. Deployment 2. Further Development 4. Market Growth 5. Diversification

Because the concept is fully As Ford broadens its product line, By 2050, 50% of new cars sold will Now that the app has a steady
digital, all curent Mach E drivers Everland can grow with it. New have to be Ev’s in the Netherlands userbase, the characters in the
can use it instantly. This will spread models can be added to the App, (CBS, 2021). This means that the game can be used to diversify as
the word, reaching children of making the app available in all EV’s market for EV’s will grow and the discussed in the chapter Expers:
parents who drive other cars Ford releases. It is important to app will gain users. toys. These can be used to
through their children. look into unique ways to improve the brand image of the
incorporate the game into these Mustang Mach E and the whole
new EV’s as they might not have EV’s ford has put out by then.
the same controls as the Mach E
Appendix A

goal

The purpose of Everland is to enhance the charging experience for active families with
children. Earlier research has shown that keeping children engaged keeps them from
dangerous situations.

In this report, I will aim to examine the influence Ford Everland has on the culture.
Games have proven to keep children engaged, keeping them safe during the charging.

insights

Through earlier research, we found our aim to be “Improving the efficiency of the charging
experience by including children”.

We found out that parents encountered the same problems as “normal” EV users but the
presence of a child made them more tiresome. To aid in these added troubles, we had to
figure out the composition of families; their ages, lifestyle, relationship with their children etc.
This is where we defined our target audience as “Active families with children”. They consist
of families who are active in the physical sense; sporty, aware of diet etc. as well as
maintaining an active relation between parents and kids.

Other insights were: families getting smaller (with over 80% having 2 or fewer children) and
parents getting older (due to emancipation; increased education and career option for
women).
Who and where

Where
The app consists of two categories of games: inside and outside. Inside games are meant to
keep the child engaged and safe while the parent is setting up the charger. Afterwards, the
parent and child can walk away from the EV together. these games are meant to be played
for 10-15 minutes. Outside games are much longer, 30-40 minutes. These games are meant
to be played by both parent and child are focused on a bonding experience that incorporates
the car. These games are designed to turn the charging process, which is often described as
dull or boring and turn it into quality family time.

The app is only usable once the car is parked and charging. The reasoning behind this is
that the parent is always present during the charging, enabling them to watch over their
child. This prevents children from dangerous situations that could occur if they played the
game alone.

Who
Although active families with children are the target audience for this concept, there are
more stakeholders. As Everland is only activated when the car is charging, the
neighbourhood surrounding the charging pole is a direct stakeholder.
First of all, Everland has to be safe for both the user as well as the neighbours.
Furthermore, the games mustn't prevent other users of the space. This is especially true for
other EV users. Within the EV community, charging pole hoarding is frowned upon.
Concerning the excluded demographic, this mainly consists of ICE vehicle drivers, as the
charging spot are not available to them anyway.
influence on culture

tiny lights
Looking at Everland as a whole, its most significant influence has to do with the fact that it is
a digital game. Children and parents alike are spending more time on their phones and this
has proven to shorten their attention span, increase posture problems, and cause sleep
deficit (Schecter et. al, 2018).

Another big influence is that these games often are played indoors, limiting outdoor time.
This leaves us with the dilemma “Do we want to stimulate this behaviour?”. The real
question is, however, “How could we use this technology to increase outside play”. This will
be further elaborated upon in chapter X: reflection.

Charging with the whole family


EV’s are critiqued on many points. The (lack of) sound, limited range, and most of all the
charging experience. It is described as too long, dull, and a waste of time. Everland aims to
change this image to a more positive one. Branding the (Ford) charging experience as
quality family time for the target audience (Active families with children) can increase sales
for Ford EV’s.
the games
To put a metaphor to the current influence, it would be giving a child a cookie to shut them
up. The interaction is not inclusive, does not take the child's development and health into
concern, and has a selfish taste.

The intended interaction is playing games with the child. This interaction is more based on
taking responsibility for the child's behaviour and taking the moment and using it to
strengthen the bond between the two (parent and child).

reflection on function
Concluding from the possible influence laid out in the chapter above, the dilemma is the
choice between encouraging children to play outside and keeping them safe during the
charging process. In this coming chapter, I will try to reflect on the concept to achieve both.
reflection on form and properties

Increased screentime
As mentioned in the chapter on cultural influence, digital games harm children, most of all
the decrease of children playing outside.
Before, Everland was a game that was only played inside of the car. I chose to design it so
to increase safety and make the threshold for children to play the game by themselves
higher (as they have to be in the car to play it).
Taking this negative influence into account, longer games can also be played outside. During
this iteration, the game Blink! was ideated. More on this game in appendix A.

To ensure safety during this outside play, the parent is in control during these games. They
have a “Leader” role, telling the child where to go and giving them tips to solve puzzles.
Because the child has to listen to the parent to complete the games, giving children
commands that would keep them safe (for ex. don’t go on the road).

Safety during outside play


Inside games are meant to keep the child safe while the parent is setting up the charger.
This is done by keeping the child inside of the car for 10/15 minutes.
Outside games are meant to be played for much longer, as these games are quality-time for
parent and child. These games involve running around. The burden of keeping the child safe
is on the parent, which is fine as long as the parent is actively involved in the game.
This can, however, lower the child’s threshold for playing near cars/roads, creating
dangerous situations.

The meaning of the car


Everland uses buttons and controls in the car as the controls of the game. This can change
the meaning of certain parts of the car in the child’s eyes. Therefore, no controls near the
steering wheel are used in the game.
Furthermore, it can become a habit for children to play with the window control button for
example. To counteract this, the game is designed to punish the player when using the
button too much to also discourage this when not playing (when for example driving). Further
research into how children perceive car controls after playing the game will be conducted in
the ergonomics sub-report.
References

Shechter, A., Kim, E. W., St-Onge, M. P., & Westwood, A. J. (2018). Blocking nocturnal blue light for
insomnia: A randomized controlled trial. Journal of psychiatric research, 96, 196-202.
Appendix A
Appendix B
1. Background

Ford proposed this project to improve the charging experience around Level 2 charging for Active
families with children in particular. Ford motor company pledged to move the sales of EV’s to 100%,
but this is not without obstacles. Earlier research proved that these hurdles are the same for AFwC
(active families with children) as for “Normal EV users”, but AFwC experience them much more, as
they have a child present with them during the charging (Allai et. al, 2021). Connecting this to the
relevance is this research; If we can improve the charging experience for AFwC, we can translate this
to other EV users and better the overall experience.

1.2 Research aim

This research focuses mainly on cognitive ergonomics. Initially, this research was about the
recognition of symbols of hazard by children. The current lockdown prevented this test multiple
times (Elementary schools are not willing to cooperate anymore due to a corona outbreak for
ex.). For this reason, I pivoted the design and research to be about the parents. The test is now
about if the parents recognize whether the car is in “Everland mode”, meaning the game can be
played, or not. This must be easily recognizable from all possible situations to ensure the child's
safety and that of other road users.
2. Method
By simulating experiences as they would happen while playing the game, I interviewed participants
about their choices and the motivation behind them. To keep the setting realistic, I used a car’s
built-in screen. This was the closest thing to a Ford Mach E I had access to. Due to Covid restrictions,
it was not possible to interview all participants in real life. Some were done through video calls.
These tests were set up with mockups of the situations asking participants how they felt about the
situation and how they would react. The full questions list, as well as the used photos, can be found
in the Appendix.

2.1 Participants

I interviewed X participants for this study. The recruitment of these participants was mostly done
through personal contacts. These consisted of family and contacts through friends and sports
associations. Important to the accuracy of the research is that participants have varying experiences
as a parent. Also, a mix of EV users and non-EV users was imperative to see how new EV users would
experience the game (see table 1).

Table 1. participant demographics.

Participant Age Gender Years of parenthood Household size* EV user Physical or


(y) (m/f/x) (y) (yes/no) online
(P/O)

P1 34 m 9 2 n p

P2 41 f 12 3 n p

P3 43 f 11 Family of 4 n o

P4 37 m 8 4 y o

P4 37 m 17 5 n p

P5 40 f 12 4 y p

P6 41 m 8 5 y o

P7 39 f 11 4 n p

P8 38 f 16 4 y p

P9 51 f 11 3 n p

P10 33 m 11 4 n o

P11 43 m 12 2 n p

P12 32 f 7 3 n p

* Make sure to provide definitions for classifications)


2.2 Tools & Equipment

During the test, I used two prototypes. The first one was for situations where physical contact was
possible. This prototype consisted of printed out screens designs taped to the car’s screen. The cars
screen was not used because the car (Tesla Model 3) did not have the possibility to show files from
external sources. Tools needed were: Phone (to take photos/ record answers).

The second prototype was for situations where physical contact was impossible. To still get this data I
used simulated situations (photos that shows the situation) and the corresponding screen, asking the
participant what they would do in this situation. Tools needed were: Zoom (situations were shown
through screen sharing).
2.3 Procedure
The duration of the test varies per participant but is under 15 minutes most of the time. As daylight
does not matter for the online test, these are better to conduct later in the day.

1) Explain the concept to the participant. You can use App. X to do this
2) Ask the participant to take the first position, which is the driver's seat.
3) Put the first screen design (figure 1) on the screen and ask if the car is in Everland mode or
not
4) Change the screen design to the second figure and ask this again
5) Ask the participant to exit the car and (pretend) to plug in the charger
6) Ask the user the child feels safe inside the car playing with the controls. Why/Why not?
7) Hand the participant the phone with the design on it and ask him/her to mark the left side of
the car as dangerous
8) Ask the participant how they would prevent the child from crossing to the dangerous side

To be able to also observe nonverbal cues, this test was prefered. To make participating easier, I
proposed to do the test near the participants' homes/ work. This also meant the participant would
be in a known location, eliminating unknown variables that could influence their behaviour like not
knowing the roads and their dangerous spots.

If that was impossible I conducted the test through zoom using the procedure below.

1) Call the participant, make sure you can share your screen
2) Explain the concept to the participant. You can use App. X to do this
3) Share the first screen design (figure 1) and ask if the car is in Everland mode or not
4) Change the screen design to the second figure and ask this again
5) Ask the user the child feels safe inside the car playing with the controls. Why/Why not?
6) share the phone UI design and ask him/her to mark the left side of the car as dangerous.
Make sure the participant is clear on where they press by using figure X
7) Ask the participant how they would prevent the child from crossing to the dangerous side

Privacy and ethics


No names or any other personal data was collected. To make sure the test complied with
Covid restrictions, all tests were conducted either outside with proper distance or via Zoom.

Pilot
During the initial concept design, I interviewed 3 participants at once to see what games performed
well with the target audience. This test was with parents and revolved around the perceived safety of
children. This was used as a pilot. insights for this interview are:

1) Interviewing multiple participants at the same time made for coloured answers. The
participants agreed with the “safest” answer that was given a lot to not seem unresponsible.
2) Online interviews need to be prepared much better, as some questions were unanswered
due to lack of time.
These results are not included in this report, but I used them in the design process.
Data processing
The interviews and observations were recorded directly into the confusion matrix shown in
figure 2-4. After all participant’s data was collected, I made the table in figure 2-4 to see how
well the current design performed. These results can be viewed below.

Results

N=12 Predicting ON Predicting OFF

Actual ON 12 0

Actual OFF 2 10
figure 2: Confusion matrix shown first test (Everland Mode ON or OFF)

N=12 Predicting YES Predicting NO

Actual YES 12 0

Actual NO 0 12
figure 3: Confusion matrix shown the second test (Is the child safe)

N=12 Predicting YES Predicting NO

Actual YES 4 8

Actual NO 0 12
figure 4: Confusion matrix shown the third test (Is the child safe)
Conclusion
Unsurprisingly, the physically performing participants performed better than their online
counterparts. Both physical and online got the difference between Everland mode and
regular driving when inside. The biggest deviation was the perceived safety of the kid while
playing outside. While the physical part rated the safety higher than the online group, there
was a large deviation inside the groups as well. This tells me that I need to increase this
perceived safety more. During interviews and talks during tests, multiple participants found
the lack of control unsafe.

To change this, the game now is controlled by the parent. The parent controls which blinker
gets turned on and the parking sensors are used to make sure the kid takes the safe way
around. This has to be communicated by the parent. If the parent fails to do so or the child
fails to listen, no points will be awarded.
Appendix
Figure 5: Left side of car marked as dangerous
ACD Technology 2021-2022 – Q2 Report – Individual 4670558

ACD Technology 2021-2022 –


Q2 Report
A/B Test
Student Name and number: M.A. Allai 4760558

Project Title: Ford Everland

Client: Ford Motor Company

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ACD Technology 2021-2022 – Q2 Report – Individual 4670558

1. Overview

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ACD Technology 2021-2022 – Q2 Report – Individual 4670558

2. Method
For the game Blink! the child has to reach the blinking light in 5 seconds. The idea is that the parking
sensor measures if the kid has actually reached the blinker in time. I will use this A/B test to prove
whether this parking sensor is accurate enough to use or if a button is necessary to make the game
playable.

Tools & Equipment


● Car with parking sensor

● Arduino with a button to serve as an alternative

● assistant

Procedure
1) Park the car in a safe place as you have to walk around the whole car.
2) turn on the car so you can see the parking sensor
3) Ask your assistant to walk to a designated blinker and see if you can make out the location on
the sensor
4) Without looking outside have your assistant touch the blinkers in random order and try to
make out this order.
5) Compare your order with your assistants.

The document used to record the order can be found in App. B. The purpose of this document is for
the assistant to have recorded the random order he/she is going to walk in before doing so, making
unclear results less likely. This same document can be used to compare the order of the researcher
(who’s sitting in the car and checking the parking sensor) and the assistant’s one.

As the buttons give a very distinct signal, the test does not have to be repeated with the buttons. We
can assume that the buttons will achieve a perfect score and compare the outcomes of the parking
sensor test to this. This will be elaborated on in the chapter on interpretation.

pilot

privacy & ethics

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ACD Technology 2021-2022 – Q2 Report – Individual 4670558

3. Results

Tested performed with Tesla Model 3

N=4 Predicting CORRECT Predicting INCORRECT

Actual CORRECT 4 0

Actual INCORRECT 0 0

Test performed with Volkswagen Golf

N=4 Predicting CORRECT Predicting INCORRECT

Actual CORRECT 4 0

Actual INCORRECT 0 0

Test performed with Volkwagen golf

N=4 Predicting CORRECT Predicting INCORRECT

Actual CORRECT 3 1

Actual INCORRECT 0 0

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ACD Technology 2021-2022 – Q2 Report – Individual 4670558

4. Interpretation and Implications

4a. Interpretation

The wanted outcome was to prove that the parking sensors worked as well as the button, making a
physical product redundant. The results proved this. all 3 times we ran the test the outcome was the
same, the parking sensor measured all the locations accurately.

An interesting thing to note is that there was one mistake made by the observer. This was due to the
assistant choosing the same location twice. This problem would not have been prevalent with the use
of buttons.

To add a bit of context, the car that was used in the first test was a Tesla Model 3. This car has a more
advanced sensor system than the Mach E, which is the first car this concept would be launched on.

To counterbalance this, the system was tested with another car, a Volkswagen golf 6. This car had an
aftermarket parking sensor which was wildly less accurate than the Tesla. The sensors still passed
with flying colors.

4b. Implications

As stated above, the outcome of this test has made a physical component to the design not necessary
anymore. Furthermore, the parking sensor has proven to be much more precise than expected. This
opens up a world of possibilities in which these sensors can be used for many more games: playing
tag with the car, Marco polo, Escape room inspired games etc. The possibilities are endless.

Furthermore, the game should not contain the same location back to back, as the test proved this
was vague. This is not a big hurdle but is good to note.

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ACD Technology 2021-2022 – Q2 Report – Individual 4670558

Appendix (Figures and Graphs relating to Sections 2, 3 and 4)

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APP. B
 

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