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Space Occupancy, Simplified

Hive logo

Hive (WIP)

An engaging case study that helps traditional engine owners to make the switch to electric through electrification.
 

My Role

Project

Timeline

Tools Used

Product Designer
Creative Technologist

Product
Go-to-market strategy
Branding

 

Aug - Dec 2024

Figma, Illustrator, Unity

Overview

Problem

There is a huge influx of college freshman who commute to campus every year. Students, in particular, freshman, will loose interest in studying if they do not find a tranquil space to study. This will lead to worse grades, causing the university’s reputation to tank.

Background

Most students are trying to be productive but do not want the cognitive load of having to reserve a space beforehand. Therefore this tech solution will facilitate better decision making by displaying viable spaces on campus based on user preferences.

How does HIVE work?

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A ‘hive’ of ESP32 based IoT sensors.

Each node monitored local WiFi client numbers i.e occupancy and ambient sound levels

MetaData is uploaded anonymously to AWS Clous / Database

Then data is passed via an OpenAI API to enable generation user based suggestions

Real time data is stored back into server and called when user uses the app.

How Might We Questions ?

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How might we tailor the app experience to meet the diverse needs of students, from quiet study zones to social hangouts?

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How might we encourage students to contribute to and trust crowdsourced information about campus spaces?

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How might we make real-time space occupancy data engaging and easy to understand for students on the go? 

Mental Models Used

Chunking:
Information hierarchy; manageable units for easy understanding.

Variable Rewards:
Random rewards make powerful motivators

Need for Certainty:
Users are more likely to take action if specific information is avaialble.

Features

  • Personalized Filters: Customize searches by noise level, occupancy rate, distance etc.

  • Crowdsourced Validation: Real time data validation using user inputs through feedback questions.

  • Gamification: Incentivizing users for engagement using scarcity and game mechanics.

  • Navigation: Map Integration ensures user can get to their destination

User Journey

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ESP32 Sensor

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Wireframes

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The app displays the buildings on campus that is a part of the hive network where sensors collect real time data.  From these options the user can select a specific spot they want to navigate to.

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After the user has selected the  building, the app will display real time data which will aid in decision making on the user's part.

The app has an integrated map that helps them helps new students navigate through campus without any mental blocks or frustrations

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Once the student has found has successfully navigated they are asked three series of questions which help with the crowd sourced validation aspect of the data that is being presented, 

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The user also earns digital coins which can be redeemed after a certain amount for randomized prizes through a GET app Integration with CU Boulder.

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Here the menu displays various options for personalization such as accessibility rewards favorite locations etc.

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Here the user can toggle through accessibility settings as for their preferences​.

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Finally the screen displays a referral system that also earns coins for the student users which can be redeemed for randomized prizes as well.

Challenges and Learnings

  • Since this was the first-ever version of the product, I also had to plan the kind of brand impact it would make on students and campus communities.

  • I learned to embrace an iterative approach, continuously refining the app based on real-time user feedback and evolving needs.

  • It was both challenging and exciting to design a dynamic campus utility, ensuring seamless access to live data while fostering a sense of community and engagement.

  • Furthermore, In talks with Cu Boulder for real time integration into 2 buildings by 2025.

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