Intel Wono

This Project was a design research and forecast project, focusing on scalable Next Generation wireless infrastructure for entertainment in Rural India for Intel. The goal was to develop and qualitatively validate concepts related to entertainment, based on ethnographic and needs-finding knowledge, in rural India and the potential applications and feasibility of WiMAX technological capabilities.

I was the part of the team that led the research, in the rural and peri-urban areas around bangalore and karnataka. I conducted interviews, and translated data into usable insights and further developed them into interactive concepts.

Year
2010
Role
Ethnographic research
Synthesis
Ideation
Concept Design
Interaction Design

Intel Wono

This Project was a design research and forecast project, focusing on scalable Next Generation wireless infrastructure for entertainment in Rural India for Intel. The goal was to develop and qualitatively validate concepts related to entertainment, based on ethnographic and needs-finding knowledge, in rural India and the potential applications and feasibility of WiMAX technological capabilities.

I was the part of the team that led the research, in the rural and peri-urban areas around bangalore and karnataka. I conducted interviews, and translated data into usable insights and further developed them into interactive concepts.

Year
2010
Role
Ethnographic research
Synthesis
Ideation
Concept Design
Interaction Design
Breaking Perceptions

The ethnographic research conducted was a very detailed study on peoples’ concepts of entertainment, as well as their habits and behaviour. The team attempted to deep dive into their lives and empathise with them on a very personal level. Pure entertainment was not the need of the hour but problems lay in a much larger issues like infrastructure for irrigation and weather unpredictability.

Breaking Perceptions

The ethnographic research conducted was a very detailed study on peoples’ concepts of entertainment, as well as their habits and behaviour. The team attempted to deep dive into their lives and empathise with them on a very personal level. Pure entertainment was not the need of the hour but problems lay in a much larger issues like infrastructure for irrigation and weather unpredictability.

Card Sorting

In order to understand perceptions of entertainment, and its associations with daily life, we devised a card matching/association strategy. Cards were comprised of different daily activities, entertainment & technological media, and illustrations that represented group or solitary acts. This allowed interviewees to make connections freely and intuitively. We later probed deeper as to why certain connections were made opening up rich insights into their lives. 

Synthesis

Insight from the research demonstrated, the prevalence of youth culture, where tradition and urbanisation were being blended. In their bucolic surroundings, technology was already being used to augment their need for information and entertainment. City radio stations (which were far out of range) were being streamed by local telecom shops, via a mobile phone calling service.

Research Report and Insights

The final output included the synthesis of the research, and insight based concept Prototypes. Mobiplay is a multiplayer mobile gaming platform, which integrates with the television to provide a informative game experience. Users can play games with peers through the phone and even project it on the television if playing at home. Mobiplay also consists of a Marketplace where users can download free, educational and traditional games, contextually curated, to enjoy with peers.