
UW's Alternative Charging Solution
DAWG POWER






CONTEXT
Overview
Team Members
Duration
Softwear
Deliverables
How can we extend and maintain University of Washington students’ personal device battery life while on campus?
Dawg Power is a HCDE student led case study and design project exploring how University of Washington students currently use and maintain their technological device charge on campus. Our clients are UW students that use any rechargeable devices such as a laptop or mobile device throughout their school day.
10 weeks +
Mia Vong, Fatmia Ateeque, Courtney Cho, Afrah Zaheer
Figma
User persona, story boards, journey map, competitive analysis, user flows, wireframes, CAD 3D model, mobile & kiosk UX/UI
Problem Statement
Dawg Power Mobile App Preview
Voiced by Afrah
Research
Define
Ideate
Design
Test
Design Process
RESEARCH
Interviews
How can we extend and maintain University of Washington students’ personal device battery life while on campus?
How long does a fully charged device typically last students?
What do students use personal technology for?
Are there specific locations on campus where students find it more challenging to access charging outlets or stations?
How are students currently addressing charging needs on campus?
What effects does a personal device dying on campus have on students?
Design Question:
Research Questions:
Interviewees:
User 1
User 3
User 2
“It can be hard to find charging spots there [libraries]”
“I opened my computer and it was dead because I forgot to charge it and I did not have a computer charger"
Inaccessible Outlets
Short Battery Life
Forgetting Charger
DEFINE
"The battery drains really fast, like by the time I get to school"
Design Goals & Requirements
Convenient and accessible charging for students
1
A user affordable and environmentally sustainable solution
2
Efficiently recharge devices and enable longer device use
3
Creating personas based off of user research to identify and define pain points and product desires, data is drawn from 3 interview studies
User Persona
“The Forgetful Phone Addict”
Scenario
Pain Points
Desires
Goals
Characteristics
Use/tech
Time spent on campus
0
+10
Hours
Hours
5
Screen time (daily)
0
+10
6
Miles
Distance traveled (daily)
0
+10
4

“Yesterday I was hanging out on the HUB lawn in between classes texting a friend, and I realized that my phone battery was draining quickly. My phone died right before it was time for me to walk to my next class, but since I’m new to UW, I don’t know the campus well so I didn’t know how to get to my next class without my phone. I ended up being late to class because of that.”
Freshman at UW
Forgets chargers at home
Lives on campus
Easily gets distracted on social media platforms
Phone dies halfway through the day
Often forgets to bring chargers to classes
Needs to ask a stranger for a charger when devices die
Doesn’t have to go home to charge phone
Phone to last throughout the whole day
Music
School
Texting
Games
Entertainment
Navigation
User is able to stay on campus while simultaneously having a charged phone
User will have access to a charger while on campus even if they forget theirs at home
A lightweight solution to charging that will keep the user’s phone alive for the full duration on campus
“The Nomad”
Music
Navigation
Social Media
Note Taking
Duo Mobile (2FA)
Scenario
Pain Points
Desires
Goals
Characteristics
Use/tech
Gets displaced from study spots when there are no available charging outlets
Devices are high use and their battery drains quickly
Need to be able to move from study spots around campus for a change of scenery
Need to use devices while charging
“Last week I was studying for my statistics midterm in a library on campus when my computer went into low power mode. Even though I had my charger with me, there were no outlets around. So I packed up all my stuff and walked across campus to a new library, interrupting my study session. When I got to the new library there was no tables near outlets, but I could not waste more time, so I sat on the floor by an outlet.”
Ability to charge devices while on-the-go computing from class or between study areas on campus
The ability to charge devices when relocating to different study spots regardless if there is a outlet available
Ability to charge devices while simultaneously using them regardless of physical location
Senior at UW
Extremely hardworking academically
Likes a change of scenery
Lives off campus
Time spent on campus
0
+10
Hours
Hours
8
Screen time (daily)
0
+10
4
Miles
Distance traveled (daily)
0
+10
3

Canvas
Journey Map

IDEATE


Ideation & Affinity Analysis
Solution ideation, simple affinity diagram, and competitive analysis
Competitive Analysis
LaptopsAnytime automated checkout kiosk, compatible with USB-C devices




Belkin 2500mAh Magnetic Wireless Power Bank - White
Event Technology by Veloxity, phone charging lockers with interactive touch screens
UW stationary charging stand with 8 charging cables including Apple 30-Pin, Apple Lightning, Micro USB, and USB Type-C
Storyboarding
Battery Tracking App - Fatima
Rent a Portable Battery Charger - Mia
Charging Schedule App - Courtney
Secure charging Kiosk Stations - Afrah


At around noon, Kam enjoys lunch at the HUB while scrolling through social media on their phone. After, they walk to their class in Red Square listening to music.


Kam gets a notification and notices that their phone is in low battery mode. This indicates that the phone battery is less than 10% and will die shortly.
Outside of Mary Gates Hall on the way to class, Kam notices a vending machine called Husky Charge that prompts the user to rent out mobile or laptop portable chargers.
Kam precedes to check-out a portable charger for their phone by swiping their husky ID card. This portable charger + charging cord is then rented out for them to use while on campus.
Upon connecting the portable charger and their phone, a screen pops up indicating the time of battery check-out, portable charger life, location of battery and vending station and the charging capacity the portable battery holds.
Kam made it to their class and is taking notes on their laptop in a crowded lecture hall while simultaneously charging their phone off to the side.
DESIGN
Wireless Magnetic Portable Battery
Dawg Power App
Renting Battery Station



Dawg Power is a on-campus free portable charging system accessible to students currently enrolled at the University of Washington. Our rentable portable batteries are compatible with any desktop and mobile device by using electromagnetic induction charging (pass-through technology). Users with low battery no longer need to deal with plug-in chargers or finding outlets around campus with Dawg Power.
How does it work?
Step 1: Download our Dawg Power app
Step 2: Find a Dawg Power station on campus
Step 3: Rent out a portable battery using your UW Netid or with a Husky id card
Step 4: Track your devices' charging status, station locations, and academic schedule with the app
Step 5: Return your battery to a station before you leave campus
DAWG
POWER
Low-Fi
Mid-Fi


The mobile app makes renting our portable batteries an effortless experience while simultaneously helping our users conserve and manage their device charge throughout the day
Prototyping
Low-Fi UX
WELCOME
TO DAWG POWER KIOSK
GO
RETURN
Accessibilty QR Code

The innovative solution to student’s charging needs
Place battery in slot below
SCANNING
RETURNED:
#4858247
HELLO, FLO
Continue
SUCCESS
THANK YOU FOR USING DAWG POWER
Choose A Battery
#3274642
100%
#4875728
100%
#8274589
100%
#9578284
90%
#6565464
90%
#3274642
80%
Summary of checkout
Terms of Agreement
Click to agree
Signature
Complete
Device is due back at a a kiosk at 10:30 pm
To use: simply stick to back of computer
You have checked out: 1 Battery pack

Success!
QR Code
Download app to connect battery and device
Done
Charge
Key rules
Device number : #4303994
Please sign in
UW NetID
Password
Sign in
Don’t leave campus
Do not submerge in water
Swipe your Husky Card
OR
Change
The Kiosks are located in high traffic locations around campus and offers convenient check out and return experiences. This system is designed to work in unison with with our mobile app.

Information Architecture
The battery is a lightweight speculative piece of technology that can charge your computer or mobile device through magnetic pass-through wireless charging




1st Iteration
2nd Iteration
CAD by Courtney Cho
TEST
Usability Testing
We separated the battery level bars per calendar event to clearly indicate device charge throughout the day to create better readability for users.
Created visual instructional models for critical renting rules prior to battery checkout on the kiosk so that users clearly understand renting and returning logistics.
The user can simply select an event on the schedule, and an “adjust usage” popup appears to edit their device hours. Time can be adjusted with a scrolling interface.
Based off of user feedback, here are some changes that we made:

5 pre-test questions
3 interactive tasks
5 post questions
Check out a battery station
Kiosk Interface
Edit device hours on schedule
Mobile App
Find nearby charging station
Mobile App
4 Participants
Final Design
High Fidelity Prototypes
Mobile App






Putting it all together, we utilized Figma to transform our low fidelity designs to high fidelity interactive deliverables with considered design modification
myUW loggin
Informative home page
Imported class schedule & device battery prediction
Efficiently edit device use
Interactive map
Quickly find closest kiosk
Kiosk
Voiced by Fatima




What Next?

Materials
What materials will we use?
How will we handle theft?
How can we make the battery more eco-friendly?

Financing
What will be the cost of materials?
What is the cost to power our product?
What is the cost to maintain?

Outreach
What schools will be interested in our product?
Where are the best places on campus to place a kiosk?
What will our terms and conditions look like?
Reflection
Check out more work!
Useful methods: We implemented a team contract every 3 months (2 total) throughout the project to define roles, expectations, and solidify deliverable timelines.
Challenges: We gained critique on how our initial design solution overlooked how student’s struggle in maintaining charge could be due to poor device charge management. A crucial mistake in developing a solution based on the assumption that student’s lack of battery life was due to the physical technology rather than their overconsumption of device use. Reevaluating on our original rentable portable battery solution and taking constructive feedback from peers, reviewers, and potentially stakeholders is an essential part of the design process.
Reflection: This was my first end-to-end design project from ideation, research to design. The biggest takeaway was how valuable user feedback and design critique is to iteration between low to high fidelity. As a designer, I learned how my decisions directly effect user experiences which is why every design choice must be purposeful.

Let's Connect!
https://www.linkedin.com/in/miavong/