Forget Me Not


We wanted to identify the most severe pain points in a person's travel experience and design a system that addresses this pain point and makes the traveller's overall experience better.

Preliminary Research

Research Questions:
We first identified the following research questions we wanted to address.

  • What are the severe paint points in a person's travel experience?
  • What do people currently do to overcome or address these pain points?

To address these research questions we used various research methods such as

  • Interviews
  • Survey
  • Participatory Design

We conducted preliminary interviews with 9 participants to get initial insights about people's travelling experiences. The qualitative data was then analysed through affinity mapping.

IMG_1321 2.JPG

Through the interviews we uncovered scenarios that would negatively impact the experience:

  • Losing personal items
  • The day does not go according to plan and expectations are not met
  • Having to carry around an additional single purpose camera
  • Being pulled out of the travel experience due to reliance on information from the phone
  • Having difficulty recording the experiences in the moment
  • Having to coordinate between groups of fellow travellers
  • Finding/ Selecting recommendations for services in new places
  • Being reminded of and keeping track of spending
  • Spending time and money on transportation between destinations
  • Having to overcome cultural and communication gaps

We sent out a survey to identify the top three concerns of the participants while travelling. We used the insights we had obtained from the interviews to create the survey. We had 40 participants take the survey. The top three concerns were the following:

  • Losing personal items
  • The day does not go according to plan and expectations are not met
  • Having to coordinate between groups of fellow travellers

Participatory Design

We used the top 3 concerns to design Participatory Design exercises. Our participants gave us the following ideas:

  • A city pass in the form of a slap on wristband that could be placed on the hand, on a bag etc. It would have the itinerary of the day and give constant updates on the activities available based on the location of the participant.
  • A ring that would help a leader of a big group communicate with their group
  • A device that reminds you to check your belongings every hour

We uncovered the following insights from the Participatory Design Exercise

  • The participants wanted a device that would alert them if they were missing a valuable
  • They wanted a separate device as that would allow the battery of their phones to last longer.
  • The participants wanted something that they could place anywhere (e.g. on wrist, bag).
  • The participants wanted it to be customisable to fit their specific needs. They wanted to be able to specify the physical characteristics and wanted to be able to personalise the services/suggestions.
  • They did not want to actively check their phones/ devices to make sure they had all their valuables but at the same time they wanted to know if they were missing a valuable.

Idea Generation


To start generating ideas, we decided to have each of the team members to come up with 10 different ideas, each with a simple sketch and labels. For this phase, we did not restrict ourselves much in feasibility, cost, or platform. Instead, we made an effort to open our mind and embrace the creativity while keeping in mind the criteria we obtained from our previous user study so that we could get as many ideas flowing as possible.

We resorted to a simple voting session where we keep only the design ideas with greater than or equal to 3 votes from our 4 team members. Following that, we look at each remaining idea as a potential component of the actual design and try to combine them so that the combination is richer in its functionality and integrity. When we were carrying out the combining session, we made an effort to refer to the insights we uncovered during the research phase and that these insights was addressed by at least one combination design. We then decided on one idea.

Final Idea
The final idea is a flexible display that is attached to the traveller's bag that will display whether any of their valuables are missing from their bag. The icons corresponding to the one’s missing will light up and a sound will be emitted, alerting the traveller.

Final Idea Storyboard

storyboard (3).jpg

Low Fidelity Prototype of ForgetMeNot


Usability Testing

To evaluate the effectiveness of this design in terms of preventing users from losing items, the team conducted usability testing. The findings from the usability study resulted in the iterative change of the design of the product.

The following were the main insights from the usability testing:


Use of Geometric Shapes
Symbols of passports, wallets and phones were first designed. However, one of the participants pointed out that this might prove to be risky. The symbols might tip off thieves about the traveler having their passport, phone or wallet on them. Therefore, geometric shapes were used to represent the valuables instead.

Variety of symbols
The participants also stated that they would like to change the various symbols based on the objects they were carrying that day. Therefore, the decision was made to have the symbols as stickers. The participant would be provided with a set of stickers in various geometric shapes that they could change in a daily basis in accordance with the valuables they are carrying with them.

Placement of device

The participants in the usability study stated that they would prefer having the alerts in a location that could not be observed by other people. Therefore, the device was placed on the inner part of the jacket sleeve so that it others would not be able to observe it.


Since the device is implemented as part of an article of clothing, the participants wanted it to be fashionable. This led the team to use patch jackets as a source of inspiration. In future iterations, wearable technology enablers like conductive thread and metal buttons could be used to attach flexible displays like how patches are ironed on jackets. For the current prototype, the device was created to look like a subtle patch on a jacket sleeve.


The participants stated that they would like to be able to wear this device anywhere on their body. They would not be wearing a jacket throughout the year and would like having the option to place Forget-Me-Not on other articles of clothing or on their bags. Therefore, the future version of the Forget-Me-Not could be badges/pins that they will be able to place on their shirts, pants, bags or any other article they choose to carry.

Medium Fidelity Prototype of Forget Me