– Hook your holographic book –

Group 08, Videoprototype, WS1819

During our research and interviews, we noticed that bookstores must fight more and more for their customers. The clear majority of customers are regular customers, they come from the immediate vicinity of the bookstore. Hardly a bookshop has regular customers from outside.

Our idea, the holographic book Hook, will change that. It’s an attraction for the bookstore, something unique that convinces customers to shop in this bookstore, even if they have to go the extra mile. In addition, it not only gains interest in the bookstore, but also in the book itself, especially among young people.

The holographic book has a special cover that can play events. This can be a book scene, a trailer, reviews, or something completely different that draws attention to the book. This scene is then rendered in the form of a hologram.

Exhibited in the shop window, the scenes played arouse the interest of pedestrians who stop to watch and then enter the shop. On display in the store, they give a brief insight into the book, helping customers choose a book. So, the bookstore can also expand its regular clientele with customers who happened to be in the area, and now, thanks to Hook, prefer this bookstore.

After creating the video prototype, which gives a first glimpse into our idea, an actual prototype is the next step. Testing the prototype in the field and observing its impact on customers will help improve Hook. Other interviews with bookstore owners and customers can help as well.


Concept, Group 08, WS1819

During our research, it became obvious that especially young people find bookstores and books boring. In the following days, we developed various ideas to make bookstores and books attractive again.

The idea that finally prevailed is a holographic book cover. While holding the book, elements shown on the cover move. For example, they show a scene that appears in the book, or even a trailer designed specifically for the cover. This allows customers to get a brief impression of the book in a short period of time. In addition, the holographic cover draws attention to the book and is supposed to gain the interest of potential customers. Books displayed in the store window attract the attention of pedestrians who stop and look at the illustrated scene, giving them an incentive to enter the bookstore and buy the book.

We believe that this idea will make books interesting again, as well as encouraging young people to visit bookstores and buy and read books again.

User Research

Group 08, User Research, WS1819

Books are something that most people possess today, regardless of their age, gender or income. They inform or advise, distract after a long day, fill beautiful looking bookshelves and are also ideal as a gift. In bookstores you will find a wide range of books, you can have a closer look at a book, get advice on the purchase and maybe even order a book for trial.

Nevertheless, bookstores today are increasingly confronted with the challenge of keeping up with online shops like Amazon in order not to lose customers. Especially young people appreciate being able to shop quickly and easily on the Internet and consider a bookstore only as a waste of time. That’s why it’s important to make bookstores digital and attractive.

For a deeper insight into the topic, we conducted interviews with various bookstores. To get a comprehensive overview, we talked to both employees and owners. Most bookstores already offer digital content, they own an online shop and sell also audiobooks and eBooks. However, the size of the digital offering varies from store to store.

Using the information we gathered in the interviews, we will work out a concept over the next two weeks to improve the customer experience in bookstores using digital contents.


Group 08, Videoprototype, WS1718

Our final concept we developed is an augmented reality platform for music lessons in primary schools. It allows students to try a huge amount of instruments, without the need of the school to have them physically in the classroom. This enables the opportunity for students to try instruments even though the school never bought it.

All you need are augmented reality glasses, that fit on children’s heads and gloves for haptic feedback that are specially designed for that purpose. Wearing these glasses and gloves gives the ability to select an instrument and try it out. Every individual user can hear his instrument, or all instruments around him through bone conduction from the glasses.
The gloves offer a high precision feedback to enable a real feeling of the selected instrument.

On the one hand there are the mentioned benefits of reduced costs, because one device can replace every instrument you can imagine, on the other hand the students can learn instruments in the same room with their classmates without disturbing them. If needed they can play together and form bands. This can be great fun and make music lessons more diversified.

Our next step would be to go to schools and evaluate what can be improved and if teachers are even interested in such product. When they are, we would concretize some core features based on that evaluation, build a prototype with higher fidelity and certainly take a look at the state of the art and at how we could realize such a visionary concept.

Storyboard #08

Concept, Group 08, WS1718

After doing some user research in primary schools and thoroughly analyzing the interviews, we came up with two insights. One of them the idea of using augmented reality in classrooms. Specifically in music lessons.

Schools usually don’t have the money or the capacity to own a lot of instruments. Generally, there is not much space in classrooms for pupils to make some music together with various different musical instruments. Just imagine having a set of drums, a piano, cello and a bunch of guitars in one room, it can get quite crowded and probably too noisy for the rest of the school.

That’s where our idea comes in: The schools don’t have to own the instruments, all they need is augmented reality glasses and a pair of gloves for every child in one class and they can play whichever instrument they wish. This concept could also help motivating the pupils to make music and be more interested in it. Furthermore, it encourages the children to create something together and strengthen their sense of community.

To visualize our idea and later shoot a video prototype we created the storyboard above.

User Research

Group 08, User Research, WS1718

The topic of this year is teaching environment in general. We decided to visit a bilingual private school in Munich to get a good insight on how the teachers of this school are handling their daily challenges and how digital media already affects their work.

Therefore, on March 13th in the morning we went there to interview four of the teachers. They were able to answer all of our questions and help us to understand how digital media could be used to support teaching in elementary schools. We were able get an impression of how they’re currently using modern technology and how they used it in the past.

In addition to that we also had the opportunity to do an interview in a regular german primary school. This can give us some good hints about the differences between pure german public schools and private bilingual ones in general.

Now we are highly motivated to analyze our collected data carefully. We will use it in our further process of developing a concept that could help the teachers and the children in their education and teaching process.


Videoprototype – Docno

Group 08, Videoprototype, WS1617

During the first phase of the iterative Design Thinking process we went out and interviewed doctors from different fields of expertise. We came to understand that doctors were overwhelmed by the paper work they had to deal with after they treated their patients. Solutions that were offered were not efficient enough, such as a headset, that not only distracted the doctor but also the patient. We also observed the routine in a hospital and saw that nurses were going around with rolling containers with a laptop on top in which they were typing in all of the patient’s vital signs and other necessary information.  But patients were not feeling comfortable with being in the room with them while the nurses were only focused on the screen of their laptop.

We therefore realized that we wanted to come up with a solution which provided communication which feels personal and comfortable for the patient but at the same time helps the doctors with the paperwork.

Our final product “Docno” is a device that listens to key words, which are said during the physician-patient consultation by the physician. So for instance, when the name of the patient is mentioned, the device goes through the existing patient files or creates a new file for a new patient. It then puts in the necessary information triggered by the key words which are said during the consultation, such as diagnosis, medication and the next steps. It will also send out push notifications to the doctor’s assistant, if a particular key word is connected to action which has to be performed by the assistant.