Report

Presentation Page

GitHub Repository

Demo


C

Photos

Gif

Gif

Design Issues

I was on the top floor of Holden when I came up to this elevator, and the first thing you notice is that there’s two buttons on the outside. Typically these are for going up or down based on your current floor, but I was already on the top floor, so the top button is irrelevant.

The floor buttons on the inside panel were clearly labeled and in correct vertical order, but it went 3->2->1->V->G. What do V and G stand for? There’s only four floors in Holden and this ordering gives the impression there’s another floor below the basement.

There appears to be two buttons to close the doors and no button to open them. You’d have to press them to find out which button actually opens the doors, if one does at all.

Some of the buttons weren’t even functional. There was a small sign over them saying not to touch them, showing that this panel is unreliable.


B

Uses

Interacting

Discoverability

Feedback

Common Mistakes

Sketch

I wanted to design something intuitive and unique and represent exactly what the elevator is doing and intends to do. So I have two sides in my sketch, a side for the doors, and a side for the floors. The doors are interactive and tapping them will open or close the doors, and holding them will keep open closing doors. This resolves the issue of not knowing which button to press to open or close doors as the symbols take a little longer than a glance to interpret in my opinion.

I also wanted to design in a way that would be easily implementable no matter how many floors the elevator is reponsible for. So the right side controls the floors, and it works very similarly to apple’s scrolling dropdown menu. You can have as many floors as you’d like and it would still work just as well. For buildings with 3 or less floors it wouldn’t need to scroll at all.


A

Demo