HEMS OS interacting with house itself,
2012/04, with Homebuilder company.
TOUCH Energy focuses on interaction with the house,
This application was developed as a part of the R&D project for Operation System around the house
As HEMS was rising in 2012, we directed over making concept, scenario, OS building, and UI design.
The design lacking communicability and comfortableness is unsustainable.
This product was the one of the outputs of the comprehensive R&D project which aims at visualizing house from multidimensional perspectives that starting from the goal to render the relationship between the house and the inhabitants long-standing from a from the side of software.
We added three more standpoints on the future house and designed concept model of OS which will be suitable for the coming day based upon each of aspects.
TOUCH Energy is a software developed especially in order to reexamine the house from the viewpoint of energy consumption, and to provide direct interplay with house (the inherent impossibility) incorporating HEMS (= Home Energy Management System) technically which was gaining attention in the market. In those days, existing interface design of HEMS was tended to be in short of communicability as the result of pursuit of clarity. Reflecting on these trends, our design aimed to address fundamental communicability.
Interpretation to solution.
This project started with unraveling the question : what kind of factors constitute the house?
The first thing we did was listing up all components. They varied from construction material to movable assets such as home electronics and furniture, infrastructure energy like electronics, water and gas, and the family including their pets.
House is made up of almost above elements. HEMS is an application that interprets house electrically.
Then we added more functions : to visualize the information about the circulating energy, and to control the relay points comprehensively. Given the expectations of the spread of HEMS, we, also, customized this application with a control panel of home solar panel / EV (Electric Vehicle) charging / sharing the energy within the community.
On the other hand, the design principle of this project employs our department’s method called Superdirectly *. As combining these factors, we led the details of the specifications. Following two charts are architectural infographics that we made in the process of designing. Instead of starting with designing the fine details of UI within the given frame, we took into consideration of whole flow so as to create the flexible and unified interfaces.
This method is particularly reflected in gaux project, but broadly speaking, it gives an experience in which the user control energy with consequential phenomenon (such as heat, air current, lighting) instinctively instead of quantified meter.
Following two charts are architectural infographics that we made in the process of designing. Instead of starting with designing the fine details of UI within the given frame, we took into consideration of whole flow so as to create the flexible and unified interfaces.
From the earliest stages of developing this OS, animation was one of the essential factors Animated effects are not subordinate option; however, play an important role in visual expression. Flat surface with kinetic effects gives much more options of design in the two-dimensional limitations. That means, cross-border appreciation of movie and flatness is required.
Some examples of test animation effects are shown below. When the battery is charged enough, the graph shows vivid colors and animated motion, but when the battery is running out the animated motion becomes modestly. These fine gestures will contribute to evoke attention to suppress power consumption indirectly.
As the above-mentioned, after the reciprocation among multiple realms; constructing a structure, repeated trials of designing, animation effects, each layer were taking on clear outline.
Especially, in this project which has high flexibility and expected to implement many functions into the OS, affirmative trial and error is required.
After the above process, we created up to 70 patterns of flat surface designs. We devoted a month to produce them. So as to maintain unity among various designs, we limit lead designer to one.
When we preside over this kind of development project, we take consideration into the fundamental durability. The ideas conceived in this project’s process and the visualization reflected on this scheme will be fadeless for a long time.
Nevertheless this project is conducted in 2012, this software produced much more result than the accumulation of small design is supposed to do; for example, these products were consecutive showcased at HEMS fair for several years, and excogitation of wearable version.
|THIS PAGE IS DIRECTED BY||VISUALIZATION||Yumi Shimazu (THE EUGENE Studio Visualization Dept.), Takuya Uemura (Life Long Kindergarten)|
|TEXT & TRANSLATION||Yusuke Nishimoto (THE EUGENE Studio Visualization Dept.)|
|SURROUNDING THE HOUSE OS
|EXECUTIVE DIRECTION||THE EUGENE Studio Visualization Dept.|
|VISUAL & ARCHITECTS||Yumi Shimazu (THE EUGENE Studio Visualization Dept.), Shota Fujii (Life Long Kindergarten), Yosuke Chiai|
|BUSINESS DEVELOPMENT||Object of Null,inc.|
|VENUE||Exhibition booth of Daiwa House Industry|
©THE EUGENE Studio 2016