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Tired of tilting your head just to use some ear drops? Or not knowing if the ear drop are applied well? What if there is a new ear drop bottle that can fix all that? Ear-Gonomic envision to create a seamless and painless ear drop bottle to manage ear infections, thus improving the user's quality of life.

PROBLEM

As of 12/12/2016

OUR SOLUTION

We created a new solution that satisfies the customer needs not addressed by conventional ear drop bottle.

MAIN FEATURES

EAR GUIDE

Ear guide for precise and repeatable positioning of bottle during application.

ADJUSTABLE NOZZLE

The medication dispensed in form of spray or mist. Spray can apply the ear drop to wide area in one go.

UPRIGHT BOTTLE

Convenient application of ear medication without having to tilt your head everytime

TEAM MEMBERS

ERWIN SUTIONO

M.S. Mechanical Enginering, UC Berkeley

JING CHEN

M.S. Mechanical Engineering, UC Berkeley

RICKY LEE

M.S. Mechanical Engineering, UC Berkeley

VYSHAALI JAGADEESAN

M.Eng. Product Design, UC Berkeley

MIKE SINGER

M.Eng. Product Design, UC Berkeley

DESIGN PROCESS

INTERVIEW AND OBSERVATION

The team conducted 20 interviews and observations to find the customer needs.
The demography of my interviewees range from college students to middle-aged people who have had ear infections or have tried ear drops.
The wide age spectrum gives a broader perspective to the user needs of different age groups.

Snapshots of observing people demonstrate the difficulties in using their ear drop bottle to understand their pain points.

USER NEEDS

Insights from the interviews are compiled into 4 main user needs.

DISPENSE MEDICATION EFFECTIVELY

“I know I did a good job if a whole bunch of wax comes out.”

SAFE AND PAINLESS

“[Medication] that guarantees I won’t stick anything too far into my ear.”

EASY TO USE ALONE

“Removing ear wax is currently a two-man operation for me. I would like it to be a one-man operation.”

AFFORDABLE AND REDUCE WASTE

“I only picked this brand of ear drops because this one is the cheapest.”

CONCEPT GENERATION

The best way to have a good idea is to have lots of ideas.
100+ concepts are developed in half sheets using various concept generation methods including: Brainstorming: spontaneous gathering of ideas.
Design heuristics cards (shown in gallery): cards with various design techniques useful in concept generation.
Biomimicry: using similar solution that occurs in nature.
Attribute listing: listing different attributes of the product and coming up with different ideas for each attribute.

CONCEPT SELECTION

From the various ideas, weighted user needs matrix is created to filter and select the concepts.

EARLY PROTOTYPE AND FEEDBACK

Multiple prototypes are used to test the selected concepts' functionalities and to get customer feedback.
Constructive feedback include: ear guide is too small, unstable nozzle, and awkward angling of the bottle.

FINAL PROTOTYPE

Taking into account the feedback, features are combined to build a high fidelity prototype.
We CAD the model using SOLIDWORKS and used CARBON3D M1 to print the prototype.

This is the form factor of our product, with the 3 main features included.
Additional feature include a glass window to see how much solution is left.

TRADESHOW (12/07/2016)

We presented our product in a tradeshow and received feedback from experienced designers.
Included in the gallery is an "idea board" used in the design process.

FUTURE GOALS

SHORT-TERM GOAL

Painless medication delivery

MID-TERM GOAL

Improving general ear health and hygiene

LONG-TERM GOAL

Creating a new standard for drop bottes

REFLECTION ON DESIGN PROCESS

I learned different new methods of concept generation such as: analogical thinking, design heuristics, biomimicry which I used extensively. One that I found to be the most useful is the design heuristics cards, which in itself contained many design processes. Having the examples of each design process helped to incorporate the method to our own product.

In prototyping, we initially made the mistake of focusing on what we thought was feasible and only creating ideas we already envisioned. However, we were taught in class to have a reason for every prototype - each one should answer a question. From there, we realized that our prototypes had to validate our concepts, but also address the user needs, and that was when our prototypes became more useful and developed into our final concept.

Our team worked well together throughout the project process. We made sure to always keep each other updated on progress, and meet regularly face-to-face to work as a group and stay on track. Live documents were a great way to share our work and be able to collaborate on our own time. In the end, open communication and understanding drove our team to be a high performing team.

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