Text: Jens Persson, May 2018
"In the beginning, we just felt stupid. Neither of us had even a
basic concept of what we were supposed to achieve". Daan Hekking
gives an honest account of the first few weeks of his latest
project. On day one, he was thrown straight into the deep end.
Before he knew it, he found himself immersed in the unfamiliar
world of microbiology. The project brief, titled 'Next Generation
Collaborative Robotics', had left him and his partner, Marc Saboya,
confused. How do you even begin to create solutions for
professionals in a field where you have no prior experience?
A good designer has to be curious, almost inquisitive to the
point of greedy. Perhaps this is even more true for a student in
product design, where one project never looks like the next. In
order to design products that solve actual problems you simply have
to get to know the user on a deeper level. That means extensive
research, including countless interviews and field trips. There
are, indeed, no shortcuts.
In this project, students were asked to explore new avenues for
the use of collaborative robotics. The term 'collaborative
robotics' refers to modern day robots found in a range of different
work environments. These are robots that work together with humans,
rather than beside them. The assignment, performed in collaboration
with ABB, was to develop a new kind of robot that could improve the
workflow in either of ABB's many different industries - ranging
from agriculture to retail to medicine.
Marc Saboya believes humility is a truly essential trait in a
designer. When approaching a topic that is largely foreign to you,
it is likely even more important. "I think that when you enter a
new project, especially if it's dealing with a topic that you're
inexperienced in, you really shouldn't be scared to come across as
stupid. When you're doing user research, asking the wrong question
can actually give you important clues about peoples' behaviour.
None of the information is useless, it's all part of the process",
says Marc, who arrived in Umeå after a five year spell at an
industrial design consultancy firm in Barcelona. It was the search
for a more human-centered concept of design that made him finally
uproot from his native Catalonia.
Marc Saboya in
conversation with microbiologists at the University Hospital of
Daan Hekking, four years the junior of Marc, joined UID straight
after his bachelor studies in the Netherlands. "When we first
visited the microbiology lab here at Umeå hospital it was daunting,
overwhelming really. Just trying to understand the basic processes
of what actually goes on in a microbiology lab, from methods to
terminology. But after a while we started asking questions that
seemed to make sense to them. That's when we could begin to define
what problems we wanted to solve".
From ping pong to robotics
The concept that Marc and Daan finally settled upon aims at
improving the work environment of microbiologists, targeting the
streamlining of a couple of monotonous tasks. According to Marc
"49% of a clinical microbiologists' time in the laboratory is spent
on repetitive tasks that demand little or no training" Here, Marc
and Daan saw an opportunity to free up time so these professionals
could do more qualified, analytical work in the lab. But first, in
order to be able to create meaningful solutions, they had to get a
clear grasp of what a day in the life of a microbiologist was
Daan explains. "Basically, microbiology is this. When you're
sick, a doctor takes a sample of blood or urine from you and sends
it to a microbiology lab. That sample will then be analyzed in
order to see whether or not you have a bacteria that makes you
sick. If it does, a microbiologist will recommend treatment
accordingly, whether it's antibiotics or something else".
microbiologist preparing a plate sample in the laboratory.
"It is during the analysis of these samples that the work of the
microbiologist is being undertaken. And, it's during these
processes we tried to find ways to make the job easier, in order to
help them dedicate their time to do what they were really trained
for, qualified analytical work. Not monotonous chores."
Two key steps when analyzing samples are preparation and
incubation. Both processes involve tedious repetitive tasks that
most microbiologists would gladly swap for other activities in the
lab. First, Marc and Daan targeted the preparation of the samples.
They envisioned a two-armed robot designed to speed up these
processes. The arms would move on a rail, able to pick up and drip
fluids onto dishes and plates as well as transport them to the
incubation area. The carefully designed back-and-forth process
between microbiologist and robot was first inspired by a ping pong
match between Marc and Daan. "I know it sounds a bit ridiculous but
it actually informed our thinking on the interaction between man
and robot, as we sought to make it a true collaboration", says
lego-protptype of the two-armed robot designed by Daan and
The second part of Marc and Daan's creation was less inspired by
rubber-coated rackets and celluloid balls. Their research had told
them a lot of time was spent checking samples, or reading plates to
use the vernacular of microbiologists. They have to go back and
forth to the incubation area, where the bacteria or fungi on the
plates grow, to see if there have been any developments. In an
effort to evolve this station, Marc and Daan developed a responsive
system where samples are photographed during intervals. Instead of
manually monitoring the plates, the built in sensors signal when
significant changes have taken place in individual dishes.
"Today, if you want to check if there is any growth in a
specific sample you have to take it out of the fridge-like
appliance. You then have to repeat this process with each single
sample. Through the product we developed you can monitor the growth
from a screen and the system itself can identify when the bacterial
growth has reached its critical point." says Daan.
Marc cites their own research as the driver behind targeting
this specific problem. "During our desk and field research, we
found that plate reading takes up to 25% of a microbiologist's
time. It was clear that this was an area where we could help save
time, and in the end allow these medical professionals to treat
A product's tale
People's idea of where design comes from often doesn't extend
beyond the shiny images of the end product. In this case a
futuristic robot with rotating arms. But however small, all
products have a story to tell. It's the tale of how a particular
gadget, item or thing came to be. The basic arc of the process is
surprisingly similar in most cases. At UID, it starts with the
"On day one, week one, we get our brief. In this case it was to
explore the design space of the next generation of collaborative
robotics. For the first week or so we investigated individually and
then presented to each other some basic first thoughts and ideas.
At this stage it's very free thinking", says Daan.
"Next, we present our own areas of interest to the class and
teachers. Then you start discussing and negotiating to find a
partner with aligning interests. Both me and Marc veered towards
the area of medicine and we asked each other 'what do you want to
learn?', 'what methods do you want to use?'. The more we talked we
realized that the both of us wanted to explore areas and methods
that we hadn't used before"
For the next couple of weeks Marc and Daan tried to hone in on
what their product was going to be, which problem they wanted to
solve. After a lot of research and a number of interviews,
including quite a few trips to a microbiology lab, they had
identified a couple of weak links in the workflow of
microbiologists. But how do you go from identifying a problem to
coming up with a fully-fledged product that solves that very
problem? Well, you start by trying to generate creative ideas using
a number of techniques. Through brainstorming, provocation,
storyboarding, prototyping and sketching - to name only a few -
Marc and Daan attacked the problem from all angles, trying to be as
imaginative and original as possible. Using design lingo, it's
quite simply the ideation phase.
Daan Hekking adjusts
a prototype of the multi-jointed robotic arm.
"Our ideation phase kicked off with a workshop with the whole
class, hoping to open up a few ideas. After that me and Daan
performed a design sprint for a week. It includes five steps;
summarizing what you know, ideating, summarizing the ideation,
prototyping it and then finally we went to the microbiology lab to
validate these ideas together with the professionals. The whole
process is a quick way to solidify your ideas for later", says
"Then we presented the three ideas that came from all that work
to the class. Two of those ideas would become the combined
solutions for preparation and incubation that we later ended up
with. Getting feedback on that presentation - from our classmates,
the teachers, the external tutors and ABB - is so important for
stepping out of your bubble. It helped us immensely."
At the halfway point of the ten-week project it was time to
define in detail what actions the robot would perform and how the
collaboration between man and machine could be developed. Enter
role playing. Marc would assume the role of the robot while Daan
transformed into the microbiologist. Using only rough prototypes,
made from cardboard and plastic, they would engage in hypothetical
situations modelled on what they had observed in the lab.
A birds-eye view of the role playing. In the
role of the microbiologist Daan Hekking poses challenges to the
robot, played by Marc Saboya.
Marc believes role playing is a vital tool in order to fully
step into the shoes of the user. "It's more real than a simple
sketch exercise and it helped us define the limits and boundaries
of the project. How big does the workspace have to be? How do these
prototypes transform into real solutions? It pushed us into the
phase of creating the 3D computer models for the actual
They now spent eight grueling days, and in some cases nights,
modelling the prototype. 3D modelling is an opportunity to get into
the finer details of the project, concerning choices tied to
aesthetics and materials. Their final product is a massive
construct, two meters high and three meters wide, which led Marc
and Daan to split up and model simultaneously on separate
computers. It was the only way if they were to have a shot at
finishing on time. Late on a Saturday evening they concluded the 3D
models. This gave them just less than two weeks to produce a video
- a key part of the brief - as well as preparing the main oral
presentation. Needless to say, it was a stressful time.
A 3D rendering of
the finished product, the Colab robot, in action.
"The whole project was intense, for sure, but fun as well. I
think we're both better designers for it", says Marc.
Cracking the code
For all the flashiness of a perfectly rendered 3D model or the
satisfaction of unveiling a refined final prototype, the lure of
the design profession seems to boil down to understanding and
probing the human condition. At least if you ask Marc and Daan.
"For me, understanding humans is always the most interesting
part of the process. To delve into different aspects of human
behavior while creating ideas and making the early prototypes,
that's really exciting", says Marc.
Daan is in agreement. It's not really about the final design for
either of them. "It's really not about execution for me, it's more
the process of coming up with a solution that fits someone's
lifestyle, that can make a real difference. Research and idea
development, the early phase of the process is what gives me most
It makes sense really. Cracking that code for the first time,
coming up with a solution that no one has thought of before, is a
powerful motivation. For most designers, it's the pot of gold at
the end of the rainbow. But, it rarely happens in a single moment.
The solution is almost always born out of the process.
"You have to challenge yourself constantly in this profession,
in every project. To me, that's what UID is all about. In each new
project you need to keep an open mind if you want to understand
something quickly and still be able to make a difference. It really
motivates me, cracking that code. It's a big part of the challenge
and the adventure of being a designer" says Marc.