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Grab-A-Spot: Location-aware system for accessible table discovery on campus.

  • Writer: Seefa Potivanakul
    Seefa Potivanakul
  • May 1
  • 3 min read

Updated: May 3

[ Type ] Interaction Design Low-Fi

[ Timeline ] ~4 weeks (Autumn 2024)


"Find your spot, immediately."

Grab-A-Spot is a conceptual system designed to help students and staff easily locate available tables across campus in real time. Born from a shared everyday frustration—wandering through buildings unable to find a seat—the project addresses an overlooked accessibility issue. It’s not just about finding a table; it’s about supporting focus, inclusion, and well-being through responsive, inclusive infrastructure.


Problem Area

Campus seating availability is often invisible and exclusionary—especially for users with time constraints, accessibility needs, or sensory sensitivities. The simple act of finding a place to sit can become a significant source of stress and inefficiency.


Approach

We grounded our design in real-life experience and theoretical frameworks to reframe seating as a matter of access, care, and support. The system aims to make table availability visible, searchable, and inclusive—helping users find their spot while feeling supported, not surveilled.


Theoretical frameworks used:


Activity Theory (AT)

  • Focuses on the goal-oriented nature of human activities and their social, cultural, and historical context.

  • Utilizes Engeström’s triangle to understand the user, their motives, the tools they use (e.g., app), and the surrounding context (e.g., community, rules).

  • Informs design decisions such as filtering table options, designing intuitive interfaces, and integrating with existing systems like MazeMap.


Material Experience Framework (MEF) by Giaccardi & Karana

  • Emphasizes how people engage with materials (physical and digital) and how those interactions shape experience.

  • Breaks down into dimensions: People, Practices, Materials, Encounters, Collaborations, Performances.

  • Leads to design elements like tactile buttons with haptic feedback, braille accessibility, and physical-digital integration via touchscreens and QR codes.



User Journey Map: Persona: Amir, 22, CS Student at Umeå University

Stage

Touchpoints

User Actions

Emotions

Design Opportunities

1. Need Arises

Busy schedule, hunger, or a group study plan

Decides to find a free table to study or eat

Frustrated, rushed

Send subtle notifications about table availability during peak hours

2. Opening the System

Mobile app, web interface, or touchscreen display on campus

Opens the app or approaches a touchscreen near the entrance

Hopeful, slightly impatient

Ensure quick load time, intuitive interface, and low entry barriers

3. Searching for a Table

Interactive map, search filters (location, group size, food-allowed areas)

Filters options by building and group size; views real-time availability

Focused, slightly stressed

Offer predictive suggestions (e.g., “quietest spot nearby”)

4. Navigating to Location

Compass, 3D map view, location pins, QR-code navigation

Follows map directions or scans QR to switch to phone view

Relieved, engaged

Use location-aware guidance to reduce detours and wrong turns

5. Reaching the Table

Physical signage, app updates table status

Arrives and confirms availability; begins studying

Satisfied, comfortable

Confirm reservation/availability in real-time; give reassurance through feedback

6. Leaving or Changing Location

Option to release table or check nearby availability again

Ends session or searches for another table if full

Relaxed or annoyed (if table was occupied)

Allow for quick status updates and promote table-sharing etiquette


Designs and Interfaces

  • AT-Informed Design: Prioritises user motives (studying, collaborating), filters for table type/size/location, integration with navigation tools, and accessibility.

  • MEF-Informed Design: Focuses on embodied interaction and sensory feedback (auditory, tactile), accessible hardware, and seamless physical-digital interaction.

  • Feminist HCI influenced the inclusive design aspects—especially the principles of pluralism (adapting to diverse users) and ecology (system embedded in broader ecosystems).


Features

Smart Table Discovery

  • Real-time availability: Instantly see which tables are free (black) or occupied (grey).

  • Search by location and group size: Find suitable seating based on building, floor, and number of people.

  • Context-aware filtering: Exclude reserved or food-restricted areas for a more tailored search.


Intuitive Navigation

  • 3D interactive map: Explore multi-floor layouts with ease.

  • Compass and floor indicators: Guide users precisely to their selected table.

  • QR code handoff: Seamlessly transfer directions from on-site displays to mobile devices.


Multi-Platform Access

  • Mobile and web applications: Stay connected on the go.

  • Campus touchscreens: Public kiosks for quick access, even without a phone.


Inclusive Accessibility

  • Physical buttons with haptic and audio feedback: Designed for users with visual or motor impairments.

  • Braille support: Tactile interaction integrated into public screens. Voice assistant: Enables hands-free, accessible navigation.

  • Adjustable screen height: Customisable for wheelchair users and varying heights.


Ecosystem Integration

  • MazeMap compatibility: Extends navigation with an existing campus-wide system.

  • Live updates from embedded sensors: Reflect table occupancy dynamically for accuracy.



Sketches of the Campus Touchscreens
Sketches of the Campus Touchscreens

Goals

  • Alleviate stress caused by unpredictable seating availability.

  • Make campus navigation and spatial planning more equitable and inclusive.

  • Support a variety of use cases—from studying solo to group work or informal rest.

  • Explore how infrastructure can reflect care, adaptability, and access.


Impact

While still a conceptual prototype, Grab-A-Spot challenges conventional infrastructure by introducing care-centered design thinking to everyday university systems. It prompted discussions about how overlooked friction points—like finding a seat—are deeply tied to accessibility, equity, and well-being. The project imagines a smarter, more responsive campus—where everyone can find space to focus, connect, or simply pause.

 
 
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