Morning Routines between Calm and Engaging: Designing a Smart
Mirror
Margarita Esau
1 a
, Dennis Lawo
1 b
, Nico Castelli
2
, Timo Jakobi
1
and Gunnar Stevens
1
1
Information Systems, University of Siegen, Siegen, Germany
2
Fraunhofer Institute for Applied Information Technology FIT, Sankt Augustin, Germany
Keywords:
IoT, Smart Home, Interactive Artifacts, Engaging Experience, Well-being, Domestic Technology.
Abstract:
Frequently the main purpose of domestic artifacts equipped with smart sensors is to hide technology, like
previous examples of a Smart Mirror show. However, current Smart Homes often fail to provide meaningful
IoT applications for all residents’ needs. To design beyond efficiency and productivity, we propose to realize
the potential of the traditional artifact for calm and engaging experiences. Therefore, we followed a design
case study approach with 22 participants in total. After an initial focus group, we conducted a diary study
to examine home routines and developed a conceptual design. The evaluation of our mid-fidelity prototype
shows, that we need to study carefully the practices of the residents to leverage the physical material of the
artifact to fit the routines. Our Smart Mirror, enhanced by digital qualities, supports meaningful activities and
makes the bathroom more appealing. Thereby, we discuss domestic technology design beyond automation.
1 INTRODUCTION
In recent years smart home systems to save energy,
increase security, and enable (self-)monitoring were
researched and developed (Hargreaves and Wilson,
2017; Jakobi et al., 2018). For most parts, the cur-
rent Internet of Things (IoT) is built to collect data
and automate routines (Tuomela et al., 2019; Castelli
et al., 2017; Wilson et al., 2015). By making the
gathered information accessible to households, typ-
ical IoT consumer technology design shall facilitate
behavior change or real-time reactions to unusual
events. Additionally, Intelligent Personal Assistants
(IPA) are increasingly integrated into speakers or am-
bient displays to allow for ’natural’ interaction with
all IoT appliances (Ammari et al., 2019). That falls in
line with Weiser’s vision of calm technology (Weiser
and Brown, 1997) with technology disappearing’ and
little to no digital interruption.
However, such design credo ignores user expecta-
tions of engaging and exciting interactions, for exam-
ple, when talking with IPAs (Cho et al., 2019; Clark
et al., 2019). Mostly, building close relationships with
technology fails as users desire true conversational in-
teractions going beyond short and single commands
a
https://orcid.org/0000-0001-5179-7361
b
https://orcid.org/0000-0003-2848-4409
(Cho et al., 2019). Besides IPA control interfaces,
other work even indicates that people fear becom-
ing passive and lazy in fully automated home settings
(Mennicken and Huang, 2012; Ambe et al., 2019).
This lack of practice engagement and missing mean-
ingfulness throughout IoT interaction leads to limited
long-term use of home IPAs and even non-use (Cho
et al., 2019; Luger and Sellen, 2016). Still, the con-
cept work of smart home artifacts is often technology-
driven with the main purpose to conceal ambient dis-
plays by neglecting the variety of domestic needs and
values (Ardito et al., 2015; Athira et al., 2016; Cho
and Saakes, 2017). Instead, meaningful qualities that
traditional artifacts inherit, should be further digitally
extended (Halln
¨
as and Redstr
¨
om, 2006).
To explore the potential of making traditional arti-
facts interactive, we investigate the design space of a
Smart Mirror. Thereby, we followed a design case
study approach as proposed by Wulf et al. (2011).
First, we studied entangled morning and evening rou-
tines in and outside the bathroom by a focus group
of seven and a diary study of ten participants. Based
on the material, we developed a modular concept as a
mid-fidelity prototype. Lastly, we evaluated the mir-
ror design with five participants in their bathrooms.
Our findings indicate that the design trend for ”op-
timization” of domestic routines limits the perspective
58
Esau, M., Lawo, D., Castelli, N., Jakobi, T. and Stevens, G.
Morning Routines between Calm and Engaging: Designing a Smart Mirror.
DOI: 10.5220/0010658700003060
In Proceedings of the 5th International Conference on Computer-Human Interaction Research and Applications (CHIRA 2021), pages 58-69
ISBN: 978-989-758-538-8; ISSN: 2184-3244
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
on valuable smart artifacts. Our prototype offers an
alternative design for pleasant interactions that fit per-
sonal and steady as well as rapidly changing routines
and needs. However, many of them create space for
self-care or conscious moments of reflection or cre-
ativity. Engaging applications like embedded in our
Smart Mirror may support those pleasant activities.
2 RELATED WORK
2.1 Smart Artifacts between
Automation and Control
From a traditional perspective, smart home technol-
ogy has been mostly associated with optimized, ef-
ficient routines and autonomous decision-making of
the system (Tuomela et al., 2019; Cedillo et al., 2018;
Hargreaves and Wilson, 2017). This includes in-
stallations of automation infrastructure to save en-
ergy, to increase safety, or to enable (self-)monitoring
(Castelli et al., 2017; Cedillo et al., 2018; Jakobi
et al., 2018; Colantonio et al., 2015; Wang et al.,
2019). According to Mennicken and Huang (2012)
the perceived benefits are ‘small conveniences rather
than substantial support for routines’. Previous work
(Mennicken and Huang, 2012; Ambe et al., 2019)
shows that people fear such technologies to deprive
them of the activities they enjoy and, hence, make
them passive and lazy. Furthermore, frequent notifi-
cations contribute to a constant distraction and reduce
well-being (Woodward and Kanjo, 2018).
Smart Speakers, Displays, and Mirrors are fre-
quently introduced as smart home control interfaces
(Clark et al., 2019; Athira et al., 2016; Ardito et al.,
2015). Following the predominant design paradigm,
their main purpose remains to control lights and mu-
sic, inform about weather conditions, or set reminders
(Ammari et al., 2019). However, Cho et al. (2019)
shows that users expect those devices to interact intel-
ligently. This mismatch disillusions long-term users,
subsequently adapting their language and expecta-
tions (Cho et al., 2019; Ammari et al., 2019). One
reason devices are not becoming substantial is the
lack of engaging interaction and greater support for
daily routines. Pleasure is limited to colorful mood-
setting, light controls, or connected entertainment de-
vices (Strengers et al., 2019; Jensen et al., 2018).
Similarly, most studies investigating the design
and use of smart mirrors focus on ambient informa-
tion access (Ardito et al., 2015; Athira et al., 2016;
Cho and Saakes, 2017; Wang et al., 2019; Fujinami
et al., 2005). They often lack the enhancement and
extension of their physical properties such as the mir-
ror surface, but merely serve to mask built-in technol-
ogy. Persuasive mirrors (Nakajima et al., 2008) tend
to overemphasize behavioral change for long-term in-
teractions and objectives, while meaningful applica-
tions can also arise from sporadic interactions.
2.2 Towards Engaging Artifacts
By recognizing the current downsides of the predom-
inant design paradigm, various researchers proposed
directions for a future beyond automation and control
(Eggen et al., 2014; Rogers et al., 2007; Desjardins
et al., 2019; Strengers et al., 2019). There is a chance
to understand the home as a design space inspired and
shaped by various interactions and activities between
residents and artifacts (Kranz et al., 2010; Cila et al.,
2017; Paay et al., 2018). Here, Gaver (2001) argues,
‘unless we start to respect the full range of values that
make us human, the technologies we build are likely
to be dull and uninteresting at best, and dehumaniz-
ing at worst’. In particular, when we treat domes-
tic practices with the same optimization approaches
as the workplace (Crabtree and Rodden, 2004; Harg-
reaves and Wilson, 2017). Similarly, Desjardins et al.
(2019) propose placing a stronger effort into concep-
tualizing and exploring the look and feel of alterna-
tive visions of co-living with smart IoT. Therefore,
design approaches should leverage the range of activ-
ities performed in the home rather than decrease their
relevance through automation. In this light, Hassen-
zahl et al. (2013) argues to focus on positive activities.
Therefore, the level of interactivity does not necessar-
ily have to be reduced in favor of efficiency (Eggen
et al., 2014; Desjardins et al., 2019; Hassenzahl et al.,
2013), but enhanced towards more enjoyable interac-
tions.
Verbeek’s (2005) notion of things that ’act’ allows
following this perspective by recognizing the values
and inherent attributes of the artifacts as actors. These
properties ‘enable and constrain certain ways of inter-
action simultaneously.’(Fuchsberger et al., 2013) and
thus, allow the building of close relationships between
objects and residents through greater engagement and
personal interactions (Jung et al., 2008). A mirror sur-
face, for example, is appropriate to display content but
simultaneously confronts people with self-reflection
as they observe themselves (Mols et al., 2016). On-
ward, it may also support workouts (H
¨
am
¨
al
¨
ainen,
2004) or even art (Jacobs et al., 2019).
Hence, we need to explore how to create interac-
tive resources for engaging experiences that support
currently performed activities (Rogers et al., 2007)
by understanding the context and already established
Morning Routines between Calm and Engaging: Designing a Smart Mirror
59
material of the domestic practices. We thus aim at
better understanding what it means to shift between
calm and engaging experience and how to design for
more well-being in Smart Homes.
3 DESIGN APPROACH
Following a user-centered design approach, we con-
ducted a Design Case Study by Wulf et al. (2011)
to align the design of an interactive mirror with the
needs of potential users. At first, we conducted a fo-
cus group to discuss the actual use, meaning, and en-
tangled practices around the mirror to determine po-
tentially engaging design opportunities. Due to the
primary use of mirrors in the morning and evening,
we continued with a diary study of according routines
and follow-up interviews. The results of our forma-
tive study led to a conceptual design of four separate
digital applications later embedded in the artifact. Fi-
nally, we evaluated the prototype in a Wizard-of-Oz
study (Yu et al., 2016).
3.1 Focus Group
The focus group aimed to explore the meaning, ac-
tual use, and activities surrounding mirrors in every-
day life. Therefore, four female and three male partic-
ipants, aged between 26 and 29 years, were recruited
by snowball sampling. We decided to foster discus-
sion by inviting three early adopters who can weigh
in their experience and curiosity towards consumer
electronics and four technology critical and hesitant
adopters. The discussion was led by the host asking
guiding questions but otherwise remaining silent. Af-
ter a brief personal introduction, participants shared
their estimated time per day in front of the mirror
and situations when and where actively using the mir-
ror. Thereby, the most commonly reported practices
involved the bathroom. Afterward, mirrors as home
materials and goods were discussed. We intended to
encourage reflection of personal experience and in-
teraction with the traditional mirror to explore new
design possibilities for computational properties. Fi-
nally, each participant sketched on paper their per-
sonal vision of an ideal mirror with potential appli-
cations and desired interaction. The discussion was
audio-recorded, transcribed, and thematically coded
by two researchers. Afterward, we discussed the
themes within our research group, likewise all partic-
ipants’ drawings (Braun and Clarke, 2006).
3.2 Diary Study
To gain a thorough understanding of the qualities of
a traditional mirror and associated routines, ten par-
ticipants shared information about their everyday life
for seven days within our diary study (Bolger et al.,
2003). The sample was heterogeneous considering
prior technical knowledge, marital status, occupation,
living situation, and experience with digital assistants.
It was recruited by snowball sampling and aged be-
tween 21 and 33 years. Six participants had a sig-
nificant other, with three of them living in the same
household. The others lived alone or shared an apart-
ment. The type of education or occupation partially
structured their everyday life: Six employees, with
one working frequently from home, one student, one
pupil, one freelancer, and one mother occasionally
working as a freelancer.
We used EthOS
1
to record everyday events that
participants logged via their mobile phones, and su-
pervisors were allowed to view, sort, and code entries
simultaneously. The first question required a photo
response, and the other questions alternated between
descriptive free-choice media and forced/multiple-
choice options. A total of five questions had to be
answered descriptively in the morning and evening,
and three multiple-choice items in the morning and
two in the evening. Besides automatic notification of
any changes, the supervisor sent emails twice a day as
reminders to the participant.
Afterward, in-depth interviews (70 minutes on av-
erage) addressed possible ambiguities and specific
questions on occurring events. As the recordings were
limited to a one-week diary study and represented just
a fraction of daily life, we aimed to reflect with the
participants on their perception of their behavior, such
as the general handling of digital devices, the corre-
sponding applications, and its meaning to them. The
mirror was discussed as an interactive artifact in do-
mestic spaces between relaxation and activity within
evening and morning routines. Thereby, reported
photos and further media enabled us to ask more de-
tailed questions about context-related activities such
as daily planning, bathroom activities, relaxing rou-
tines, morning motivation and priorities. Finally, the
participants were asked to express their ideas and crit-
icism on the applications, interaction, and the use of a
smart mirror. Particularly, we aimed to discover dif-
ferences between people as well as deviations in the
same person (Bolger et al., 2003). Therefore, daily
reported enumerations, descriptions, experiences, and
final interviews were coded and analyzed for similar-
ities, differences, ambiguity, and needs.
1
www.ethosapp.com
CHIRA 2021 - 5th International Conference on Computer-Human Interaction Research and Applications
60
4 CONTEXTUAL ANALYSIS
4.1 Expectations of a (Smart) Mirror
The participants estimated their mirror use between
five and 30 minutes, on average 18 minutes a day.
All participants owned a bathroom mirror which they
referred to as the principal mirror of use. The ac-
tions performed in front of the mirror range from the
last glance before leaving the door to engaging in-
teractions like conscious personal care. The bath-
room itself represents for most of the participants
the most private and intimate space in the home.
Within this context, the mentioned media applica-
tions are strongly entangled with personal morning
and evening routines, as the most frequent hours spent
at home. Most of the participants desire functions re-
lated to infotainment and organizational tools. The
analysis of the drawings implies that all of them
request effortless syncing of their favorite smart-
phone applications with the mirror, besides monitor-
ing home appliances. Some participants see great
benefit to watch make-up tutorials on a Smart Mirror.
Presenting the drawings of their ‘Dream Mirror’ re-
vealed new ideas and thus mutually influenced the de-
sires and inspirations of all. Hence, alternative scenar-
ios encouraged the evolution of further needs that had
not previously been thought of by all (Rogers et al.,
2007). Although many of the described functionali-
ties would require cameras and microphones for im-
plementation, every participant had privacy concerns
regarding smart home systems.
4.2 Morning and Evening Routines
The documentation of daily digital activities, the in-
teraction with physical objects, and the associated
significance for the participants provide information
about the interrelated factors that influence well-being
at the corresponding time of the day. Both individ-
ual moments and long-term use can provide context-
based personal goals and values.
Spending time in the bathroom ranged daytime-
specific from five to 15 minutes for a short stay and
20 to 45 minutes for more time-consuming practices.
The average time for each participant per day turned
out to be quite similar. All participants expressed
that their bathroom design has a considerable effect
on their well-being and thus on their stay. There-
fore, they had hung up personal pictures or photos
and set up decorative elements such as plants. Light-
ing design, music system, bathtub, and photos con-
tributed significantly to a pleasant bathroom atmo-
sphere. The weekend resulted in several short visits
to the bathroom as there was no time pressure com-
pared to workdays. The sequence of activities differed
between participants, but brushing teeth or drinking
coffee in the morning were usually among the first
after getting up. Longer stays usually involved show-
ering with body and face care. Dental care usually
was done twice a day and took a planned minimum of
two minutes. Meantime, the activities performed con-
sisted of looking in the mirror, doing nothing, seeking
engagement or entertainment in or outside the bath-
room. Some noticed their tired face or checked it for
health in general. In the evening, all female partici-
pants followed their facial skincare routine.
Participants considered a morning atypical as soon
as something unforeseen had to be done, thus increas-
ing the time pressure. The same applies to difficul-
ties getting out of bed or being sick. One partici-
pant structured his morning with a mobile app that
was designed to encourage good habits and included
a checklist to do so. Another participant started to
wake up by interacting with his mobile phone, while
another one often laid down for a few more minutes
to think about the day ahead. Many of the partici-
pants depended on public transport and therefore al-
ways kept track of time. Daily planning was some-
times omitted by those who had structured days and
hardly required any additional preparation for work.
Otherwise, participants intended to do the planning
of work tasks in the office before leaving. Depending
on the evening before, ‘morning activities’ could last
the whole day or until leaving home. The use of re-
minders involved only cases of unusual events or for
irregular notes like bringing musical instruments or
sports equipment to work for after-work events. The
morning routine at the weekend could no longer be
recognized as such, as most of the participants started
the day without any time pressure. Shortly before
falling asleep, many of the participants reached for
various media such as videos, books, music, or de-
vices to browse the Internet. Media activities can gen-
erally be categorized as follows: Social media, news
and communication, entertainment, online learning
and tutorials, health and well-being, shopping and
renting, dating, and smart home appliances. For more
complex tasks, participants preferred a bigger screen
size and the appropriate interaction style.
5 CONCEPTUAL DESIGN
Previous results show that even if established routines
exist, participants carve out time for (self-)reflection,
conscious personal care, or enjoy moments of doing
nothing in specific. Daily planning was either done
Morning Routines between Calm and Engaging: Designing a Smart Mirror
61
Figure 1: Evaluation set-up and exemplary prototype screens: Tooth Brush Animal, Instant Idea, MiraFit and FaceYoga.
during the working time or only in case of unusual
events. In contrast to previous research, we wanted to
go beyond the design for optimization and efficiency
and focus on conscious and active moments of inter-
action and experience. Thereby, aesthetics, person-
alized design, and well-being strongly influenced the
stay in the bathroom. We consolidated the gathered
data, needs and actions, and used a scenario-based de-
sign approach to develop our mid-fidelity prototype.
As follows, we will outline our general concept and
the prototype in detail.
The concept entails four main applications and a
home screen with basic functionalities for communi-
cation, connected devices, and reminders (1). A per-
sonal agent enables navigation through several appli-
cations and functions to facilitate seamless interaction
in the whole room. Depending on the application,
the agent changes roles supporting the media style,
e.g., the character of an animated animal. Our hetero-
geneous samples showed clearly that future designs
have to be customizable. Meanwhile, our concept fo-
cuses on engaging support for the activities at hand,
situated well-being, and (self-)reflection. The four
proposed applications build a modular foundation for
various engaging features and interactive media ele-
ments adapted to the needs of the residents and the
specifications of a mirror.
6 MID-FIDELITY PROTOTYPE
As follows, we built a mid-fidelity prototype to il-
lustrate the possible look and feel of a Smart Mirror
in reality (1). Therefore, we examined the applica-
tion ideas to determine their feasibility with respect
to the technical limitations of the hardware elements
and the test environment for evaluation. The central
part of the smart mirror is a light monitor display con-
cealed by a spying mirror glass as an interaction sur-
face. This surface is partly translucent, hence, hiding
everything dark. We tried to provide an experience as
realistic as possible regarding the interactive digital
elements and current hardware options. The interac-
tion comprises voice in- and output as well as visual
support. Icons and text prompts provide an overview
of the application and support menu navigation. The
size and distance of the visual elements are propor-
tional to the size of the display, taking up about half
of the mirror surface. The arrangement of the ele-
ments attempts not to interfere with the person’s mir-
ror reflection. By triggering an application, the con-
tent extends across the entire display as needed while
enough mirror surface remains usable as such.
Home Screen. Organization and communication
tools have clear value for domestic life. Hence, for
completeness, we decided to incorporate visual signi-
fiers that illustrate further tools. As with conventional
end devices, the screen functions as an overview
of the installed applications that are represented by
icons. Those are accessible by saying the voice com-
mand ’Mira, please start application xyz’.
Face Yoga. This interactive video tutorial is based
on yoga practices to train and relax facial areas and
support mindful recreation. Short audio and video in-
structions provide exercises for different face parts.
They offer personal care for personalized time bud-
gets of two to seven minutes, creating opportunities
to incorporate more active time with and for oneself.
Calm music and wording contribute to a reflective at-
mosphere by building on the context of Yoga. The
agent acts as a guide and describes further steps as
well as the flow of the exercise. The user can check
the correctness of movements simultaneously in the
mirror. For demonstration purposes, we have cur-
rently provided offers such as anti-aging and relax-
ation exercises only. Finally, these should be easy to
CHIRA 2021 - 5th International Conference on Computer-Human Interaction Research and Applications
62
integrate into personal care routines and create mo-
ments of conscious interaction and reflection.
Tooth Brush Animals. In this application, the agent
acts as one of three animated animals to motivate and
teach children to brush their teeth properly. There-
fore, the agent transforms from a calm background
assistant to an active coach and has distinct character-
istics to build a trustful and engaging relationship with
the child. Further, the animal tells a story about ’lit-
tle tooth monsters’ that try to attack the teeth and can
be defeated only with the help of proper tooth brush-
ing techniques. An animated dental model shows the
correct brush movements in the oral cavity. The em-
bedded gamification approach aims at additional mo-
tivation by offering further animals to unlock. This
approach can be applied and modified for different
topics relevant to children and to support parents in
child care. However, this is a way to create more well-
being in bathrooms which often seem sterile and not
fun espacially to children.
Instant Idea. Many of the best ideas and creative mo-
ments arise during a moment of relaxation and non-
activity of the brain (Krampen, 2019). Additionally,
people take active time to think of the day ahead. In-
stant Idea shall support users to capture and pursue
spontaneous ideas right in the bathroom, e.g., by do-
ing a voice memo or an image search. Moreover, ev-
ery media format and platform, e.g., videos, screen-
shots, or tweets, can be saved for a future purpose
and processed on other devices. It is possible to in-
sert and compile the content into a personal grid of
inspirational ideas and quotes, allowing users a versa-
tile combination of the collected material to develop
new ideas and concepts. In general, this application
supports thought activities and creative moments by
enabling users to capture and structure their thoughts.
MiraFit. MiraFit imports and visualizes data like cur-
rent activity results and goals collected by the users’
preferred mobile fitness application or tracker. The
aim is to support personal care and self-reflection on
physical goals as well as sports habits. The mirror
proactively visualizes information and acts as a coach
with further data-based advice. For example, moti-
vational quotes from successful athletes will appear
or new challenges are proposed. This application is
timed to suit the users’ post-exercise needs while they
are following their care routines. In particular, the
main results should be visible at first glance and en-
gaging to users for future habits, exercises, and well-
being.
7 EVALUATION
We conducted a heuristic evaluation to explore the po-
tential value of the concept and discuss future design
implications for smart artifacts. At least two of the
four applications matched the participants’ needs and
goals for personal care and well-being in the bath-
room. We recruited our participants by snowball sam-
pling with an average age of 28.4 years, ranging be-
tween 23 and 32. Two of them lived alone in a one and
two-room flat, and one shared a two-room flat with a
co-inhabitant. The other two participants are married
and live together with two little children, three and
six years old, in a three-room flat. All participants
had some experience using mobile voice assistants.
For an authentic atmosphere and personal expe-
rience, we conducted the evaluation in the bathroom
of the participants. The mirror prototype ’Mira’ was
placed on the washbasin in front of the actual mirror
(1). The test leader and assistant observed the interac-
tion next door on a live video stream. The test leader
acted as ’voice assistant’ within the Wizard-of-Oz (Yu
et al., 2016) scenario set-up. Therefore, we equipped
the bathroom with a microphone and a small speaker.
The participants used their voices to command ac-
tions. The test leader executed them by clicking on
the according elements in the digital prototype trans-
mitted from the laptop to the Smart Mirror display.
Each participant received two scenarios and a corre-
sponding task. Meanwhile, the actions were recorded
on video, and observations were noted. Afterward,
participants had additional time to explore the rest of
the content freely. The participants were asked to
think aloud during the whole session but needed to
say ’Mira’ as an activation word to use voice com-
mands. Otherwise, the test leader would not respond.
General questions that emerged during the test were
not answered until the end unless the participants had
specifically asked Mira for such information. In total,
one session lasted between 45 and 60 minutes. The
videos were transcribed, coded, and deductively clas-
sified in MAXQDA (Braun and Clarke, 2006).
7.1 Findings
All participants had a positive first impression, like
P1 noted: ‘I actually thought it would look more ”Do
It Yourself” and not so professional’. They described
the handling as intuitive and well-structured. All of
them agreed that the applications added value, but
the better they corresponded to personal practice, the
greater the enthusiasm: ‘Fitness or relaxation helps
me to relax in everyday life, it could increase my qual-
ity of life’ (P3). As P5 elaborated: ‘The idea with the
Morning Routines between Calm and Engaging: Designing a Smart Mirror
63
toothbrush animals is great, Instant Idea is very good,
FaceYoga I don’t know’. Most of the participants suc-
cessfully completed every task and handled the fictive
voice control well. In particular, three participants
completely blanked out the test leader, fully engaged
in the interaction, and explored all applications via
voice command. Both during the test and in follow-
up interviews, the adjectives mentioned, such as ‘pre-
sentable’, ‘innovative’, ‘likable’, ‘pleasant’, and ‘mo-
tivating’ indicate a positive experience.
7.1.1 Home Screen
Participants particularly embraced the displayed
clock and reminders on the home screen, e.g., tak-
ing their sports equipment with them, since they had
no time indicators or note board in their bathrooms.
Offering clothing suggestions in the case of rainy
weather was perceived twofold: ‘I will make my own
decisions for myself, just take a jacket or umbrella is
fine’ (P5). He was deliberately refusing to be patron-
ized by technology. Further, some participants would
have liked more visual indicators for possible voice
interaction because of the unfamiliarity with it.
7.1.2 FaceYoga
The opinions on this application differed. Regarding
design and interaction, the participants described it
as entirely positive, supportive, and pleasant: ‘It was
clear which parts of the face could be selected. I also
found it good that the voice guided me. I also liked
the fact that it asked me if I wanted to do another
exercise. (P3). In terms of content, however, only
two of the participants would repeat the exercise and
one would try out different exercises first because this
particular session was not effective. Several partic-
ipants emphasized the benefits of demonstration, an
easy way to simultaneously join the actions and cor-
rect oneself by using the mirror: ‘It’s super intuitive
because you can’t go wrong with it. (P2). In the
beginning, P4 was irritated by the simultaneous dub-
bing and texting of the instructions because of a mis-
matched timing: ‘I would not have needed the writ-
ten instructions because Mira explained it to me”(P4).
P1 would prefer effortless switching between speech
and text, as he sees an advantage in both. Besides,
he experienced difficulty in his hand-eye coordination
between watching the video and checking his move-
ments in the mirror all at once. Therefore, he sug-
gested that the video should overlap with his face in
the mirror. Overall, while there is a value for personal
well-being, more individualization is desired. Text,
sound, and image should be more balanced to ensure
smooth interaction.
7.1.3 Tooth Brush Animals
All participants watched the animation, and two of
them got engaged. The general impression was pos-
itive, and everyone could imagine children enjoying
the application. P5, a father himself, indicated the
mirror ‘anchors learning where learning takes place’.
Gamification purposes like unlocking further animals
were well received and created immediate engage-
ment: ‘Mira, which animal suits me”(P1) or ‘Can I
create a new character there?’ (P5). The video is well
suited to develop a sense of time, and the raccoon is,
in any case, a positive factor to increase motivation.
However, most of the participants criticized the fast
movements in the cartoon. P5 mentioned limits to
check his teeth simultaneously in the mirror at this
speed. Besides, he added that the final check of the
child’s teeth and responsibility still lies with the par-
ents. Thereby, it would not save time. However, even
if he did not buy the mirror just because of one appli-
cation, he would install it if he already had one. Yet,
some of the participants had parental concerns about
exposing children to further screens. One parent (P5)
was excited ‘to see how they do it with the mirror and
imitate. How much they stick to it’. The other parent
(P4) added that ’If they are more grown-up and are
allowed to brush their teeth themselves at lunchtime
and without supervision, that would be something’.
7.1.4 Instant Idea
Despite initial insecurities about the concept and ap-
plication, all participants agreed that the concept was
valuable and fit their routines: ‘I really believe that
I would use it because I always use notes to write
something down. Just like that, if I think of some-
thing, I would write it down briefly. And you can
hold on to it without searching for my mobile phone
with my wet hands, and I can do other things on the
side’(P5). P4 recognized its practicality, e.g., while
brushing teeth or doing make-up. The visualizations
of the sequences were very authentic in their func-
tionality, whereby the prototyped interaction caused
confusion. However, one reason was the simulation,
where certain options had to be prepared in advance
and some restricted in use. Therefore, one partici-
pant suggested having animated hints, for instance, to
record his voice. Besides, he wished for references to
the sources of the filed media in the future. The social
media links were only noticed on a second look but
tended to be positive. One of the participants wanted
to sort his stored content by link categories like ‘living
room’ (P4). Despite the initial difficulties in interac-
tion, this concept has the potential to support reflec-
tive moments and creative thinking.
CHIRA 2021 - 5th International Conference on Computer-Human Interaction Research and Applications
64
7.1.5 MiraFit
All participants liked the well-structured fitness re-
sults and suggestions by Mira. They emphasized the
automated synchronization of data and the mirror ap-
plication to reduce additional effort. Equally, after ex-
ploring the training advice on the mirror, they would
like Mira to send the information to their phones or
fitness tracker. Besides, one participant asked for an
automatic calendar entry for the next run. P1 noted
that he is not familiar with the displayed times on the
mirror, and he is expecting classification and interpre-
tation by the agent. All participants emphasized the
importance of context and timely suggestions, for in-
stance, depending on different times for workouts, as
P2 remarked. Besides, recommendations to buy new
running shoes after a specific number of miles were
well received, with P4 expecting to get this informa-
tion timely and simultaneously some links for direct
purchasing. All participants asked for valuable ad-
vice and information and emphasized the importance
of timing to engage with the data and the agent.
7.1.6 Impact on the Atmosphere and Well-being
Four participants described their bathroom as a very
intimate retreat, where they particularly want to feel
calm and cozy: ‘It’s a very private room, you’re usu-
ally alone there’ (P2). Further, they repeatedly em-
phasized the positive impact of the mirror on the at-
mosphere in the bathroom: ‘I find it very user-friendly
and a bit like a girlfriend in the bathroom (...) With
the mirror, the bathroom would no longer be so ster-
ile and cold, but cozier. (P3). P4 added the positive
effects of speech: ‘So that makes it more human, of
course, because of the voice. However, P5 encoun-
tered: ‘I don’t know if you need a name for the mirror
and if it has to speak, perhaps it would be enough if
only I would speak and then I get the feedback on the
screen” (P5). He did enjoy the interaction, but some-
times visual feedback would be sufficient to engage
with the content and activities. Without considering
additional effort to clean fingerprints off the surface,
he also would like to shorten some interaction paths
by touch. In contrast, P3 explained that speech partic-
ularly fosters engagement and motivation.
Although the participants enjoyed engaging with
the mirror, they all had privacy concerns. Even with-
out an integrated camera in this prototype, they men-
tioned, it would make them feel uncomfortable. Like-
wise, they were concerned that the sounds of the toilet
might be recorded and distributed. Therefore, some
participants suggested mechanical features like a flap
to blind the camera and preferred a self-determined
control. The same goes for switching the microphone
on and off, as a digital marker, e.g., light still leaves
them suspicious. Besides those reservations, the par-
ticipants valued most of the applications and made
design suggestions as taking selfies in the bathroom
without considering prior stated privacy concerns.
Some participants speculated on more design
ideas to enhance their well-being. Aesthetics con-
tributes equally to a sense of well-being as the ap-
plications themselves. P2, for instance, imagined an
effective weather display by letting rain run over the
mirror or a sunrise. Similarly, P1 suggested the mir-
ror simulates a real window or a mood light to feel
more comfortable in his small and window-less bath-
room. That may also lead to spending more time in
this particular room, in general. All participants al-
ready listened to music frequently, and some men-
tioned watching music videos as an additional ben-
efit. Although spending most of their time alone in
the bathroom or helping their children, P5 empha-
sized that this artifact might also impress and enter-
tain friends and acquaintances at their visit: ‘It is a
luxury item that is not only beautiful but also has a
benefit. (...) It is also a wow factor for guests. (P5).
However, P2 wished for a ‘calmer’ design, which re-
minds her less of technology like the mobile phone.
The clock was a little too big, and she associated the
functions of reading emails or getting messages on the
mirror with her working day ahead. She would prefer
to hide these functions and displaying the watch in an
’analog’ design on the mirror.
7.1.7 Fitting the Routines
The results show that participants expect a personal fit
to their habits and time-critical events. For the latter,
one participant (P5) particularly described a stress-
ful situation storming into the bathroom and handing
over several tasks to the mirror. In this scenario, the
agent has to react quickly and send, for instance, a
voice notification to a friend for his 15-minute late
arrival. Besides, participants reflected on their daily
routines and possible fit of the applications: ‘In the
morning, the applications that I tested, like FaceYoga.
And in the evening perhaps rather as a little toy and
for entertainment. And something like the news I
would watch at noon. However, actively I would use
the mirror in the morning and evening’ (P4). Like-
wise, P2 added that this mirror might support a re-
laxed and organized start to the day: ‘You feel more
organized, you do things that you would do anyway,
and you get information. I would feel more comfort-
able with it. (P2). She also stressed that she would
use beauty advice for skincare and make-up and pre-
ferred motivational content for the day. For building
healthy habits, P3 emphasized the benefits of embed-
Morning Routines between Calm and Engaging: Designing a Smart Mirror
65
ding the mirror in the bathroom and the immediate
use: ‘I always miss to do the relaxation exercises, but
if it’s right in front of the mirror and you’re right there,
then you do it. Usually, the first thing she does after
coming home from work is going to the bathroom,
so she imagines starting an application immediately
while drying her hands.
8 DISCUSSION
We want to discuss the main findings of our design
process in light of the design space for engaging inter-
actions (Rogers et al., 2007) and leveraging properties
of traditional domestic artifacts (Verbeek, 2005).
8.1 Traditional Artifacts Extended
So far, research treated mirrors and ambient displays
as very multi-purpose, public furnishings and artifacts
for all household residents. Hence, they have been
usually assigned the task of communication and co-
ordination work. Ambient displays have traditionally
been developed for public spaces to disseminate in-
formation widely and make it accessible to all. For
the most part, enhancement or intelligence of IoT ar-
tifacts has been understood as the need to hide tech-
nology or visible aspects of domestic technology in
everyday objects. As a result, the original meaning
of the object and its inherent qualities, such as the
mirror surface, and the primary moments of situated
interaction are insufficiently considered. Moreover,
when interacting with technology, the technology’s
need to communicate organizational information, for
example, takes a salient role, forcing the residents to
immediate reactions rather than supporting their envi-
ronmental needs associated with the mirror and space.
The spatial design of the bathroom impacts personal
well-being substantially. Strengers et al. (2019) show
that aesthetic and ambient features in the home are
as important as the technology itself and lead to more
pleasure. Therefore, the object and its properties carry
well-being, either as a traditional material or digitally
enhanced by applications. The qualities of the arti-
fact enable and constrain the inherent interaction and
expressiveness (Halln
¨
as and Redstr
¨
om, 2006; Fuchs-
berger et al., 2013). Traditional mirror reflections
shift the focus to more self-reflection, and with digi-
tal qualities, it is now possible to engage in active and
reflective ways. Thereby, a digitally enhanced mirror
might actively offer space and time for calmness and
more engaging experiences in the ‘currently doings’
(Rogers et al., 2007). The same surface might con-
strain the usefulness of some applications like the cal-
endar in the bathroom and simultaneously be a valu-
able feature on a decorative mirror in the living room.
With an iterative design approach, we were able to un-
cover actual use and entangled practices of the tradi-
tional mirror at home and show how to center those in
the further design development considering the con-
straints and opportunities of the material. The exami-
nation of the social practice in which the material en-
counters meaning and the potential for use helps to
re-contextualize the purpose of digitization and visu-
alize the vital qualities of the artifact.
Our approach is not limited to mirrors but empha-
sizes exploring artifacts in their original embedded
use to integrate technology purposefully and open up
new design perspectives. Therefore, the main qual-
ity of everyday artifacts should go beyond concealing
technology and find the natural fit by leveraging in-
herent properties and affordances. There is a poten-
tial to carefully extend properties digitally that build
on prior structure, use, and desires and see IoT as ac-
tive and embedded contributors to more well-being in
the home.
8.2 Adaptive Resources for Action
We withdrew to condense the needs of our partici-
pants to an average user to avoid the ‘One-size-fits-
all’ design paradigm. Leveraging the design space
of the bathroom and traditional mirror, we present
four applications that promote and inspire mindful-
ness and well-being in the home, aligned with the call
of Desjardins et al. (2019) for alternative IoT con-
cepts. We based our concept on the engaging inter-
action between inhabitants and their artifacts, offer-
ing resources for action to find substantial and joyful
support for their routines (Mennicken et al., 2014).
Concise moments and activities define the poten-
tial value and support of the technology for every-
day life (SplendidResearch, 2016). Our diary study
shows the frequent media use in the mornings and
evenings. Yet, we can observe participants attempt to
integrate time for (sub)conscious reflection, self-care,
and to establish enjoyable or healthy habits in general.
In contrast, prior studies often neglect the variety of
needs that can be projected on one artifact or the en-
tanglement of different practices associated with one
room or artifact. Those systems tried to enhance well-
being by more automation of tedious tasks or pro-
cesses like regulating heating (Jakobi et al., 2018) that
not primary focus to promote joyful interaction but in-
stead passive and peripheral information consumption
(Ammari et al., 2019). With our empirical studies,
we could reveal the entanglement of media use with
the variety of morning and evening practices, pointing
CHIRA 2021 - 5th International Conference on Computer-Human Interaction Research and Applications
66
to different phases of calmness and engagement that
personalized technology has to consider. This also ex-
tends to the investigation of the personal relationship
between inhabitants and their objects in use. Regular
encounters that involve memories, engagement, and
experience create personal value and strengthen the
relationship with the object, leading to appreciation
and acceptance of the technology-enhanced artifact
as well. However, our prototype shall enable humans
without strongly intervening or patronizing, yet offer
resources for engagement (Taylor et al., 2007). Users
value a variety of unique applications to choose for
their individual purpose and might build close rela-
tionships with the agent if their needs are taken seri-
ously by design (Paay et al., 2018). This will need
long-term investigation of said relationships to under-
stand how more IoT can, for example, live up to the
expectation of being personal.
A thorough investigation of domestic practices
with a central view on the material and respecting the
former object relationship contributes to the creation
of personal value within the adoption of the interac-
tive artifact as a whole. Therefore, we need to find a
balance between automation and engagement by of-
fering adaptive resources to a variety of needs and
connecting existing activities and objects.
8.3 Rethinking Productivity
At the beginning of the broad implementation of
technology in homes, practices were investigated by
means introduced to study workplaces, and success
was determined by increased values of efficiency and
productivity (Crabtree and Rodden, 2004; Hargreaves
and Wilson, 2017). Yet, we have to rethink the value
of efficiency and productivity in smart domestic envi-
ronments (Desjardins et al., 2015; Crabtree and Rod-
den, 2004) and their meaning to the inhabitants.
Time-economic advantages exist and can reduce
stress by proposing an efficient structure or overtak-
ing tedious, previously manual tasks. Yet, inhabi-
tants might not experience this as a value because they
do not mind, e.g., opening windows by themselves
or they want to make own decisions. Consequently,
they still might not perceive a technology dictating
the daily structure and which is concealed by daily
objects as calm. Calmness emerges from the absence
of distraction and fitting interactions between inhab-
itants and artifacts. Ambient access to information
does not increase efficiency necessarily when further
activities like self-care or creativity are interrupted.
For example, information retrieval in the morning
might even produce stress by displaying work mes-
sages. Therefore, an alternative approach might be
the active support of moments that often remain in-
visible to technology and unconscious to inhabitants.
Additionally, users fear becoming passive and
lazy in the opposite of being productive, when too
much automation is implemented in their homes. Un-
derstanding that being active equals not always being
productive, we can move towards the design of arti-
facts and interfaces that promote engagement which is
welcomed and desired. Productivity is often linked to
specific goals and tangible results, whereas being ac-
tive can also be associated with mindful experiences
in the moment, e.g. self-reflection or self-care. More-
over, being productive can be understood as being ac-
tive and engaged in favorite activities. Accordingly,
technology should instead foster the reallocation of
resources like time and space to more meaningful en-
gagements. Tools for more self-reflection and mind-
fulness help to increase the productivity of the inhab-
itants throughout the day. Finally, our work enables
users to implement more positive activities in their
daily routines and establish desired self-care habits.
Finally, the properties of artifacts are appropri-
ate to resolve the contradiction of calm and engag-
ing by rethinking the values of efficiency and produc-
tivity. Therefore, we need to design beyond the au-
tomation of routines and control of smart appliances
(Desjardins et al., 2019; Strengers et al., 2019) and
consider which spaces in the home are appropriate for
coordination and communication work and which are
used for calm and mindful interactions.
9 CONCLUSION
Inspired by the idea of IoT artifacts going beyond ef-
ficiency by digitally extending the qualities they al-
ready inherit, this paper presents a design case study
for a Smart Mirror that supports activities and is easy
to integrate in everyday life. Our findings indicate
that the design trend for ’optimization’ of domestic
routines limits the perspective on valuable smart arti-
facts. Moreover, our ’Mira’ prototype offers an alter-
native design for pleasant interactions that fit personal
and steady as well as rapidly changing routines.
Our research is limited by the small number of
participants in the evaluation and selection of the sam-
ple, which should be broadened in future work. More-
over, we can only speculate about the design of other
artifacts because they are determined by their inherent
properties, still our results clearly show the need to
investigate a variety of IoT artifacts. Further research
should focus on digital enhancement of traditional ar-
tifacts and purposes for well-being beyond automa-
tion.
Morning Routines between Calm and Engaging: Designing a Smart Mirror
67
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