Until now, I was concerned that the main issue with my project inspiration was the interaction, or the tool itself - but on speaking to Lorna it's actually about what happens around the tool instead, the activity. What does this let you do?
So, instead of the interaction (the knife responding to you) being unacceptable, I really just needed to focus on the detail and process. I suppose in this case, it wasnt worth throwing out most of the things that made the tool real, but I've placed an emphasis on trying to deal with
What I had before - You have a kitchen knife, pick it up, and it keeps track of three things, proper grip, a safe angle, and a appropriate amount of force. But none of those had specific interactions, so I'll be working on storyboards for those, demonstrating how the interactions flow in greater detail. The important things, there's a clear piece of feedback, thats both visual and auditory, and then after the fact, there
Theres an issue here of a potential Gulf of Execution and Evaluation with the way the interaction is right now - someone might use the tool - but they wouldn't know what exactly they did wrong, because snarky comments from the tool aren't a substitute for detailed feedback.
I've talked about the context of the tool now being something to use to train new volunteers at a homeless shelter, to stop them from making mistakes... I think the next step is to think of a place to use it... is it going to be something that people use at home? Or is it a tool for a warm up exercise? It's kinda sad if it's just a one time thing - and then the knife is unusable.