POR TFO LIO INTERACTION DESIGN LI ZIWEI 2017-2019
CONTENTS
01 PRIVA Eco Touchpoint /03
02 Smart Bathroom Floor Cleaner/16
03 Smart Migrant Dispenser /25
04 A Taste of Suicide /33
05 Other explorations /42
01 PRIVA Ecopoint One Redesign Proposal | UX & UI Design | Sustainable Design
TU Delft | Project Usability and User eXperience Assessment in Design Feb. - June. 2018 Team members: Deniz Sogutlu, Emma Hoogenboezem, Frank Peeters, Marie Toldo, Tjitske Franx, Ziwei Li
The redesigned product - PRIVA Ecopoint One is an environmental controller. We kept the original product as a strong base and the aim was to improve from it. Feasibility and usability were the strongest pillars of the work produced and this allowed us to arrive to a concept that has comercial power and significant improvements in the user experience. Nonetheless, we wanted to create a strong concept which had the power to change the way people behave in a gentle way, and this is translated in the deconstruction and further conceptualization of the eco mode.
RESEARCH ANALYSIS
1. Original Product
2. Research & analysis
1) Brief Introduction
Context of Use
The original product PRIVA Touchpoint One is a climate control unit that displays the living climate of a zone to office occupants and gives them the opportunity to adjust this climate to their own comfort preferences. They can do this by changing temperature, ventilation, blinds and lights through a, claimed by Priva, user friendly interface.
Displaying UI
The Touchpoint can regulate the living climate as one unit in smaller rooms, like the dynamic work space or conference room. Or multiple Touchpoints regulate the living climate in larger rooms, like in the traditional working space. Due to recent trends in the field of offices we have decided to focus on designing for more flexible offices with our redesign.
Touchable UI PRIVA
CONFERENCE ROOM People cannot change anything; They will stay for several hours, but not very often.
CONFERENCE ROOM PRIVA
PRIVA
PRIVA
COFFEE BAR/KITCHEN
TRADITIONAL WORKING PLACE TRADITIONAL WORKING PLACE
PRIVA
About 30 people in the ordinary office People cannot change most of the facilities or their working places; They stay there for a long time every day. BREAK ROOM PRIVA
COFFEE BAR/KITCHEN People can choose the place they like; They will stay for about half an hour, almost every day.
PRIVA
DYNAMIC WORKING PLACE
DYNAMIC WORKING PLACE People can move to the place they want. The amout of people and the time they stay there are flexible.
PRIVA Touchpoint One and explained features.
BREAK ROOM People can choose the place they like; They will stay for about half an hour, almost every day.
Context of Use
RESEARCH ANALYSIS
1) Problem researches A. Workflow Appoarch
Changing Temperature
In order to find the design direction, it is important to understand the strengths and weaknesses of the current product, as well as the requirement of the stakeholders.
Do you want to change the temperature?
No
PROBLEM 1
?
The process of the problem research is shown below:
No
PROBLEM 2
?
Raise
Disappear
appear or disappear?
?
Do you want to be on eco mode?
Product lights up
Press lower arrow
Cooling icon appears
Temperature decrease
Press higher arrow
Heating icon appears
Temperature increase
Do you want to turn on/off the second light
PROBLEM 8
?
Yes
Press light icon
Icon blinks
Light turns on/off
Press the other light icon
The second icon blinks
The second light turns on/off
Check the eco icon Appear
To find the main users’ value and needs and to integrate the problems
Get close to the product
? Yes
No
Persona
Do you want to turn on/off the light?
Press temperature icon
Decrease
Star t
Product lights up
Get close to the product Yes
Do you want to raise or decrease the temperature?
Workflow
Turning Lights on & off
Star t
PROBLEM 9 / 10
PROBLEM 4
No
?
END
PROBLEM 3
Wait few seconds
Yes
Change temperature again
Back to the homepage Press blank area
To predefine prolems occuring in the main actions empirically.
Feeling More Comfortable
START
END No
Storyboard To visualized the problems
Opening&Closing Blinds
Design goal
No
Do you feel uncomfortable?
Yes
Star t Get close to the product
?
Product lig ht s up
PROBLEM 11 Feeling bad concentration
Feeling dry or damp
Feeling hot or cold
Do you want to change the statue of blinds?
?
Press temperature
Check temperature
Green face
?
Check CO2 level
Orange/red face
Yes
Doyou want to open or close?
Is it an appropreate level?
?
Is the temperature adequated in value
Press blinds icon
Press lower arrow
Check humidity level
Yes
? No
Low
User test To test predefined problems and discover new qualities.
Research Phase
Close
Requirement list
Press lower arrow
Open
No
Clearly describe all the objectives
Do you want to stop the movement?
Yes
Analysis Phase
Higher arrow blinks
Press higher arrow
Blinds close
Blinds open
Is it high or low?
Humidifier needed
No
Adjust it?
?
Don t know
Google it!
Yes
Press fan icon
High
?
? PROBLEM 5
Yes
Do you want to open or close the other blinds?
Lower arrow blinks
Change temperature
Press higher icon
Press blank area on the screen
?
Wait few seconds
No
Wait few seconds Press another blinds icon
Back to the homepage
Press blank area
Press blank area
END PROBLEM 6
END
PROBLEM 7
Check CO2 concentration
PROBLEM 12
RESEARCH ANALYSIS
B. User test
C) Persona
a) Process
a) Main Skateholders
PHASE 1
PHASE 2
PHASE 3
b) Requirements
JULIA YOUNG BUILDING OCCUPANT
EXPECATIONS
INTERACTIONS
Appearance
SATISFACTION
Context
After Use
Functionality
Office
Functionality
Ease of use
Hotel
Ease of use
Smartness
School
Smartness
Satisfaction
Satisfaction
Likeability
Likeability
Can’t they get the temperature right in here?
’’
NEEEDS · Fast and easy influencing of climate · Personal control over the climate · Facility dept follow her climate complaints DELIGHTERS · Feeling comfortable · A good atmosphere amongst collaegues · Being in control FRUSTRATIONS · Being too cold/hot · People telling her to wear a thick sweater · When her complaints are being ignored
JULIA YOUNG • wants to control the temperature easily • struggles when using unfamiliar devices
ROL
COMFOR T
CONT
• has authority on setting tempreature • checks the efficiency of the overall system • aims productivity and cost reduction
PRIVA
SAVE MONEY
b) Expecations vs Satisfaction We asked the participants to score the five topics. The results show that all the expectation scores are higher than the satisfaction scores.
ALEX ALPHA
FACILITY MANAGER
c) Walkthrough Problems Difficulty in recognizing
Lack of meaning of present-
purpose of elements
ed data
Non intuitive workflow
ALEX ALPHA
Do not know how to escape a certain functionality
Perceiving display icons
Poor feedback about how it
as touchable elements
affects the living environment
I hardly have time to monitor the climate in our office.
’’
NEEEDS ·Quick overview of things out of the ordinary · Easy navigation through the digital representation of his building · Insight in energy usage and costs
the
BUYING COMPANY
DELIGHTERS · A nice and comfortable office · No complaints · Money saved for the company FRUSTRATIONS · Things he can’t fix and cause trouble · Who don’t follow procedures · Who blame him for things he cannot help
R: The product should focus on making users behave more ecological R: The product should look like an ecological product in order to convey an ecological mindset R: The product should have a positive effect on the costs of energy usage caused by users
RESEARCH ANALYSIS
3. Design Goals 1) Design Goals
D) Problems and requirements
Raising the perceived comfort inside the office building by:
Distribution Problems Problems related to perceived smartness
Problems related to the expectation of function
a) Increasing the ease of use
b) Meeting the demands of users
1 provide user understandable information about current condition; 2 provide user direct and understandable feedback about activity; 3 which enables user to adjust environment condition.
1 give users the possibility to control the environment in a more sustainable way, which lead to 2 savings costs for the owner(s) of the building.
Specific problems related to the workflow of the interface
Context Fit Phase
Usability Phase
Problems related to the expectation caused by aesthetics Problems encountered when learning the product
2) Interaction Vision & Characteristics
‘A facilitator who successfully fixes your problem at focus group session’
Characteristics of Interaction
RELAXED RELIABLE AGREEABLE
We can conclude that the base of all problems lays in the usability of the product, since users are not able to control the system without encountering problems with simple actions such as changing temperature. The first phase of product development and conceptualization will be focused on designing the workflows of its main functions: changing temperature, ventilation, blinds and lights. Displayed values or information are also taken into account to be redesigned, such CO2 and humidity. Moreover, the different requirements of the stakeholder and office worker will also be considered.
INTUITIVE WELCOMING
CONCEPTION ITERATION
4. UI Redesign
The main process of UI Redesign is shown below: Usability Redesign Concepts 1) 2) Usability test
Converged Workflow Concept
Context Fit eco-mode Concept
Final Redesign
3) 4)
5) 6) 7)
8)
Eco-mode
Eco-mode test
Usability Phase 1) Interaction Redesign Concepts
Brainstorm of Usability Redesign
1 Touchpoint Circular
2 Touchpoint Black
3 Touchpoint White
To test whether a circular way of navigating would have a positive result on the ease of use.
To test a new task flow focuses on giving more elaborate feedback. Uses a similar layout as original product.
To explore different features from the ones present in the previous prototypes, like the wood surface.
CONCEPTION ITERATION
2) Interaction Tests
3) Usability tests and result
PHASE 1
PHASE 2
PHASE 3
EXPECATIONS
INTERACTIONS
EVALUATION
Qualitative description and quantitative questionnaire
Qualitative operation observation and interview
Qualitative description and quantitative questionnaire
Advantages and disadvantages were discussed after the tests. The design elements from different concepts were chosen and integrated into one concept.
Usability tests were done after the interaction test. Based on the problem clustering and the input of users, the usability of the integrated interaction concept (e.g. workflows) was completed and improved. The main changes of the intereaction and usability comparing with the original product are on the right.
1. Dislocation of the CO2 and Humidity levels 2. New animation feedback for the ventilation 3. New feedback for heating and cooling 4. Leaf icon changed to the word eco 5. The icon selected will be the only one turned on inside the mode 6. Arrows will only be visible once the user pressed a certain function 7. Dots representing when one light is open
CONCEPTION ITERATION
Context Fit Phase 5) Modeboard
4) Icon Usability In the previous research, the users had difficulties in understanding the meaning of air quality, eco mode, and blinds. After the icon usability test, the most recognizable icons were chosen. Besides, the overall style of icons were improved to be more user friendly.
After the desirable context, it was important to visualize what we wanted to achieve with the new concept. The approach used was the creation of mood boards to express the values of the new conceptualization.
a) Usability test
Forms After analyzing the mood boards about context, form & material, we found several forms on the right.
CO2
eco
eco
b) Conclusion
eco Temperature
Ventilation
Blinds
Light
Air Quality
Eco-mode
CONCEPTION ITERATION
6) Concept Fit Eco-mode Concepts
7) Eco-mode Tests
a) Why focusing on eco-mode?
a) Process
BEFORE USAGE Branding PRIVA
Users Interests
Fits Context & Users
Saves Costs
The eco-mode is already a strategy of Priva to sell product.
Participants mentioned they like ability to activate eco-mode.
More awaring of behaviour towards nature and environment.
Clients like to save money when spending less energy in eco-mode.
b) Eco-mode Redesign Concepts 1. Eco-minimal
2. Eco-aware
The eco-minimal is more clean and has just two areas, the display (wooden part) and the control panel (icons in the right).
The eco-aware has three dedicated areas, the display, the control, and an eco scale shows more information about what is how to achieve eco mode.
b) Overall Feedback
DURING USAGE
AFTER USAGE
SATISFACTION BEFORE USAGE
TASK FLOWS
SATISFACTION AFTER USAGE
For both redesigns
Setting blinds, temperature and ventilation
For both redesigns
FORMGIVING
AIR QUALITY
ECO-EXPERIENCE
Most ecological looking
Understanding, Eco-behaviour
Understanding eco-mode
Best looking overall
ECO-BEHAVIOUR Noticing eco-saturation Testing designed eco-features
“
It gives a realisation that you are not doing eco-friendly.”
Eco-behaviour
“
Turning off the ventilation and the temperature is too much work... I think to make it easy I would choose the ecomode.”
In general, eco-mode stimulate users to behave (or mind-set) positive towards nature after using the redesign.
CONCEPTION ITERATION
8) Chosen Design Elements Based on the conclusion of the user test in the exploration of context fit phase, we iterated again on our design and integrated five new design elements in the Priva Ecopoint One.
1
Make scale more coherent and link scale indicators to main icons
4
Increase understanding about eco mode and it’s activation
2
Disconnect meaning ventilation from temperature
5
Increase visibility of air quality icon and decrease severity of low air quality
Final Concept:
3
Added linkage decreasing saturation wood with scale based on user actions
Eco-mode
Setting Mode
After Setting
Setting Temperature
5. Final Redesign
Changing half degree per time
(After 10 sec)
The current temperature
Eco button turns off, the bar adds one when changing half degree
1) Workflow Overview
System starts to reach the eco temperature.
Lights behind the wood gradually change to the state corresponding to the setting.
Animation of the bar approaching to eco shows until in eco temperature.
Heating/cooling system turns on
Lights behind the wood change based on the energy dissipation
Heating up to 23.5 degree
non eco
eco
Animation of arrows shows when the temperature is changing.
Cooling Down
Setting Ventilation
Eco button turns green
(After 10 sec)
Setting Lights
Off
Animation disappears when the temperature reaches to the setting.
(After a while)
Heating Up
Eco-mode
Eco-mode
(After a while)
On Ventilation uses the least energy to work
Setting Ventilation (poor air quality)
Ventilation turns off
Ventilation mode 1
Ventilation mode 2
Ventilation mode 3
Animation of ventilation.
Eco button turns off, the bar adds two when add one mode Arrow blinks
Lights behind the wood gradually change to the state corresponding to the setting.
Animation of the bar approaching to eco shows once.
(After a while)
Animation shows the speed of ventilation Ventilation turns on
O2 icon blinks few sec
Ventilation icon blinks O2 Icon turns orange
Setting Blinds
Animation shows the moving of blinds
Arrow disappears when the blinds totally close/open
Arrow blinks (the blinds are moving)
Eco-mode (with poor air quality) Click to confirm Wait to confirm
Blinds is opening
Blinds stop moving (After a while)
Blinds totally open
(After 10 sec)
Notes
APPLICATION
2) Conclusion: PRIVA Ecopoint One
6
The outcome of this project was the Priva Ecopoint One, which meets both parts of design goals by creating a user friendly interface which is easy to understand for all tasks and stimulating office workers to be more eco friendly while still being comfortable, which will save money for the facility manager. Also we used the change of
5
technology at its minimal, in order to find a balance between to create a great user
4
experience and keeping it financialy feasible for Priva. The following shows the com-
2
parison of changes made in order to reach this design goal.
1. Change displaying eco-icon into action eco-button and scale
8
3
2
2. Combine CO2 and humidity levels into one measurement, namely air quality 3. Increase size of display numbers 4. Added raising or decreasing temperature feedback 5. Added ventilation feedback 6. Clear seperation between touchable and non-touchable parts 7. Added light indicators if the light is ON or OFF
7 1
APPLICATION
3) Concept Video
vimeo.com/311108320 password: eco
02 Smart bathroom floor cleaner
Cyber-physical systems | Smart domestic product | Cultural difference
TU Delft graduation project | Individual work | May. 2019 - Oct. 2019
With the development of computational technologies, smart products are gradually entering into the life of humans to help solve their daily problems. Since bathroom cleaning is one of the troublemsome daily issues, the need of a smart bathroom cleaner has emerged. However, problems as ‘how the emerging smart products will interact with users’ still need to be solved. Also, people with different cultural backgrounds will have different using habits. To sum up, in this project, we offered a solusion for two groups (Chinese and Dutch yound adults) to clean their bathroom floor by a smart bathroom floor cleaner in a more trustworthy and efforless way. The interaction between the user, the bathroom context, and the smart device was carefully studied.
RESEARCH ANALYSIS
1. Orientation
2) Project approach
1) Brief Introduction With the development of computational technologies, smart products are gradually entering into the life of humans to help solve their daily problems. Since bathroom cleaning is one of the troublesome daily issues, the need for a smart bathroom cleaner has emerged. However, problem like how these emerging products interact with users still needs to be solved. Obviously, people in different cultural backgrounds may have different habits. To sum up, the aim of the project is how to improve user experience by a smart bathroom floor cleaner in different culture contexts.
Problem definition & found opportunity
CONTEXT ASPECTS
TECHNOLOGY ASPECTS
BUSINESS ASPECTS
Interaction concept 1
Interaction concept 2
Interaction concept 3
Direct context
Smart bathroom product & techniques
Chinese and Dutch smart product market and consumers
Interaction functions
Interaction functions
Interaction functions
Storyboards
Storyboards
Storyboards
Prototyping
Prototyping
Prototyping
Indirect context
Conclusion
Cyber-physical systems principles
Conclusion
Conclusion Evaluation plan
Design goal Final concept
Design requirements
Prototyping
Environment requirements
Technical requirements
Human-related requirements
Conception movie
Interaction concepts comparison
DEVICE CONCEPT
User tests
Physical functions Cognitive functions
Result analysis
INTERACTION CONCEPTS INTELLIGENCE LEVELS
Integrated evaluation Conclusions
Interaction techniques Emotional expectations
Recommendations
RESEARCH ANALYSIS
2. Research 1) WHAT: Context aspects A. Direct context: physical environment
2) HOW: Technology aspects B. Indirect context: usage and cleaning habits
A. Promising technique
The target group is defined as Chinese and Dutch young adults. Contextmapping was done to find current habits and expectations. Questionnares were sent out to find difference between them (which is their attitude towards smart products).
Bathroom is small but complex. We did website researches and observations to find the characteristics of the bathroom.
To find solutions for the cleaning related concerns, they were translated into functions of the product. Research was done on smart cleaning products and the techniques to find possible solutions for the desired functions. These techniques were evaluated based on the environment conditions and user’s expectations. Cleaning-related concers
C. Conclusion
Clean different contaminants
Physical related
Physical & cultural related
Cultural related
Cleaning-related functions Detecting contaminants
audio detector, infrared sensor
Cleaning different contaminants
cleaning gal, damp cloth pad, robotic brush, etc.
Obstacle avoidance
infrared sensors system
Reaching narrow places and corners
robotic arm, moving wheels, rolling ball, etc.
Starting time
physical buttons, mobile apps
Fitments avoidance
High humidity level
Clean different contaminants
Fitments avoidance
Rapid temperature and humidity changes
Quick and convenient Reach narrow places and corners
Affordable price Easy to use
Reach narrow places and corners
Trust worthy Insufficient illumination
Different starting logics
Direct context
High privacy
Handle the dirt after cleaning
Stop operating when human appears
Handle the dirt after cleaning
cleaning monitor
Ambient condition
Stop operating when human appears
Effortless
Indirect context
small spaces
Different starting logics
Chinese: High interest in smart products Dutch: Practical, conservative for smart products Cleaning related concerns
Expected experience
cleaning monitor
Possible techniques
Human presence sensing
Dealing with dirt after cleaning tasks
Cleaning task checking
B. System building (Cyber-physical systems principles) For handling the overall structure and behavior dynamic of these functions, we used several principles of Cyber-physical systems (CPSs) and to build this smart bathroom cleaning system.
CPSs principles 1: event-oriented control
In CPSs, the whole operation of the system can be modeled as a discrete-event system.
CPSs principles 2: implement techniques
human presence sensor ventilation system, vacuum system mobile apps
Moving
physical wheels, rolling balls, etc.
Path planning
path planing system
Back charging
locating system, chargers
In CPSs, the implement techniques are classified into physical-related, synergic-related and cyber-related.
Basic driving functions
Additional maintainance
The desired functions were translated into different events. The whole device can be devided into physical part (events related with physical tech) and cognitive part (events related with synergic and cyber tech).
RESEARCH ANALYSIS
3. Synthesis of the findings Physical button Auto
Starting
Path planning
laser sensor
Obstacle avoidance
User present monitor human presence sensor
Detecting dirt
1) Expected experience
A. Smart domestic product market (SWOT analysis)
Storyboards (partial)
SO
Narrow places & corners small size
Moving
3) WHY: Business aspects
sensor system virtual walls mobile app
audio detector infrared sensor
WO
1. Keep develop in this market. 2. Developing new product with attractive functions or forms.
1. Establish a standard for the quality, the effect, etc. 2. Make them feel that the product can increase their life qualities.
1. A huge market potential to discover. 2. Developing products with specific functions (using adept technologies).
1. Entering the market with an affordable price. 2. Combining or adapting with existing popular products.
ST Cleaning
Contaminants
Mini vacuum robot Mini mopping robot
Cleaning monitor mobile app
Back charging
Device monitor
Find the differences and show the specialties.
Find the user needs and design specific product for them.
1. Adapting with their well-developed technologies on some special expertise areas. 2. Cooperating with international companies.
1. Starting from the point that people are interested in, such as being healthier, saving money, saving energy or increasing security, to arise their interest.
infrared sensor
vacuum system ventilation system
mobile app
Chinese
- Save less, spend more - Independence and individual
Dutch
- Affluent, not easily spend money - Sensitive to prices and special offers
Physical part
End
Cognitive part synergic/cyber technologies physical technologies
Cleaning events and promising techniques
- A product that can clean all the places (e.g. narrow places). - To make sure if the cleaning is good enough
WT
B. Conclusion Self-cleaning
Anike
- Practical, health, sustainable
2) Design goal
Bo Trust
Envisioned product
Effortless
- Automatic cleaner to replace the manual cleaning works. - The cleaner can take care of itself and do not bother him.
CONCEPTION EVALUATION
4. Conceptualization 1) Device concept A. Physical part
B. Cognitive part Vacuum part
Mopping part
The physical part are maining on solving the following events: 1) cleaning the narrow places, 2) cleaning different kinds of dirt, 3) dealing with dirt after cleaning. Then solution is formed by a base station and two cleaning robots.
Environment
Human
Device
The cognitive part aims at design for cognitive events. In CPSs, the device, human, and environment form a dynamic system. The device will collect data from the context, then automatically deal with different events based on the inner decision making system.
a. Vacuum part - Mini size - Vacuum robot cleans the solid dirt - Rouleaux triangle shape pads - Inner box-changing system
b. Mopping part - Mini size
Example: Incidental cleaning (automatically start)
- Mopping robot cleans the wet dirt
When the user enters into the bathroom, the device will collect the data (shown in figure above)
- Rouleaux triangle shape pads
and then create different cleaning events. After a while, the device will clean the reasoning dirty
- Inner washing&ventilation system
place by a specific robot based on the previous learning.
CONCEPTION EVALUATION
2) Interaction concept Researches in the context and business aspects show that the main differences between the Chinese and Dutch target users is their attitudes towards smart product. Therefore, We chose this condition as the differentiation criterion and designed three interaction concepts with different intelligence levels according to the automation levels model from CPSs principles.
Concept 1: the most intelligent
Concept 2: medium intelligent
Concept 3: the lowest intelligent
The user is an executive controller. The device knows when and what to clean and can atomically clean the floor in most cases.
The user performs as a system assisted task performer. The device monitors the cleanliness and gives suggestion to help the user make decisions.
The user is direct task performer for starting cleaning tasks. The device only contacts the user when emergency happens.
- Touch screen on the outside of the bathroom door - Facial recognition for personalized service - Automatic start after each use at the early stage - Gradually knows your daily routine
- Voice control in the bathroom - Mobile app as supplement - Manually start (build personalized schedule) - Device gives suggestions on task management
- Remote control with the basic functions - Mobile app as supplement - Manually start - Device follows the user’s commands
CPSs principles 3: Automation levels model Levels of automation
humans
systems
Level 2
tools
humans humans
executive controller system assisted task performer direct task performers
no system in the loop
systems
Level 1
humans
supervisory controller
no human in the loop
systems
Level 3
Level 0
humans
(system of ) systems
Level 4
strategic planner
CPSs can be called intelligent only if they have reached the level of intelligence, autonomy, symbiosis that is comparable with that of human individuals and communities. However, current technology cannot reach the highest level. So there is a model of developing process of CPSs.
CONCEPTION EVALUATION
5. Evaluation Concept 1
Concept 2
Concept 3
1) Evaluate the three early concepts A. Results
Computer demonstration
Feedback on each concept
Comparing two groups
User evaluation Questionnaire research Result analysis Final concept
Phase 1 Individual tests with 5 Dutch and 5 Chinese target users
Application mockup Computer demonstration User evaluation
Result analysis
Phase 2 Evaluation sessions with 4 designers Conclusion
No obvious difference between the two groups. Both groups like the highest intelligent concept (C1) and show little interest in the most traditional concept (C3). They would like to interact with C1 in a controllable way
Concept 1
Concept 2
Concept 3
Positive: - Like the intelligence (it might save time and effort in the long term). - The position (bathroom door) is related to the context.
Positive: - The complex information on the app can be easily checked. - The decision made on the app is more considered.
Positive: - Lights on the device for notification is good.
Negative: - Uncertain about the cleaning logic. - The facial recognition is useless.
Negative: - Voice control is less preferred in the bathroom. - It should be more active (e.g. adapt the schedule).
Negative: - Needs too much attention. - The design is for the elderly.
Concerns behind is slightly different. Chinese users may have more expectations about the intelligence of products. Dutch users are more concerned about its feasibility.
B. Conclusion Concept 1 was the most promising concept for both groups. - Most intelligent (high expectation) - Most preferred in the bathroom context. - Effortless to use in a long term. Interaction elements that can be improved: - The mobile app can be used as a supplement for showing detailed information.
2) Final iinteraction concept (video showcase place check: https://www.bilibili.com/video/av76821459/) INSTALL THE INTERACTION DEVICE
BEFORE USE
MANUALLY START
GARBAGE DISPOSAL / EMERGENCE RESPONSE
Step 1 Three steps: 1. connect the device and the touchscreen 2. install the device at the outside of the bathroom door. 3. download a mobile app (optional)
NOTIFICATION (LAST/NEXT CLEANING) The cleaning type and time of the last and next cleaning. If no scheduled task recently, next task will be shown as ‘auto’.
Step 2
DURING AN INCIDENTAL CLEANING (EARLY STAGE)
AUTOMATIC MODE
MANUAL CLEANING
The incidental cleaning mode is on by default.
Three cleaning types can be chosen: 1. vacuum only 2. mop only 3. mop after vacuum.
Red blinking icon on the touchscreen to inform the user the important information.
CLEANING HISTORY
SET A SCHEDULED CLEANING
NOTIFICATION (CURRENT CLEANING) Showing a predicted cleaning route and the cleaning process. Different colors are used to distinguish different tasks.
Step 3
Apart from the simplified cleaning task info on the default screen, a list of the recent cleaing tasks can also be quickly check through ‘history’ page. Manually set a scheduled cleaning task by choosing time, robot type and repetition mode by touchscreen or mobile app. The app will show a detailed scheduled lish while the touchscreen will not.
NOTIFICATION (CURRENT CLEANING) Using obvious icon to show the current cleaning tasks. The progress bar shows the expected cleaning process. User can pause/stop/restart the task.
AFTER A CLEANING
BEFORE A SCHEDULED CLEANING
DETAILED INFO (LAST CLEANING)
(Installed)
A detailed cleaning route and the dirty place the robots detected during the last cleaning will be shown. One day before a scheduled cleaning, the blinking icon on the touchscreen will inform the user to remove the movable items on the floor. The notification will also appear on the mobile phone.
Through the mobile app, a detailed cleaning history can be check. The user can see the cleaning route and the dirty place of each task. With the increase of the intelligence, the route matches the dirty place better and better.
CONCEPTION EVALUATION
6. Recommendation 3) Evaluate the final concept A. Results Effortless “The incidental cleaning is automatic. It’s effortless.” “The current interface is not informative and needs time to learn.”
Trustworthy “It can have a learning process. When I find it becomes trustworthy after a while, I will let it go. ” “I can't feel its progress or changes through the current interaction.”
1) Project improvements Analysis - User’s attitude to smart products - The application of more CPSs principles - The cost and approximate pricing Conceptualization - Develop a more realistic device concept - Enrich the details of the interaction concept - Discuss other functions in different intelligent levels
B-1. Discussion on building trust between the envisioned products and users We found during the test that the trust in the product is based on the ability to clean the contaminants and the accuracy of the prediction for incidental cleaning. Because of time and technology limitations, we cannot build a workable prototype to test the ability to clean the contaminants. Thus, the focus is supposed to be how to transfer the intelligence, which means the accuracy of the prediction for incidental cleaning, to the user. However, the evaluation shows that participants cannot trust the intelligence of the device directly through the interaction. Specifically speaking, the user cannot see the improving process of the cleaning path planning or specific prediction for the next incidental cleaning. Through the figure below, we can see the difference between the current interaction flow and expected one. Therefore, building a trustworthy experience through the interaction concept in this project still has a lot of room to improve (e.g. giving suffcient options or showing clear improvement).
Interactions
Evaluation
B. Conclusion
The current evaluations only focus on technology issue, which is because of the academic objective of the project. However, in practical applications, the process and paticipants should be discussed based on the envisioned goal.
2) Further development A. Self-cleaning function improvement
Target user limited options Uncertain
Prediction of the latest incidental cleaning
Manual adjustments
In control
Envisioned product
The trust on the product increases Unclear improvement
A more automatic self-cleaning system. B. Interaction design of domestic smart products Building trust between products and human by specific functions. C. CPSs principles and industrial design a) Using CPSs as design methods. b) Co-create with product designer.
suffcient options
Report of the improvement
Check the optimization of cleaning through the report
Worried Clear improvement Satisfied Current
Expected
03 Smart Migrants Dispenser Future Senario | Interactive Prototype | Social Transformation
TU Delft | Interaction Technology Design May - June. 2018 Team members: Emil Flach, Maira Ribelles, Sarah Kraanen, Ziwei Li
Imagine: a future in which every Dutch family would be obliged to shelter a migrant in their home. Not voluntarily, just because they had to. What would the selection process look like? How would you find ‘your’ most suitable migrant, who would best fit into your family? What are the options? Incidentally, is there even a choice? Through our interactive prototype, that will eventually be found fully operational in every city hall, you can learn about the Smart Migrants Dispenser!
RESEARCH ANALYSIS
1. Preliminary Researches The design theme of this project is Tools for Citizenship. Charlois in Rotterdam was selected as our target neighborhood.
1) Field Research
A
2) Charlois Demographics
3) Summary
Resource: rotterdam.nl
Households (2017)
Age (2017)
One-parent Family 12.6%
Single 47.3%
Muslim community
47% Single person
B
‌‌
0-17 13.803%
Rotterdam
65+ 8.386%
Separate
Married (no children) 10%
Small independent shops
C
A C
18-64 44.496%
Married (has children) 12.6%
B
Lots of elementary schools
CHARLOIS
D
D
Origin (2017)
Income Level (2014) Mass, Integrated but Isolatied
Nederlands 24.053% Surinaams 7.153% Turks 6.121%
Low 63%
Middle 31%
High 7%
1/3 Dutch
Education Level (2014)
Low education level
Small houses
Moroccan 4.747%
Small houses
Multicultural
Low 45%
Middle 43%
High 12%
Low income
Independent shops
Mass Migration
47% single person
Social Isolation
CONCEPTION ITERATION
2. Concept Building 1) Early Senario
2) Early Ideas
3) Ideation
A distopian future:
4) Final Concept
Integrate-an-migrant process
Drivers
Main Characters
Goede morgen!
Idea 1:
Senario Improvement
Speaking Dutch when
Mass Migration
Dutch Citizens
Social Isolation
Migrants
doing tasks together
The government decided that every Dutch citizen needs to be part of the integration program in the Netherlands. They are obligated to take a migrant into their home to help them. They have the chance to reject matches two times by paying money, the third one they have to take home.
Step 1: Dutch citizen is scaned the personal data by the machine. Then the matched mighrant’s balls drop down.
Idea 2: Dutch people use time or
Charlois becomes a neighborhood for the mass migrants to get integrated in the Dutch community. Every Dutch citizen has to serve as an integrator in Charlois for a period of time to help the migrant get familiar with Dutch culture and integrate into the society.
Obligated Work
money to help migrants
Clearly Priced Tasks
Specific User
€ Voice Guide
Interation Improvement Evaluation
Good
Using voice guide to introduct the background and the usage of the machine.
Working together is fun No teaching part
Bad
Using voice message to let the migrants tell their personal stories to stimulate the users (Dutch citizens).
No obvious feedback
Cheat to finish earlier. The choice was based on money
HCI
Unexpect to meet each other Senario part
3 1
2
Interation part
2
1
€ 2
€ 3
3
Step 2: Listen to the migrant’s story, then balance between time and money to decide to take him / her home or not.
Story Telling
The whole story is missing Work for migrants is limited
Insights
1
Using the concept of ‘vending machine’ to build a smart migrant dispenser to form fruitful interactions.
Step 3: Take the selected migrant home to help him/her integrate to Dutch society.
CONCEPTION ITERATION
1
3
5
1. Idea 1: Speaking Dutch when cooking together 2. Idea 2: Dutch people spent time to help migrants 3. Observation: Working together is fun. 4. Ideation: Using movie or sound of migration as a stimulation 5. Ideation: Finding suitable amount of money for a task
2
4
6
6. Ideeation: ‘Vending machine’ HCI exploration
ANALYSIS APPLICATION
3. Technical Analysis 1) Hardware
Explainations: Migrant balls come from migrant center.
Structures: Migrant Pipeline
3
3
2
2
1
1
Speaker
Power
Relay
The migrant balls drop one by one.
Speaker
Servos
Lamp
LEDs
1
Signal Lights
Finger print is used to confirm important decisions.
Finger Print Scanner Migrant Ball
Button Microswitch
LED Strip
Touch sensor
Once being abandoned, the ball would fall into the migrant bin.
Charlois Migrant Bin
3) Workflow 3. Reject it or not?
RL HA O
IS
C
Start
The abandoned migrants in the bin will be sent to Charlois.
Lights off
Identity Scanning Lamp
Laptop
Arduino
Bluetooth
3
2
2) Software
Lights on
1
2
3
End
Accept
Reject
No
4
7 Yes
Yes
5
No
6
The lights only turn on when the user decides to refuse migrant. 1.Verify identidy
2. Receive an matched immigrant ball and hear the voice message
4. Sufficient balance?
5. Rejected over 2 times?
6. Pay with finger print to return the ball
7. Take your immigrant home
ANALYSIS APPLICATION
4. Modeling
ANALYSIS APPLICATION
5. Scenario 1) Government Propaganda Film
whole movie: vimeo.com/292733050 password: ddw
2) Story Boards
whole movie: vimeo.com/310996705 password: itd
1. After receiving the letter from the government, a Dutch citizen came to the city hall to start to match his migrant.
5. The second matched ball dropped down.
2. After scanning his personal data, the first matched migrant ball dropped down. Then a voice record of this migrant started to play.
3. Countdown start. He had to make a decision before the countdown ended. At last he refused the first migrant.
4. He returned the ball, paid the bill and confirmed his choice by scanning his fingerprint.
6. It was an Indian family. After hearing their intro, he decided to take this family home.
7. An officer came to tell him the time and place to meet his migrants.
8. The officer introduced some upcoming events for him to go with his migrants.
ANALYSIS APPLICATION
6. Feedback & Reflection Reflection:
Feedbacks:
The main idea of this project is to build a distopian future senario, in which people have no choice but to take one migrant home while discard others. When a positive goal becomes a compulsive and negetive behavior, how would people think and do? Our project was proud selected to be exhibited in Dutch Design Week - Mind the Step exhibition. During the DDW, this ‘new citizen tool’ arose people’s great interests and received many meaningful feedbacks from visitors all over the world, from which we leared a lot.
“
Well, I don’t know why these are my matched migrants. It seems that you have three choices, but all these choices are not good.”
“
I’m quite mad at this project... Is it racism? Why did you choise these people?”
“
It’s very nice to help them to know more about Dutch society and to live better. I think I’m doing a good thing.”
“
I married with a migrant. This project makes me feel that I made a good decision, because the choices that given are not as good as my wife.”
Conception: During the exhibition, the majority of visitors could understand our thought with our explaination, and they start to talk about the migrantion problems. However, one people mentioned about racism, which is totally not what we want to express. For this doubt, it might be better not to show the race of the migrants, or to explain more about why these migrants come here. Interaction: This prototype contains fruitful interactive parts, like the light bin, voice introduction, and migrant balls. The visitors can have a immersive experience. However, the set up of the prototype takes a lot of time, also three migrant balls may be too monotonous, which can be improved in the next step.
04 A Taste of Suicide Interaction Design
March 2017 Li Ziwei
Have you ever alarmed by and attempted to stop ever-increasing number of suicide, the second leading cause of death among young people? To help more people, especially the young, treasure their lives, realize the terrible consequences and finally give up the attempt of committing suicide.
BACKGROUND RESEARCH
1. Background 1) Data of Death b. In China Suicide Rate in China 12
Normal Death
Abnormal Death
Urban-Total
10
287,000
200,000
Suicide
Adverse Drug Reactions
(Person/year)
100,000 Traffic Accident
Others...
Rate per 100,000
60%
40%
Urban-Male Urban-Female 6
Rural-Male
4
Rural-Female
2) Data of Suicide 0
ONE MILLION people commit suicide every year in the world. This number is still increasing, especially in developing countries.
That is ONE suicide every 40 SECONDS.
Suicide rates has increased 60% (in 45 years)
287 thousand people died from suicide
Rural-Total
2
a. Around the World
2.5 million people attempted suicide
8
2005
2006
2007
2008
2009
2010
China is one of the highest suicide rate countries. Although the suicide rate has decreased a little these years, it is still a serious problem that could not be ignored.
3) Types of Suicide
4 TIMES as many men committing suicide as women.
90% of suicides suffered from mental illness
Mental Disorder
Impulsive Action
Planned Action
According to the mental states, the people committed suicide fall into three categories. A majority of them are either impulsive or suffered from mental illness.
BACKGROUND RESEARCH
2. Target Group Chinese Young People (15-24 years old)
2) Process of a Suicide
3) Influences
1) Why Choosing Them
a. Death
Start
Frustration (Motivation) Family Problem
Suicide is the main cause of death among 15-24 years old.
1
Parents
Mental Disorder
Social Barriers
Colleagues
Broken Heart
Pre-Motivation Stage
Financial Burden
Relatives
Academic Pressure Neighbors
A Sense of Nothingness
These group accounts for 26.6% of the total and it is still increasing.
14 15 16 17 18 19 20 21 22 23 24 25 26 27 (Age)
2 Motivation Stage
Friends
Boy/Girl Friend
According to a research, one suicide may influence at least six relatives and friends for about 20 years’ living under tremendous pressure.
Distorted Reality and Revenge on Society
b. Survived A Sense of Despair
54%
40%
3
Determination Stage
Suicidal Ideation
1 in 6 teenagers tried some form of self-harm.
Time of Determination Stage 2 Hours
End
Suicidal Action
10 Minutes 1 Minute
If survived, you have to face other difficulties which would make you feel so regret for your previous choice of suicide.
Lifelong Disability
Financial Buiden
Lifelong Medication
Family’s Worry
BACKGROUND RESEARCH
3. Common Ways of Suicide Psychological preparation
Physical preparation
Start
Early Stage
Later Stage
End
Type
Progresses
Drowning Physical
Hanging
Force on Neck
Tinnitus
Asphyxia
Cerebral Haemorrhage
Die
Hanging Quickly lost feeling
Psychological Size indicates the length of time
Jumping off a Building
Really want to die
Time Line
Transparency shows the degree of pain
Cutting the wrist
Taking Sleeping Pills
It could be seen in the chart that the most painful way is hanging and the lest is cutting the wrist. Also, they are the most and lest possible ways to die. Then I choose these two extreme ways as the examples to do a more specific analysis.
Die without doubt
Unacceptable pain Want to give up at once
0
20s
?
Physical
Cutting the wrist
Cut the Vein
Continue to Cut
Sleepy & Cold
Hypoxia of Brain Shock
Die
Can stop the action if regretting
Psychological Impulsed action
Repeated hesitation It takes a long time to die
INSPIRATION SKETCH
4. Inspiration
5. Sketch Plan A : A VR Game
1) Early Ideation A sense of immersion Multiple possibilities of interaction High cost Difficult to popularize
Plan B : Equipment & APP Experience from both physical and psychological A sense of realism Easy to popularize Low cost
Large outside interference
I would like to find a way to do a psychological implication to the users and let them feel the sense of suicide. Plan B was choosen not only for its better physical experience, but also easy to populaize, which means more people could be given a chance to enjoy it.
chosen
ANALYSIS APPLICATION
2) Final a. Cutting the Wrist
b. Hanging
ANALYSIS APPLICATION
6. Technical Analysis 1) Hypnosis
2) Circuit Analysis
When user is hypotized, he/she could have a more immersive experience. Here are four common ways of hypnosis.
a. Main Function
a. Visual Stimulation
The pressure sensor senses different pressures and send the results to the arduino board, and then the motor receive the signal and show different states of motion.
3) Programming
Motor
Implement Part
Ariduino Uno
b. Auditory Stimulation
FSR
b. Modeling c. Skin-feeling Stimulation
Motor
d. Drug Hypnosis
Visual stimulation, auditory stimulation and skin feeling were choosen to Strengthen the hypnotic effect.
Control Circuit
Implement Part
ANALYSIS APPLICATION
7. Scenario Analysis Hanging
Cutting the wrist Preparation
Suicide Process
Reflection
Preparation
Please follow the pictures below and put on the equipment.
Pull the ring open
Reflection
Please follow the pictures below and put on the equipment.
Put the paper knife towards your vein
Sounds of introduction
Suicide Process
Pull the ring open
Sounds of cutting and bleeding
Sounds of crying and environment
Put the paper knife towards your neck
Sounds of introduction
Sounds of Severe cough
Sounds of crying and environment
ANALYSIS APPLICATION
8. Application 1) Wireframe
Personal Information
On/Off of the background music
An animation to lead the user into the atmosphere of suicide
Six popular ways of suicide. User can choose one.
2) Interface
Would you like to taste suicide? Drowning
Hanging
Jumping off a Building
Cutting the wrist
Sleeping Pills
Gun
NAME
WOULD YOU LIKE TO TASTE SUICIDE
AGE Please put on your earphones. GENDER
START
Please put on your earphones.
Follow the tips and put on the equipments
An Animation to show the physical changes of your body
The screen gradually turns dark when you die in this experience
Please follow the pictures below and put on the equipment.
READY
Email Address What do you want to say to us
Now you are alive. However, once you choose suicide, it will not be as lucky as this time. So, please treasure your life and never suicide.
Email Address
First Name Subscribe
SEND
White bubbles indicate new lives. A new you have to leave your parents and start a new life.
Story ends. If want to say something, you could write an email and send it
If not, go the next page directly
An animation to indicate your rebirth. The world turns to white from dark.
5.1 5.2 5.3 5.4
Design for Emotion Cultural Sensitive Design Startup Memetic Product Design
Discover | Define | Develop methods TU Delft design projects Sep. 2018 - Feb. 2019
Preparation
Before opening the package Taking off the cap
Tearing off the lid of the yogurt
Tearing off the lid of the muesli
Preparing the spoon
Mixing the content
Stir the yogurt and muesli
Pour the rest muesli Search in the refrigerator Open the refrigerator Find a spoon Cap was taken off
Find a gap on the spoon bag
Observe the cap Enjoyment
Satisfaction
Start to pour the muesli “It feels so good to pour the muesli into the yogurt!”
Sensor Pleasure Desire
5.1 Design for Emotion
“Oh! I see my yogurt!”
“It’s so hot today, I really need something cold!”
Surprise Relief
“It doesn’t spill out.”
Satisfaction
“Oh! There’s a spoon in it!”
Surprise
“Oh, I found a way to open it.”
“There’s a lid preventing that happens. Nice!”
Shock
Emotiona are fundamental to all design acquired and consumed by people. This includes emotion expereienced in response to seeing, buying, using and owning consumer goods. Moreover, design has the ability to enable long-term happiness.
Put the aluminum lid
Try to find a spoon
Try to open the spoon bag “Oh no! I poured too much at once!” Straighten the spoon
Take out the spoon
opportunity 2
Tearing off the lid
Start to take off the cap Take out the yogurt Tearing off the lid
In this part, several methods were used for better understanding the emotions and finding design oppertunities.
Confusion
Confusion
“I don’t know where to put the aluminum lid.”
Confusion
“How should I eat it?”
“I don’t see a easy way to open the package of the spoon.” Bother
“It’s a bit dirty to take the spoon out of the muesli.” Worry
Worry
Annoyance
“I don’t like feeling the water drops on the surface.”
“I’m worried that muesli will spill out, I have to be cautious.”
“I’m worried that muesli will spill out.” Betrayal
“It looks easy to open, but it’s not.”
Bother
“I have to touch the head of the spoon. It’s a bit dirty.”
opportunity 1
“I like the feeling of stirring them together.”
Tasting
Take out the spoon
After eating
1)Micro emotion scan a. Method description Step 1: Use emotional cards to map all the emtions during an activity; Step 2: Put the cards into the emotional quadrant to distinguish the negative and positive emotions; Step 3: Find design opportinities (negative to positive; positive to better)
After tasting for a while
Just finishing the yogurt Scraping the last bit from the wall Contentment
Tasting first bite
Closing the cap and throw it
“It tastes better and better than the first bite.”
The following example shows a rough research and design progress. The experience needs to be improved is eating yogurt. First, the emotions during the whole process were mapped, then, three opportunities were found and redesigned.
Bother
“It’s a bit dirty to take the spoon out of the muesli.”
1. To decrease the bothering when taking out the spoon from the muesli, we design a cover that can block the spoon on the top of it. Then the spoon can be taken out after pouring out the muesli.
Almost finishing the food
Seeing the empty container
b. Example
Enjoyment
“I finish it! I don’t have any waste.”
Order
“I like to scrape all the yogurt off the wall of the containner.”
Dissatisfaction
“It’s sourer than I expected.”
Order
“It looks good that all waste are inside the containner.”
Reluctance
“I almost finish it but I hope there was more in it.”
Scraping the last bit from the wall
Start to pour the muesli
opportunity 3 Sense of Lose
“I don’t have anything to eat now.” Cleaning the rubbish
i.
ine
l this ntil ru a e T
to
e r th pou
esl mu
Order
Shock Annoyance
“Oh no! I poured too much at once!”
“A bit dirty to put all things together.”
Tear until this line to pour the muesli. 2. To decrease the shock when pouring too much muesli at once, we print a notice and a line on the aluminum foil of the cover. Then the muesli can be poured with a controllable way.
fig. Mapping emotions
“I like to scrape all the yogurt off the wall of the containner.”
Have a nice day :) 3. To increase the enjoyment of scraping the yogurt of the container and finishing it, we design the bottom to be non-transparent and print a greeting at the bottom. Then, after finishing all the yogurt, a little surprise will be given.
2)Emotions in the wild a. Method description
b. Example
Step 1: Use emotional cards to record all the activities and related emtions during an activity; Step 2: Find the values behind the emotions and group the cards based on the value; Step 3: Find the emotion dilemmas and design for them. The following example shows a rough research and design progress. The experience needs to be improved is cooking dinner. At last the chosen emotion dilemmas were: I want to follow the recipe while cooking vs I want to have creative freedom. I want to share cooking experience with others vs I want to keep unique recipe. I want others to enjoy my dish vs I want to make something I like.
fig. Example step 1&2
Dilemma: I want to follow the recipe while cooking but I also want to have creative freedom. Approach: Resolve
dilemmas: I want to share cooking experience with others but I also want to keep unique recipe. Approach: Trigger
Dilemmas: I want others to enjoy my dish and also want to make something I like. Approach: Resolve
The App “Flavors” to let users experience the freedom of cooking and to ensure the quality of dish to a certain extent. Step 1: prepare the ingredients according to the “Flavors” prompts and complete the corresponding preparation work. Step 2: place the condiments according to his/her own taste. The “Flavors” first gives several options of different condiments, then jumps to the next page after the user makes a selection, and then gives a sub-option based on the previous option.
Our design is a public kitchen menu display wall. Everyone can show their favorite dishes here, others can express their like and curiosity by pining a small flag on the picture. After a period of time, the owner of the dish will harvest a lot of other people's like, and this like is also presented to him in the form of entity. This to some extent motivates the owner to think about sharing or retaining.
Our design is to solve this problem with a dice. There are only two options for this dice, three sides for “You”, and another three for “Me”. There is a little trick in it, “Me” sides are lighter than “You” sides, so “Me” sides have a greater chance of facing up. So choosing who's taste can be decided with this dice. This idea tends to meet my own needs, while others still have a small chance to win.
5.2 Cultural Sensitive Design a. Introduction SYMBOLS
“Culture means sets of beliefs, norms, experiences, and traditions which are common for all members of the same population subgroups.” (Hofstede G. 2001) In nowadays world, we are facing more and more situations of designing for different cultural groups. However, simple being aware of the cultural context is not enough. professionals need more than cultural awareness to systematically address culture in the design practive. A card set which is a practical tool specifically design helps to know what aspects matter, how they matter and how to incorporate these culture- and behavior-related aspects in the design progress and embed them in the design outcomes.
Moon Cake Christmas Tree
Osmanthus
RITUALS
Drink Osmanthus Wine Decorate Christmas Tree
Lantern
Enjoy Moonlight
VALUE
谜 Send Presents
b. Example
Guess Lantern Riddles
Family Reunion
Lantern Riddles
Identification Individual
The project on the right aims at design a ritual for Chinese people who are away form family and study in the Netherlands when spending Mid-autumn Festival with foreign friends who don’t know this festival to feel united with each other.
fig. Cultural design cards
Reunion is an important value in Chinese culture. In this project, we measured social-culture dimensions of Chinese and Dutch cultures, and designed a Mid-autumn tree to let the Dutch people understand this value, and to let Chinese people feel united with them.
Together
Time Past
Future
Attitude Fun
Duty
Expression Neutral
Absolute
Emotional
Truth
Contextual Netherlands
China
5.3 Startup “If I have an idea, how can I validate if it’s a good one to make profit?” VSP pyramid, lean canvas, MVP test, landing page, market analysis, revenue model, cost structure... all these methods can help to validate the idae and prototype the business. With the help of these methods, we build our first startup: Vegehood, which is a platform to sell nature-related products and activities, wants the Chinese children live close to nature. Problem 1 -
-
-
Urban families (Children & Parents) want to have more contact with nature Parents want children have more nature-related activities, but don’t have a clear idea what they can do. Searching and buying activities’ toolkits cost too much efforts
Solution 4 -
Vegetables growing toolkit Leaves collage Observation toolkit Aperiodic workshops
Unique Value Proposition 3 -
Key Metrics 8 -
Unfair Advantages 9 -
We offer various products that encourage them to approach the nature more.
Professional agriculture support Designers (nice photos) Education institutes resources From the Netherlands
Customer Segments 2 -
Urban families with young children
Validation: Parents will take children for nature-related activities.
Pivot: We are not so competitive selling toolkits. Educational value should be added.
Validation: Parents are interested in the educational toolkits. But are not convinced without real products.
Pivot: Provide nature living lifestyle for family with young kids, enable children to get more contact with nature.
Validation: Parents are interested and willing to pay for those activities. But they think the products don’t worth the value.
exposure In uencers maybe money
product
exposure
Channels 5 -
Subscribers number Membership data
-
WeChat Subscription Account WeChat Mini Program & App Wechat VIP groups Video websites Children educational organization (promote each other) Weibo Parents Organization Referal
Educational O rganization
exposure Information Non-pro t
Information
Personalized Activities donation Parents group exposure
Based on activities
Information product
Cost Structure 7 -
Salary (Photographers, designers, engineers) Product development & production fee Delivery costs Publicity Advertisements Workshop costs (rent, materials, workers)
Revenue Streams 6 -
Fee of products Seasonal Subscription box Membership (member points, the more products you buy, the more discounts you get) Workshop fee
Idea: Sell toolkits
Validation: Made landing page with educational value.
Validation: Parents preferred happy learning experience more than professional knowledge. We shift our focus to the joy and contact with the nature instead of knowledge.
Idea: We provide nature related products, workshops and activities. Implement nature lifestyle into urban life.
Vegehood
Manufacturer
WeChat exposure
Individual Parents
service
Manufacturer costs product
Activities
Based on activities
Information
exposure
5.4 Memetic product design As you probably discovered, a designer’s brain does not always feel like designing, confronted with an empty piece of white paper and wait for ‘inspiration’. In Richard Dawkins’s book ‘The Selfish Gene(1976)’, gene means a piece of a chromosome which is small enough to potentially exist for a prolonged period of time for it to function as a significant unit for natural selection. When comparing with gene, MEME is defined as a unit of cultural information, cultural evolution or diffusion, propagates from one mind to another, which propagates the similar way as gene. In this project, I tried a whole different way of gaining inspiration for design, namely memetic product design. I chose a target group which has a similar lifestyle, and then gain inspiration from the memes in their lives. Finally, designing a domestric electronic product for them. Video showcase: https://www.bilibili.com/video/av76821200/ Shape & color studies
Inspiration collages
Model making
Poster