Industrial design portfolio - Ziwei

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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


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