2020Portfolio Chia-Hsiu Liu

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CHIA HSIU LIU Portfolio 2014-2020



CONTENT

01 04

Resume Brief Introduction

09 19

USER EXPERIENCE DESIGN Talki Talkie Mirror Mirro

31 39

PRODUCT DESIGN Ruhig Lamp Shaking Shaking

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INTERACTIVE DESIGN How is your life

63 71

CURATION Evolution of Fiber Art Library of Things


R E S U M E WORK EXPERINCE UI & UX Intern Jubo. Health | Taiwan, July - Aug 2019 • Pl a n n e d , con d u c te d a n d co m mu n i cate d o n m e di ca l fi e l d st u di e s a n d u s a bi l i t y stu d i e s a n d 5 -t i m e i te rat i o n s of di gi t a l p ro du c t s (d e s ktop, mobi l e a pp, a n d p a d) • Eva l u ate d n ew d e s i g n e d a n d ex i st i n g u s e r i nte r fa ce s t h ro u gh h e u ri sti c revi ew s a n d u s a bi l i t y te st i n gs • D evel op e d u s er f l ow s, wi refra m e s, i nte ra c t i ve U I Research Assistant Medical College of NCKU | Taiwan, Mar - June 2019

Liu, Chia-Hsiu

劉 家 秀

Service / UXUI Designer

• Pl a n n e d , org a n i ze d a n d exe cu te d t h e re s ea rch p ro j e c t : fo c u s g rou p a n d q u a l i tati ve re s ea rch • Con stru c te d n ew re s ea rch p l a n , i n cl u di n g w r i t i n g a re s ea rch p l a n , i n c l u i n g I RB a n d exe c u ti n g t h e fo l l ow - u p Business Strategy Intern Logic Art Automation | Taiwan, July - Sep 2017

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• C on d u c ted D ye H ou se In t e l l i ge n t In t e gr a t i o n S o l u t i o n s fo r an al y z i n g a n d d evel opi n g report th r o u gh m ar k e t r e s e ar ch , t ra ck i n g a n d c ompi l i n g i n d u s try tren d s , w h i ch as s i s t e d l e a der s h i p , o p e r at i o n an d i n tern a l tea ms • Formu l a ted bu s i n es s an d o p e r a t i o n al pl a n e , an d con t r i b u t e d t o es ta bl i s h 2 bra n ch es i n th e e m e r gi n g V i e t n am e s e m a r k e t Marketing Intern MERIDA & CENTURION | Germany, Aug-Sep 2016

I am glad to d o H iking / Wr it ing / I llustrato r / O b s e r v atio n / Yo g a / Swim m in g

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• Su r veye d webs i te of com p et i to rs a n d p ro p o s e d t h e n ew co nte nt for th e webp a g e • Su pp or te d w i th l i st u pl o a d gl o b a l l y a n d re gi o n a l C R M dat a u p d ati n g a n d c l ea n s i n g • A s s i ste d th e pro d u c t ma n a ge r i n co o rdi n at i n g a n d s u r vey i n g t h e ma rketi n g pl a n a n d th e on l i n e a n d of fl i n e ca m p a i gn s


SKILLS & TOOLS

EDUCATION BACKGROUND

Service Design Methods S e r v ice Bluepr int s, Custom er J ou rn eys, Stake hold er Mapping

Master of Industrial Design (HCI)

UX Research Methods Contextual Inq uir y, U s abilit y Te sti n g , Af f init y Mapping , Heur isitc Eva l u ati on , Ethno gra phic Field St ud ie s, Fo c u s G rou p, U s ab ilit y Te sing , Sur vey, Co - Creati on Works h op

Master of Industrial Design (Service Design )

UI Design and Prototyping Adob e XD (Aud io P rotot yping ) , A I , P S, I D, Fi g ma ,

National Cheng Kung University | Taiwan, Sep 2011 - June 2016 Presidential Award 2012 (Achieved top 1% out of 70 fellow students of year)

Prototyping Pro ce s sing , A rd uino, S olid wo r k Data Analysis Tab leau, R Lang uag e, Excel

Eindhoven University of Technology | Netherlands, Sep 2019 - Now sponsored Ministry of Education Scholarship Program in Taiwan

National Cheng Kung University | Taiwan, Sep 2016 - June 2019 Thesis Client: Technology Transfer Center in NCKU

Bachelor of Business Administration & minor in Psychology (GPA:3.87/4.0)

Exchange Student in Environmental Resource Management Program Brandenburg University of Technology | Germany, Mar 2016 - Feb 2017 sponsored Ministry of Education Scholarship Program

LANGUAGES Mandarin (nat ive sp eaker), En g l i s h (f l u ent) , Ge rman(B1), Dutc h (A 2)

"Design is so simple. That's why it's so complicated." –Paul Rand

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BRIEF INTRODUCTION

Chia-Hsiu is passionate on exploring �Human�, including how people act, how people think and also how to transfer the needs to a better design. Driven by her enthusiasm and curiosity, she has bachelor degrees of Business Administration and Psychology for. Following the academic background and interests, she is studying Industrial Design for master degree. She aims to become a multidisciplinary specialist, who works on combining the core values from different professions. Her goal is to become a practical researcher on observing and planning the strategies based on design perspective for various organizations to individuals. This portfolio is organized with three chapters, which are Ocean, Sun and Moun-tain. The ocean expresses the wide and systemic range of design, from product to user experience and service design research. The sun explains the innovation in design discipline. Using processing program as prototyping tool is the first step to vivid realizing design through technology. Lastly, mountain represents the height that design can be. Design can not only brings us to innovation, design can also bring us to stand on the giants shoulder to use the past knowledge and think for the future.

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OCEAN

Ocean connects all life together. It symbolizes a system, which contain product and service. In this theme, designer starts from UX project refering to draw the look of design. Then product design indicates individual part in this system.



User Experience Design


09 Talki Talkie 19 Mirror Mirror

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Talki Talkie

SERVICE DESIGN

Experiencing Food Producing Process & Having Better Communication with Other Stakeholders for Elderly Through Voice Agent

Date ¦ Sep - Jan, 2019 Peoject ¦ Design Project Practice ¦ User Research, UX Design, Evaluation, Modeling, Prototyping (Hologram), Film, Hardware Integration (Arduino, Processing), Technology Evaluation Methods & Tools ¦ Semi-structured interview, CUI, Qualitative Analysis, Adobe Ai, Ps, Id, QUEST Questionnaire Co-Designer ¦ Veerle van Wijlen Client ¦ Archipel

This is a design project, collaberated with nursing home, Archipel. Tlaki Tlkie is a product, which empowers the elderly to increase their authority of healthy eating. The project presents a product-service system that explores the needs of the elderly healthy eating in caring home ecosystems.

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DESIGN BACKFROUND

CONTEXTUAL INQUIRY

The rise of aging population and the lower Quality of Life (QOL)

Aging population is a phenomenon occurring all over the world, in the Netherlands is expected to be around 4,6 million elderly in 2040 (PBL, 2013). This rise concerns the caregiving industry and the elderly s daily quality of life (QoL). Empowering the elderly through choose their own food and gain the authority

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A variety of eating problems amongst older adults is one of the causes for the elderly s greater dependency on caring sta. In order to provide quality of care, empowering care has been researched beneďŹ cial, making sure older adults keep in control of their lives and so increase their QOL (Tu, Wang, & Yeh, 2006).

1

2

3

4

1&2/ Observations in nursing home envionrments 3&4/ Meet with experts (left/caretakers in nursing home, right/food technologist)

CHALLENGE Increase elderly s authority to decide what to eat for promoting healthier eating behavior.


STAKEHOLDER MAPS

SECONDARY STAKEHOLDERS Staffs in Nusring Home

PRIMARY STAKEHOLDERS Residents / The Elderly

Caretakers

Chefs

Physically disabled and slightly mentally issues Swallowing Problem

Meeting Meeting with the caretakers and food comapny to reect the current food providng strategies for the elderly.

Managers

Workhsop taste and environment

UP: The stakeholder map aims at visualizing the speciďŹ c service,

which provides the elderly healthy food,including caretakers, chefs, the residents and elderlys, and managers

LEFT: Ideation Map

Ideation

Find out the core values of the topic of the elderly healthy eating with stakholder: caretakers, catering comapny and the chef in the nursing home. 12


USER JOURNEY GOING TO THE EATING AREA

GOING TO THE ASSIGNED TABLE

WAIT FOT THE PREPARING THE FOOD

STARTING TO EAT

EATING

USER STUDY

COGNITION EMOTION

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TIme to eat!

Give me food

When will the food come?

Same dish again

Don’t like the food

Nothing particular

Hungry

Disinterest

Annoyed

Disappointed

After contextual inquiry and several interviews and workshops with the stakeholders, the user journey maps have been iterated 4 times.

Main insights of the user journey include multiple activities for design intervention, meaning that this intervention could be a product-service system connecting their pain points. Important stakeholders to research are both caretakers, catering company and elderly. The potential pain points are shown in the graphic above.


CO-CREATION WORKSHOP Workhsop : different solutions CLEANING UP

SOCIALIZING

CHOOSING FOOD

Find out the core values of the topic of the elderly healthy eating with stakholder: caretakers, catering comapnies, managers from caring home, the experts from industry and academy, as well as the chef in the nursing home.

1

2

1/ Co-Creation Workshops with all the stakeholders, including internal and external clients 2/ Speech therapist explained the feeling of elderly

Persona Finished

Seek for entertainment

Prepare for the following schedule

Elderly

Nadin der Loek

Age 75 / 165cn / 65kg / Cardiological Problem

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Prepared

Secure

Not so motivated Retired

After validation by observations, interviews and co-reection workshop with caregivers, chef and a speech therapist, we changed the user jorney into a service blueprint to have a the integration of potential solutions and the pain points, how this changes during the eating process and where to improve. From these validations the focus shifted towards choosing and preparation of the hot meals. 14


User Context USER CONTEXT

1

Talki Talkie lights upasblue as Talki Talkie lights up blue food process notification. food process notification. thepicks user up, picks WhenWhen the user it up, it the feedback. speaksspeaks the feedback.

1

Delivery ingredients at foodathall Delivery ingredients food hall

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2

2

Ingredients cookedcooked and cooled Ingredients and cooled

Talki Talkie lights up green Talki Talkie lights up green thepicks user up, picks up, WhenWhen the user it starts the choosing. meal choosing. it starts the meal

3

3

CreateCreate and taste andnew tastemeals new meals

Talki Talkie recognized Talki Talkie recognized & “no”, voice, voice, “yes” “yes” & “no”, it is going onthe with the it is going on with process and giving process and giving the the categories to choose. categories to choose.

4

4

Pasteurization of ingredients Pasteurization of ingredients

5

5

Meal assembly Meal assembly


SERVICE BLUEPRINT SERVICE BLUEPRINT

Talki Talkie to Talki Talkie starts starts to the feedback, recordrecord the feedback, when when theisuser not satisfied the user not is satisfied with the current with the current choice.choice.

After the opinion is recorded, After the opinion is recorded, Talki Talkie will send Talki Talkie will send the the feedback the stakeholders, feedback to theto stakeholders, e.g. caretakers, food company. e.g. caretakers, food company.

RESIDENT ACTIONS RESIDENT ACTIONS

When user picks When ther userther picks up, talki tlakie gives up, talki tlakie gives thetochoice to give the the choice give the feed backfeed back

Give feedback on Give feedback on hot mealhot theymeal justthey just had had

When talki talkie When talki talkie gives feedback, it gives feedback, it plays speech plays speech feedbackfeedback

Receive feedback Receive feedback on feedback on feedback

Talki Talkie Talki Talkie creates notification creates notification light When pattern. When light pattern. pick up sound pick up sound feedbackfeedback

WatchingWatching TV in TV in room room

Line of interaction Line of interaction

Provide feedback Provide feedback chef / caretaker / chef / caretaker / companycompany on past on past experience experience

ASSISTANT FOODFOOD ASSISTANT

Notify about meal Notify about meal assemblyassembly in food in food companycompany

Line of interaction Line of interaction

CHEF / CARETAKER CONTACT

Inform Inform chef / chef / / company caretakercaretaker / company

Formulate Formulate advice advice on past experience on past experience resident resident

Line of visibility Line of visibility

COMPANY FOODFOOD COMPANY ACTIONS ACTIONS

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6

ansport of meals carehome Transport of to meals to carehome

7

7

DATA BASE DATASUPPORT BASE SUPPORT

Check Check with pastwith past feedbackfeedback

Delivery meals at careathome Delivery meals care home

AI SUPPORT AI SUPPORT

Store feedback Store feedback

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PROTOTYPES AND VALIDATIONS

3 Validation3: Validation with videos made from the interaction of 4 prototypes

1 Validation1: Prototype hologram food shopping experience

4 2 Validation2: Validation for the food taste and technology prototypes

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Validation4: Process of making voice agents, which is the communication platform for the elderly, caregivers and the catering company.


Design Decision An interactive voice assistant embedded with Conversational user interface.

Coversational Flow Chart

Goals

Final Prototype : Talki Talkie

Interactions (Passive)

Talki Talkie is a personal voice agent situated in the personal rooms of the elderly residents (55-85 years old) living in long-term facilitation in nursing homes.

1. Light up (slowly breathing light ring): notiďŹ y of dierent phases of process of food production and transportation. 2. Pick up: play notiďŹ cation of food process 3. Head (red) light up: talki talkie starts to record the opinions from the elderly 4. Platform: other stakeholders could reply through the platform by texting, which will be played through talki talkie

1. Make their opinions be heard to involved stakeholders, e.g., caretakers and catering company. 2. Increase trust towards the overall eating process by gaining the feedback directly from various sides.

Final Validation

The validation made clear that participants were not sure how the design should work in long-term, but were open to try it out in the future, giving opportunities for future work. 18


Mirror Mirror

Design Research UX Design

Date ¦ Feb - June, 2020 Peoject ¦ Research Project Practice ¦ Data-Enabled Design, Research Through Design User Research, UX & UI Design, Data Analysis, Data Visualization Methods & Tools ¦ Semi-structured interview, Heuristic Evaluation, Online Survey, Qualitative Analysis, Adobe XD, Ai

A Framework For Creating A Tool to Self-Record with Qualitative Health Data Focused On Stimulating Self-Recording This is a research project aims at exploring possibilities for collecting qualitative health data to further enrich the functionalities of healthcare devices for enhancing self-reflection. A framework formulated by seven categories of the lifestyle personal data is identified. Furthermore, the research identifies the essential qualities of qualitative data for shaping valuable personal health data among the framework, including the dynamic of the framework, the defined qualities of the data shown among the framework, and long-term engagement of self-recording behaviour.

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I want o know my life style and share with friends ood & Drink

Symptoms

Medication & Supplument

•• ••

< Hsiu's Life Style

----

Exercise

-:�:- 24 May

I want o know my life style and share with friends Sleep

Food & Drink

Exercise • Symptoms • Medication & S 24

21

06

18

09

•5

1l 24

Sleep

•• 20


DESIGN BACKFROUND Smart healthcare devices brought new possibilities for people to record and improve personal health. However, the current devices donʼt provide ample capability to understand the usersʼ needs. Thus, the users lose the chance to further reflect on their own health status for long-term usage.

Good morning, how do you feel when you wake up? 6:15

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89

5601

CHALLENGE How to design a tool for collecting qualitative data among people with and without chronic disease?

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Sensors

Quantitative Self-Reflection

?

Qualitative

1. Engage self more during record data. 2. Understand further of thier own health data

Long-term Usage


RESEARCH PROCESS Data-enabled design (DeD)

prototypes situated in everyday life

DeD methodology (Janne and Bogers, 2019) enables design

A

researchers to use data as a creative design material to investigate the new design interventions for the intelli-gent ecosystems. Notably, data, including qualitative data and sensor data, is deemed as the main player of design materials to constantly improve the prototypes for designers (p.251). Furthermore, being exploratory is one of the main mindset in DeD, which referred that prototyping as vehicle for inquiring .

G

adapting F the situated prototypes (remotely)

F

towards insights into context, behavior and experience

C

the everyday life loop

B

collecting data

H

the design (research) loop

E

designerly explorations with data as creative design material

D

design synthesis

Contextual Step

week

1

lnformed Step

2

Contextual step provides clear design context andits actors to create design values.

week

1

2

3

4

The results of the contextual step would thereby inspire and inform the second step, informed step. The informed step sets out the remote design interventions to shape and change the currentreality to new reality . 22


Contextual Step

Qualitative Data

1

2

week

1

2

3

4

Findings : 7 categories as the basic structure

Particiapants

15

week

The framework is structured with the 6 categories. This allows the researcher to investigate further about what and how to

Assigned Task

Participants were asked to record their self-defined health data on any tools daily. The participants were told to record anything they deemed as their health . There is no restriction for what, where, and howto record, because researches want to understand what andhow would the participants want to record their own health status without any specific indications.

record the health data in the informed step.

The participants have used diverse tools, which they

may feel most convinient and easy to use for recording their health data daily, including writing, texting to friends, audio or video recording, drawing, etc.

The data has been analyzed and clustered through thematic analysis methodology. 7 categories related to their health and lifestyle are identified from the records, which are also validated with the academic papers.

In the contextual step, the researcher focuses on

understandingthe factors that are not only scientifically proved as

criticalfactors related to health among lifestyle, but also recognized asthe important and valuable data for the participants themselves. 23


Informed Step

week

1

2

week

1

2

3 prototypes as research artifacts have been deployed through

Food, Drink and Mood are chosen as the starting

step. The definition of the framework has been researched.

order to explore different ways to engage the

the iterations based on the framework identified in the contextual

1

3

4

point, as the main categories for recording. In

participants in to their own health data, researching on what are the valuable categories for users and able to bring the dynamics of recording.

Main Findings from the first iteration (1) Not every participant can reflect on the two categories, food and mood.

(2) More categories are required for engaging themselves into self-reflect for daily life.

(3) A diversity of customized prototypes is needed.

Right: The first prototype is designed in the size of A4. Left: The prototype 1 contains one page for explaining the meaning of each category, and the examples for explanation, reference, and inspiration.

Collected health data from various particiapnts.

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Informed Step

week

1

2

week

1

2

In order to increase the diversity of recording, the research-

Main Findings from the second iteration

to increase the flexibility of recording.

It is designed with the flow of a day.

er add the other categories found from the contextual steps

2

Main different between 1 & 2: different quality of qualitative data.

There are two main areas in prototype 2, including sleep, food, and mood and the other part is physical related items. It is designed with the flow of a day. (think of the time they wake up, how they feel when they wake up, which could bring them back to the start of the day.)

It is high personalization, which depends on their preference, changing by the research as AI system in the background

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High personalization, the researcher as AI system.

3

4


Informed Step

week

1

2

week

1

2

3

4

While prototypes 1 and 2 mainly focus on the quality of data, prototype 3 has started to explore the potential to transform framework into a system.

3

Main pages for recording dierent categories

Main Page

Sleep Food & Drink

Symptoms Medication& Suppliment

Mood (Accompanied with the record overview) 26


Informed Step

Functionalities: recording and taking photos

The functionalities could increase the exibility for the users to choose how to record their health data. 27

week

1

2

week

1

2

3

4

Conversational User Interface (CUI)

Automative Level 1 Robot as eminder

Automative Level 2 Professional Feedback

Automative Level 3 Audio Coversation


The intention of the framework will also assist the users to recognize the valuable personal informatic forencouraging and benefiting them on self-reflection of health. With the rapid iterations of three experimental prototypes, thedata qualities are identified as the critical elements for bring-ing out the dynamic of the framework. The richness of thedata, the semi-automated data, and the long-term engagementof self-recording behaviour, are defined to be the importantfeatures of shaping valuable data among the framework. Forthe following research (1) the appropriate level of sharing thesame framework among both people with and without chronic disease; (2) the degree of fixed but customisable and auto-motive functions of the devices for supporting necessity ofowning the devices in a long-term goal; (3) the potential con-text for applying the framework and design the devices, are valuable to be explored for reaching the purpose of seekingthe possibilities to self-record, self-reflect, and self-understandon the personal health data. Thus, the data could be morevaluable towards the users.


Product Design


31 Ruhig Lamp 39 Shaking Shaking


PRODUCT DESIGN

Ruhig Lamp

Interactive story lamp for children and parents Category ¦ Lighting Date ¦ 2017 Output ¦ Functional Portotype Material ¦ Wood, Arduino, Cardbroad

In the society today, parents get less time to accompny their children. According to the research, 20% of parents spend no time at all reading with their primary school aged children; 54% of parents spends less than an hour a week reading to their kids. Since reading to children activates various function of children, American Academic Pediatrics strongly suggests that parents should read to children. This project, Ruhig Lamp, wants to cultivate the habbits

between parents and children. Firstly, the lamp box consists four paragarph of a story and becomes a short story. Also, parents can tell the stories by different volumns, which will change the brightness of the light. Secondly, children and parents can cooperte together to play shadow game. In addition, there are various colors of light. Due to different content of the stories, the light will change steadily. 31


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IDEATIONS

INITIAL IDEAS

In the beginning, I came up with an idea to create something for children. I was thinking through all day schedule during my childhood. The bedtime of listening stories from records inspiring me a lot. In addition, I built up very strong connection with my sibilings during the time we listened the stories together. Thus, I believe the power of storytelling, especially in the childhood period. These are my first thought of creating this work.

CURRENT RESEARCH

After doing more research,I found to tell story in the bed time really help the development of children. From cognitive, motor, creativity , to speech and communication development, by talking and interacting with parents is able to help children graw up benefitting from various perspectives. To be more specific, firstly, with reading loudly, children have higher possibility to have school scuccess. Secondly, young children may amplify the language they hear more than just talking

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Telling story is also similar to a kind of performance. How do I want to present the performance ?There are several ways of telling the stories, such as listening to the radio, talking by parents, creating stories with intimate people. All of above include some common features. Firstly, there is sound. Secondly, people tell story . Following the two directions, how can they both interact and play with the stories vividly? Before sleeping, parents normally leave some weak light for children. Under the light, it will be the best moment for them to have fun together. By using the skill of paper cutting, I tried to use the light to show the shadow. As a result, parents and children play not only with the box, but interactive with the shadow.


PROTOTYPE FOR LIFHT AND SIZE At first, I designed four layers of wood, since more levels can create different strong effect of the light. Hoever, after testing, the effect of shadow projecting was not as good as look on the product self. I used different materiasl of paper to lazer the frame as well as make the holes and the empty place for the light to go through. The inner layer of the paper is thinner, which will help the light go through; in the contrast, the outside paper is thicker, which seems like a frame for the whole box.

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HARDWARE INTEGRATION The lamp has several functions working by Arduino. Firstly, the touch bar. By touching the touch bar, light will change the color. With trying to work approprately, I tried many methods to make the screen work smoothly. Also, I use microphone to take the sound from the user. I also tried various types of micrphones. Fianlly, the one in the product is the best for accepting the sounds.

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FUNCTIONALITY OF RUHIG LAMP

Time Setting To get darker in the last chapter of story, so it helps children calm the emotion

Volume Control By dierent levels of volume, the brightness of the light will change gradually.

Horizontal Scroll By scrolling the bar horizontally, the story box will turn from one side to another.

Touch Bar By touching the bar, the light will change color. The color can be dertermined by parents and children.

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Mode of Color Changes

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ACCESSORIES FOR RUHIG LAMP In oder to promote the interaction between users. I designed an easy accessory, which is similar to a ring. With the ring, people can change the gestures. Thus, get dierent shadow cut of animals. 38


Shaking Shaking

PRODUCT DESIGN

Let music dance with you.

Category ¦ Conceptual Product Date ¦ 2014 Output ¦ Visual Portotype Co-Designer ¦ Lambo Ze En

This project is inspired by two courses. Since we found it is interesting, we try to do the deeper research and generate a more complete project. Even though we didn t produce a real product, it still bring us a further

We apply PPG technique on earphone and combine with Shaking Shaking. Therefore, while the user wear the earphone after they come from tiring works, PPG sensor can measure the user s biological reacts. Hence, Shak-

Nowadays, people are under significant pressure beaches of the works or more complicated society. Also, we found many people think that they are alone and no one understand them truly. Therefore, we try to design a mini robot who can be your considerate top and accompany users.

user falls in love. We hope Shaking Shaking can satisfy people s desire, help them relax and have fun in their life.

understanding about the generation.

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ing Shaking will give feedback, such as playing romantic song while the



INITIAL IDEAS We all get worried, nervous, or stressed out from time to time. Anxiety is a general human experience. , Dr. Gassiday said. When people has been feeling anxious and worried for more than months, and if their symptoms are causing the diďŹƒculties on sleeping, studying, working, or other living parts. Everyone knows to use tips, tricks, and techniques to get calm their nerves down. There is a good news reported by the neuroscientist: make a playlist of the 10 songs found to be the most relaxing on earth. The study found 65% of participants can reduce overall anxiety by listening to the song; and 35% of them can reduce the usual physiological resting rates.

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MIND MAP

Smart Bracelet

Ear Phone

Heart Rate

Face Model

PPG

Voice Self-Understanding Emotion HRV

Blood Pressure

Depression


Function of Shaking Shaking

Smile Emotional Function Forming a smile emotion on the face part automatically via LED display panel ,while PPG sensor senses user s emotion.

Design Yourself UsinUsing washable marker to draw and design as you like !

Flat Packed Enjoying assemble by DIY.

LED Lighting Selection 4 basic RGBW color & 12 others mixing colors and function. Setting speciďŹ c color according to own emotion by

Roly Poly Function Shake ! Shake it, while you need something to punch. 42


USING PROCESS

PP Bio-Se

Before wearing the headphone

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After whole day work, user usually sits in front of desk in their own room. Some people may take a rest, and some may start to use the computer to listen to the music. Shaking shaking can detect your emtion and give music feedback. In addition, it will record the data regulerly. It also can help people who have light mental disease to track their daily condition.

Different emotion translates different biological evidence

Depending on various emotions, people will show different biological evidence. After the users wear the headphone or earphone, the bio-sensor, PPG, will detect the biological data, such as Heart Rate Variability and so on.


PG ensor

Via PPG, the headphone and PRL will give both music and color as feedback

It can provide regular recording

Via PPF, the headphone will play the music which is accordant to your emotion. For example, while the user

It will record daily data. Thus, the user can view their own changes of emtions. The function can especially benefit patients who have mental disease. By using PRL, - the patients family and doctor can both get the data. Thus, they can know the patients situation and offer advancing care and help.

just make boyfriend or girlfriend, it may play some love songs. In addition, the doll will change the color. According to scientific evidence, both music and color can heal or change people’s emotion.

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S UN Sun has strong energy to bright the surrounding and produces shadows. As interacting with a game or a product, people engage themselves and reflect, learn, and grow with the design.



Interactive Design


49 How is your life


How is your life

Interactive Design

You never know what will happen in the following life. Seize the time and moment.

Category ¦ Interactive Design Date ¦ 2018 Output ¦ Graphic Design, Poster, Game Program

Our values affect the way we think the partners we choose and ultimately the results we are getting in life. The main benefit of knowing and understanding our core values is to improve the results we are getting in those areas that are truly most important to us. We can use them as a reliable navigation system for our life moving closer to the values that best serve us, and away from the ones that are not serving us so well. When we know our core values, the task of setting goals that intuitively resonate becomes a lot easier.

This game is designed for people to experience whole life in a short time. Since a good way to understand yourself could be learning in different phases of life, I decide to use the concept of reading a novel to let the player experiecne the uncertainty and unpredictable life.There are seven core values in your life, so players can pick up the values they believe to see what may happen in this choice. 49



BACKGROUND In the beginning of the project, I want to apply proceesing program on exploring ourself, which may be related to our emotion, our belief in life or how do we perceive ourself in daily life. I have explored the topic from Stree , Self , to Life . Finally, I found that to understand how may your life go is the can be the first step for everyone to start an exploration about yourslef. Ultimately, understanding our values helps us make choices, goals and decisions that are best suited for our personal success and happiness. I believe, we should frequently ask ourselves what things are important to us and we should live our lives according to those things.

STORY DEVELOPMENT

You cannot connect the dots looking forwaed , you can only

connect them looking backwards. So you have to trust that the dots will somehow connect in your future. -

-- Steve Jobs

Then I start to think how can I let people experience and think deeper about their life meaning in short time. What came to my mind is the experience of reading a novel. A good novel always can let a reader immerse into the emotion, which created by writer intentionally. After reading the story, the reader will feel she finished a new journey of life. Then, she will start to think deeper about what the writer want to say. So, in this project, I want to design an interavtive game with players. Through the process, they can create a new story by selecting the values they believe in different life stages.

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You never know what s going to happen in your life. However, you still have to choice one option for the next step.

Value Internal

Health

Mind

External

Love

Heart

Work

Family

Fun

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VALUE OF YOUR LIFE

In this diagram, I devide life into six stages. From 18 to 78, each 10 years presents a phrase of age. In addition, I pick up seven core values and seperate them into two categories, including internal and external . Furthermore, I write few stories, which fit in different ages and follow the core value as well. Except the visualized effect design, I also put the sounds into each sentence, which can express the possible context, which I set for every column.

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VALUE Internal

Health

Mind

External

Love

Heart

Work

Age

Family

Fun

The range of age is 10 years. 18-28 28-38 38-48

48-58 58-68 68-78

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MEANINGS OF OBJECTS Box Box means the limitation in our life. Everyone is borned in very different backgorund, with various characteristics, or different talents. After the player enter to the box, the game starts.

Ball

Various balls in the box represents all options which the players may face in their life. No matter the player choose or not, there are still options, which they have to choose.

Description and Sounds After the players enter the ball, they will see different contents. These contents will appear with sounds differently due to different values and ages.

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Sound Effects

In addition to the sounds I collected from youtube open source, I also record the guiding sounds, which tell players about the rules in this game. Furthermore, I used the simplified online mixer system to create the sounds.

Ball Effects

Since I tried to create some abstract feeling, the scenerios would seem like to be in the space. Also, the sound that happen will be similar as some sounds from fiction movies. Therefore, I want to make some glowing balls. However, the effect is hard to present in 3D environment in processing. I have tried several methods.


GAME PROCESS Player will be guided by the sound and enter to the box. Game starts.

Go through a tunnel and back to the box.

After entering to the box, the player will see balls with seven colors and some balls without colors. The value will also rotate around the ball. Click a ball to enter.

After going through 6 dierent life stages, the balls which are selected by players will be connected together. The sounds in each ball will be played orderly.

After entering to a ball, the text will appear with shaking. The player needs to clickand make the words become a line. Sound will appear in the same time. Click the box to leave.

Finally, all balls will be formed as a new constellation. The process aims to let the player review what kinds of values they choosed, what they have experienced.

1

2

3

4

5

6

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GAME DIAGRAM

Front Scene Game Scene

Box

Balls

Texts

Sound

Ending Scene 57

Floating Value

Animation


DEMO DAY In order to let user can devote into the scenerios and the context, I set up the environment as a comfortable and warm room, where can let people feel relax. The feedbacks are very positive. Many people reect what decision they made before, and start to think more about the following life.

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Mountain Mountain has grogerous height which is accumulated through thousands of years. The characteristic of being the height is the same as curating. By curation, we can learn the experience from others, which is like “standing on the shoulders of giants�



Curation


63 Evolution of Taiwan Fiber Art 71 Library of Things


Evolution of Taiwan Fiber Art

Curation

Ecolution combines the definition of "ecology" and "evolution". The exhibition transmits value of Taiwanese craft aesthetics. In the same time, it inherits Taiwanese culture

Category ¦ Curation Date ¦ 2014 Output ¦ Graphic Design, Poster, Execution Company ¦ New Design Dimension Position ¦ Intern Assistant of Project Manager

"Ecolution of Taiwan Fiber Art is an issue according to an exhibition with the same name, which is published by National Taiwan Craft Research and Development Institute in 2014. The word Ecolution combines meaning of

In order to have an exhibition which can clearly present the past, present and future of Taiwan s dyeing tradition, we cannot ignore the many different elements and factors that have contributed to the development of

Dye Art Exhibition . The exhibition has been planned with natural dyes as its weft and fiber weaving as its warp. The aim of the Ecolution of Taiwan Fiber Art exhibition is to present a clear picture of the development of the craft of dyeing in Taiwan.

actually we have a great deal of potential that can enable us to move forward confidently into the future innovation in Taiwan s handicrafts sector.

Ecology and Evolution. The contents include Taiwan Natural

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the dyeing sector in Taiwan. Therefore, people can realize that



ABOUT THE EXHIBITION This project Evolution of Taiwan Fiber Art is commistioned by Taiwan Technology Research and Development Center in 2014. The aim of the curation is to organize the history of fiber and dying in Taiwan. By understanding the history of Taiwan, people will realize that both fiber and dying are essential ingredients from our daily life to trading goods.

RESEARCH AND DATA COLLECTION During the time, we collected literature as more as possible to present the chronology of fiber and dying in Taiwan since 1990. We categorized the data into the four categorises, including history, government, policy, non-government. From the context, we figured out many surprising stories and history. Following the contexual discovery, we visualized the details of basic information for transmitting more

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INFORGRAPHIC INFORMATION Demographics of Taiwan The population in Taiwan is approximately 23. 4 million. Taiwanese Taiwanese nowadays use Traditional Chinese and ㄅㄆㄇ system. Formosan Black Bear Formosen Black Bear is a subspecies of the Asiatic black bear. Formosan Black Bears are endemic to Taiwan. There are nearly 200 Formosan Sika Deer Formosen Sika Dear is a subspecies of sika deer endemic to the island of Taiwan. There are around 200 deers in Taiwan now.


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CURATING PROCESS / FIBER ART

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Collection

Collecting information from essays and understanding whole

Discovery

Pin out the location producing ďŹ ber and dyeing ingredients

Sharing

By international conference and gathering scholars from all over the world, we wanted to share the idea of delicate handcraft skill and breathtaking works all over the world


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CURATING PROCESS / DIAN SHIN FUNDAMENTAL

In this project, I joined final step of exhibition. I helped photographers shoot phots, organize the event and layout the exhibition. During the experience, I learned to negotiate with different roles in the preparing period.

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Library of Things

Curation

Do you want something, which would not used for more than 2 times? Come to LOT and borrow the things you need.

Category ¦ Curation Date ¦ 201 Output ¦ Graphic Design, Poster, Plan ,Execution Position ¦ Curator

LoT works like a normal library but instead of just books, all kind of tools and products can be rented. In order to make the LoT user-friendly, it will be integrated into the current book rental system of NCKU. Some tools will not be allowed to leave the LoT work area, but can be used under the supervision of LoT staff in the LoT work room. In order to utilize the many resources spread across NCKU campus, the LoT will also provide information about tools housed in certain departments which can be reserved for use under supervision of that department.

Such a service will allow current resources to be Through sharing, less products are needed and less waste is created. Sharing optimizes the usage of a product and may be the best way to achieve a recycling circle as described in Circular Economy. LoT will become a non-profit organization within NCKU with the goal of increasing campus sustainability while reducing living costs for students.

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開採/原料製造 農林漁牧回收

零件製造商 生化原料

生物循環

工業循環

產品製造商

回收 翻新/再製造

服務提供者

回歸土壤

再利用/再分銷

維修 沼氣 厭氧消化/堆肥

提取生化原料

級聯 循環 消費者

使用者

收集

收集

BACKGROUND 能源回收

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A circular economy seeks to rebuild capital, whether this is financial, manufactured, human, social or natural. This ensures enhanced flows of goods and services. The system diagram illustrates the continuous flow of technical and biological materials through the value circle .


PILOT OF CE EXHIBITIONC

Tool

Living

Personal

Facility There is a opportunity to rethink and redesign the way we make stuff. The circular economy tries to build a restorative economy with creativity and innovation. In this project, we set up a goal of doing something related to circular economy. There are several students coming from variuos departments trying to figure out a better plan. We generated several ideas to accomplissh the goal of planning. Finally, we picked up Libruary of Things as our main topic to discuss on. Hall oj

steps

1

Central Library Tool

2

3

Knowledge Study Center

Dormitory

Tool Home applicance

Tool Home applicance

4

For the first step, we decided to aim on borrowing the things from library instead of just books. Before we started the exhibition, we would have a pilot. By doing so, we might can gather more feedbacks from the students or people in the campus.

NCKU Faculties 3D printer CNC machine Laser cutter

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WHERE We decided to set up LoT in the main library. Since the concept of borrowing and returning is the one very closed to the concept of LoT , we decided to locate the exhibition here. The design below shows the plan of setting up various display boards.

東豐路 東豐路 統一健康 研究大樓

公衛大樓

南部臨床 心理健康中心 研究中心

社科院 大樓

附設醫院

醫學院

成杏廳

附設醫院第二大樓

綠色魔法學校 小東路

C-Hub 都計系館 建築 系館 耐 震 榕園 大 工設二館 樓 (空中大學)

敬三 北棟

藥學系 勝利路

醫護大樓 台文系館

醫技醫工館 護理 系館

教職員 單身宿舍

敬三 敬業 南棟 網球場 近海水文中心 敬業 二舍 敬業一舍 醫師宿舍

物治系館 職治系館

小東路 修齊大樓

成功湖

生科系館

國家理 論中心

中文 系館

迎賓苑

總圖書館

水利系館

環工 系館

自強 韻律室

卓群 大樓

籃球場 排球場

工設系館 (大成館) 唯農大樓

歷史系館

自強操場 雲平大樓

光一舍 軍訓室

學生活動中心 I

站 台南火車

體 育 室

新園

數學系館 測量系館

材料系館

草地

國際會議廳 光復操場

土木系館

成功廳

交管 統計 管 企管 院 工資管 會計

火車

郵局

球場

化學系館 理化大樓

資源系館

草 皮

資訊系館 格致堂

機械系館

電機系館

博物館 分信 室 南榕廣場

綜合大樓

照坤設備 儀器大樓

化工系館

物理系館

地科系館 物理二館

中正堂 大學路

資訊大樓

林森路

光二舍

長榮路

光三舍

勝利路

前鋒路

建科研 禮賢樓

工科系館

奇美大樓

系統系館

大學路 成大會館 太子學舍

游泳池

航太系館

K館 圖書部

勝六舍 學生活動 中心 II 勝四舍 勝一舍

科技大樓 微奈米中心

航太宿舍

勝三舍 勝二舍 勝八舍 勝九舍 學人宿舍

東寧路

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HOW TO BORROW?

30

RESERVE

Use NCKU app to check and reserve the tools you need.

Find a Thing you want to borrow at NCKU library.

USAGE INSTRUCTIONS

Before borrow the tools, you should watch a manual to assure you know how to use

Go to FB event page Library of Things at NCKU . Upload a LoT selfie of you, with the Thing you want to borrow (this must be under your own FB name)

USAGE PERIOD

Same system as library, use student ID card to borrow, and 30days usage period how to use

At the library check-out gate a library assistant will check your LoT selfie .Thing has a metal strip for the check out gate? He/she will make a picture/screenshot as confirmation

OVERDUE FEE

If overdue, you will be charged the fee

Leave a comment on your LoT selfie FB post on your experience (optional)

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VISUALS

In order to advertise the concept of LoT, we design the posters, cards and also stickers for people to collect. Thus, it helps on increasing exposure as well.

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FEEDBACK FROM THE VISITORS

What do you want to borrow in LoT? Money, Suitcase, Friends / Girlfriend, Time, Condem, Camera, Movie Project, Battery Charger, Mobile Power,Knife, Briefer, Laser Pointer, Fitness Equipment, PS4,Membership Card, Truck, Video Games, Umbrella, Hiking Equipments

Do you think the concept of LoT is feasible ? Yes. It is too short to borrow for 3 hours. The system should record the details of borrowing. It is possible, but people should take care of some small mistakes.

Report from Media The project is supported by the president of NCKU. Since it is a trend to develope circular economy, the success of building up this system can bring the beneďŹ ts from dierent perspective and also contribute to the society.

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CHIA HSIU LIU vanshow89@gmail.com


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