Human Centered Design | UI/UX | Design Research | Interaction Design Digital Tools | Speculative Design | Creative Coding | Creative Writing | Knitting PortfolioAditiSingh Srishti Institute of Art, Design and Technology Bangalore, India
body of work as an aspiring Human Centered Designer, and in essence, my story. See you on the other side!
I love learning new things and getting to know many people. In my practice as a designer, I endeavour to highlight the stories of stakeholders, and create interventions that add meaning and value to
Hi! I am Aditi.
Thislives.ismy
Skill-eLabs Instructional Design, UI/UX 01 - 02 Narayanapura Ethnography, Speculative Fiction 03 - 04 Waste Warrior Systems Design, Digital Communities 05 - 06 Srishti Sign-Up System User Experience Design 07 - 08 Onboarding for VUI Voice User Experience Design 09 VUI for the Elderly Voice User Experience Design 10 Classroom Simulation Interaction Design, VR 11 - 12 Swastiks Pickles Campaign Design 13 - 14 NAiled It! Digital Tools, Speculative Design 15 The Ankle Generator Digital Tools, Speculative Design 16 Shy Guy Flame Painting Robot Generative Art, Creative Coding 17 - 18 Musical Mat Textile, Creative Coding 19 Woven Dimensions Chapbook, Creative Writing 20 Topiwali Knitting and Crochet 21 Contents
to keep students who drop out of schools due to personal circumstances or disinterest in mainstream academics in the formal education system by allowing them to train in a vocation and obtain employment in the formal sector.
Skill-eLabs
Click to view Skill-eLabs App Case Study
Purpose of the Skill-eLabs app Instructional Design Framework
developed for Indian Central Board of Secondary Education (CBSE) students in Standards 9-12. Conceptualised by AMMACHI Labs, Amrita University, and the Ministry of Education, Government of India, Skill-eLabs aims
Instructional Design, UI/UX
Skill-eLabs is a smartphone-based virtual environment that allows a student to perform activities that help them pick up key components of a particular skill, which may include memory, process, motor skills, spatial thinking, critical thinking and Theproblem-solving.projectisbeing
Continued 1
Click to view Skill-eLabs App Prototype Video
I aimed to leverage instructional design principles to create a framework for the Skill-eLabs app that gives an opportunity to both existing CBSE students as well as drop-outs to pursue a vocational subject of their liking.
• Expert interviews- What is instructional design, and how can it inform the Skill-eLabs app?
Click to view Skill-eLabs App Prototype Video
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• Prototype development- Giving form to the instructional design framework through visually appealing screens
• Immersion- Understanding the context
• Ideation- What are the capabilities of the Skill-eLabs app?
• Primary research- Reaching out to CBSE students and teachers via surveys
• Wireframing and validation- Designing a learning pathway for the vocational subject of Information Technology and iterating with user feedback
Click to view Skill-eLabs App Case Study
Screens from the Skill-eLabs app and prototype validation with CBSE students
Instructional Design, UI/UX
• Secondary research- What are existing e-learning interventions doing?
Skill-eLabs
The process followed in this 3 month long undergraduate thesis project was:
• Persona development- Who are the users of the Skill-eLabs app?
• Artistic- The residents of Narayanapura consider themselves Artists, and not just ‘potters’
• Skill- Pottery is a life skill that has been passed down generations
The aim of this 3 month long project was to understand an artisan’s worldview on their craft, creativity and business.
Click to read Narayanapura 2031 Narrative
• Livelihood- Pottery is the basis of their livelihood
The pottery village of Narayanapura
• Social- The residents of Narayanapura are part of the ‘Kumbhara’ (potter) caste
Stakeholders in the Narayanapura system
Click to view Narayanapura Case Study
By employing anthropologist Clifford Geertz’s autoethnographic research methodology thick descriptions, I spent 3 months with master artisan Mr. Nandish Kumar R in the pottery village of Narayanapura, Bangalore. Through the use of thick descriptions, the nature of the Narayanapura community’s relationship with pottery was unearthed as the following:
Narayanapura
Mr Nandish Kumar R, owner of MRK Pottery
What does pottery mean to the residents of Narayanapura?
Continued 3
Ethnography, Speculative Fiction
• Prakruti (material-ecological)- The earth and water used for pottery is collected from Narayanapura itself, and pottery is the most organic form of creation
‘I Beg to Differ: Soft Conflicts in Collaborative Design Using Design Fictions EunJeong Cheon Stephen Tsung-Han Sher Šelma Sabanovíc Norman Makoto Su
• Artisan thumbprints that differentiate Kumbharas from others trying to sell pottery, bringing the lens of caste pride as well as exclusion into play
Narayanapura
Click to read Narayanapura 2031 Narrative
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MRKNarayanapuraPOTTERY Illustrations and images of the co-speculated artefacts featured in the narrative
The Government of India awards the title of Master Craftsperson to Mr Nandish Kumar R Kumbhara, Narayanapura Qualification of Artisan Skills
Keep your family healthy and safe with the goodness of Ayurveda
• Stacked pottery wheel for the mass production of pottery, making handmade products competitive
• Sanskruti (cultural-spiritual)- The residents of Narayanapura are devotees of Lord Kumbhara (a form of Shiva), and worship the pottery wheel
• Eco earthenware products that depict how urban tastes drive demand, regardless of the artisan’s willingness to make a product
ECO earthenware the original way of life
I introduced speculative design frameworks to Mr Nandish, and along with him co-speculated artefacts that would sit in the probable future of Narayanapura of 2031. The following artefacts played a role in a speculative design fiction of Mr Nandish’s life in the Narayanapura of 2031:
Ethnography, Speculative Fiction
After an understanding of what their artistic practice means to the residents of Narayanapura, I wished to learn what they thought the future would hold for them.
Futures Cone: Joseph Voros
From
Click to view Narayanapura Case Study
Systems Design, Digital Communities
The Waste Warrior App, proposed to be published by the Central Pollution Control Board (CPCB), attempts to leverage and go
Stakeholders in the Urban Waste System
beyond the existing infrastructure (COVID-19BWM App) in order to include the spheres of waste tracking, education and awareness, and policy making- the fundamentals of the waste management system. It aims to be a platform that brings each stakeholder on the same page, a level-playing field from where CoCreative initiatives organically take shape.
“Propose an intervention for waste management in urban Indian metros.”
Design Brief:
Every stakeholder in the current waste management system acts in isolation, causing misunderstandings and mismanagement. Only by establishing a singular channel of communication, wherein all stakeholders are free to interact and exchange ideas with one another, can Co-Creative initiatives be achieved.
Click to view Waste Warrior App Case Study
Mapping opportunities for Co-creation among stakeholders
Continued 5
Waste Warrior
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Waste Warrior
In the long-term, the vision of the Waste Warrior App is to spark innovation through Co-creation, stemming from dialogue among multiple stakeholders- something that was never possible before. This was a solo effort, taking place over a 6 day design sprint.
Click to view Waste Warrior App Case Study
The application takes inspiration from existing citizen science platforms, and attempts to leverage tbe power of shared knowledge and resources across all types of stakeholders in the waste management system. Four user flows have been sketched through low-fidelity wireframes to highlight the core capabilities of the application.
Screens from the Waste Warrior App
Systems Design, Digital Communities
Srishti Sign-Up System
Click tow view Prototype Video for Use Case 1
User Experience Design
Two Use Cases were ideated uponTime Table Drafting and Conflict Resolution.
Click to view Prototype Video for Use Case 2
Concept Outline of Proposed System 7 Continued
Design Brief:
“Redesign the existing ‘course sign up system’ for Srishti Institute of Art, Design and Technology to improve USABILITY, using current and available digital technologies.”
The main objective of the proposed platform was to enable Srishti’s course sign-up process be conducted on an integrated digital platform that would eliminate scope of errors as compared to the existing manual, paper-based system.
Click to view Sign-Up System Case Study
Prototype Videos:
Click to view Adobe XD Prototype Password: Abcd1234
(top) A Still from Prototype of the Sign-Up System Platform (left) Ideation and Iteration
Keeping in mind Srishti’s standard colours of orange and white, a Digital Prototype for Desktop was created. The ideation process, User Journey drafting, Digital Prototyping, Usability Testing and Documetation were conducted in a team effort. I was responsible for creating the prototype videos. The project took place over a period of 2 weeks. Click to view Sign-Up System Case Study
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Srishti Sign-Up System Design
User Experience
Onboarding for VUI
Mind Mapping the uses of VUI
Through Secondary research and Primary research with three participants on a case-study basis, it was found that Google Assistant lacked a comprehensive onboarding process which could be understood by emergent Indian smartphone users. A concept prototype video was made to highlight a potential onboarding process for Google Assistant that could help Indian emergent smartphone users get introduced to and comfortable with voice assistants to operate their device. Through Secondary research and Primary research with three participants on a case-study basis, it was found that Google Assistant lacked a comprehensive onboarding process which could be understood by emergent Indian smartphone users.
Click to view the Prototype Concept Video
Voice User Experience Design
Design Brief:
A concept prototype video was made to highlight a potential onboarding process for Google Assistant that could help Indian emergent smartphone users get introduced to and comfortable with voice assistants to operate their device. The project took place over the course of a week during the nation-wide lockdown.
Stills from the Prototype Concept Video
With the average Indian emergent smartphone user in mind, the workings of Google Assistant in an Android smartphone were studied in order to find actionable solutions to pain-points the users face.
“Alexa, Siri, Google Assistant and other such voice assistants need to respond to their users with much consideration. What all could these be? What can be done to make voice assistants contextually relevant?”
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VUI for the Elderly Voice User Experience Design
Click to view the Prototype Concept Video
“Explore and Suggest ways in which conversational agents can be made better for the Elderly.” Secondary research on the Elderly’s usage of digital devices was done, following which Primary research and user testing with two participants took place on a case-study basis. By exposing the participants to Google Assistant on Android Smartphones, their patterns of device usage and level of comfort with VUI as opposed to GUI were understood. Roleplays and simulated voice interactions were conducted to understand the participants’ way of speaking to person versus a device, in addition to their reactions to different types and tones of Assistant Voices.
Design Brief:
Stills from the Prototype Concept Video
Testing Simulated Voice Interactions with participants
Rapid Ideation- Storyboarding
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11 Continued
Click to view Classroom VR Simulation Case Study
A 3D environment of a Classroom was created on SketchUp and imported into Unity in order to add Grab and Throw Interactions to objects such as paper planes. Additionally, walking around the Classroom wearing the VR headset (Oculus Rift, HTC Vive) was enabled.
The project was based on the emotion of Longing- how may we fulfil the sense of Longing and Nostalgia some people have towards their days in school through a VR environment?
Working with Unity VR
Mapping objects in VR
VR Classroom Simulation
Interaction Design
In this project, I was responsible for adding interactions to the environment. This was done by finding and editing code that could be applied to the objects created in the VR classroom. The project took place over a 4 week period.
VR Classroom Simulation
Interaction Design
The ideation process took place in a team effort.
Click to view Classroom VR Simulation Case Study
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Stills of VR Environment
(top) Results from Surveys
Design Brief:
Swastiks Pickles
Through secondary research on the organisation and it’s competitors, in addition to primary research on pickle consumption, a target consumer persona was arrived at and a brand touch-point wheel was
Campaign Design
(above) Persona Generation
Bycreated.analysing research insights, the final campaign concept approached the consumer via two methods- firstly through Social Media Contests, and secondly through Point-of-Purchase sampling drives.
Click to view Swastiks Pickles Case Study
13 Continued
“Think of a new brand strategy and campaign for the Indian food and food condiments company Swastiks Masala, specifically its range of Pickles. Create a brand collateral of any form to communicate your idea.”
(clockwise from top-left) Sampling Drive Posters featuring Swastiks Pickles with Banana Leaf Meal, Vada Pav, Khakhra, Paratha
Proposed Instagram Page for Swastiks Masala
Campaign Design
Click to view Swastiks Pickles Case Study
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TheDrives.Posters
Posters for Instagram posts were designed for the Social Media Contests as well as the Point-of-Purchase Sampling
feature a variety of Swastiks Pickle flavours paired with diverse and popular food items from around India to express that every Indian can identify with the versatility of Swastiks Pickle Range. The project took place over a 4 week period.
Swastiks Pickles
“Imagine any device that you would like to see in the future. Make a low-fidelity promotional video pitch for the same.”
NAiled It! Holographic Helper Still from promotional video Paper Prototype Testing
The project took place over a period of 2 weeks.
Digital Tools, Speculative Design
NAiled It! Holographic Helper is a wearable device that one can clip onto their nails. It contains two main functions; NAily the personal assistant, and a hand gesture translator.
In this project, I was responsible for the narrative, cinematography, direction and voice-over for the video.
NAiled It!
Click to view Promotional Video for NAiled It! Holographic Helper
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Design Brief:
The process of ideation and video making were a team effort.
Click to view Promotional Video for The Ankle Generator
The Ankle Generator is a wearable mobile phone charger that generates charge from the movement of one’s feet. The concepts behind its design are wireless wearable technology and electromagnetic induction of Thecharge.Ankle
Generator is a metallic bracelet that can be worn as an Aaccessory.low-fidelity promotional video was created to pitch the idea.
Still from Video
“Imagination and Storytelling inspire design. Use any medium to tell the story of an object that can influence your daily life.”
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The Ankle Generator
Design Brief:
The project took place over the course of a week.
(top) Circuit Diagram
(bottom) Representation in Video
Digital Tools, Speculative Design
Coded to freeze, spin and bolt in the opposite direction of a presence, Shy Guy is a Flame Painting Robot that emulates the physical reactions of an anxiety attack once a stressor is sensed by the Ultrasonic Distance Sensor. The project made use of an Arduino Uno microcontroller. Flame Painting was a unique and challenging medium. Shy Guy’s wheels allowed multidirectional motion, and a when fitted with a motor that spun the candelabra, interesting shapes and shades of soot were created. Burnt spots and dark arcs on the painting indicate the places where Shy Guy has had an ‘anxiety attack’. Click to view Shy Guy in action
Generative Art, Creative Coding
Final Artwork 3 ft x 2ft Details Continued 17
Uno, L293D motor driver chips, Distance Sensor
Shy Guy Flame Painting Robot
Shy Guy
DC motors,
Ultrasonic
Arduino3.3ft
“Artsy Bots- Generative Art and Bangalore.InstituteheldArtificialFuturetheconjunctionPerformances”Collaborativeinwithconference“TheandPromiseofIntelligence”attheIndianofScience, (above, right) Shy Guy’s Exhibit
As the painting could only be made with an interaction between a person and the robot, the final artwork was a collaboration between the two entities. The Robot was built by our team. The code pushed in the Arduino was unique to each member, depending on individual ideas.
Generative Art, Creative Coding
Shy Guy Flame Painting Robot
IISc Bangalore Click to view Shy Guy in action 18
Shy Guy was presented exhibition
The Artsy Bots Exhibition at
in the
Musical Mat
The Musical Mat was inspired by barcode music, and the workings of the Carnatic Violin with regard to tuning of strings and placement of fingers to create notes.
Textile, Creative Coding
Watch the Musical Mat make some music
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Barcode Music
The IR sensor was worn as a glove and used to switch between the black and white woven patches, which each acted as ‘strings’. The Ultrasonic sensor was also worn as a glove and used to switch between ‘frets’ that represented notes. The project took place over the course of a week.
Playing the Musical Mat
Sketch
This was a playful project made during the lockdown, that embedded the Arduino Uno microprocessor and Ultrasonic and Infrared (IR) sensors with Weaving.
Woven Piece
Chapbook ‘Woven Dimensions’ is a compilation of 14 pieces of writing that explore the relationships people and non-living entities create and break. The pieces include short stories, poems, odes and eulogies with accompanying illustrations and photographs. The project took place over a 4 week period. Click to read Woven Dimensions 20
Chapbook, Creative Writing
Woven Dimensions A5 Chapbook, 24 pages, 14 pieces of writing Short Stories, Poems, Odes, Eulogies, Illustrations, Photographs
Woven Dimensions
A from the
Spread
Beanie Bulky Yarn, 4.5mm Knitting Needles Knit stitch, Stockinette stitch, 2x2 Rib Stitch (top) Scarf 5ft x Super1ftBulky Yarn, 10mm Knitting Needles Purl Stitch, 4x4 Rib Stitch (bottom) My Neighbour Totoro Plushies 4 Ply worsted weight yarn 2.5mm Crochet hook Amigurumi Crochet Having learned and forgotten how to knit and crochet as an eight year old, I thought to give it another try a decade later. As it turns out, I enjoyed knitting and crocheting so much, that I began to take custom orders and eventually set up my own small business- Topiwali! Check Topiwali out! 21
Knitting and Crochet
Topiwali
Hi, again! Thank you for going through my journey. Aditi Singh E-mail: aditisingh2106@gmail.com Phone number: +91 96206 71417