I-Hsin Chen Portfolio 2018 summer

Page 1

2018 Summer

Portfolio

I-Hsin Chen


I-Hsin Chen

A caring Designer, a life Enthusiast,a passionate knowledge seeker and a writer I care about people, and I love makng friends with different types.I am being called a friendly person, very often. As for me, getting to know a person's life story, thoughts and behaviors is an exciting task. Only when I truly understand and touch the very bottom of a person's heart can I design a good thing for him, this is what I believe.


-Education National Cheng Kung University, Industrial Design, BA

Presentation Techniques_A+ Modeling_A Computer Aided Design_A 2015-present

National Cheng Kung University, Teacher Education Program

2017-present

National Pingtung Girl’s Senior High School

2012-2015

-Experience Companion Robot and Service System Design Team

UI/UX Designer and Industrial Designer 2018-present CXB Design Lab

Designer and Researcher October 2017-present CXB Design Lab Healthy Lifestyle & Behavior design workshop

Designer and Researcher February 2018

Workshop of Emotional Design

Course Planning Specialist February 2018 -Skills Adobe

Illustrator Photoshop Indesign

CAD & Prototyping

Solidworks Keyshot 5 SketchUp


Contents

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02


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01 JUMPlay 02 Aiko 03 Workshop


JUMPlay jump rope, a game to strengthen fitness and build better parent-child relationship

A basic project to combine product design with APP design. It was a 1 month individual project, and aims to reduce child obesity by encouraging overweight children to exercise more; also, parents could check on the children’s exercise status, give them encouragement and discuss health issues with their children. JUMPlay creates a new experience for overweight children and their parents to improve the quality of their lives.

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01


problem

‘Why not go out and play?’ In the modern era, there are a lot of activity choices for children after school. This situation has something to do with the parent-child relationship. 90% of the US children are left alone afterschool, they either stay home alone or stay at school for supervision. Parents nowadays have less and less extra time to spare for their children, let alone they care for the ’couch potato’ children and notice that they actually need some exercise.

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‘most of the after-school activities of children involve technology.’

the US children from 4-17 choose to do after school

64%

42%

23%

watch TV

play video games

exercise


persona User User Persona Persona

Buyer/User Buyer/User Persona Persona

James James - Junior - Junior High High Student Student

Erika Erika - Junior - Junior High High Teacher Teacher

Goals Goals -Have more time to play

Motivation Motivation -To gain play time -Perform good and gain extra time

Frustration Frustration -Mom will be mad about him for spending too much time on digital devices

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Goals Goals -Help James to exercise -Could check on and care about James instantly

Motivation Motivation -Check on James via Phone -Can get James to exercise

Frustration Frustration -Have not much time for James -Worried that James uses too much digital devices


task

strategy

According to the recent increase of smart phone owning rate of children, children spend more and more time on the phone usage, especially on the digital games. Also, the increase of working hours of adults cut down parent-children time; parents have no time to exercise, let alone to spare time to care for the exercising status of their children. Thus, persuading children to exercise becomes a struggle for both parents and teachers.

T h e p ro d u c t w i l l p l a c e i t s f o c u s o n improving the health status of the junior users, by combining the game reward system with the exercise monitoring system. The health and social connection aspects of the design will be heavily considered.

Refined Even though he has physical education classes at school, but there are only two PE classes in a week. Also, due to his weight issue, he’s not familiar with exercise that requires too much running. In the weekend, his parents would want him to pay attention to his school work and they may spend some time with him, mostly watching TV or teaching him about homework.

What is more, JUMPlay would not be intended to diminish children’s video game play time, instead, it would be as a game time exchange system, for children to exercise for their game time, with a controlled upper limit. In this way, it will decrease the time of using digital devices, and increase the will to exercising. In addition, the type of exercise selection will be carefully considered in order to correspond to the reality limitations and to meet the needs of the users. Exercise devices will also take the living environment of the users into account, also considering the space and time to select the most suitable exercise type: ensuring the usability to using the product.


To foster better parents – children interaction by providing a product with APP, with the aim to reduce obesity through playing.

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brain-storming


sketch

Form ideas generated from the available jump rope products and considered of the hand shape of human grabbing an item.

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app This is designed for both children and parents to use the app, In order to build up a connection between them.

How much time do you want to play? The Child will type in the amount of time they desire to play, and the system will transfer the play time to exercise time, that is , he has to exercise to gain his play time(it has a limited range). Then, they can send it to their parents for approval.

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Rewards from parents While the child is exercising, his parents will be able to check on the child's status through their app. What's more, they can encourage their child by rewarding him with stars, which will become the extra play time.


Username Landing Page Login

YES Passwords

NO

Sign Up

First Name

Last Name

Birth Date

Username

Password

E-mail Address

Sign Up Confirm

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Success

YES

My Profile

NO

Error Prompt

Re Submit

Submit

Confirm E-mail

flow


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LOGIN

PROFILE

MENU

PROGRESS

EXERCISE

CURRENT STATUS

GOAL SETTING

APPROVED

ACHIEVEMENTS

DAILY/HISTORY RECORDS

CONTACT

Parents Profiles

Chatroom

WARM UP

EXERCISE TIME

COOL DOWN

APPROVED

GAME TIME

flow


AIKO social robot, a warm embrace towards a redesign of interaction experience

A project, which was a brand new project for me to integrate design with HCI field, embedded design thinking in the robotics. It was a 3 months project generated from our design courses; the brief was to ‘design a social robot that can provide or create interaction between itself and human.’ There are 4 of us in this group, having spent a long time being aware of human relationship issues; we could identify many pain points, like the interaction difficulties with males for unconfident females, and the other way around.

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02


problem ‘Let’s keep in touch!’

Nowadays, people find it more comfortable and less anxious to keep in contact with their acquaintances using LINE, WeChat, Messenger or any other form of communicating applications than directly facing each other or talking on the phone. Some of them spend lots of time engaging in the virtual communication, forming a somewhat ‘virtual’ bonding, but only realize that this bond becomes rather awkward when it is being dragged to the reality; also, sometimes a sticker or different responding time might have different meanings for everyone, causing some guessing the thoughts of others and become anxious when they imagine something bad. All in all, it might result in the uncertainty and reluctance of continuing the conversation, and the one in the reality.

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but ar


‘people text each other re uncomfortable when being face to face’


persona May is a 20-year-old University student, living in Yunlin, Taiwan. Open-minded and optimistic, May likes to gather new ideas and meet new friends. Having a green finger, she would like to share some experience of her blossom planting. However, introvert and shy as she is, May could only interact with males via internet, she finds it hard to socialize with them in a relaxed vibe, in the reality. Having been brought up in a conserved family, May was not taught properly how to interact with males; also, enrolling in a girl’s high school reduced May’s chance to make guy friends. Consequently, May isn’t sure how to initiate interaction with guy friends in the University, resulting in her playing awkward in front of them, and unable to make acquaintance with.

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pain points

Motivations

-She doesn’t know how to initiate interaction. -She feels uncomfortable when facing guys. -She lacks confidence in what she says -No one professional enough for her to inquire about her doubts -She’s reluctant to ask someone near, in doubt of them spilling the beans.

-Loves the ideas of exchanging experience with people who are also interested in planting blossoms, or maybe just daily lives. -Very much wanting to get over her fear and shyness of talking to guys. -Would love to live a relaxed life, without anxiety and can freely interact with anyone she wants.

Task goals

Experience goals

-Get good advice and tips about how to face guys. -Can find a good solution or topic whenever she needs it. -Practice the tips in the reality.

-Feel comfortable when facing guys. -Have a pleasurable experience in the interaction. - Wo u l d l o v e t o k e e p t r y i n g initiation some other time. -Be assured that she can view and recognize her progress.


solution why social companion robot? -Always there for you When it comes to worries and doubts, many would turn to their friends for advice. However, they can't be there 24 hours and 7 days. Therefore, social robot could provide the user with immediate consults, and it would never grow tired of doing it for the user.

-A Secret Keeper Even though friends could possibly keep the secrets, they might spill the beans at times. In contrast, social robot is a good secret keeper, no matter how embarrassing the stories are, it will definitely seal its mouth.

-A Faster Information Seeker The user often needs some concrete information to support her thoughts. However, as friends, they might not know a lot about the matter and can only drag advice according to their experience. Social robot could grasp information from around the world, and provide the user with more options.

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awkward situation, they don't know what to say and how.


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To relieve the unconfident ones from the stress of relationship by providing a social robot which aims to guide and be supportive.


features

Aiko's body is made of cloth, for it would be cuddled by the user when she needs support and strength,therefore we make it softer

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A panel, for users to interact with Aiko It is linked to user's smartphone, provide instant change of information

Scenarios Bedroom Private spaces After school & work When feeling down


Co Courses In the research, we figure that the user should first gain confidence. With the aim to boost user’ confidence, Aiko gives the user some suggestions about thoughts and actions. At the same time, Aiko encourages the user to take actions, eventually could interact with others by herself.

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Map

ourse Topic

Aiko interface


app

Chatroom The Chatroom provides the user a place to instant inquire about any problem she faces at the moment.

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Fuel Up The fuel-up station provides the user with encouraging articles and music, in order to support and give her strength when feeling low.


Diary

Rewards

The diary tool would show a clear growth of her own, she can either write or record her thoughts here.

The plant tool is a reward system. Whenever the user complete a course, Aiko would give or upgrade the user the pot, the fertilizer and the watering can, and the tree would grow.

mockup: https://marvelapp.com/b8h93d9


Landing Page Login

YES

Greetings Welcome back, May How was your day?

NO

Sign Up

Nickname

Birth Date

Create Avatar

Purposes

E-mail Address

Sign Up Confirm

38


Home page

Build Confidence/Attract People/Ask for advice

Submit

Confirm E-mail

flow


Hom

FUEL-UP

COURSES

ARTICLES/MUSIC

MAP

SEARCH

PICK TAGS

COURSE INTRO

BEST RELATED

MOST RELATED

START SESSION

EXERCISE READ/PLAY

SAVE

40

REWARDS


me Page

CHAT

REWARDS

TYPE

PLANTS

RESPOND

SEEDS

WATER

GROW UP

SHARE

flow


In this video, we present the scenarios and the process of using Aiko. The time span between how the user meets a guy, to how they establish a stable friendship, by the help of Aiko.In order to get the audiences empathize the user’s situation, we set a few plots showing the user’s personalities and the relationship between her and her crush. Also, there are three sections of the process, and we separate each by showing different emotions of the actors and the change of their wearing due to season change. Last but not least, we show both the interfaces on Aiko’s face and the mobile phone app, just so the audiences are aware of the connection between two devices.

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video&exhibition


Healthy Lifestyle & Behavior Design thinkin workshop A practice to workshop running

The workshop was aim to understand office workers’ ideas and thoughts about exercising and the impact of their social community. It was a project approved by Ministry of Science and Technology of Taiwan, and the years’ goal was to implement the theories in the reality with an actual outcome. This was my first time to run a research workshop, from setting the goals of the workshop, defining our participants’ occupations and quality, to preparing design thinking practices and a brief outcome.

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ng

03


problem ‘why do I need to exercise’

Doing exercise is no longer people’s first choice of activities. People have more important interests or works to do, and they value them more than doing exercise. If it’s not for illness or weight issues, people rarely feel the need to exercise. However, not feeling it and not having health problems are two different issues. We aim to figure out the incentives for people to engage in exercise, change their living habits and prove it to be good for health.

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We first laid our focus on the office workers, who worked from day to night without much free time for themselves. In addition, we thought of the bond of social community and its strength toward persuading people to exercise. Thus, we held this workshop to understand how social community bond impacted people’s willingness to exercise.

3 designers 3 technology based experts 9 office workers


workshop

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outcome

Social community -exercise club, gym, social media, friends and family

Most of the group mentioned the strength of social community, such as real life acquaintance or virtual community, will boost the desire of going exercising and maintain a steadier exercise habits. For some of them, going exercising by oneself would be much more difficult to continue their exercise sessions. Some might quit or did not exercise for quite a long while. However, in the help of the bond within the community, the target users might gain stronger will to exercise.

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y

Gamification -game, activity, collect item, reward

Most people enjoyed playing games. Some walking app, for example Walkr, added some elements of games inside the system. The collecting system of the planets in this app elevated people’s interest and their want to collect them all. Also, reward would be a helpful way to boost people’s willingness to exercise.


ongoing project CAFE chairs for you to bring the coffee outside, and enjoy the weather

There are great weather in Tainan, however, there aren’t many cafÊ with outdoor areas for customers to enjoy the coffee with the fine weather, and we would like to bring people outside. Also, the scene of this might attract others to come and enjoy the great afternoon with a good cup of coffee.

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ts Companion Robot and Service System Design designed from the bottom of the elderly's hearts

I n t h e re c e n t y e a r s , m a n y countries are faced with serious elderly problems, including the loneliness of the Elders. We would like to figure out what they really crave for, and try not to design a whole new technology for them. Instead, we would begin our design from their living habits and styles.


I-Hsin Chen salice15@gmail.com


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