Portfolio 2020

Page 1

Portfolio

Andrés Felipe Vásquez Franco

UX / Product / Service Design


About me

Main fields. UX / Product / Service My main Soft Skills

Contact andresfvasquezf@gmail.com “The only important thing about design is how it relates to people”

Mobile. (39) 3270542251 Address. Via Angleo Maj 7 Milan, Italy www.linkedin.com/in/andresfvasquezf https://www.behance.net/andresfvasefc6

- Victor Papanek

Hello, I’m Andrés. I’m a multi-disciplinary designer focused on UX, Product, and Service Design. I enjoy the design process, where I find in each project the opportunity to learn and share with people. Currently, after concluding a Master in Product Design, I’m looking for a full-time job.

Self-Awareness

Practicing introspection as a way to fight ego and biases.

Problem Solving

Embracing obstacles and being curious about them.

Critical Thinking

Questioning myself and doing connections logically.

02


Content

Vitar

Product Design Case of study Health

Projects

Pg. 04

NW App UX Design

Case of study Groceries delivery

Pg. 10

Styckx

Pg. 16

Product / Service Design Case of study Exercise

ember

Pg. 23

Product / Experience Design Case of study Product testing

03


Project 01.

Vitar

Helping Parkinson’s disease patients to walk Is a product that aims to prevent falls when patients with Parkinson’s Disease (early-stage) go for a walk by stimulating muscle memory generated by the continuous movement. Date November 2016. Members Andrés Felipe Vásquez Franco. Type of Project / Time Final undergraduate project / 4 months.

04


Overview

Project 01. Vitar

Challenge

Outcome

Impact

My role

Facilitate a daily life aspect of people with Parkinson’s Disease.

A strap system that helps Parkinson’s disease patients to be more aware of their movements while walking.

Reduce the number of patients that get badly hurt (or even worse) while walking as an exercise.

Research, insights, product concept, design concept, sketching, definition of alternatives, prototyping, testing, business model proposal, final proposal.

05


Approach to the situation

Project 01. Vitar

Situation

What happens if Antonio wants to walk?

Context

Incorrect stride

Correct stride

Say hi to Antonio Polo!

Problem

He is 67 years old and was diagnosed with Parkinson’s disease at the age of 58. In stage III of the disease, he already suffers from freezing muscles, uncontrollable impulses, and forgetfulness of movements.

A

B

C

A

B

Parkinson’s disease affects patients’ daily activities. “Walking” is one of those activities and the most recommended as a way to exercise but, it is risky at a certain stage.

When people like Antonio walk (Incorrect stride), they do not lift their legs, they usually drag their legs to go from point A to point B. This is the main reason why they are very vulnerable to obstacles they find when walking, causing in most cases mortal fallings. 06


Ideation process

Project 01. Vitar 1. Force study

2. Handle’s mockup

3. 1st Mockup test

4. Prototype #1

Breaking point to redesign.

5.a. Force test - Lifting weight

5.b. Force test - Positioning

6. Prototype #2

07


Solution

Project 01. Vitar

Handles

Light and sound feedback to create memory.

Muscular memory When doing the right stride (leg-lifting), patients receive light and sound stimuli to make them aware of their walk.

Straps

Unify the entire system.

Knee pads

Maintain the right position of the straps.

Stirrups

Adjustable feature that grabs the feet.

System - Continuous movement Help the transmission of force applied by arms and hands, with the handles, to reach the feet in every attempt to take a step.

08


Outcome

Project 01. Vitar

Take aways During this journey

When tackling health issues, designers must be careful and respectful with the processes and methodologies they use to get information directly from patients. It is important to make previous research about the situation to be prepared when talking to doctors, specialists, patients, and people close to patients. Parkinson’s disease patients improve significantly their motor skills when they are doing activities that force them to generate continuous movements (For example, the constant movements of the legs when riding a bicycle).

09


Project 02.

NW App

Adopting new behaviors while buying groceries “New World” is a chain store around New Zealand that wanted to transform its way of selling groceries to people. They found in technology a value proposal for a new market by developing an app that has to be updated. Date August 2018 (Update in 2020) . Members Andrés Felipe Vásquez Franco. Type of Project / Time Job application exercise / 1 week.

10


Overview

Project 02. NW App

Challenge

Outcome

Impact

My role

Enhance the NW App to facilitate the user flow during a long-distance purchase.

A smooth experience that tries to simulate the real purchase experience by using simplicity and clarity on each screen.

Attract people and generate more purchases in the app.

Research, insights, product concept, design concept, wireframes, screenflow, prototyping, testing, user research, mockups.

11


Approach to the situation

Project 02. NW App

Situation

Who is going to buy my groceries? Context

New app for new market

Problem

The current NW App has some problems that make it difficult the long-distance purchases. This, turns the digital buying experience in just a “one chance experience�.

NW app offers consumers the possibility to buy groceries with no necessity of going to the supermarket. By doing this, the company understood that they have to know their clients to offer them valuable experiences while long-distance purchasing.

Image taken from Google https://twitter.com/newworld_thordn/status/1037477794773524480

When you are not in the supermarket you do not have the power of deciding how you want your groceries. It is a matter of trust that could turn out good or very badly, and that can affect your decision of using the service again. 12


Ideation process

Project 02. NW App 7. Features definition

1. Navigation observation

4. Flowchart

2. Facial gestures observation

5. Personas

6. Usability evaluation

8. Paper wireframes 3. Thinking aloud while navigating

13


Solution

Project 02. NW App Sidebar

Smooth navigation through the app with a second menu.

Data boxes

Save your data and check it while confirming any delivery.

Summary

Basic information to make a long-distance purchase.

Category cards

Quick and easy selection of products you are interested in.

14


Outcome

Project 02. NW App

Take aways During this journey

Designers should study behaviors during the experience of buying groceries at the supermarket to translate those live actions into a digital language. While creating a new digital experience, it is important to test screens and flows with real users. Their feedback is something that will make you redefine design decisions but it will affect positively the final result. Keep digital experiences clean, clear, and simple. Avoid large texts, layouts, or colors that can distance users from the final goal (in this case, purchase groceries in the app).

For more UX projects visit Image taken from Unsplash https://unsplash.com/photos/DzIt-fTYv4E

https://www.behance.net/andresfvasefc6

15


Project 03.

Styckx

The control of the gym is in your hands In collaboration with the wellness company Technogym, we had to design an innovative proposal for the new cardio machines line in Luxury and Premium Clubs. Date January 2020. Members AndrĂŠs Felipe VĂĄsquez Franco / Maxime Bonamie / Tz-Yun Huang / Mingjin Xue Type of Project / Time Advance Design Workshop - Master / 3 months.

16


Overview

Project 03. Styckx

Challenge

Outcome

Impact

My role

Give a design solution to problematics that stop adults (40 - 60 years old) from joining a luxury gym.

A personal cardio machine accessory that stands for a whole service inside the gym.

Turn the gym into a space where entertainment and interacting with people is an excuse to do some exercise.

Research, insights, product concept, design concept, sketching, definition of alternatives, prototyping, service, business model proposal, final proposal.

17


Approach to the situation

Project 03. Styckx

Situation Image taken from Google https://www.technogym.com/vn/technogym-interior-design/

Context

The experience of luxury

Which are the pain points of the users when going to the gym? Problem

While trying to exercise, senior adults have many pain points that make them stop going to the gym. They require more than high-tech cardio machines to maintain their wellness interests linked to the gym.

Technogym’s luxury line (Artis) wants to attract more users to the best gyms around the world, where people between 40 to 60 years old can pay for new experiences that surprise them while encouraging a life of wellness.

Image taken from Google https://www.technogym.com/vn/technogym-interior-design/

Older adults stop going to the gyms due to crowded places, bad hygiene, lack of attention from coaches, and clumsy interactions with other users... among other reasons. 18


Ideation process

Project 03. Styckx 2. Mockups

1. Machine testing 3. Interaction tests

4. Form experimentation

5. Rendering proposals

19


Solution

Project 03. Styckx

Styckx are personal handles that return workout’s control to our user’s inside the gym. All of this, comes from the insight that senior adults find themselves in a moment of their lives where they want to have total control of things as they do in their homes.

How to use them?

Left handle

Enjoy them with every cardio machine

Machine controller - Velocity - Hardness

Right handle

Main views

- Screen interactions

Lateral

140mm

Front

Entertainment controller In the treadmill Hold handles while running.

How do they fit into the cardio machines? 70mm

55mm

1. Insert

2. Twist

3. Align

4. Lights on!

In any other cardio machine Insert handles in cardio machine.

20


Solution’s details

Project 03. Styckx Service in gyms

2. Styckx workout spot

Take control of the gym.

Great interactions in the palm of your hand! Smooth navigations in-screen while you are exercising.

1. Reception - Acquire the handles. - Customize them. - Create your user profile. - Workout!

- Private space for exercising. - Personal couching. - Play and compete with other members. - Monitor your activity. - Great control of machine’s screen. - Free access to every content in-screen (Partnerships).

User

Image taken from Google https://www.technogym.com/int/artis-bike.html

Controllers’ features

Interaction among users

Increase button

Select button

Decrease button

Joystick Home button Back button

Pain points in a regular gym - Bad hygine. - Lack of guidance. - Crowded places. - Clumsy interactions. - No extra motivation.

21


Outcome

Project 03. Styckx

Take aways During this journey

Having a deep comprehension of the problematic situation is useful to propose great solutions. Innovation is not about creating new ideas all the time. Sometimes, it is about knowing the features of the product you are trying to enhance to focus on a single or simple feature that is going to change the whole experience of it. Nowadays, a product is not enough to satisfy the users’ expectations. The designers need to think holistically by creating great services around products.

Image taken from Google https://www.technogym.com/int/artis-bike.html

22


Project 04.

ember

Testing products as a way to earn money in The New Normal It is a product testing wearable that allows people to earn money while reviewing any types of products by collecting and sharing data with companies interested in testing their products. Date September 2020. Members AndrĂŠs Felipe VĂĄsquez Franco Type of Project / Time Thesis Project - Master / 2 months.

23


Overview

Project 04. ember

Challenge

Outcome

Impact

My role

Envision a solution for a problematic situation in the futuristic post-pandemic world.

An accessory supported by Computer Vision (A.I.) that records and shares people’s interactions and experiences (Data) with products and services.

Aware companies that people’s data is valuable for them to be keener on rewarding their users (With money) for any information shared.

Research, insights, product concept, design concept, sketching, definition of alternatives, prototyping, service, business model proposal, final proposal.

24


Approach to the situation

Project 04. ember

Situation (Speculative Design)

Context

COVID-19 and the importance of data

Who can save the world from this pandemic and how it can be? Problem

In a possible future, companies are going to manage most dynamics of the new societies. Therefore, people are going to suffer an economic void that has to be fulfilled with innovative ways of earning money.

During and after COVID-19 human beings learned that data is one of the most important allies to understand and face any situation that needs a rapid reaction to overcome it.

Image taken from Google http://www.intotheblackbox.com/tag/radical-thinking-in-time-of-pandemic/

2040. Companies are going to be more important than governments. Countries are going to be sponsored by big companies to receive money and technology to face any situation. 25


Ideation process

Project 04. ember 3. Physical Modeling

2. Brainstorming

5. Mockup

1. Sketching

4. Mockup process

26


Solution

Project 04. ember

Ember is a personal view camera that helps people to record experiences while doing product reviews.

Power Ring ON/OFF feedback.

Camera Records the personal view of the user.

In a world ruled by companies, this could be a new option to get a job in the future.

Main views

Facial Recognition Tester Detects all the movements and gestures of the user’s face.

Sensing Surface Monitors the body’s most basic reactions through the skin.

3 cm

Upper

How to use it?

2 cm

4 cm

Lateral

Front

1,6 cm

10 cm

Stretch ember

Take ember from the wings with your fingers.

Nose adjustment

Place ember on your nasal septum and release the wings.

Start recording

Ember senses the contact with your skin and, it will start by itself.

27


Solution’s details

Project 04. ember

Example - How ember works?

Service around ember - System map ember is also the company that provides product testing services to other companies. It is supported by “ember the product”.

ember!

Start recording, please.

Brands

Interested in testing their products with real users.

Products / Money

Data (Quantitative and Qualitative) / Insights

Nice grip Hard to insert

ember’s Product Testing Company

Real user’s Data

ember’s wearable

Reviewers (Real Users) Record Facial Recognition Interaction

Testing E.G. Vacuum Cleaner

Memberships / Subscriptions

Authorized user’s content

Comunity

Public Reviews Interaction between members Sponsors Win products

Personal View Recording A.I. identification

28


Outcome

Project 04. ember

Take aways During this journey

Envisioning is a thinking process that should start by understanding the whole picture of some context for then to start understanding micro-situations. A pandemic was necessary to let us (Human beings) understand that the social gap between ones and others is still too thick. As designers, we should work to knock down those old conceptions of society to make it a fairer place that is open to include members that were rejected or ignored in the past. The future must be a place where people are happy doing what they do to live. Speculative Design gives the opportunity to rethink the world in a human-centered approach where leaders take as a priority the health and dignity of their members.

Image taken from Unsplash https://unsplash.com/photos/7YVZYZeITc8

29


Thank you See you soon

Do you want to see more projects? Visit my

andresfvasquezf@gmail.com

www.linkedin.com/in/andresfvasquezf

https://www.behance.net/andresfvasefc6


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.