Design for Interaction Portfolio - Ane de la Brena

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Interaction Designer Portfolio Ane de la Brena May 2020


Hi, I’m Ane

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ABOUT ME Born: Date of birth: Address: E-mail: Mobile phone:

EDUCATION

Bilbao, Spain 02/03/1996 Korvezeestraat 343, 2628DR, Delft anebrena@gmail.com (+34)688674922

2014-2018 Bachelor’s Degree (4y) in Industrial Design and Product Development Engineering Mondragon Unibertsitatea 2017-2018 (1st semester) Innovation Sciences Eindhoven University of Technology 2019-present Master of Science, Design for Interaction Technical University of Delft

I am an enthusiastic and responsible product and interaction design engineer, who loves what I do. I enjoy learning new things and feel motivated when doing them with passion. I highly value hard work and obtaining a self-satisfying result. I am good at team working, I feel that it is very important to share one’s knowledge and use it by combining it with others. I believe design is a tool to change the world and I intend to use it to do just that. “Design is not just what it looks like and feels like. Design is how it works.” – Steve Jobs


SKILLS Spanish

LANGUAGES

(native)

Basque

English

(native)

C1/Prof.competence

Dutch

Elementary II

SOFTWARE OFFICE

ADOBE

2D/3D MODELLING

VIDEO EDITOR

RENDERING

Microsoft Office

Adobe Illustrator

Rhinoceros 5

iMovie

KeyShot

Pages

Adobe Photoshop

SolidWorks

Movie Maker

VRay

Adobe InDesign

Siemens NX

Adobe Premiere Pro

Adobe After Effects

AutoCAD

ADDITIONAL INFORMATION Selected to be a part of ‘Bizkaia Talent: Programa Competencias para la Profesionalidad en Bizkaia’ and develop competences and professional skills whilst continuing my university studies. Co-creator of the clothing brand (together with Victor Groten and Ioritz Hontecillas) ‘North Gale Clothing’, young fashion project with original and exclusive designs. Part of the GreenTU Events committee, dedicated to promote a more sustainable lifestyle among the TU Delft students

WORK EXPERIENCE

APTITUDES AND EXPERIENCES

11/201605/2017

2014-2017

Voluntary work: Support lessons to Immigrants

2015-2016

Support lessons to a secondary school student

Manufacturing process control assistant (SAP) Copreci, Aretxabaleta

01/2020- Student Assistant (Axure) 05/2020 TU Delft

INTERESTS AND HOBBIES Photography Travel

Graphic Design DIY

Music


CON 2.Skills

A visualization of the skills that define who and how I am as a designer

4.Swap a Bag Interaction design aiming to reduce plastic bag usage at a supermarket


TENT 8.Selfscan

The redesigned self-scan checkout experience

12.ACE

Design of a glass bottle and its brand


Experience at team work

Help my teammates if they need it

Hard working demand

Quick learner

Good at the fuzzy front end of the design process Comfortable with taking leadership positions Good at taking initiative

SKI

Good at problem solving

Critical thinking

Good at ideation

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LLS

d and ding

Idea mapping/ visualization

Structured and organized

Goal driven

Aim high; optimistic to reach the goal Work closely with the user

Enthusiastic and cheerful worker

Empathiser 3


GOAL

01. SWAP A BAG

Make customers at the Albert Heijn feel proud of choosing reusable bags over one time plastic bags Phases & Tools

Iteration

Ideation

Quick paper prototypes

Observation Interviews Select context: private + public

Prototyping Arduino

Brainstorming First concepts

Prototype testing in context Observation Interviews

Prototype testing in context

Iterate

20 weeks 1 semestre 2019-2020

Individual project

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*Project completed with the collaboration of the Albert Heijn XL Delft store managers


Demonstration High-fidelity prototyping Arduino

Observation Interviews Prototype testing in context

Final concept

Final design

Evaluate design

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DESIGN PROCESS AND LESSONS LEARNED OBSERVATIONS & INTERVIEWS

Here I present the project’s stages, while highlighting the lessons learned in relation to each step.

Taking time to analize the context and its challenges is important. Be prepared!

Choosing a context/challenge you find interesting and relevant is crucial.

Going into the field is most insightful. Plan what to observe and ask your users. Get the most out of it!

EXPLORING THE CONTEXT

Plan time ahead to ideate again in case the first round doesn’t bring you the desired outcomes.

TEST 5

The fidelity of the prototypes should match the context.

TEST 4

NEW CONCEPT CREATION

Consider the difficulties of the context when planning the test.

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Plan time to make changes to your prototypes on the go.


Selecting a scope is important, it’s better to do one thing right than to try to solve everything and fail to do so.

SELECT SCOPE & DEFINE DESIGN GOAL

IDEATION & PROTOTYPE TESTING

The design goal should be specific. Emotions and actions make the desired interaction richer. EMOTION

Test one thing at a time, to pinpoint what ideas work and which don’t.

ACTION

Work towards the design goal and have a clear idea of the intended outcome.

Be realistic. Don’t try to do too much at once, scale it down.

TEST 1

TEST 2

TEST 3

FINAL DESIGN

Prototype should be sturdy enough so users can’t damage it when using it.

FINAL EVALUATION

Adjust participant recruitment strategy based on context.

Choosing the right method: Self-report questionnaires - eases data gathering - overcome language barrier 7


GOAL

02. IKEA SELF SCAN 20 weeks 1 semestre 2019

Redesign the self-scan check-outs at IKEA Delft Phases & Tools

Analysis

Conceptualization

Observation Interviews

Brainstorming SCRUM

Define a problem statement and a design brief Analyse the product and its use; context, interface, users

Team project

Adobe XD Prototyping

3 concepts

Visit the IKEA store

*Project completed for and with Ikea Delft

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SUS AttrakDiff

Redesign proposal


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Detailing Rhino KeyShot

Axure RP Arduino Prototyping

SUS AttrakDiff

Final design

Reach design goal and answer to problem statement

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DESIGN PROCESS AND LESSONS LEARNED Here I present the project’s stages, while highlighting the lessons learned in relation to each step.

CONCEPT SELECTION Prototyping, test setup, evaluation tools, analysis, observation and interviews

MOCKUP TESTING CURRENT PRODUCT ANALYSIS

Observation and cognitive walk-through

Be realistic when deciding on the Design something design direction we’re proud of and scope Don’t try DESIGN BRIEF to fix everything

makes it harder to define

TEAM GOAL

3 CONCEPTS Fundamentally different

Analise problems and define design goals in terms of:

Function

Explore the whole scope

Experience Interaction

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Advantages of being in contact with the stakeholder:


DESIGN STRATEGY

Prototyping, test setup, evaluation tools, analysis, observation and interviews

Combine the 3 concepts Ambitious Believe in our idea

Risky

Believe in your team and in your ideas

In the real context

Importance of a detailed script, anticipate and respond to unexpected situations

3D modelling and rendering, and conceptualization

REDESIGN PROPOSAL

Taking notes on test setup printouts while observing works very well; comparable data

Importance of having a dedicated team and seeing the bigger picture

Get ‘insider’ insights

FINAL DESIGN PROPOSAL

USER TEST

Knowledge gained in the previous mockup test could be unsuitable

3D modelling and rendering, and design realization

Confidently present your ideas to convey the value of your design

Visions/expectations can be wrong

TEAM GOAL

Get real time feedback DONE BY ME

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Icon shows my primary activities in the design process


GOAL

03. ACE

Design a glass bottle for a drink and create a brand for it Phases & Tools Conceptualization Analysis

Brainstorming

Desk research

Market and trend analysis

Idea creation Choose drink type Define personas

7 weeks 1 semestre 2016-2017

Team project

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Rhino Keyshot

Define Design Brief and positioning

Adobe Illustrator

Brand creation Concept selection

*AccĂŠsit in the 2nd edition of the MasterGlass competition, where there was a winner and 3 accĂŠsit


Detailing Rhino Keyshot

3D printing

Video making

Prototyping

n Final design

Packaging design

Brand and product presentation

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DESIGN PROCESS AND LESSONS LEARNED Here I present the project’s stages, while highlighting the lessons learned in relation to each step.

USER DEFINITION

TREND AND MARKET ANALYSIS

CONTEXT DEFINITION

Follow your gut, as long as it’s based on some evidence

Finding the right images for a moodboard: time costly but worth it; send accross the right message

Root for your teammate’s ideas if they feel strongly positive about something

FIRST SKETCHES DESIGN BRIEF Be specific to ease the concept creation

Using sketching as a brainstorming tool can bring great results

EVENTS

Have regular team meetings to stay up to share progress and build on each other’s work

HOME

Moodboard creation

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Brand concept creation

Packaging design and rendering

Pull that ACE out of your sleeve

Stand design and building

BRAND CREATION CONCEPT DEFINITION

Rendering and poster design

STAND BUILDING AND PRESENTATION PACKAGING DESIGN

ADVERTISING CAMPAIGN CREATION

LABEL DESIGN

Make it fun Working on something you enjoy guarantees better results Working on a quick 3D model helps visualize and identify lacks/ possible improvements DONE BY ME

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Icon shows my primary activities in the design process

Don’t underestimate the time needed for preparation


Thank you for getting this far If you want to know more, please contact me; anebrena@gmail.com +34 688674922


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