Interaction Design Portfolio- Avanika Yammiyavar

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2015 - 2022

Interaction Design Portfolio

Avanika Yammiyavar MSc Design for Interaction Faculty of Industrial Design Engineering, Delft University of Technology, Netherlands


Hello, Hallo

Compassion

Fun I am a curious and enthusiastic designer who loves understanding people and finding solutions to problems through compassionate creativity. “Why did they do this? Why did they say this? What are they actually feeling? What is the elephant in the room?” are the burning questions on my mind every time I design.

Design

Culture

I truly enjoy the ideation, brainstorming and innovation phase of every project since I get to be a child and creativity is my toy. I am constantly driven by my CECF methodologyCompassion, Ethics, Culture and Fun. I would bring to the table my inter-disciplinary approach and strong design research skills to break the traditional barriers between design disciplinesan ‘unboxing’- by combining my knowledge and expertise from both disciplines- Design for Interaction and Architecture. My design interests center around Positive Design, User Experience Design, Design for Happiness, Lighting Design, Museum Experience Design and Innovation. In the future I hope to specialise in Intelligent Space Design, System Design and Neuro Design.

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Ethics


Contents

Design for Emotion

Design for Emotion The Enchanted Ceiling

Better Coffee Experience

Aestalt- a design research app

Designovatorium- nurturing Design

Human-animal conflicts

Smart cooking

Interactive empowerment through storytelling

Designing better hospitals

AI work space of the future: Interactive Space Design

System Design

Healthy social media Dreamatorium: Lighting Design

Design ResearchGestalt Analysis of building facades Designing for culture

Financial needs of millennials

For my Architecture Design portfolio please visit: https://issuu.com/avanikapy/docs/design_portfolio_avanika_issuu_3

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01. Interaction Design and Product Design

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The Enchanted Ceiling

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September 2020-February 2021 Individual project for the Exploring Interactions course at IDE, TU Delft. Tools used: LeapMotion gesture sensor, p5.js, projector, laser projector, Illustrator, Photoshop, prototyping material.

Design Problem: The design goal was- to reduce the cognitive load of 18 to 25-year-old design students isolated in their rooms and help them relax before they sleep at night. This problem was identified in the context of the COVID-19 pandemic.

A user interacts with the device’s projections using hand gestures

Solution overview: This product engages with confined users by bringing in relaxing music, sounds, nature and a mix of geometrical patterns on the walls and ceiling with hand gesture based interaction. The well-being of the user is improved using ancient Indian hand gestures to self-heal, relax and calm down towards ‘sleep time’ by having a mind free from mobile phone induced chatter.

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User Research:

01. THE ENCHANTED CEILING

I conducted structured interviews to find out what their experiences were. All of their interactions were with themselves. They wished to engage creatively with themselves in a calm low-energy demanding activity. Co-creation activities revealed that they felt the lowest at night before they went to sleep and in the morning when they woke up.

Approach: Hence the approach was now to create an intrapersonal interaction (engage with themselves) and disengage from the chaos of the world that their smart phones let into their lives- more so while in isolation during the ongoing pandemic. Hand based gestures were used as a form of creative meditation in order to reduce the cognitive overload caused by all the screens users use throughout their day. These gesture based interactions must happen in bed itself. Iterations of simple games that combined art and music.

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The solution

01. THE ENCHANTED CEILING

The user inserts his/her phone into the device when cognitive overload is experienced at the end of the day. The device releases a remote and the projecting hemisphere. A recap of the user’s day is presented and instructions to interact with the product using hand gestures are displayed. Then using different hand gestures, the user interacts with animated graphics and scenarios. Relaxing music is played in sync with the visuals. Once the user gets tired, he/she can use the touch-screen remote to control the animations. After a few minutes of inactivity, the device switches off automatically. This is useful for when the user falls asleep.

Designing the experience

Design Goal:

From an emotional state of feeling low and full of mind chatter due to excessive use of screens, the user is made to feel intrigued, absorbed, playful, relaxed and calm.

To reduce the cognitive load of 18-25 year old design students isolated in their rooms and help them relax before they sleep at night.

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User experiences mind chatter the whole day due to continuous isolation and constantly engaging with digital platforms. Right before the user goes to sleep, the device expects them to surrender their phones to it.

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A recap of the best parts of t presented in order for them t the positive aspects of their l


their day is to appreciate lives.

Interaction Vision: The interaction with my product should feel like drawing a Buddhist Mandala.

Interaction Qualities: relaxing, engaging, calming, absorbing, creative

Using the remote and hand gestures, the user interacts with abstract art, natural landscapes, galaxies, fishes and lights accompanied by music. This calms the mind and the user slowly falls asleep. User testing showed that people would really want to buy this product and use it everyday. “Very relevant to these difficult times.” one user said.

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1. When the user removes the remote from the holder, this screen is projected on the ceiling.

2. Once the user moves the magic wand while pointed at the ceiling, the product asks the user how their day was.

3. The user is made aware of how much time they spent on their phone through out the day.

7. The use of pet affection to create a peaceful environment.

8. The user is instructed on how to use hand gestures and the remote to interact with the product.

9. A series of screens indicating the entrance to a dream world.

01. THE ENCHANTED CEILING

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4. The user is reminded of good memories such as friends, a hobby or a visit to a beautiful place.

5. The user is also shown the fitness level, a new recipe or things they did during the day. The aim is to let users find a way to appreciate their day and be distracted from negative thoughts.

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6. The user is encouraged to switch their mind to a rested state.

01. THE ENCHANTED CEILING


Aestalt: a Design Research App

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December 2019 Personal project, Individual work Tools used: Illustrator and Figma

The problem Most design research surveys have to conform to the medium of online survey platforms- change the way questions are asked in order to fit the tools available. Hence Aestalt is an app which can be customised by the designer to the type of questions being asked.

This tool overcomes the limitations of the already available conventional online surveys and cumbersome low-tech s tools such as paper-forms. It can be coded to display results instantly as well as help analyse the data even more, if needed. It can be easily customised to the needs of the design researcher.

The solution Screens for every step and all interactive elements were designed from scratch. The number of samples , questions and respondents were taken into consideration and the sequence of screens was then designed. Information Architecture trees were created for each type of persona and for different methods of collecting the data entered by them. These trees then formed the basis for creating the Interactive screens and graphics.

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survey f

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A better coffee experience

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February 2021 - June 2021 Group project for the course Usability & User Experience Assessment in Design at IDE, TU Delft. Please note- individual contribution to the group work has been highlighted in this chapter. Illustrations were made in collaboration with the group. Tools used: Figma, Photoshop, Illustrator

The problem The Phillips LatteGo 2200 is a self-cleaning mid range espresso machine. As is the case with all such products, Phillips received complaints about the need to suddenly de-scale the machine from clueless users when it came to maintaining the machine. The client posed a big problem- how do you get users to maintain the product frequently? Especially when it comes to remembering to replace the Aquaclean filter, periodically cleaning the milk container, drip tray, coffee grounds container and water container. My team and I dug deeper and found out that the interface had terrible use cues, did not inform the user about what’s going on with their coffee or about the health of the machine or what they needed to do fix certain errors and maintain their machine. Turns out some of those things were present in tiny print in a black and white product manual which no user bothered to read. > Individual contribution to the group work has been highlighted.

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Investigation The placement of the hot water button is a bit inconvenient. This is not in the main menu, but under 'other drinks' and at the very bottom of the list. It also takes quite a long time to start up and heat up the espresso machine.

I searched user reviews on the internet and found out the core issues.

The two-cup function is pointless, it just puts 2 cups in a row. No tactile feedback from the touch buttons. The container where the beans go in is difficult to fill. It's more of a shallow plate that you have to put beans in.

Water reservoir is a bit on the small side, you have to refill regularly. It fills up quite quickly - you cannot see very well what the water arrow is. It’s material felt a little bit flimsy. The machine is sometimes a bit noisy.

Most of their complaints revolved around the lack of guidance and information from the interface. There was also no tactile and haptic feedback from the machine’s interface.

The personae we considered were young professionals who were very busy in their lives.

EFFECTS

Selection of available coffee options is clear

- meetings with friends - freelance jobs - sports; tennis and hockey

Unclear symbols Will not clean until the coffee starts to taste bad or different The user does not know the benefits

Unnecessary Waste

There is no overview of what is going on with the machine programming

Easy to switch ON

No clear indication of the quantity of milk. Therefore, leftover milk can be a waste

There is no time indication for the tasks being performed

Don't know how often certain parts need to be cleaned

The user it not sure where to put it Solution of the error does not work (e.g. filling the water container / pushing the water container at the correct position)

Quick customizable coffee at home (e.g. coffee strength & size)

Don’t know what the symbols on the interface mean

The light indication from the buttons is not clear

Too lazy to read the manual Clear ‘start’ the order button

Aquafilter container needs to be replaced every 3 (approx) months

Panel is placed under an angle which shows the buttons clearly to the user

Handle of the water container is convenient & comfortable

The machine is compact and does not take up too much of space on a kitchen countertop. It is also of the right height

Users do not maintain the machine properly

Needs a lot of extra products for maintenance. Cleaning procedure is long and is not apparent to the user

Do not know the function of the brewhead

Not a good-looking product compared to its competitors within the same price range.

"Water in the country I live in is already clean and drinkable"

Quality of coffee is not satisfactory when compared to coffee from a bistro.

You need a lot of extra products for the machine to work 'properly'; tablets, aquacleaner, beans,

Do not know how to clean the brewhead

We conducted user tests

Marywhere really likes coffee, especially but since sh wegood tested use cues, cappucino’s, task she does not want to spend too much time on making it. She the understandability and stress automatic coffee machines which are easy points to use. She mostly dr energize. It also should not cost too much since she of the user experience and came up just moved.

MARY

Not inserting the aqua filter

Mary is 28 years old. She is an Not cleaning the machine extravert and always busy doing activities such as:

Frustrated with the order of preparation

with a Fish-bone diagram.

PROBLEM: The overall experience of using the coffee machine is frustrating.

In her student house she always used a Senseo. She is now thinking of CAUSES buying an automatic machine which can also make cappuccino’s. She mainly buys products that are affordable, easy and quick to use.

09:30

Facing difficulties while removing the brewhead

Good overall Ergonomics High Maintenance

Dirty brew head as an effect

EFFECTS

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Mary has finished her studies for a year now. She just bought a starters home together with her boyfriend in the centre of Rotterdam and bought all kind of new products for her interior.

HOUSING

Mismatch of value for money

MARY (28)


Primary problems

03. A BETTER COFFEE EXPERIENCE

(leads to damage of the machine or causes user extreme irritation)

Analysis of the User Experience and product Usability issues

Secondary problems

(delays user significantly but eventually allows them to complete the task.)

User Experience

Components

No overview of ongoing processes of the coffee machine. - No clear indication what the coffee machine is exactly doing because the machine is not updating you, plus it is making noises and lights the user doesn’t understand.

Complications of the latte go. - Unconventional placement of the Latte Go, whereby the height of the nozzle is located too high resulting into insecure placement of the coffee mug. - The lid of the LatteGo is not attached properly and therefore falls off the product when using it. - There is no indication on the amount of milk for one cup of coffee. This results to leftover milk which needs to placed inside the fridge or thrown away

Incoherence and unclear routine of the coffee machine. - No cleaning reminders - The user isn’t aware of the cleaning steps (and frequency) that needs to be done. - The user does not exactly know which components to clean and how. - The user does not know the benefits of cleaning the aquafilter and the brew group

Dimensions of the water container. -The appearance (form, size, weight etc) is not in line with the expected position for the aqua clean. The narrow dimension of the water container restricts the user to put their hand inside to install the Aquafilter, which barely fits.

Complications with the aquafilter. - The aquafilter prolongs the process of making a coffee, which can annoy the user. - There is no clear communication with the coffee machine on if the Aquafilter is attached properly

Qualities

(Positive aspects of the coffee machine that shouln’t be changed) Selection of available coffee options are clear Easy to customize your coffee by strength and length.

UI The error messages are unclear. - One icon can have two (or more) representations which can lead to a confused user. - There is no time indication on when to react on the error messages. - When an error occurs there is no possibility for the user to use the coffee machine before the error is solved.

> In collaboration with the group

Ergonomics - Angled panel / interface clearly shows the buttons to the user while sitting or standing in different positions. - Handle of the water container is comfortable and convenient to use. - The overall size of the coffee machine is compact which enables the user to easily create counter space. Informative sticker. The informative sticker shows the user the main functions of the Latte Go and its different components.

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Design iterations

After brainstorming, we decided to test three different concept directions with the following interaction qualities: - guiding - advising - awareness

Maintenance screen

Home/coffee screen

Dial

Dial Maintaining screen

On/off

Button up

Button up

Progress bar

Profiles app Button Selection

Panel

I got the idea of using a dial based interaction for faster and more intuitive navigation between screens on the interface.

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Maintaining screen

On/off

Button down

Error beans water

Sketching phase of the iterations- birth of the idea of creating a ‘placebo’ effect using a visual ‘lifetime’ of the machine and its different parts.

Start/stop

Panel

Start/stop

Button down

Coffee screen

The lifetime of different parts of the machine shown as circular progress bars in this iteration. > In collaboration with the group

03. A BETTER COFFEE EXPERIENCE

There were multiple iterations and different types of interfaces proposed. An app connected to the Phillips smart home IoT ecosystem was also proposed.


Interactions with the Interface

03. A BETTER COFFEE EXPERIENCE

Iterating solutions

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The final design proposal was a combination of the newly designed Dial interface with an LCD display, installation sticker on the Aquaclean filter and an app that helps in buying maintenance products and cleaning instructions.

Agree Neutral Disagree

67% Of the participants understands the benefits of maintaining the coffee in the long term. machine on

78%

78%

Of the participants understands when to lubricate the brew group.

Of the participants understands how to maintain the brew group

100%

55%

Of the participants understands when to replace the AquaClean filter

aware Of the participants isare aware that the coffee won’t taste as good if the AquaClean filter is not installed.

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100% Of the participants wouldn’t need a manual using the app. when having

89% 100% Of the participants understands how the AquaClean filter should be installed.

Of the participants understands what the machine is doing during each task (from making a coffee to cleaning).

> In collaboration with the group

03. A BETTER COFFEE EXPERIENCE

During the user testing we found that there was a high learning curve for the dial but that was only for the first time use. Later on, the experience was very intuitive for the users, as seen from the user test results below.


03. A BETTER COFFEE EXPERIENCE

Final solution: App design

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Final solution

Figure: Visualising the up-down interactions between three menus.

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03. A BETTER COFFEE EXPERIENCE

The final solution proposed was a combination of a sticker redesign for the Aquafilter, a new app and a new interface. The aim was to regularly remind the user about maintenance tasks and requirements by initiating product-care interactions.


Interactive empowerment through storytelling

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February 2021 - April 2021 Individual work for the course Visual Communication Design at IDE, TU Delft. Tools used: p5.js and Photoshop

Untitled #92 by Cindy Sherman (1981)

The problem

The approach

Cindy Sherman’s work often looks like a photograph but it is an art piece which captures a moment between what happened ‘before’ and what happened ‘after’. Hence Sherman is a new kind of artist who ‘paints’ important scenes from a movie or a novel, through a photograph portraying a strong social message. What is interesting is that Sherman is herself the only subject of her work- taking on diverse and often emotionally provoking work.

Firstly, I studied the art to find clues about the context, her emotional state and the possible cause.

The challenge was to create an interaction that highlights the subtleness of this still from her (the character’s) life and tell a story.

I studied light, composition, color scheme, facial expression, body language, fashion style of the clothes and the historical context. There were some interesting revelations which led me to test 2 different Visual Paradigm based Hypotheses as a precursor to creating an interactive art story.

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Color scheme - dark, cold and mellow colours that invoke fear

Women were not allowed to express their emotions or personality through make-up in the 1970s. This depiction of female oppression indicates that women were lower than others in society. The artist beautifully portrays the inequality of that time- women are fit for only doing low-grade tasks like household work, mopping, etc. indicating that the world does not acknowledge the status of a woman as an equal and doesn’t rightfully give her the rightful half of the world.


Flat lighting of rest of the subject and spotlighting of the face, enhances the perception of emotion on her face.

Body posture reveals a lot about what a person is feeling. In this case, a fearful stance is indicated.

This is clearly seen in a black and white version of the artwork. The power of a single light source and subdued background!

Face is the most powerful indicator. Notice that the artist did not use any make-up to heighten this effect.

Finding clues through Art Analysis and Research “Which emotion do you think the person shown in the figure is feeling? Refer to the given chart.”

Hypothesis 1: “To discern emotion, all parts of the human body are important in forming a conclusive visual perception of a subject’s emotional state. “

Mapping the Gazechart data manually for the highest trend across the 3 tests at 0.5 seconds, 3 seconds and 5 seconds of exposure respectively.

Hypothesis 2: “The facial area is the first point of attention after which other interesting objects connected to the face get noticed. “

People were able to easily guess the emotion when the body without face was shown to them. Otherwise, there was a wide spectrum of emotions (confusion) and they wanted more clues in the case of just the face without eyes and just the eyes.

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When shown the entire image after the Gazechart test, most of the tested people were able to zero in upon the same emotion (78.8%).


How was it evaluated?

04. INTERACTIVE EMPOWERMENT THROUGH STORYTELLING

Paradigm 1: Attribute rating Users were presented with 1. The face without eyes 2. Only eyes 3. Body without face and they were asked to guess which emotion the subject was feeling using the Pieter Desmet’s PrEmo tool. They were also asked to rate at each stage how easy it was for them to guess the emotion, without revealing that parts of the same artwork were being tested. In the end, the entire image was also tested in the same way.

Paradigm 2: Code charts I used the MIT MD-SEM saliency model in a triple methodology format- testing where the eyes are attracted to after 0.5, 3 and 5 seconds respectively of viewing. Since I don’t have access to their 1000 sample size based gazeplot code chart, I created my own gazeplot with Hxx format (H= high attention, M= medium attention, L= low attention, F and C= dummy attention points for visual uniformity).

Selecting a correct bar- it gets highlighted in yellow and then the next scene is played.

Selecting a wrong bar- it gets highlighted in blue and she starts crying.

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Designing the Interactive story

Emotional cues such as crying and shouting, glass breaking, sounds of household chores, etc. start playing as the user interacts with the sketch. I modified the original image and created frames that run in looped arrays controlled by if-else statements. These frames contain distraught expressions such as her crying, feeling scared, surprised, etc. These emotional reactions correspond to certain ‘scenes’ in the fictional scenario that led to her ‘imprisonment’ or ‘oppression’ which the original artwork indicates.

Interaction occurs by clicking on each bar of a jail that reveals an event which happened before her imprisonment by looping image frames and audio clips. Specifically, the woman tries to serve someone a drink by pouring it in a glass but then accidentally drops it, causing a man in her house to scream at her. You can free the woman only by clicking the right bar, which contains a surprise- a little kitten sneaks in with the keys to her prisoncage and her face lights up with the promise of freedom.

04. INTERACTIVE EMPOWERMENT THROUGH STORYTELLING

I thought it would be interesting to recreate the story of what happened before and after the ‘image’ Sherman created by using its historical association. Using p5.js code I created an interactive game where the user tries to ‘free’ the woman who is put behind bars (caged) by trying to find the reason behind her imprisonment.

The user then has to click on a button which states “Yes I believe in the freedom of women!” and is then greeted by a now happy and free woman with a thought-provoking social message- “Thank you for freeing me. Now I can find work outside a home (domestic) environment. Your action today in 1970 will determine the future of women’s lives in 2021 and beyond.”

Link to the p5.js code:

A glimpse of the p5.js code

https://editor.p5js.org/2011appapp/full/UGje5MZrY (fullscreen) https://editor.p5js.org/2011appapp/sketches/UGje5MZrY (editable)

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AI work space of the future: Interactive Space Design

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February 2021 - June 2021 Group project for the course Interactive Technology Design at IDE, TU Delft. https://youtu.be/VzlIVJu0xnc (Complete video)

Tools used: p5.js, Arduino, Teachable Machine, Edge Impulse, Illustrator, Photoshop, 3D printing, LED strips, voice and gesture sensors, 3D printing and prototyping materials.

The goal was to create a space that supports the user's wellbeing while working from home, and in turn boost work productivity through Evee - the intelligent space AI assistant. You can switch Evee on by using hand gestures. Evee also notices when you are in the room and starts glowing softly when it is about time you start, but you haven’t started Evee up yet. Then through hand gesture interactions the user can control evee (volume level, snooze/mute, Turn on/ off, brightness, light colour) with LEDs responding as visual feedback. There are accompanying sounds as well. While sitting at your desk, one can interact with Evee through gestures so you don’t have to stand up and reach over to touch her. The ‘spotlight’ limb highlights certain elements in your room that can help you perform relaxing activities and switch tasks. The wall panel is the brain of the spatial AI. > Individual contribution to the group work has been highlighted.

> group illustration

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Hand gesture based interaction with the wall panel of Evee


Waking up

Speaking - Listening

Alerting - Notifying

How does it work?

The lighting conditions (amount and type of light) are sensed by Evee using the camera and it changes the room’s colour, brightness and temperature accordingly.

Evee will track:

- The user’s physical position in the room and posture (Camera) - Your schedule (what is planned for today) - Your work productivity - Assume it just does this based on factors like typing speed and level of distraction / looking away from your computer - Your wellbeing: By asking you (through Evee’s built-in speaker, and listening to you through a microphone).

Different form explorations for the wall panel

Concept scribble: Highlighting the beanbag

Spatial Design for the intelligent space

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Evee sleeping

Evee recognises hand gesture to wake up

Evee waits for gesture to complete cycle

Evee uses light to indicate the hand gesture’s direction

Evee glows and makes a sound to indicate that she has woken up

This is an Artificially Intelligent space designed for wellbeing and productivity. It evolves with your needs and behaviour. At the same time, it provides optimum working conditions like room lighting levels, music, reminders, scheduling, well-timed breaks, etc. The wall panel is the Evee AI system’s brain and hence there can be multiple ‘limb’ accessories like the spotlight, customisable furniture, smart speakers, AR and VR components, etc.

Hey Evee! Remind me to...

Voice-based interaction with Evee

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The spotlight when it is switched on- it points towards ‘break time’ spots in the room

3D printing the spotlight’s customised gimbals for 360 rotation

Positioning the gimbal mechanism with the LED light source inside an initial prototype

Hand gesture based interaction

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These gimbals were modelled using 3D CAD and then 3D printed

05. AI WORKSPACE OF THE FUTURE- INTERACTIVE SPACE DESIGN

The spotlight when it is switched off


Lighting Design: Dreamatorium

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September 2021 - February 2022 Group project for the course Lighting Design at IDE, TU Delft. Tools used: AutoCAD, SketchUp, Dialux, Illustrator, Photoshop and prototyping materials.

Design Goal

The goal was to design an interface that allows users to transform the surrounding environment to their personal dreamscape.

Target Group

People who want to escape from the chaos of everyday life into a dreamworld that they can create themselves. 1. Aim to embody the experience of falling asleep, through interaction, architecture or as a metaphor for the entire experience. 2. Aim to create an experience that would feel similar to lucid dreaming- the user is in complete control of the interaction that the contents have a surreal feeling to them. 3. The activity should take around 10- 15 minutes and stimulate multiple senses at once however it should not over stimulate the user as we want them to feel comfortable and creative. 4. The way the user interacts with the space should be intuitive, clear and consistent. This will help the user feel more in control of the interaction. 5. Aim to incorporate the theory of embodied cognition to ensure an immersive and dynamic interaction between the user and the space. > Individual contribution to the group work has been highlighted.

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3D perspective section of the museum exhibit design

WAKING UP

DEEP SLEEP, RAPID EYE MOVEMENT (REM) AND DEEP SLEEP STAGES OF SLEEP

FALLING ASLEEP, ENTERING DREAMLAND

James Turell inspired white plane of light signifying the entrance to the dreamatorum The shimmering curtains of the exit- signifying the opening of eyelids anbd waking up Inside the dreamatorium

Entrance to the dreamatorium

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Prototyping

Figure: Refiq Anadol’s works were an inspiration:

06. LIGHTING DESIGN- DREAMATORIUM

Then, in Touchdesigner, the elements were categorized and mixed and merged into a final dreamscape. Each element was switched at the different rate so the visuals would change and adapt freely which resulted in some very interesting and captivating combinations. Following the digital creation, there were experiments with projecting visuals on a dome shape (19.1-19.3) and a circular physical model of the intended space (19.2). The results of these projections were very promising and it represented dreamscapes very well as an immersive experience. It was a learning that projecting on a dome shape proved difficult to realize and that with one projector it can look rather flat. A final solution for this challenge is illustrated in the architectural lighting plan.

Figure: Interacting with the space using the physical interface > Individual contribution to the group work has been highlighted.

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06. LIGHTING DESIGN- DREAMATORIUM

The physical interface:

The goal was to create an interface that allowed for the user to focus on the exploration of dreamscapes (rather than exploration of interaction), therefore the goal was to design something that was clear in use and had a consistent cause-effect relation. However, it also had to feel a bit surreal and abstract to fit the context of a dream. A physical interface would actually be more unexpected in this context, as the target group is most likely already familiar with the gesture/motion interaction and expects to find that at an interactive exhibition. Furthermore, a physical interface also makes it possible to clearly and quickly inform the user about all possible elements they can explore within the dome. Inspired by the planetarium systems a circular interface with rotating knobs, each connected to a visual element through abstractions and associations was proposed

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06. LIGHTING DESIGN- DREAMATORIUM > Individual contribution to the group work has been highlighted.

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Transverse section YY’

Longitudinal section XX’

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06. LIGHTING DESIGN- DREAMATORIUM

Architectural Design:


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02. User Experience Design and User Experience Research

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Service design research: Financial needs of millennials

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September 2021 - February 2022 Group project for the course Contextmapping skills at IDE, TU Delft. Tools used: Contextmapping, Interviews, User Experience Research

Contextmapping recognises users to be the experts of their own experiences. Hence this project used this method to find out how Dutch millennials make financial decisions and what their needs are. The idea was to understand the problems that the participants faced particularly due to their age and life phase. It was an assumption that insecurity is always a guiding motive for them and it was proven by the user research which was conducted. The insecurity which they faced was elaborated further using an analogy of a ski resort where a person is learning to ski for the first time. Different scenarios or ‘paths’ were worked out and each explained how the person felt. The most important issues were addressed using a card set. Each card highlights the issue, relevant quotes from the interviews and the suggested solution. Consumentenbond (the client) were advised to use both of these tools as a way to empathise with the user before proposing new services. > Individual contribution to the group work has been highlighted.

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The slope to success Just like with skiing, you want your finances to go smoothly. However, things don’t always go as planned and circumstances might change. As a result, millennials develop feelings of insecurity. The map begins at the top with the different types of insecurity, which correspond to the types of help millennials need. As an example, someone who feels insecure about their financial plan is more likely to need active help. Someone who feels insecure about choosing between two mortgages wants to compare these options.

Planning

Three categories of financial help were found from the insights: active help, advise and comparison. In each category a different role for Consumentenbond is suggested can take on to cater to the specific needs Next to this map, a cardset is developed to provide more in detailed information about the insights and give directions for possible next steps.

A lack of knowledge

Overwhelmed by lifechanging events

It's key to understand that this map gives an overview of some of the insecure thoughts that millennials have when it comes to finances, and the 3 types of help Consumentenbond can give For future research, we advise to do a more extensive research to find out what it exactly is that millennials need and how they respond to possible solutions.

Responsibility

The skiing instructor A helping hand that guides is needed when people loose track & overview of their finances.

"The accountant, he really helped me, especially at the point I was trying to buy a house, tax...he also helps me with that because I have multiple jobs and a house and a loan at my parents, so it's a lot of stuff that had to be filled out on this forum and he helped me with this."

Unforseen expenditures Not talking to others

lp He

A skiing friend

The role of Consumentenbond would look like a skiing instructor, someone who teaches you to ski and helps you when you lost overview

Millennials like to compare themselves to people in similar situations, making them feel unworthy, unseen or unsure sometimes.

ce Advi

The nice local Advice that comes from trustful relationships or from people who have prior experience with similar problems is valued. "And if you talk to your friends they will tell you that they used this and that and then they experienced this and that and, for me that is more useful than the internet." The role of Consumentenbond would look like a local who points out the right direction.

Clothing Maps & passes

Ski gear

Personalized help Even though millennials compare themselves to friends, they feel like they are still in their own situation, where they need personal advice and where they make their own choices. "Only with each other I think really.' [about making decisions] I did get advice from a friend who just bought a house before... but in the end it is slightly different."

> The poster was a group effort.

rison C o mpa

Independency

Trust

Millennials likes to to be in control of their own decisions and not just follow what other people say.

Advise should be honest & independent of other parties “they were really honest with me and not trying to push a vapor under my nose and let me sign, I was taken seriously."

39

"I'm someone who likes to do things myself so I would mainly like to have advise upfront or, for example, [...] if I have a certain idea in mind that somebody is checking it with me and that's because I like to do it myself... I wouldn't like it if I went like: you guys can fix this for me."

"It frustrates me so much, because if you're a mom you want to have the best for your child... Like, so that irritated me a lot that they (consumerist society) push you to consume more products. As if consuming more makes me a better mother!" The role of Consumentenbond would look like a friend you go skiing with, who helps you by comparing and makes you feel worthy.


07. SERVICE DESIGN RESEARCH- FINANCIAL NEEDS OF MILLENNIALS

Making the sensitising booklet

The sensitising booklet focused on important themes in their lives such as who do millennials go to for help, who influences their decisions, at which moments in their lives did they face an important decision that they felt unprepared to take, how they wish a perfect financial decision should be like, etc. Emoticons were used for them to express how they felt about the situations they described. Events were asked to be ordered chronologically so that it was easier for them to explain their experiences easily.

> Individual contribution to the group work has been highlighted.

40


After the participants took a week to fill in the booklet, the team visited each one of them with the filled sensitising booklet and interviewed them for an hour over lunch and coffee. They were mostly asked to describe what they filled in the booklets a bit more in detail. There were other questions in a structured format about their daily lives and the important people in their lives. It was noticed that participants opened up more when asked to talk about past situations where they had to take important decisions.

Figure: Clustering of statement cards from the interviews for qualitative data analysis.

41

07. SERVICE DESIGN RESEARCH- FINANCIAL NEEDS OF MILLENNIALS

Interviews


07. SERVICE DESIGN RESEARCH- FINANCIAL NEEDS OF MILLENNIALS

Card set: Helping millennials make better financial decisions

Problem

User interview quotes

Solution Question to help the company make the right decisions

> Individual contribution to the group work has been highlighted.

42


43 07. SERVICE DESIGN RESEARCH- FINANCIAL NEEDS OF MILLENNIALS


Design for emotion: User experience research

08

Anger strong, uncontrolled, sometimes inexplicable: the feeling that helps us understand that what we expected cannot always happen. Anger can be directed to the self or at others depending on the causes and catalysts.

causes Disappointing expectations

People tend to react to an event in a negative way, because an episode they experienced did not match what they were expecting to be happening. Example: An athlete who trained for three years for the Olympics and he/she does not achieve the expected race result.

Lack of acknowledgment

September 2021 Group project for the course Design for Emotion at the Faculty of IDE, TU Delft Tools used: Fine granularity, literature review, selfreflection, think-out-aloud, PrEmo tool, emotion capture cards, observation study

Project 1: Design for anger Every aspect of anger was studied and its fine granularity was elaborated through a posters. Then ideas were brainstormed based on the mechanism of anger, in order to create it in a user by designing an experience with food.

Slippery food filled with ghastly elements > Individual contribution to the group work has been highlighted.

Of feelings hurt by the people causing distress. There is no awareness or empathy about what the angry person feels. The opinion of the angry person was dismissed. Example: When an employee works very hard for years and that person’s efforts don’t get credited for a promotion.

Feeling powerless and not free

Basic need for a human being is to make a decision and act independently. When something or someone prevents that, anger is a natural reaction. On the contrary, owning the freedom of choice makes individuals feel satisfied and motivated. Example: A teenager who is growing up and would like to take his/her own decisions but feels constrained by his/her constricting parents.

catalysts

responses

Feeling hurt

Changing moods

Sense of losing control

Tension

The feeling of being attacked or opposed by someone else or criticising yourself for certain actions. Certain negative past experiences of a similar nature may also trigger the degree to which one may feel hurt and react with anger. Example: People often feel hurt by negative comments made on social media about their appearance, body shape and weight.

Feeling like the outcome of a tense situation will not result in your favour. You feel like the outcome will directly hurt you in some way. Example: Taking up too many tasks to be completed and not being able to do so in a limited time frame.

Threat

When experiencing the potential threat of losing something dear, or losing a vital part of your life which you depend upon. Example: The coronavirus pandemic threatens to take away our loved ones and our social lives which are extremely important to our survival, and as a result people feel angry.

Frustration

Feeling betrayed

When someone you trust breaches it by performing actions perceived as hurtful to you, one feels betrayed and then that hurt turns into anger. Example: A friend who you trust a lot reveals personal information to someone else without your consent.

DEALING WITH ANGER Most people struggle with managing anger rather than getting rid of it which is not possible as it is part of our fundamental nature. As designers, this creates an opportunity in designing for it.

Unhappiness with current or past life situations can cause irritable moods in general, leaving way for negative emotions like anger. Not being able to make the other person understand and empathise with your point of view in the argument also leads to frustration. Example: Climate change activists are often frustrated with governments for not improving their action plans even after campaigning vigorously for it.

Insecurity/Frustration

Uncertainties lead individuals not to know exactly how to react to events and to ponder the best thing to do. Usually, insecure people tend to alternate feelings of frustration for lack of accomplishment or realization of their own projects and desires and transform it into anger. Example: an individual who is dissatisfied with his job is more likely to be angry with an acquaintance who easily got to the position he wanted there

Design for Emotion 2021 > Emotion Blueprint > Avanika P. Yammiyavar (5335914) / Gaia Germanò (5376912)/ Adhityan Raja (5442028)

A box which is very difficult to access or open

44

Strong emotions make us susceptible to any change or external stimulus. In a state of anger, even the slightest unexpected or unwanted external input can cause sudden mood swings. Example: A roommate is angry about the forgetfulness of a person who shares the house with him. When this points out to him that it is nothing important, he reacts impulsively.

The sense of unresolvedness makes the body, muscles and facial muscles tense, preventing us from relaxing and clarifying our ideas. This makes it impossible to think clearly and resolve the conflicts. There is an increase in focus on the approaching threat as a neurological response. Example: Two friends meet after having had a fight and one of them has a frown expression and is angry with his friend for not apologizing. The other immediately understands this from his body language.

Protectiveness

We develop the will to protect somebody or an idea in which we believe at the point of becoming aggressively protective. Example: activists fighting for human rights may seem very aggressive in interviews, but they protect their idea, their values

The different phases of anger To better analyze this feeling and be prepared for the next steps (emotion snack) we looked in depth at how, according to our observations, the experience of anger develops into the following phases: 1) We build expectations in our minds 2) Experience an episode where those expectations could be projected 3) Conflict between what expectations and reality represent 4) We may feel hurt by a person(s) or situation. 5) We experience a peak of anger followed by an unexpected behavior 6) Strong and sudden physical reactions (raising voice, tense muscles, increase breathing rhythm, increasing heart beats) Altered mood (irritated, constantly changing)

A deceptive idea to make an aubergine incite anger when consumed.


The process We started to look back at our own experiences with anger. Recalling the causes behind triggering our anger helped us take note of the stimuli. Then we took a deeper look at our own reactions and feelings during those negative experiences. This led us to finding common patterns in these episodes which resulted in noting the fine granularity of the causes, catalysts and responses surrounding anger. We realised that there are different phases of anger and everyone has different ways of dealing with it.

INSIGHTS GET HURT OR FEEL THREATENED

Whenever people feel hurt, threatened or their expectations are not met by others, the primary human response is anger. Most of the times people are angry due to external stimuli and in those cases where feelings of self-expectations or guilt exist, one can be angry at oneself as well.

DIFFERENT PHASES

We realised that the recipe for anger requires certain ingredients and stages. One may not be extremely angry but irritated and vice versa, depending on the stage and situation.

RESOLUTION NOT REMOVAL

One cannot simply get rid of anger. It is a part of the biological response system. Learning to deal with it is the key opportunity for design.

ASSOCIATED EMOTIONS POST ANGER

After an angry outburst, one may feel shame, embarrassed or guilt. Anger often acts as a catalyst for other negative emotions and can also be a consequence of the same. It is a powerful expression of distress in either case as a part of an intricate web of negative emotional chain reactions.

Frustration

TANGLED PHASES

Picky

Shocked

Anger

Annoyed

Ashamed

Irritation

ASSOCIATIONS

Embarassed Fig.- Some insights from the fine-granularity exercise.

Design for Emotion 2021 > Emotion Blueprint > Avanika P. Yammiyavar (5335914) / Gaia Germanò (5376912)/ Adhityan Raja (5442028)

45


Exploring Anger

We began by exploring what makes us angry in regards to food and in general. This was supported by instances observed in project 1a- Emotion Blueprint.

08. DESIGN FOR EMOTION: USER EXPERIENCE RESEARCH

From this, we noted that anger is a response to a group of sub-emotions. Anger happens when these sub-emotions are touched on, therefore, to expose anger as an emotion, we should seek to touch on as many of these points as possible.

> Individual contribution to the group work has been highlighted.

46


Manifesting Anger

The Process

Ideas were laid out as to how we can trigger the emotions of frustration, dismissal, lack of truthfulness and disappointment.

Each date was hollowed and filled with a mixture of cognac, hot sauce, chilli powder and pesto

Planning Anger

It was then covered with chocolate to give an appearance of fondued fruit

The participant was then told that as an apology we are giving him/her a chocolate egg. This was in reality a hard-boiled egg covered in chocolate

A customer journey map was used to plot out the actions that would lead the manifestation of anger by the participant.

Put before the participant is a set of chopsticks and a fork. They are told they may only use the chopsticks even though it would be significantly easier to use the fork- dismissing their own input

The snacks were all placed in a very inconvenient and precarious position above some chopsticks. The participant would find serious difficulty in picking up the snack and become frustrated

The Result

Insights •

Our participant struggled in picking up the chocolate covered dates- he became visibly frustrated

The emotion snack fully represented how the complexity of emotions is often represented by research and exploration. After breaking

Upon tasting the inner mixture, participant recoiled away from the table expres-

down the emotion into the sub-emotions of frustration etc., we found that it would be a complex process to elicit an emotion that seems so

sing immense disappointment as well as disgust

common to us. There were some sub-emotions such as confusion through miscommunication that we deemed as too weak to quickly contribute to the overall feeling of anger. Our participant noted that he only started feeling angry after the emotions compounded on each other. This could have been because anger is a negative emotion that we are taught to suppress- inciting it therefore would be much more effort than a positive emotion. The difference in ease of achieving anger varied greatly between participants. One group member had a high tolerance to spice so he was not angered by the creation, our participant however felt greater pain through the spice and therefore was easier to anger.

Despite this experience, our participant believed our lie that the second snack was a chocolate egg

An emotion can only be fully understood by taking action. In the case of the snack, one needs the courage to bite and taste (often wi-

He expressed that the activities compounding on each

thout knowing what to expect) and in the case of the emotions to live them intensely and embrace them, regardless of their nature. By avoi-

other frustrated him and he would not continue had

ding negative emotions altogether, one would be avoiding valuable experiences.

there been a third task •

He also mentioned that not only was he disappointed in

Anger, however basic an emotion, seemed to be a reaction to several other sub-emotions. This opened our eyes to the different ranges

there being no fruit inside, he was also disappointed in

of kinds of emotion. For example, we identified pain as a feeling rather than an emotion- however the feeling of pain did contribute to anger.

himself for not expecting the lack of truthfulness

An emotion like distrust however only has a limited number of pathways to be incited in people.

47


Project 2: Micro-emotion scan and designing for micro emotions

micro emotions scan of our ‘kwarksnack’ Capturer: Avanika Consumer: Kim of our ‘kwarksnack’ micro emotions scan

08. DESIGN FOR EMOTION: USER EXPERIENCE RESEARCH

Capturer: Avanika

Consumer: .ti gnKim izilaer

tuohtiw ereht era snoitome orcim dnif ot dohtem doog a si siht taht denrael eW redro ni seitinutroppo ngiseder gnitseretni eht fo ecneirepxe tcudorp eht ezimitpo ot .sremusnoc

dna dengised ylraelc si ’kcanskrawK‘ ehT .4 era ew os ,nerdlihc regnuoy rof depoleved ehT .puorg tegrat niam eht fo trap yllaer ton ruo taht aiglatson fo esuaceb yoj fo sgnileef tnereffid etiuq saw ,decneirepxe remusnoc ecneirepxe dluow dlihc a noitome eht morf ti ekil smees tI .truhgoy eht gnimusnoc nehw morf elpoep htiw SEM eht od ot tnatropmi si ,dnah rehto eht nO .puorg tegrat eht nihtiw ot evah ohw elpoep eht tnuocca otni gnikat nac ,stnerap eht esac siht ni ,tcudorp eht yub si ti kniht ew ,yaw yna nI .oot tnatropmi eb eht ni remusnoc eht si ohw evitanimreted etiuq ,snoinipo ni reffid lliw sremusnoc ecnis ,SEM .aretec te ,snrecnoc osla nac snoitome tnasaelpnu semitemoS .5 ,elpmaxe roF .noitome tnasaelp a nehtgnerts ton era uoy esuaceb noitartsurf dna noisufnoc otni nrut nac gnihtemos gninepo ni gnideeccus .deeccus uoy ecno feiler dna edirp

sgninrael yek rumicro O emotions scan of our ‘kwarksnack’ Capturer: Avanika

Consumer: Kim

micro emotions scan of our ‘kwarksnack’

dnuof ew ,sngiseder eht ni raelc emaceb sA .1 Capturer: Avanika .noitome eno gningiseder ot kcits ot drah ti elihw noitcafsitassid eht gnicuder ,elpmaxe roF osla yletaidemmi ,truhgoy eht hsinif ot gniyrt ciglatson eht fo esuaceb yoj eht denehtgnerts osla erew seldnah eseht ,retfaerehT .seldnah erus ekam ot egakcap draobdrac eht ni desu dereggirt eb dluow gnileef ciglatson lufyoj eht owt eht ,tluser a sA .ydaerla tekramrepus eht ni ew siht morF .deniwtretni tib a era sngiseder a htiw secneirepxe lanoitome lla taht denrael gnikam ,rehto hcae gnicneulfni era tcudorp eno rof tsuj ngiseder ot elbissopmi tsomla ti .snoitome rehto tcelgen dna noitome

Consumer: Kim

orcim eht gnizylana neewteb hctiws ot drah si tI .2 gninigami dna yaw deliated yrev a ni snoitome ni tcudorp eht gnisu txetnoc laer eht ni era uoy fo tuo gnimooZ .od yllausu dluow uoy yaw a uoy tahw tuoba gnikniht dna snoitome orcim eht tcudorp eht gnizylana ton era uoy nehw od lliw retfa reisae emoceb lliw taht gnihtemos si .ti gnicitcarp

Our key learnings

1. As became clear in the rede it hard to stick to redesigning For example, reducing the di trying to finish the yoghurt, im strengthened the joy because handles. Thereafter, these ha used in the cardboard packa the joyful nostalgic feeling w in the supermarket already. A redesigns are a bit intertwine learned that all emotional exp product are influencing each it almost impossible to redes emotion and neglect other e

era uoy ,stcudorp yadyreve fo esu eht gniruD .3 ,leef uoy snoitome eht fo suoicsnoc ton netfo gnioD .tcapmi egral a evah ton od yeht esuaceb eseht lla taht su thguat nacs snoitome orcim a

Our key learnings

1. As became clear in the redesigns, we found it hard to stick to redesigning one emotion. For example, reducing the dissatisfaction while trying to finish the yoghurt, immediately also strengthened the joy because of the nostalgic handles. Thereafter, these handles were also used in the cardboard package to make sure 4. The ‘Kwarksnack’ is clearly designed 3. During the use of everyday p the joyful nostalgic feeling would be triggered developed for younger children, so often not conscious of the em in the supermarket already. As a result, the two not really part of the main target grou because they do not have a l redesigns are a bit intertwined. From this we feelings of joy because of nostalgia a micro emotions scan taugh learned that all emotional experiences with a consumer experienced, was quite di product arebecame influencing other, makingwe found from themicro emotion a childare would 1. As cleareach in the redesigns, emotions thereexpe wit it almostitimpossible to to redesign just for one thethat yoghurt. hard to stick redesigning one emotion. when consuming We learned this is Ita seem goo emotionFor andexample, neglect other emotions. to do the MES with peop reducing the dissatisfaction whileis important interesting redesign opportu group. On the other trying to finish the yoghurt, immediately also within the to target optimize the product expe 2. It is hardstrengthened to switch between micro account the people who h the joyanalyzing because the of the nostalgic taking into consumers. emotionshandles. in a veryThereafter, detailed way and imagining these handles were also buy the product, in this case the pare you are used in theinreal usingpackage the product in sure be important too. In any way, we thin thecontext cardboard to make 4. The ‘Kwarksnack’ is clearly d a way you do.feeling Zooming out be of triggered quite determinative whoyounger is the consu thewould joyful usually nostalgic would developed for child the micro and thinking about youthe twoMES, since consumers in emotions the supermarket already. As awhat result, not really part ofwill thediffer mainintaro

Our key learnings

> Individual contribution to the group work has been highlighted.

48

2. It is hard to switch between a emotions in a very detailed w you are in the real context us micro emotions are there without rea a way you would usually do. We learned that this is a good metho the micro emotions and think interesting redesign opportunities in will do when you are not ana to optimize the product experience o is something that will become consumers. practicing it.


micro emotions scan of our ‘kwarksnack’ Capturer: Avanika

redesign 1. reducing an unpleasant emotion For the first redesign, we looked into the emotion of dissatisfaction that was felt by the consumer. The emotion was felt while trying to get out all the yoghurt by shifting both hands over the ‘little bottle’ and not completely succeeding in it (figure 1).

Figure 1. Trying to get all the yoghurt out

Our key learnings 1. As became clear in the redesigns, we found it hard to stick to redesigning one emotion. For example, reducing the dissatisfaction while trying to finish the yoghurt, immediately also strengthened the joy because of the nostalgic handles. Thereafter, these handles were also in thewithout cardboard package micro emotionsused are there realizing it. to make sure joyful feeling We learned thatthethis is a nostalgic good method to would find be triggered in the opportunities supermarket already. interesting redesign in orderAs a result, the two are a bit intertwined. From this we to optimize theredesigns product experience of the consumers. learned that all emotional experiences with a product are influencing each other, making it almost impossible to and redesign just for one 4. The ‘Kwarksnack’ is clearly designed neglect emotions. developed for emotion younger and children, so other we are

esigns, we found g one emotion. issatisfaction while mmediately also e of the nostalgic andles were also age to make sure would be triggered not really part of the main target group. The As a result, the two 2. is hard to switch between analyzing the micro joy Itbecause ofare nostalgia that our ed. From this we we found feelings ofmicro emotions theredetailed without realizing it. n the redesigns, emotions in a quite very way and imagining consumer experienced, was different periences with a We learned that thisreal is acontext good method to product find edesigning one emotion. you are in the using the in from the emotion a child wouldopportunities experience in order hcing other, interesting redesign themaking dissatisfaction while a way wouldIt usually do. itZooming out of sign just for one the you yoghurt. seems like to optimize the product experience of the yoghurt, immediately also when consuming micro emotions and thinking to the do the MES with people from about what you emotions. consumers. oy because of the nostalgicis important will do when youother are not analyzing the product within the target group. On the hand, r, these handles were also is something thatwho will have become after taking into account the people to easier analyzing the micro oard package to make sure 4. The ‘Kwarksnack’ clearly designed and practicing it. is the buy the product, in this case parents, can way and imagining c feeling would be triggered developed for younger children, so we are be important too. Inpart any of way, think it is group. The sing the product in the two already. As a result, not thewe main target 3. really During theisuse everyday the of consumer inproducts, thethat ouryou are outFrom of this we quite determinative t Zooming intertwined. feelings ofwho joy conscious because ofofnostalgia often not the emotions you feel, consumers will differ inwas opinions, king about what you with a MES, since otional experiences consumer experienced, quite different because they do not have a large impact. Doing concerns, et cetera. alyzing the product ncing each other, making from athe emotion a child would experience micro emotions scan taught us that all these easier after just for one ee to redesign when consuming the yoghurt. It seems like it 5. Sometimes unpleasant emotions can also ect other emotions. is important to do the MES with people from strengthenwithin a pleasant emotion. ForOn example, the target group. the other hand, confusiontaking and frustration because you arewho nothave to products, you are the micro between analyzing into account the people motions succeeding opening something can the turnparents, into detailedyou wayfeel, and imagining buyin the product, in this case can and be relief once you large impact. context using Doing the product pride in important too.succeed. In any way, we think it is ht us that these out of usually do.allZooming quite determinative who is the consumer in the s and thinking about what you MES, since consumers will differ in opinions, thout realizing it. are not analyzing the product concerns, et cetera. od method to find will become easier after unities in order 5. Sometimes unpleasant emotions can also erience of the strengthen a pleasant emotion. For example, everyday products, you are confusion and frustration because you are not us of the emotions you feel, succeeding in opening something can turn into designed and not have a large impact. Doing pride and relief once you succeed. dren, so we are scan taught us that all these rget group. The

rnings

“I feel dissatisfied, because it is hard to get all the yoghurt out of the package.” - consumer

micro emotions are there without realizing it. We learned that this is a good method to find interesting redesign opportunities in order to optimize the product experience of the consumers. 4. The ‘Kwarksnack’ is clearly designed and developed for younger children, so we are not really part of the main target group. The feelings of joy because of nostalgia that our consumer experienced, was quite different from the emotion a child would experience when consuming the yoghurt. It seems like it is important to do the MES with people from within the target group. On the other hand, taking into account the people who have to buy the product, in this case the parents, can be important too. In any way, we think it is quite determinative who is the consumer in the MES, since consumers will differ in opinions, concerns, et cetera. 5. Sometimes unpleasant emotions can also strengthen a pleasant emotion. For example, confusion and frustration because you are not succeeding in opening something can turn into pride and relief once you succeed.

49

To reduce this emotion of dissatisfaction, we added handles to the ‘little bottle’. (figure 2). This addition strengthens the feeling of joy (like in the second redesign on the next page), but foremost reduces the feeling of dissatisfaction while trying to finish the yoghurt. When pulling the handles, they slide over the bottle and thereby push the yoghurt out of it (figure and 4). In this way, it is easier to get all the yoghurt out.

Figure 4. A mock-up of the redesign

The feeling of dissatisfaction also occurred during opening the cardboard package, since the consumer noticed that the opening system in the cardboard was on the back of the product and therefore not immediately clear. Looking back to that moment, we realize that this was more an opinion and observation rather than a real moment of dissatisfaction, because in the end the opening was not that hard to find. Yet we still tried to make it more clear where to open the package and integrated it in the drawings: the sheep is opening the package (figure 5).

Figure 2. Handles on both sides of the bottle

Figure 3. Pulling the handles to push the yoghurt out

Figure 5. The sheep helps indicating how to open the package

08. DESIGN FOR EMOTION: USER EXPERIENCE RESEARCH

s

Consumer: Kim


pose a give-and-take mechanism to adress the tension plane of this framework as designers.

System Design: creating a dimensional lens

09

compromise resolve prioritize

strategies to address individual dilemmas

expose

September 2021- November 2021

tension

Seminar proposal for the course Deep Dive at the Faculty of IDE, TU Delft

zoom in/out

Tools used: literature review, design metaphors, self reflection

context individuals experiences society

values universal individual needs

individuals experiences society

design lens for adressing tension in social systems Addressing systemic tensions A framework has been proposed for addressing tensions in social systems through a multidimensional lens. The different layers of the model represent universal individual needs, values and their origin, the context and within these layers the tensions. Even though human needs are universal, the different experiences as a society shapes values. These conflicting values create a diverging cone (the organic blue and yellow shapes) within a system observed by this design lens. A give-and-take mechanism has been proposed to address the tension plane of this framework as designers.

Values are shared between individuals and born through associations within the social system.

A Were multidimensional model Equilibrium and the sweet spot as fundamental needs are inherent in individuals. Both values and needs are parts of social

systems and origins of tensions. provocation challenges traditional hierarchical Values are shared between individuals and bornOur through a systems perspective. Inspired from the entropyapproach [Entropy is a by associations withinathe social system. measure of chaos] the thermodynamic systems we zoom proposed suggesting mutlidimensional model. Designers can zoom in-in for individual needs and out Were fundamental needs values. are inherent in individuals. Both a framework to address these humanintensions andsystem. this can be toasfind diversifying Values are created through shared experiences a social values and needs are parts of social systems and origins of used to create a bridge between these tensions. Designing for The lens reveals tensions between different the layers. found beauty in finding commonalities in tensions. Our provocation challenges the traditionalthe hierarchical tensionWe plane in systems means a way to achieve approach by suggesting a multi dimensional model. Designers equilibrium amongst these layers. The vision is to focus ondehuman needs versus the differences in experiences which creates values.The problem with cansigning zoom in- for needsisand zoom out to find opportunities for a give-and-take mechanism, forindividual individuals that different designerscreating have different driving values that create inspired unsusdiversifying values. Values are created through shared from the dilemma resolution strategies for individual human tainablein designs from a systems perspective. Inspired from the entropy [Entropy experiences a social system. needs (Desmet,2020), between these layers. is a measure of in the thermodynamic systems we proposed a framework to address these human tensiThechaos] lens reveals tensions between the different layers. Beauty canons be found commonalities in human needs versus the 1. Schwartz, H. (2006). Basic human values: An overview. andinthis can be used to create a bridge between theseS.tensions. Designing for the tension differences in experiences, which creates values. The problem 2. Pieter M.A. Desmet & Steven F. Fokkinga (2020) Thirteen plane in systems means finding a way to achieve equilibrium amongst these layers. The vision is with designing for individuals is that different designers have Fundamental Psychological Needs to focus creating opportunities for a give-and-take mechanism, inspired from the dilemma different drivingon values that create unsustainable designs from resolution strategies for individual human needs (Desmet,2020), between these layers. 50


Culture Sensitive Design: The spicy date board

10

February 2022

Challenge

Concept - The spicy date board

The design What does dating mean to you?

Group Project for the course Culture Sensitive Design at or religious beliefs? What are your spiritual the Faculty of IDE, TU Delft

would be the cook in our household? ng expectations of getting to knowWhosomeone from another How do you prefer to communicate? used: literature research, socio cultural ulturalTools background on a romantic level by preparing a meal I like eating with you because... dimensions, onion model, structured interviews, cultural together” key terms A perfect goodbye for a good first date is...… I want to cook this for you next...

Analysis

When would you buy someone a gift?

● ● ● ● ●

Literature research Socio cultural dimensions Onion model Interview Key terms

Geert Hofstede’s Onion model

Symbols

We came up with our concept called the spicy date board. This actually is a These spice sticks each consistcutting of a question thatwhich starts aisconversation plate, commonly used while preparing dinner in most cultures. between the two people on a date. With these questions and our design we Next toabout the Stereotypes cutting part, from side of the board users can take out some Value want to break the stereotypes by talking it and learn more aboutthe each Pop culture Conflicts spiceThis sticks. Spices were chosen others values to avoid value conflict. is desirable when we go on a dateto be used as a conversation starter, since Design Challenge where people want to find out ifuse they might be a good match, not just friends and talking about ‘taste’ could be a of spices differs betweenascultures but more on a romantic level. This without having to be scared that it will be “Managing expectations of getting to know someone from of a topics conversation can go beyond (different) taste in food. awkward to start a conversationstarter about certain that have tothat do with Heroes

● ● ● ●

Rituals

Values

Practices

No role models or heroes. People date based on individual values. Pop culturally accepted norms of dating Common dating practice to discuss values openly through a common activity. Create new practice of communication by designing for the rituals of cooking and cutting.

Are there typical role models while dating?

is Dutch and the other person isonfrom an Asian another national cultural background a romantic level bycountry living in the cultural differences. “What are your spiritual or religious beliefs?” relates to preparing a meal together” s. Both are highly educated. They are meeting eachLiterature other research for the findings as inspiration for interview questions and exploration beliefs that both of themInterview have. (used ofstudent topic); example: Difference in dating “speed” e.g. when is someone your prepare a meal and eat food together in a common house wanted the questions togirlfriend? focus on individual themes. For example, the One person is Dutch and the other person isWe from an Asian boyfriend or s is in country the Netherlands. living in the Netherlands. Both are highly They was touched by the questions “When would you buy valueeducated. of ‘affection’ English words have

Investment and commitment have different meanings. Eg. divorce

There is a hierarchy in gender in terms of expectations and acting first

Eating together as a

Being open and honest is

different an cultural dimensions and the onion model areconversation both used forappreciated inspiration for are meeting each other for the first time to prepare a meal and Socio cultural someone a gift?” (We found that in Japanese culture, they are starter supposed to interpretations practice interview questions and for inspiration for our final design. eat food together in a common student house kitchen. This is in reject gifts several times first before accepting it) and “I like eating with you the Netherlands. because…”.

Interview with two people; example: What a date means varies from one culture

to the identification otherSame and also depends on the generation. The value of ‘Couple or labelling’ inspired the question “What Finding Practices Geert Hofstede’s Onion model was used to understand the difingredient can common which show Discussing be used does dating mean to you?”. “Who would household?” values andbe the cook in our affection differences is differentlysome relevant cultural key terms, those key terms will be more ferent layers involved, in combination with structured interviewsWe discovered practices might not be considered which is a helped each acceptable. relates to ‘gender’. “How do you prefer to communicate?” relates to important delightful elaborated in the next slides. and followed by a dilemma analysis and resolution. partner adapt Eg. gifts ritual ‘openness’. “A perfect goodbye for a good first date is…” relates to ‘ritual’. “I want to cook this for you next…” relates to both ‘food culture and affection’. Understanding the individual is more important than cultural differences

> Individual contribution to the group work has been highlighted.

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After interviewing two people we came up with the following interview findings.

What are the typical rituals while dating?

We found that there are no role models or heroes. People date based on

Socio dimensions and Interview individualcultural values and there are pop culturally accepted norms of dating such

as texting someone for a long time online before agreeing to meeting in Care-Achievement (aim) person. This is a routine. expectations and assumptions In order to understand personal values, it wasIndividual-Together a common practice to discuss dating values openly what was important to them individually over a common activity. Past-Future:

previous dating experience Therefore as a symbol of communication, we designed for the common rituals of cooking together. By using our design (which Private-Public: is a cutting board) we wanted to create a new practice of communication. communication Individual-Together dating speed and labelling Fun-Duty: level of investment

The dimensions help to generate relevant questions in the ‘discover’ phase of


September 2021- November 2021

Port

Between sea and mountains

Airport Italian territory until 1860

Now French

Geography Tourists

Business Incubator Center

Immigrants Muslims, jews, christians

WWF - Blue Panda

3. Security

(WWF, 2019) 4. (Hertement, 2021) Independence of (Côte d’Azur France Tourism tourism Board, 2021) (Association ADAM Nice, 2019) (Onishi & Méheut, 2021) (The Economist, 2021)

NICE

Nice

Municipality

Value Map

Decreasing agricultural activity

Plan local d’urbanisme

Make citizens aware of the data they create everyday by making it visual and findable in daily life, E.g. the CO2 saved while in public transport

In addition to more bike and walking infrastructure, stimulate integration of electric vehicles and public transport to deminish noise pollution on the streets.

Change in university curriculum This initiative is focused on university students. There is an opportunity to involve more social groups through participatory design

Nice is economically dependent on tourism, yet the citizens dislike tourists. There is an opportunity to place them at the same table

Connecting the university, IRIS and IMREDD to different cultural groups. To increase the usability of the data for the public.

Connect citizens to IMREDD and IRIS to use data and insights to cater citizen needs on tourism

Citizen ownership

Visualized data from IMREDD and IRIS should be public, as well as decisions made on that by the municipality. The application of these solutions should not be rigid, but changeable at any time by means of citizen intervention

Connection

Next to using smart technologies to improve city life, Nice can use all types of (human) intelligence that are present within the different societal groups and organizations. E.g. combining high-tech startups with the local baker

Trust

The role of expert design should be to mediate transparent conversations free from a top-down hierarchical approach and encourage a bottom-up approach, to instill trust of citizens in the authorities’ abilities to improve city life

)

Advansolar

Shortcomings Companies

s are one of the larger actors ce they work closely with the At the same time they also in networking, finances and f the companies are involved nitiatives like IRIS and t work closely together with ality and other actors.

Parkego Startups Gralon

VuLog

Lack of affordable housing for diversity and inclusivity

Lack of university infrastructure

Absence of large international cultural facility

(Gabarron, 2020) (Métropole NCA, n.d.-a) (EAP, n.d.)

Creating the value map 4 Values

Based on the different actors that there are in the city, it is possible to define the main values that drive the “design innovations” in the city.

Shortcomings besides positive actors we also found “negative” actors or actually the lack of those. These are shortcoming that Nice is coping with. These are influential Foractors each value on both bottom and top levels.

Mindsets

it is possible to define a value-oriented mindset. This mindset creates room and support within the city for certain kind of projects and initiatives.

Initiatives

The next layer documents what initiatives and projects the city currently has that coincide with the values.

Chances

Now it is possible to define the chances to combine, connect or start initiatives and projects. This within the capabilities of the city, making it a tailored advice.

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Design opportunities

After mapping the city through its values, it is possible to formulate design opportunities. These opportunities are dependent on the city and in this case specifically for Nice. How can the chances be translated into opportunities for the city to cater to values that are currently neglected or not fully catered to.

Strategies

Finally a conclusion of the value map. This conclusion is specific and is for the city of Nice. Based on their values, actions and capacity. These strategies were formed so that it can help to define the design opportunities in the city of Nice.

strategies

The 13 basic needs

Mayor of Nice European Union

Multilayered society

Citizens

The desire to create a multi year plan for the further development of Nice, to ensure a constant longterm vision and approach

Design opportunities

erranean, 2020) Review, 2021)

Urban Technology Sustainable Park Terrorist Design attacks School

Open for and supportive of innovation in areas of energy transition, health and entrepeneurship

IMREDD

Making the data from the IRIS program visual and tangible for the group of people it concerns, by using the Ligne d'azur (the Nice smart city public transportation) network to stimulate clean means of transportation

Port

Societal tension due to terrorist attacks in the city. This creates fear and segregation within the society of Nice

IRIS

5. Long-term thinking for investments

2. Reduce the pollution

Citizens For the citizens we looked at their needs and motives, to gain an understanding of their role as actors. For the citizens there are societal problems, like the fear of terrorism, but also local initiatives. For the latter this is mostly a top down movement, where the citizens can participate, but are reluctant to organize.

Tools used: literature review, value mapping

5.

chances

Final group proposal for the course Design and the City at the Faculty of IDE, TU Delft

City

Anti- plastic in the Mediterranean initiatives and measurements

4.

initiatives

11

1. Having the role of smart city ambassador in Europe

e city has influenced the growth ent over the years. The city used ut switched to being French in the e city has an airport and a regular s now mostly used for tourism and travel.

s in the city ecially the si is one of ke Nice an er with funds he European ment of ion.

Open for and supportive of innovation in areas of energy transition, health and entrepreneurship

3.

mindset

Design strategy: Future vision for Nice

2.

values

1.


Design for wellbeing: Music therapy

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With the aim of identifying relevant participants for our follow-up experiment, our challenge was to find a way to measure past transformative music listening experiences. In our literature review on assessing musical experiences, we found a paper by Werner, et al. (2006) on measuring music experiences. It contained a set of 141 questions that were classified into 6 categories:

February 2022

C = Commitment to music I = Innovative musical aptitude

Research project (group) for the course DFI Research Methodology at the Faculty of IDE, TU Delft

S = Social uplift A = Affective reactions

The

Tools used: literature research, conducting listening experiment, questionnaire, statistical analysis

P = Positive effects listening experiment (walking and working) were Both conditions used inpsychotropic the transformative R = to Reactive behaviourIt is especially interesting to see how working and rather familiar most ofmusical our participants. listeningtravelling experiment are activities often accompanied with music. In researching the enhancement of transformative music experiences,effects we look at situations theserelevant as accessible Questions from thelistening positive psychotropic category were like the most to the opportunities for a (relatively non-intrusive) design intervention. transformational quality of music, hence we adopted these 12 questions (see figure 4) in our aptitude survey.

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/62689b8e-2f1b-44ae -a836-3f3ae7109767/Brief_Music_Experience_Questionnaire_(positive_psychotropi c_effects).pdf

Abstract The Coronavirus lockdowns made us more aware of the growth of mental health issues in society and the importance of taking care of individual mental health. Music is a powerful tool that can give people strong and meaningful experiences and, therefore, a great medium to support therapy. This lead to the research question: how might we create an optimal listening situation that supports a transformative music listening experience? The experiment comprised of four groups in which people performed two activities. People were made to listen to music in the background (while being sedentary) and foreground (while walking) and gave the groups different playlists; 'alternative pop & rock' and 'classical piano' to listen to during the experiments. In the end, to answer the question -how transformative the music experiences were- they were assessed on the scale of the Brief Music Experience Questionnaire (P. D. Werner, A. J. Swope, F. J. Heide; 1995). Results from the experiment suggested that people had a stronger transformative experience while going on a walk. The classical playlist was liked better by the participants while the opinions varied more about the alternative playlist. Furthermore, when the participants liked the music better, the > Individual contribution to the group work has been highlighted.

Figure 4 The highlighted statements were adopted into our aptitude survey. Respondents were asked to Figure 2 responses to the question "when do you mostly listen to music". rate the validity of each statement ranging from 1 (very untrue) to 5 (very true).

Compiling music By adding the scores and dividing it by 12, we found an Average Transformative Experience score (see figure 5).

https://open.spotify.com/playlist/5JROztg AJv3ZwxkiGWobWW Figure 3.2 complete playlist of all transformative music suggestions.

Quantitative Research Methodology My observations on the Quantitative track’s methodology

Figure 5: 4 out of 32 participants scored below average (<3), the majority responded pretty strongly (>4).

Figure 3.1 a grasp of the albums listed by our participants

experience became more transformative. Music and walking are free and easily accessible, making this combination valuable for In the survey, we asked people to list future research and the development of new therapeutic their favourite music and music that Paper: Research Design they believe has transformative solutions. Future possibilities could include designing a set of criteria that people could use to create their own transformative qualities. The playlist on the right (see figure 3.2) includes all the playlists since 5/17 participants mentioned that they would songs the participants suggested, like to pick the music for the activity themselves. The walking from pop to jazz to hard rock. activity and other parameters can also be looked into further so that the transformative experience can be strengthened even Measuring the transformative experience more.

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Paper: Research Design

3

2


Product assessment & recommendation report for the course Consumer Behaviour at the Faculty of IDE, TU Delft Tools used: literature review, consumer experience journey mapping, brainstorming

Target group The main target group of Personal Rise Garden is consumers who love gardening but live in urban areas with tiny spaces such as apartments without gardens. These consumers have a very busy lifestyle and traditional soil-based gardening is time-consuming. Gardening novices who want a healthy sustainable lifestyle and want new food practices are the other target group. This product doesn’t require their high-effort. Lederman (2021) found another consumer group which has trouble keeping plants alive. Personal Rise Garden is a good choice as the success rate of planting is much higher than in soil-based ones. In addition, the focus is on consumers with an above-average income, because it is expensive at present (basic version costs $279.00 excluding price of nutrients, seeds and daily maintenance).

ADVERTISING STRATEGY

September 2021- November 2021

PRODUCT STRATEGIES

13

KEY STRATEGIES

Consumer behaviour research: Rise personal smart garden

Fig.-Main recommendations made for the product in terms of product strategy, advertising strategy and product development strategy.

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Consumer Journey Map)

Fig.-Consumer experience journey mapping for the rise personal garden. This was based on watching YouTube videos and reading product reviews.

Consumer experience journey mapping Existing consumer reviews online were analysed and the consumer journey experience at different stages was recreated. The various steps of consumer behaviour were classified into the stages of search behaviour, buying decision, product usage and finally the loyalty to the brand. A general theme in the pleasure points was identified. It is easy to order the product online and even research product reviews as a consumer. The app is very useful in terms of providing timely instructions and help. The product in itself provides great convenience in terms of time and efficiency due to its smart technology features. The ease of taking care of plants on time, even as a novice gardener, makes this product-use experience an

enjoyable activity. However, several pain points/ risks associated with the consumer behaviour for this product were identified. They were focused on themes such as a high learning curve since it is a new technology, changes in food consumption and grocery shopping lifestyle. Other pain points led to mostly avoidance behaviour.

Recommendations The main focus of reducing risks associated with this product was a rebranding and advertising recommendation. This was in turn reinforced by product development recommendations. The conclusion from our literature research is that by increasing the

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availability of information about new technology like hydroponic farming to consumers and also the way information was presented to them- comparing benefits with traditional farming methods, the current consumer behaviour was challenged. Learning how to use this new technology through practice was reinforced and different achievement levels, inspired from game design theories, which have been proven to be effective for learning new things were suggested. It is hoped that the rewarding mechanisms at the end of each learning phase will increase the product attachment of consumers, increase product usage lifetime and lead to a new behaviour for smart gardening at home.


Smart cooking

14

November 2020 Individual concept sketches for an assignment from the course Product Understanding, Use and Experience at IDE, TU Delft. Tools used: Illustrator, Photoshop

Smart embodied knife

Current and Envisioned Roles: All traditional unconnected knife sets aid users by assuming a Central role in cooking and culinary practices. Since it is traditional, it is quite Generic. When envisioned as a smart ‘thing’, this product must become Specialised to a large extent to aid pre-existing central roles and enable future behaviour changes in the culinary and food practices Ecology.

Sheath details

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Step 1: The ‘Thing’

In the Internet of Things ecosystem

A new Smart Knife- This new curved form of the knife edge held by a new handle grip. A dynamic sleeve (a moving protective sheath) at the bottom that slides itself from within the handle to cover the knife and allows only the required cutting length and depth of the metal edge. The sheath can be of a human skin sensing material, which closes the sharp edge if it detects human skin by induction or capacitance. The knife then becomes an embodiment and extension of the human hand and makes the interaction error free. A Motion sensor and a Proximity sensor are also a part of the handle to enable safety.

Step 2: The ‘Thing’ thinks & talks Based on the type of food (Meat, fish, eggs, vegetables, cheese, fruits, desserts) removed from the fridge, the knife talks to the refrigerator and once the food comes in contact with the blade, the appropriate blade slides out of the sheath. Sharper blades, corrugated blades, smaller and lighter blades, etc. can be incorporated into the Smart Knife. The Knife also analyses the Nutrition content of the food that the user consumes daily and provides a periodic analysis on the user’s smartphone. Thus, a series of different smart sensors work in tandem with the current ecology elements to influence the behaviour of the User.

The expected impact 1. The user will begin to make healthier choices of food and look at the impact the food he creates has had on his health reflectively. 2. It will motivate the user to say, share his/her experiences and recipes through the refrigerator and smartphone with loved ones. 3. The practice of cooking and eating healthy will become meaningful and not just a mundane nuance of daily life. 4. Increased creative motivation and cognitive activity will encourage positive thinking and good mental health with the knife’s new specialised and central behaviour.

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Healthy Social Media

15

October 2020 Individual concept for an assignment from the course Product Understanding, Use and Experience at IDE, TU Delft. Tools used: Illustrator, Photoshop

User Real World:

The expected positive RW is that users realise subconsciously how important it is to take care of life’s little nuances that have a positive well-being impact. By taking care of the pet, they will learn to adapt their behaviour to take care of themselves (self-love), which counter-acts the known negative RW experiences of using social media- a social behavioural and mental-experience change through the GW experience. A negative RW impact could be craving for love from an actual pet or people if the user doesn’t have the same in reality. The Target Group is youngsters aged 18-30 year-olds.

Design Gamification:

Transfer Effect: The Effect Type is undergoing Mental Experience change and Attitudinal change in the RW (Real World) through Nurturing and fantasy adventures in the GW (Gaming World). The Change Type is Forming/ Creating a new habit of taking care of one’s emotional and physical needs for basic happy well-being. The users will be distracted from the Context of over-using Instagram and instead subconsciously focus on themselves (flow theory, Csikszentmihályi). The Point of Impact in the Personal Life Domain is expected to be realised after 1-2 months of playing it (Long Term Effect). A few sensitive users might experience a Short Term Effect of 2-3 weeks.

This Game makes users take care of Virtual Pets in a virtual world where they can buy food for it, play with it, go an adventures with it in new cities, find rewards/ treasures, have conversations with other dogs, sleep, read stories, etc. The happier the user’s pet becomes, it makes the other pets happy. Users can even be encouraged with Rewards like RW vouchers and GW “Global Impact” maps to make the game Meaningful emotionally. . Describe and Predict Evaluation: Users are expected to connect emotionally with (otherwise social media-induced) disconnected people and with themselves through the fantasy of a pet- a Medium of interpersonal and intrapersonal interaction. This can be tested every month if the dog (pet) asks the user certain questions on food,

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sleep, exercise, hobby, etc. related activities and in the end asks if the user is as happy as the dog. Data collected can be analysed and compared to the mental state data of the user before the game.


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Designing for humananimal conflicts

16

September 2010 - October 2010 Individual work, personal project Tools used: Pressure sensors, solar panel, basic modeling material

The Problem: • Elephants are very curious about human activities and humans. • Sometimes they innocently get attracted to illegal human settlements while moving through natural ecosystem corridors during change in seasons when they move from place to place in search of food & water. • Elephants & Rhinos are known to try out different routes within these corridors and therefore stray into human encroachments that have been made without knowledge of their routes in the corridors. • Plantations such as Bananas on reclaimed, encroached forest land attract the hungry elephants. • Unfortunate illegal activities like liquor brewing in forest encroachments attract elephants due to the smell of liquor in the air.

The Solution: Solar Powered simple low-cost Electronic systems that can be distributed in any village. Chilli powder (Capsaicin) can be sprayed into the air once Elephants/ Rhinos are detected in close vicinity of the residence. Underground Sprinkler system and high air pressure releasing heated chilli powder system. Weight sensors laid on Railway tracks and grass that can detect the presence of elephants and rhinos. Infrared sensors and night vision cameras with image detection softwares on trees to detect the presence of elephants and rhinos.

“THE DETECT-DETER-DIVERT SYSTEM” •

1st level system : Detection for areas larger than 2 square Kms.

Infrared cum night vision cameras high up on trees. Image recognition software . Recognises specified animal such as Elephant / Rhinos. Predicts movement direction. LAN / WLAN communication. Larger radius can use GIS support – 3G communication Automatically puts human habitants on alert and switches ON the second & third subsystem.

• • • •

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• • •

2nd Sub system: Deter and Divert For a perimeter of 1 km to 500 mtrs from Human habitation. Automatically switched ON by the first stage or can be switched on by humans when ever required. Underground piping system with sprinklers. Releases heated chili powder by air pressure. Inflate & animate underground hidden ”scare crows” .

• • • • • •

3rd Sub system: Used when animals are at a striking distance from human habitat.

Laser / optical beam detecting system near compound wall / fences. Triggered only when the weight of the animal is near to elephants (6 Tonnes) & rhinos. Triggers sound system to create cracker noise or buzzing noise. Triggers flashing lights Triggers sirens if required to call for help or to divert attention to escape.


Environment Design: Lakeside furniture

17

Summer 2017 Individual work, Summer Internship at the Human Computer Interaction lab, IIT Guwahati. Concept 1: Hammock and Swing

IIT Guwahati Campus is one of India's most beautiful college campuses. It has lakes, forests, hills and river. Student spots are public places where in students can rest, relax, gossip, read or listen to music. Natural environment, sustainability and practical functionality along with innovative aesthetic concepts needed to be envisioned, simulated in CAD to fit in the existing green environment. There is a possibility of a few designs and models being 3D printed. Models can be made in the studio. The assignment involved- User and Usability studies, studying the campus, selecting spots, understanding the needs of students, campus residents, children in terms of activities what they can do at the spots. It involved conceptualization of innovative public space design solutions along with street furniture, lighting etc. Possibility of incorporating embedded electronics to enhance these spaces for fun activity can also be explored.

Concept 2: Spring seats

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Reasons for choosing the slope: • Offers privacy • Does not interfere with the others’ view of the lake (line of sight) • The inclined plane provides a natural repose to the FORM. • Brings the user close to the water body. • Deters background noise by acting as a natural backdrop.


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03. Design Research

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Designing better hospitals

‘The child gives birth to the mother’

18

August 2017 - December 2017, August 2020 - December 2021 Individual work during B. Arch; Research done during the master’s Context and Conceptualisation course at IDE, TU Delft with the Critical Alarms Lab. Tools used: AutoCAD, SketchUp, VRay, Illustrator, Photoshop

Won the Best Studio Project Award at the South Zone Jury of ETHOS Transparence 12.0 (2017), a national competition on hospital design. The form of this design developed from a powerful emotive symbol- the embrace between a mother and her child. The hospital was designed in a circular form- to make the psychological perception of spaces inside protective. All the spaces were arranged in a circular manner around two central ‘lungs’ (courtyards) that bring in natural light which is rare for hospitals in India. This form removed the disorientation that one feels inside a hospital and instead made it easy to navigate using circular connectivity.

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Design Research: A contextual study of ICU interior layout factors contributing to alarm fatigue Design Research- academic paper

Introduction •

• •

Sound-driven design in intensive care to mitigate alarm fatigue seldom focuses on the influence of interior layout design on the acoustic quality of that critical environment. Nor do architects and interior designers focus on these human-centred aspects of critical care. This understudied area of research calls for an enquiry into the factors of the built-environment which affect the perception of alarm sounds and in turn their influence on the comfort of health care professionals in this critical environment.

Research Question How does the interior layout design of intensive care units influence the working comfort level of doctors and nurses? The challenge was to find a connection between the sound quality and the interior layout design of ICUs.

Four different layout designs were presented and respondents were asked to choose from one of them.

Why is it important? While multi-modal alarm systems may digitally make the management of alarms easy and less error prone, not considering micro aspects like the movement of medical personnel, the orientation and alignment of beds, line of sight, acoustic levels, etc. may eventually negate the benefits of any multimodal system. Hence the interior factors of ICUs need to also be considered to design a better critical care environment.

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Design Research: Gestalt Analysis of building forms- understanding design aesthetics and likability

19

August 2018 - December 2018

Won Best Oral Presentation award at the Research Conclave 2019 held at IIT Guwahati from 14th to 17th March 2019.

Individual work, B. Arch dissertation Tools used: Eye movement recorder, Photoshop

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Design Research: Modeling jali brick wall design patterns to optimise indoor climate parameters of a built environment.

20

August 2018 - December 2018

Won Best Paper Presentation award at the national conference on Recent Advancements in Environmental Research held at IIT Guwahati (2016).

Individual work, B. Arch dissertation

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04. Architectural Design

For my complete Architecture Design portfolio please visit: https://issuu.com/avanikapy/docs/design_portfolio_avanika_issuu_3

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Designovatorium: Nurturing Design

21

January 2020 - May 2020 Graduation Thesis project for my B. Arch ( Bachelor of Architecture) degree; Individual work

Tools used: AutoCAD, SketchUp, VRay, Illustrator, Photoshop

The problem Bangalore’s museum district is dying from negligence and poor maintenance. It needs something fresh, creative and contemporarysomething a design museum can do. The site chosen was challenging as it was flooded with water and currently destroying the old art gallery. It was also the neighbour of the rich heritage of the British colonial style Govt. Museum.

Inside the cube, interactive 3D displays catch the visitor’s attention in the dark while an elevator shaft descends down to a dark tunnel. Mystery turns into excitement and surprise as the visitors enter a main giant atrium. From there on, they proceed to the museum spaces. Courtyards and light-wells play an important role in the way-finding of this design.

The approach

The idea was to create a hub of design where the public learns about all the different disciplines within it. This new type of space which was proposed housed multiple galleries, exhibition areas, design studios, conference halls, collaboration spaces, start-up spaces, teaching studios and a newly designed innovative underground Venkatappa Art Gallery, respecting the

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The Architectural Design

21. DESIGNOVATORIUM: NURTURING DESIGN

The two converging lines of axes meet at the Mirror Cube while at the same time acting as a datum for the linearly arranged musuem spaces. Linear museum spaces are in turn connected by angled connecting spaces for an exciting way-finding journey. The underground Art Gallery (named Venkatappa) is housed in between these two lines of axes. It is thus a project with multiple levels and datums.

Sectional elevation of the underground Venkatappa Art Gallery

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73 21. DESIGNOVATORIUM: NURTURING DESIGN


21. DESIGNOVATORIUM: NURTURING DESIGN

Sectional elevation of the underground Venkatappa Art Gallery

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Designing with users

Users were very accepting of a new kind of ‘museum’ where they could learn by creating something on their own after seeing someone else create it.

21. DESIGNOVATORIUM: NURTURING DESIGN

They were also highly interested in an interactive museum rather than conventionally static ones that already exist.

Different views of the proposed Designovatorium.

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05. Ethnography, photography art and sketching

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Computational Aesthetics

22

Summer 2017 Individual work, Internship at the UE-HCI lab at IIT Guwahati. Tools used: Processing, p5.js

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Please visit my website and Instagram page for more photographs and details

INDIVIDUAL WORK B. ARCH (2018)

Ethnography: A tale of the once-regal Nawab capital town of Savanur, Karnataka, India. This Ethnographic Study holds a special place in my heart as it led me to discover the beauty in capturing the essence of a place through photography, a huge passion of mine, in order to tell stories that not many have told before.

I have attempted to solve the poverty issue by designing Community activity and manufacturing centres all over Savanur that feed into a central Skill Development and Cottage Industry Centre Park.

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Please visit my website and Instagram page for more photographs and details

INDIVIDUAL WORK, B. ARCH AND PERSONAL (2012-2020)

Photography:

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Art and Sketching:

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Get in touch

For my Architecture Design portfolio please visit: https://issuu.com/avanikapy/docs/design_portfolio_avanika_issuu_3

Email:

avanikapy@gmail.com

A.YammiyavarPradeep@student.tudelft.nl LinkedIn: https://www.linkedin.com/in/avanika-yammiyavar/ Website: https://avanikayammiyavar.wordpress.com/ Instagram: @avanipy @life_between_pixels

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