SzuYang Cho portfolio 2012 -2014
About me
Szu Yang, Cho 卓思陽 Education 2012
NTUST D ept . of I n du s t ri al an d Co mm erci al D esi gn
Award 2013 2013
U ser Experi en ce D es i gn Aw ard / Go l d e n P r i z e Reddo t D esi gn aw ard:des i gn co n cept / W i n n e r
Exhibition 2013 2012 2012 2011 2011 2011 2010
32th Yo u n g D es i gn er s ’ E x h i bi t i o n / E x hi b i t Moth er s’ D esi gn / C u ra t i o n NTUST Tai w an Tech D esi gn Week / E x hi b i t BONE Aw ard - 30 E n t ri es / E x hi b i t 30th Yo u n g D es i gn er s ’ E x h i bi t i o n / E x hi b i t NTUST Tai w an Tech D esi gn E x h i bi t i o n / E x hi b i t NTUST Tai w an Tech D esi gn E x h i bi t i o n / E x hi b i t
Experience C h ief C oo rdin ato r / N T U S T D e p t . o f I C D 13t h Gra d u a t i o n P ro j e ct o f I n d u s t r i a l D e s i gn Ev en t C o o rdin ato r / Mo t he r s ’ D e s i g n E x hi b i t i o n Ev en t C o o rdin ato r / 2012 Ta i w a n Te ch D e s i g n We e k C h ief C oo rdin ato r / I C D O r i e n ta t i o n C a m p Volu n teer / City Ye a st a t Ta i p e i Wo r l d D e s i g n E x p o
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Content UX / UI
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Memoir monopoly Hear me Fetus Care Wrist phone
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Research Memoir monopoly
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Experience UXPA 10 Years / UXDaward Graduation Project of Industrial Design 2012 Taiwan Tech Design Week 2012 Mothers' Design Exhibition
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UX / UI M e m o i r M on opoly / 2013 t o n ow H e a r m e / 2013 - 2014 F e tu s C a re / 2012- 2013 Wri st P hone / 2012 -2013
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Memoir Monopoly a rehabilitation game for elderly living with dementia
Memoir Monopoly is a rehabilitation game application designed to engage older adults living with dementia in rehabilitation activities. Memoir Monopoly offers a flexible reminiscing rehabilitation game with interactive activities, including structured reminiscing, cognitive training, reality orientation, sensory stimulation, and social events. The game application was conceived working with occupational therapists.
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Method
Interview
Observation We adapted research through user-experience design process to conduct the MM project. By interviewing with the occupational therapist and center caregivers, we understand that tools for the rehabilitation of the elderly living with dementia are needed in Taiwan because the tools imported from overseas or initially designed for children are not age appropriate. We observed the rehabilitation activities in different day care centers to find out the problems and oppurtunities for design possibilities.
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Problem Uncustomized The materials in the game do not directly match with their life experience. The elderly are not interested in the stories,and are not willing to share their own memories, too.
Lack of instructions Most paperbased rehabilitation tools have the drawbacks of inflexible designs and of limited ability to stimulate the user. Based on user experience research, it revealed the need for a more interactive reminiscing game.
Family members The family members do not know how to help the elderly to engage in the game. They also want to know what can they do when they are at home holding a reminiscing activity.
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Design Direction
Upload memories Elders and family can discuss and upload photos to the cloud.
Rehabilitation records The game progress will be recorded for future rehabilitation.
Adjust game levels Occupational therapists can adjust suitable game levels.
Playing monopoly The elderly take turns reminiscing and share their stories.
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Rehabilitation Principle
Warm up
Rehabilitation game
Review
Reality Orientation
Sensory Stimulation
Reminiscing Activity
Cognitive Training
A rehabilitation activity includes four stages: warm up, game, review and record. We will follow the activity principles and design a game that includes these four stages and also the training targets: structured reminiscing, cognitive training, reality orientation, sensory stimulation, and social events.
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Record
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Interaction Flow
Introduction and Warm up The leader introduce the game and warm up the group.
Throwing a dice Elders follow the colors and take turns throwing the dice.
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Walking on map Follow the instructions and count the steps while walking the chess.
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Rehabilitative Games When step on different blocks, elders will encounter different games below:
Photo Reminiscing
Videos / Music
Card Game
Pog Game
UXT
Game Review After the game, the leader reveiw the acheivements of the elders.
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Map Design The map includes various cognitive stimuli, including watching movie clips, listening to favourite songs, and touching interactive games, help participants to experience a sense of accomplishment and satisfaction in the rehab process. The dialogue gives messages about the steps and count down for elders. This can help elders to focus and know what to do.
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The dialogue shows the steps and hints for the elders, they can easily follow the hints and play.
The footprints on the map also indicate steps and directions for the elders.
The light bulbs flash in different colors, giving elders stimulations and instructions to play the game.
With the photos and names on the chess, elders can recognize everybody during the game. Elders take turns to walk their colored chess on the map board according to the background color.
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Photos The photos of elders’ own show their past, the place they have been and the food they have tasted with their beloved person, so they can share their story with other elders. This activity focuses on the reminiscing training.
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Videos / Musics The old songs and films elders used to listen and sing can take them back to past. Audio and video cause more stimulation than merely picture. The interaction is designed to be the same, the principle is that the flashing lightbulbs represents the interactive area, which also hints the elders to press.
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Card game The reality orientation questions are transformed into card games. After choosing a poker, elder should answer a question behind. The flashing lightbulbs instuct the elders to press in the circle to interact.
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Pog game I n t h e p o g s m a tc h i n g g a m e , e l d e r s c h o o s e t h e corresponding pog to match with the pattern. This helps them with the training of pattern cognitive training. The flashing lightbulbs is also the hint for the elders, telling them it is interactive and can be pressed.
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UX testing MM was successfully brought into one group rehab event at day care centers twice for field testings. Based on the observations and interview of the therapist and center caregivers, we found the elderly living with dementia in the test were more actively willing to share their stories, using their own photos and preferences, and also interested in playing the reminiscence games, compared to their previous paper game events. This preliminary research result demonstrates that our design might resolve the problems found in UXR. A game matching their life experience and various interactions did encourage the elderly to participate in the reminiscence game and if reminiscence supports memory functioning there is the hope that engaging in this type of group activities may improve their quality of life. This project is still under going. More details on: https://ditldesign.squarespace.com/2014-memoir-monopoly/
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Video Link: http://vimeo.com/drhhtang/2014-memoir-monopoly Cooperation: Szu-Yang, Cho Ya-Fang, Cheng In Charge of: Project management, user research, interaction design, GUI design, user experience design,user experience testing, scenario film making. Special thanks to:
Hear me Assisting The Visually Impaired To Record Vibrant Moments Of Everyday Life
An application with efficient utility and clear navigation for visually impaired, offering a quicker access to catch the sound immediately and lessening visual layers of function which used to make the visually impaired overwhelmed when using the device. The recording could be instantly launched and records could be segmented. HearMe helps them record and recall their vibrant memories easier than before, which brings better connections from them to others and to the world.
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Method
x5 Interview At first, we interviewed five visually impaired people. We focused on the problems in their daily life. After the interview, we analyzed and decided out design direction. Later, we prepared for second interview and questionnaire survey.
x12 Interview Questionnaire Survey We inter viewed and conducted questionnaire survey with twelve visually impaired people. We found that recording device is a necessary item that they will carry with them. And then we went on to gather their problems and analyze those tasks.
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Problem In some situations, the users need to start recording instantly, for example, taking note during class, memorizing phone numbers, or mention themselves a to-do list. The users need to turn on their recording device and quickly start recording to catch the important information.
Recording Redordings are usually difficult to store in computers, especially through categories and namings for the visually impaired people. They share their recordings by emails or USBs. However, these ways are inefficient.
Storing It is inconvenient to rewind and fast forward when tr ying to listen to the tape for particular sections. The situation is especially difficult when the recording lasts for several hours. For some visually impaired users, they need to listen to lesson recordings or practice their speech, it could be desperated.
Playing Our main goels are to deisgn a recording experience and establish excellent relationship between the visually impaired and the surrounding world.
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Design Principle
Instant
Efficient
Explicit
For different scenarios, instant is absolutely an important element. Users can perform major functions directly and instantly.
In some scenarios like listening to recordings, users can per form tasks easily a n d w i t h o u t c o m p l e x i t y, completely fulfilled.
Instructions and hints should present directly and appropriately to the users. The interaction feedbacks should also be considered.
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We discovered that when a screen reader is turned on(voiceover), users must take one more step to perform the function than in visual operating. First, tap on the screen to listen to the audio instructions, and then tap again to operate the app or the corresponding function. In this design, we would like to reduce the layers by applying gestures directly towards performing functions.
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Recording The magic tap for HearMe allows users to start the recording immediately with only the gesture of double tap with two-fingers, and can be performed anywhere in the application. During the recording, users can pause or continue the recording by a simple double tap.
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Playing When performing the gesture of swipe to right during recording, the marked sections will be saved along with the sound, the users can later get back to the sections by the same swipe gesture as in the playing mode. We specially shift the timestamps to few seconds earlier than when the swiping is done, to compensate for the reaction time between hearing and actual gesture performed.
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Sharing Users can choose a friend or family member, and send the recordings directly with the application. They can even record a “Voice Card� for a few seconds as the title of the message. The person can listen to the voice cardf and then the recording file, and of course, listen through the sections stamped by the app.
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Exploring We designed a function and server for users to upload their recordings and share with others who use the application. Users can post their own recordings they are interested in, for example, a recommendation of a restaurant. This feature could expand the use of sounds and recordings, making it easier for the visual impaired to connect with the world.
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UXT
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UX Testing We have our application conducted by actual users and interviewed them for feedbacks. The two users said that the gestures in HearMe are very easy and intuitive to use, for instant, starting a recording ais very easy to learn, memorize, and perform. There are many visual impaired people who need to learn the operating steps and process all day. The intuitive gestures will be an easy way for them. More details on: http://ditldesign.sqsp.com/2013-hearme/
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UXT
Video Link: http://vimeo.com/drhhtang/hearme
Cooperation: Szu-Yang, Cho Yi-Tsen, Lin
Chun-Meng, Cheng Yi-Shuan, Tsai
In Charge of: User research, interaction design, user experience design, scenario film making.
Special thanks to:
Fetus Care Pregnancy tracking for premature delivery
This safe and convenient home-care product aims to decrease the number of premature deliveries. It takes the form of a belt with a control unit and ECG sensor pads. It connects to a smartphone app, which records the data and uploads it onto the healthcare system’s cloud. It can assist with establishing an online medical-care database and an emergency contact system. This design is expected to provide immediate premature care, and to construct a remote health-care system.
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Method
x10
x1
Interview
Interview
We inter viewed 10 pregnant women, who have pregnant in different period of time. We would like to know their worries, behaviors, interaction with family members, interaction with babies in their belly, and the products they have used while during the pregnant.
We interviewed 1 doctor to understand the important signals when a premature delivery occured. We also analyzed the problems existing in the process of taking care of a pregnant woman, trying to find a design direction in here.
x22 Questionnaire Survey An application with efficient utility and clear navigation for visually impaired, offering a quicker access to catch the sound immediately and lessening visual layers of function which used to make the visually impaired overwhelmed when using the device.
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Problem Hospital system Pregnant mothers couldn’t be cared for instantaneously when they are outside of the hospitals. The health care system can’t reach into homes in time.
Current product Premature delivery is hard to foresee due to the unprofessional devices. Pregnant women get confused with these devices.
Family member It is hard for other family members to notice the signs of premature delivery, such as uterince contraction and fetus heart rate, it is difficult for them get to help in time.
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Feasibility
A real-time physiological monitoring system of pregnant women provides pregnant women, family members and medical personnel, with a communication platform of immediate medical care cloud.
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UXR
16 - 24 Weeks
UXD
UXT
24 - 32 Weeks
32 - 40 Weeks
The position of fetus heart tone in different period of time.
We employ the projected contraction of the abdominal muscles (EMG) to conduct contractions frequency detection, and noninvasive way of monitoring maternal fetal electrocardiogram (FECG) signal, to assess fetal heart condition. With wifi wireless transmission, physiological information is sent to the cloud database.
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Uterine contraction / Heart rate With the appropriate supporting of novel belt dress design and a smart phone app to record the detected data, the related information are sent onto the cloud, healthcare system. The glowing green circle shows the duration and frequency of the uterine contraction. It also count the contraction times in an hour. The orange circle shows the condition of the fetus heart rate. 39
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Warning Mode When the supporting belt detects an abnormal condition in the fetus heart rate or uterine contraction, it vibrates and begins to alarm. At the same time, the app warns the pregnant woman and her family. They can quickly press the emergency call button and call the doctor for help. Doctors would receive the signals and judge the situation.
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Checkup / Diary Pregnant woman can get suggestion and reminders from the doctors through the app. They can check their prenatal examination, keep a diet diary, and also write down their moods in the app. Doctors can check up the diet diary and give advice. It is a convenient Mom Manual.
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Working Prototype It is a very special experience to design something for a pregnant woman, the background research and interview shocked us, that there are so many risks and dangerous situation during pregnant. Working interdisciplinary with engineering, we had made a working protorype of the belt and the app, and is ready to be tested in the field.
Wrist Phone Concept Phone with AMOLED flexible screen
Slim, bendable, as you desire. Using the flexible feature of the AMOLED, the phone can be worn like a watch. With this new form, there are lots of new and interesting interaction between users and this whole new type of phone.
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Design goal
Trend Analysis As for the development trend, more and more smart devices are on their way from scoial to individuals: smart phones, GPS, mp3 players... etc. AUO develops 4 inch and 4.3 inch display, looking forward to new smart phone design and new ways to interact with your phones, for future life. Our goal is to design a future flexible product, which can tell the best scenario and features of this flexible display, a whole new way to experience future life.
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Scenario
Imagine the lifestyle We begin to imagine a new style of every day life with such a flexible mobile phone, and how people would interact with it. People wake up in the morning, jumping on a bike to work. They capture beautiful scenes with the phone,It is easy to carry around with its size and bendable form.
Live with imagine We cut off a piece of transparent plastic, take it with us whole day for a week, hoping to discover the possiblities of this "flexible mobile phone." We took it with us everyday, trying to use it in different scenarios: in the bed, taking a bath, riding a bike...etc, And then we went on to make the concept come true, turning it into a real product.
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Press and Squeeze The alarm clock rang and you are in the bed. You reach out and press down hard to stop it! With the flexible screen and body, users can just interact naturally and intuitively with the phone. It is a totally different experience with the gestures on the touchscreen mobile phones.
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Roll to Attach When going outdoor, bend Wristphone and roll it around your bike handle. In different bending modes, Wristphone activate different built-in apps! You can hop your bike and let Wristphone guide the direction for you.
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Bend and talk You can also wear it on your wrist, that is why it is named "Wristphone". When receive calls, take it off from your wrist and bend it to start your conversation! The bending not only activate the call, but also create a wonderful shape which surrounds your cheek and cover your mouth, making it an excellent postion to talk your phone.
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Bend to stand Just flip Wristphone over in the opposite direction and then the video call is activated, also it is ready to stand on the table, there is no need for you to hold the phone, your friends can look at you without the screen shaking!
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Behind the scenes We worked on the working prototype for the exhibition, studied the internal mechanical solution. The result is very interesting that we even hope the concept phone would really be on market one day. We also shot a film of this concept phone:" A Beutiful life With Flexible AMOLED".
More details on: http://ditldesign.sqsp.com/2013-auo-/
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UXT
Video Link: http://vimeo.com/drhhtang/auo-scenario
Cooperation: Szu-Yang, Cho Po-Hao, Wang In Charge of: User research, product design ,interaction design, user experience design, GUI design, scenario film making.
Special thanks to:
Research M e m o i r M on opoly: a reh a bilit at i on gam e for el der l y l i v i ng wi th dem enti a I n t e r n a ti o n al Soc iet y for Geron t echnol ogy 2014
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Research
Memoir Monopoly: a rehabilitation game for elderly living with dementia S.-Y. Cho, Y.-F. Cheng, H.-R.Chen, H.-H. Tang, W.C. ChU, M.-Y. Chen, C.-h. Chen.
Purpose: Tools for the rehabilitation of the elderly living with dementia are needed in Taiwan because the tools imported from overseas or initially designed for children are not age appropriate. Most paper-made rehabilitation tools have the drawbacks of inflexible designs and of limited ability to stimulate the user. This paper presents the development of a rehabilitation game app called Memoir Monopoly (MM), designed to engage persons living with dementia in rehabilitation activities. Working with an occupational therapist, we designed a highly flexible reminiscing rehabilitation game app for the elderly living with dementia to have interactive activities, including structured reminiscing, cognitive training, reality orientation, sensory stimulation, and social events.
Method: We adapted research through user-experience design process to conduct the MM project. First, user experience research (UXR) of the current tools used by the elderly living with dementia in rehabilitation revealed the need for a more interactive reminiscing game. Second, based on UXR findings, we designed a highly flexible ‘reminiscing’ and touchable rehabilitation game across four iPads with sharing screen sync and tokens with user faces on the surface for physical indications and interactions. Each individual’s iPad was used to collect personal photos and preferences at home. When being placed together for a group reminiscence rehab session, the individual contents were pulled together by the hosting occupational therapist to responsively create a unique map for the participants with proper level of difficulty to suit their personal experiences, increase their interests, and encourage their recall of the past. Various cognitive stimuli, including watching movie clips, listening to favorite songs, and touching interactive games, help participants to experience a sense of accomplishment and satisfaction in the rehab process.
Results & Discussion: MM was successfully brought into one group rehab event at day care centers once for a field test. Based on the observations and interview of the therapist and center caregivers, we found the elderly living with dementia in the test were more actively willing to share their stories, using their own photos and movies, and also interested in playing the reminiscence games, compared to their previous paper game events. This preliminary research result demonstrates that our design might resolve the problems found in UXR. A game matching their life experience and various interactions did encourage the elderly to participate in the reminiscence game and if reminiscence supports memory functioning there is the hope that engaging in this type of group activities may improve their quality of life.
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Research
References: Gunther., V.K., Schafer., P., B. J. Holzner., B.J., & Kemmler., G.W (2003) Long-term improvements in cognitive performance through computer-assisted cognitive training: a pilot study in a residential home for older people. Aging & Mental Health; 7(3): 200–206. Halter., J.B., Ouslander., J.G., Tinetti., M.E., Studenski., S., High., K.P., & Asthana., S. (2009). Hazzard’s geriatric medicine and gerontology. New York. NY:McGraw-Hill. Ren, J., Wu., Y.D., Chan., J.SY., & Yan., J.H.(2013). Cognitive aging affects motor performance and learning. Geriatr Gerontol Int ,13: 19–27. Roberson., D.N. & Merriam., S.B. (2005). The self-directed learning process of older, rural adults. Adult Education Quarterly, 55(4) 269-287. Trentin, G.(2004). E-learning and the third age. Journal of Computer Assisted Learning, 20, 21– 30. Keywords: User experience, Tangible Interaction, Dementia, Rehabilitation games
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Experience G o l d e n Pri ze / UXPA 10 Year s, U X Daward C h i e f C o o rdin a tor / NTUST D ept. o f ICD 13t h G ra d u at ion P ro jec t o f I n du s tr i al Desi gn E v e n t C o o rdin a tor / Mot h er s’ D esi gn Exhi bi ti on E v e n t C o o rdin a tor / 2012 Taiw a n Tech Desi gn Week
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Experience
UXPA 10 Years / UXDaward It is a very lucky and special experience to go to Shanghai, to attend a user experience conference. We met many UX professionals and talk about our works, sharing experiences and opinions around with many people. It is also an unforgettable chance to talk and chat with keynote speakers like: Tim Kobe.
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Experience
We a l s o a t te n d t h e f i n a l j u d g e m e n t of t h e UXDaward, and at last, we won the golden prize. I am very thankful for the opportunities to work with our teammates for 6 months and also the help from teachers and users. We tried very hard to make our concept become a real help for the visually impaired people. It was a really unforgettable memory.
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Experience
NTUST Dept. of ICD 13th Graduation Project of Industrial Design This graduation exhibition was held in Taipei World Trade Center. All of the graduation students of design department in Taiwan come and exhibit their designs. It is very impressive to see so many great ideas designed by students around Taiwan. The students curate and plan their exhibition by themselves.
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Experience
It is a great experience to be the C h i e f c oordi nator of the exhi bi ti on. We desi gn e d our por tfolio, exhibition, theatre, and ser v i c e. At l ast, we were proud of our w o rk and the progress. It is a ver y impor tant and m eani ngf ul experi enc e.
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Experience
2012 Taiwan Tech Design Week I am the event coordinator and is in charge of the activities and events. This time, we decided to expand the design week to 2 performances, 6 forums and 1 movie. The week not only opens to students in our school but also invites people to come and join us, enjoy and share our happiness.
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Experience
I learn how to manage the team, working with groups. The most important thing is to communicate and be indomitable. There are so many difficulties during the days, but we face them with no fear and conquer them. It was a very good experience for me.
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Experience
2012 Mothers' Design Exhibition This is the first time I join to hold a exhibition. We visit the restaurant at Good Cho's, planning and setting up the exhibition all by ourselves. We also design the DM in an interesting type, it can be folded into a traditional small paper trash box, the form also looks like a small house, responding to our theme. It was a very good experience learning to plan a exhibition.
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Experience
We held one workshop and one forum. This exhibition is a design exhibition linked with Taiwan Designers' Week. This year, the exhibition is talking about how to make use of the things at home, make your design at home.
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Thank you.