03/ CUMMUTER 09/ CUMULO 14/ LIDRO
Design Portfolio 2012 - 2016
As it did, dose and will do, design satisfies my desire for
Exploration and Love.
www.iamdoutian.com sweetbean1993@gmail.com
TYPE: TIME: FOCUS: SKILLS:
Individual E-learning Work 4 Months (Oct.2014-Jan.2015) Design Research, Interface design User Experience, Test After Effect, Photoshop,  Design Research, Interface design
COMMUTER'S An app using auditory materials and finger operations for commuters to recharge minds and rejuvenate bodies, therefore providing better commuting experience. User research was focused on interview, in-person survey and prototype test.
SURVEY
How is your morning ritual?
Design Research With the Delft Design Approach in edX, I tried to define design problem and users about the given topic firstly.
60%
people have to crowed in public transportation
90% officers and students rated
commuting time the worst for ‌
85%
people use cellphones
76%
people spend more than one hour commuting everyday
RESEARCH
Field Observation & Interview
Analysis & Defining
Opportunities
By conducting more than 20 interviews and 40-hour observation in bus station, I concluded the main behaviors and pain points my users have.
I started to contemplate the deep-seated reasons for behaviors and the role that contextual environment plays.
Based on two needs statement and the restrains of public transportation, I came up with design ideas.
Where
Why
How
are complains?
What
happens?
such behaviors?
But
Contextual restraints?
can I improve?
So, it’s time to design a new commuting experience of
emotional well-being .
TEST
Test task #2: Find the music that people around you shared.
“Can I just control it in pocket?” User’s voice give me inspiration for finger operation.
Online Test
In-person Test
I firstly upload my hi-fidelity prototype in usabilityHub, for quantitive usability test, trying to reach to as many users as possible.
Then I did in-person test with 10 users in real bus context this helped a lot to find user's hidden needs.
67% people finished
50% said it’s unsafe to check
Test & Prototype Inspired by the contextual test that learned from TUD, I moved the test from classroom to real buses.
successfully, but…
cellphones constantly in a bus.
OPERATION
So, Finger Operation makes it easier to use an app in a crowded and shaky bus!
SCENARIO
1
5
2
Log in Pull the handle to log in.
Connect earphone
3
You are recommend to use bluetooth noise reduction earphone .
Set a clock Set a clock and the noiseproof earphone will start work and music wil wake you up.
6
Check you appearence Pull the handle to log in.
This is just like a girl in the next door V I DEO
clean, simple but sweet.
7
Choice function You can slide from top and bottom to change the mode.
Sharing You can share what you are listening to with people around you.
4
Change music in your pocket Slide from left and right to shift from sources which can be safer when walking.
8
Stop playing
When you come across someone or emergency ,click any part of the screen to stop or replay
TYPE: TIME: ROLE: CONTRIBUTION: TEAM:
IBM Intern Incubation Project 8 Weeks(Sep.2016-Nov.2016) UX Designer Lean UX, Storytelling, Rapid Prototyping, Video Making Chloe Poulter (Team lead) Sean Carty (Visual Designer) D.A. Anguiano (Front-end engineer)
CUMULO
CUMULO A card game design with digital devices that brings kids together globally through weather, creating awe of our home world. Under IBM design thinking, I experienced an end-to-end design process of a product in a multidisciplinary group.Due to NDA, I will focus on design process and what I have learned from it.
RESEARCH
Co-create
Interviews
Synthesis & Assumptions
We started this project by a lot warm up activities with our stakeholders, like Stakeholder Map, Empathy Map. These co-created activities helped gauge participants’ attitudes and clarified design prompt about this project. “Hopes and Fears” is a special design method that I first learned .By writting down expectations and doubts, it helped us to refer back frequently later to track progress. We nailed these insights by placing stars on “hopes”notes that become realised and remove “fears” notes that melt away.
Our multinational backgrounds brought our team diverse perspectives and resources:we had a week’s interview and field research with perspective users from 9-year old kids in America to 45- year old science teacher in China. We used research methods such as directed storytelling, a diary study, and science museum observations and came back tons of insights about their current feeling of education and science as well as personal interests. We even set in front a laptop for 2 hours to observed a kid playing a game called mindcraft.
We then transcribed the interview recordings into the notes.Based on these firsthanded findings we created 5 personas, and what’s more, even assumptions. What I learn from IBM design thinking is that assumptions aren’t always bad. Assumptions can be used as inspirations later and guided our research until proven wrong.
Interviews with 14 kids, 9 teachers, 10 parents from 4 countries: Kids are most active learners when they are learning by doing, trying and experimenting, like games.
IDEATION
Idea Vignettes
Market & Theoretical Research
After gathering our research findings, we created 5 giant "As-is scenario" maps according to our 5 personas. This map helped us understand our user experience flows and find 6 interesting interactions among children, teachers and parents. Then we broke down these interactions into detailed touch points and voted as a group to pick up 3 design opportunities. Combining the research findings and feedback from our stakeholders, we finally chose one design opportunity as our future path: card game and generated "To-be scenario" maps that told the story of a far better experience for our users.
To gain a better understanding of the connection between children education and game design, we conducted field research in game shop and talked with educators, as well as doing paper readings about educational theory and cognitive learning. This helped us to have an overview of the game culture.
5 journey maps, 3 design plans, 3 talks with educators and 20+ games research: We chose collective and printable card game as a solution to make this design available to even poor kids without technology.
ITERATION
Iterative Prototype Concept generation involves quickly brainstorming ideas. We initially generated concepts with the help of game designers In order to validate the interest and need of concepts, the speed dating method is used to gather quick feedback. One challenge we faced from kid’s interview was that children sometimes would kept losing and feel frustrated when playing games with others who had better knowledge. Therefore, we introduced a dice into the card game, with which every kid has the possibility to win no matter what level of knowledge they have, and this helped to bond children with different educational
and family backgrounds together. Besides the card game, we also come up with the idea of a additional physical cube, called the wizard's suit case, with frontprojected holographic displays which can enhance the experience of card game. Kids can see the outcomes of card battling and build their fantasy worlds in the cube. Also, it provides kids with interactive opportunities to learn weather knowledge in a way they like even without knowing. For kids who cannot afford this cube, we also design a cellphone app as a substitution.
During test, 80% Parents would spend $20 on average on CUMULO: Because the game gets a digital part that appeals to kids while the non-digital part that is a reassurance to parents.
DELIVERABLE
User Test
Playback-oriented Design Process
We eventually did 3 rounds of user test with a total of 9 game mechanics tested on 14 kids and 4 adults. And the reaction from kids were quite positive. But we were quiet clear that we are not professional game designers and instead of consuming all the time to create an immature set of game rules, we chose to package our ideas and provided a design guide as well as a business proposal for stakeholders so that thet can truly realise this design later.
The sparks that IBM design appealed to me most is its “Playbacks oriented design”. Through weekly playbacks , we were able to reflect our ideas with stakeholders together to get feedbacks and consensus as so to avoid the project from drifting off-courses. Also, I was quite pround of our engaging final executive playback. While some groups spent a lot of time on the animation of the slides, my group actually put a lot of effort on creating an attracting experience to our audience by telling an interesting story with a commercial and an insight girl. After practicing presentation together at least 30 times, we indeed impressed everyone. This told me: a good designer is also a good storyteller who can use his sincerity and emotion to touch users.
3 Prototypes, 1 Design Tool Package ,1 Proposal Guide and a Commercial! The finally deliverables were way more than prototypes, because we design for real value and think beyond a designer.
COMMERCIAL
TYPE: ROLES: DURATION: CONTRIBUTION: TEAM:
Senior Project & Intern Teamwork Project Manager & Designer 13 months ( May. 2015 - Jun.2016 ) Management, Design, Brewing Experiment, User Research Qiang Zhang(electronic engineer);Gang Chen(mechanical engineer); Xiaoqun Chen (winemaker); Zishuo Fang (Industrial designer)
LIDRO A fruit wine brewing product that provides a time-saving, customizable and sharing brewing experience for home-made lovers. Design was focused on user experience, interaction, machanical structure and hardware.
Inspiration & Market
Inspiration
Current Market
“
Home-made fruit wine is healthier and more fun,
Research& Experiment I tried to combine HCI and User Experience Design intothe an emotional product design that With Delft Design Approach canin be edX, put to market I triedone to day. define design
problem and users about the given topic firstly.
but I am just too busy to do it. � — from my mom
1/
2/
Not professional
Too simple functions:
No machine used only for family brewing in market, instead brewing is only one of functions on some yogurt machine
some machine available in market now only provides one or two affiliated functions of brewing, such as ferment.
Study & Experiment
Interview & Pain Point
Brewing experiment
Winery Study & Design Direction Change
By performing interview of 15 brewing novices and lovers. I found three main pain points
To understand deeply the problem my potential users had, I conducted three months' fruit wine brewing experiment from scratch by consulting brewing lovers and searching literature.
However, I got stuck in the experiment for lacking specialized guidance. So I spent a month in a winery to study brewing knowledge and discovered that Liqueur was a proper solution to deal with the bacteria and uncontrolled process while brewing.
01/02/03 04/05/06 07/08/09
? ? !
Brewing is troublesome
Especially filtration, so we have better buy wine instead of brewing manually.
We have no skills So it is hard for us to keep fermenting time, temperature in control and produce tasty wine.
Present machines are just barrels
all they can do is to keep the temperature stable for fermenting.Otherwise it is useless. They can't help me
Finally, I clarified design goal as using Liqueur method to create a brewing experience of
safe,time-saving and sharing.
User Operations
How can a brewing product cover all the
complicated processes?
Cooperating with winemaker, I combined the liqueur brewing technic into fruit wine and designed a standard brewing process with ingredient sets that can improve wine quality and reduce bacteria. Also, we designed two separate rooms,one for fermentation, the other one for collect data.
Design & Prototype
With the knowledge of brewing and deep understanding of users, I tried to design a new new brewing experience.
Wine Mate Sugar Yeast
Ingredient Set
Study & Experiment
Scratches & Paper Model
Test & Harris Profile
3D-Model
After scratches, I had three different options. In order to compare these ideas, I made paper models with detachable parts.
While using paper model to test the user experience of designs, I also use Harris Profile method to make design choices.
I redesigned the product according to the test analysis and used Rino and Keyshot to make 3D-Model.
Plan 1
Plan 2
Plan 3
Plan 1
Plan 2
Plan 3
operate produce cost transport shape
“This surface is even impossible manually! ”
“The lid should be bigger to contain the motor. ”
Making paper models helped me to
validate and compare designs.
Collaboration
How can a brewing product cover all the
complicated processes?
Collaborate &Develop
Machinery Model
Electronic Experiments
Mechanical engineer used UG to build the model. I was responsible for arranging group reviews every week to assure the accuracy of design details.
Without any similar product for reference in market , Electronic engineer and I started from scratch to select components, conduct experiment and collect data.
Screen text
Temperature Control System
Pumping System
Exhaust System
Input Control
Density Detect
Interface Control
The most difficult part of this design project was to collaborate with engineers and managed a team effectively
Motor Control System
Develop
Prototype Test
Final Prototype
After the engineering workďźŒwe started our first version of experimental machine prototyping. By assembling, welding circuit and performing brewing experiment, we tested design possibility and data for the next prototype, such as motor speed and sensor errors.
The volume is bigger than expectated for failure to find proper motor. The second prototype had achieved the abilities of most functions, to name a few, pump, filter, heat preservation. But for other aspects, such as sealing and sensor accuracy, we are still working on them.
Plan 3
Though there is still a huge gap between prototype and mass production,
We explored a new possibility.
Software Engineer
Mechanical Engineer
Product Designer
Winemaker Winemaker