Eavan's UX/UI Design Portfolio

Page 1

PORTFOLIO Eavan CHEN

UX & UI Design


Curriculum Vitae Experience 2018.3-2018.8

08/2018-Now

10/2018-01/2019

03/2019-05/2019

07/2019-10/2019

05/2020-28/2020

SDG4: International Project of Quality Education, AIESEC, UNNC

ReMark Design Studio (Entrepreneurship Program)

Sea turtle conservation activities in Sri Lanka

Internship: OnePlus., Ltd

National Leadership Development Conference, Shanghai, China

Internship: SONTONI., Ltd

Awards 12/2018- 12/2019 UNNC Dream Scholarship

Eavan CHEN

07421728244

9/2019-6/2020 UNNC Head Scholarship 2020 Map Design for Yangming Residence: Best Visual Award; First place in the poll 2021 Zhejiang Province Challenge Cup: the Third Prize

Education

2021 Global Footwear Awards 10/2021-10/2022

(MSc) User Experience Design

University of Nottingham (BEng) Product Design and Manufacture

English (Fluent)

2018 UNNC Welfare Product Design Competition for Nepal Children: First Prize

cyfan_eavan69@outlook.com

Loughborough University

Languages

09/2017-06/2021

Professional skills

Spanish (A2) Mandarin Chinese (Native)


Contents

1

2

3

4

5

6

7

Digital Health Visualisation Design

Usability Analysis; Web Re-Design

UX Research; UI pattern; App Design

UX Research; Arduino coding; App Design

Interactive Design; Arduino Coding

Service Design; Industrial Design

Industrial Design; Prototype Making


01

INDIVIDUAL PROJECT 10/2021-12/2021

HYPERTENSION VISUALISATION Designing visualisations to help patients diagnosed with hypertension monitor their condition.

Design and Evaluation of Health Data Visualisations


IMPORTANCE OF VISUALISATION OF HYERTENSION DATA Data visualisation in the healthcare industry was critical, especially in modern medical organisations. The AHA recommended that it is essential for hypertension patients to monitor their blood pressure at home and record the data, which help their doctors detect whether or not the treatments were helpful.

1.13 BILLION

1 IN 5

people worldwide have hypertension

having the condition


THE CONTEXT OF THE VISUALISATION

SYSTOLIC BLOOD PRESSURE (SBP)

TASK 1 “Identify the cause of increased blood pressure and heart rate, as well as the risk factors involved.”

DIASTOLIC BLOOD PRESSURE (DBP)

HEART RATE (HR)

TASK 2 “Over time, observe changes in their blood pressure, heart rate, and mood.”

MOOD

TASK 3 “Comparing the heart rate and blood pressure between two or more time points and between two or more emotions.”


DESIGN REQUIREMENTS Multiple colours were applied to express healthy and unhealthy blood pressure ranges and risk levels.

SEQUENTIAL COLOUR SCALE

SEQUENTIAL COLOUR SCALE One colour with different saturations to express the different emotion levels.

Systolic blood pressure Diastolic blood pressure Heart rate

QUALITATIVE COLOUR SCALE Qualitative colour scale would be applied to distinguish three ratio data: SBP, DBP, and HR.

DETAILS THAT SHOULD BE ADDED TO IMPROVE COMPREHENSION According to Zikmund-Fisher et al. (2017), number lines on horizontal reference ranges supported risk perception in people with low health literacy. Besides, Tao et al. (2018) found that adding personalised information in reference lines would improve people's understanding of different levels of health literacy. Additionally, to ensure the accessibility of the visualisation for the visually impaired or colour-blind people, extra attention would be paid to the use of fonts and colours.


SINGLE DATA VISUALISATION Two axes with different values were used to indicate data in different units, which could clearly show the distance between the value to the normal range at the same time. The green quarter rings represented the standard range of these three data types. To distinguish these three data samples, qualitative colour scale was applied.

GESTALT PRINCIPLE The three information boxes were placed immediately to the right of the single visualisation, where applied the Gestalt principle.


CONSULT DASHBOARD (HOME PAGE) The two bullet graphs with blocks line showed the blood pressure data (DBP & SBP). Intervals represented different risks (from normal to High risk), which utilized a sequential colour scale that used multiple colours. Besides, the graph clearly showed alternative text about the data and risk levels. The two white marks clearly showed the results of SBP and DBP. The personalised information that included the monthly average was added to improve the comprehension of people with low health literacy.

Similarly, the heart rate graph applied the bullet graph.


CONSULT DASHBOARD (DETAILED PAGE) Similarly, the line graph showed the monthly heart rate trend. The red ball would show the data higher than the normal range, and the data in the normal range would be distinguished in the green ball.

The trend of SBP and DBP would be shown after clicking any options of hypertension buttons or “Blood pressure” in the navigation bar. The different colours and shapes represented different data samples. The cylindricity connected with two blood pressure values identified the risk level of users. A higher value than the normal range would mark a dark red small triangle.


EVALUATION OF EFFECTIVENESS SAMPLE

LIMITATION OF THE EVALUATION

The data was collected from Loughborough University students. There were 18 participants (N=18) were taking part in the online survey. The participants were between 20 and 26 years old (the average age was 23), all Asian, including four boys and 14 girls.

Because of the small sample size, many values were quite coincidentally the same (e.g., perceived usefulness, risk interpretation, and Question 2 of comprehension), which could only account, to a lesser extent, for the insignificant differences between the two visualisations.

DATA ANALYSIS Perceived usefulness

Based on the calculation results (z=-0.7654, p=0.44726) showed the result was not significant between the two visualisations.

Mental effort

The statistical analysis results (z=-1.0358, p=0.29834) identified that there was not significant between two visualisations.

Risk interpretation

The relation between these two visualisations was not significant, x^2(17, N=18) =0, p=1, which indicated no significant difference between the two visualisations.

Comprehension

Based on the chi-squared or Fisher's exact test results, the comprehension difference between the two visualisations was not significant.

In addition, because the visualisation A and B questionnaire asked the same questions, some participants would quickly select the same answer without considering.

RE-DESIGN RECOMMENDATIONS Adding the various levels of risk in different colours in visualisation A. A redesigned dashboard would ideally provide a more precise hierarchy, highlighting key points and making it easier for users to find the needed data immediately.


02

INDIVIDUAL PROJECT 12/2021 -01/2022

SUPREME E-COMMERCE WEBSITE REDESIGN Usability evaluation Website interface design

Shop now Redesign Figma Prototpe Link: https://www.figma.com/proto/tA1I0sdQorRTxKCOfpVdzM/Supreme-redesign?node-id=2%3A2&starting-point-node-id=2%3A2


OVERVIEW

THREE USER TESTING TASKS

Goal: Identify usability issues relating to product delivery, garment visualisation, customer reviews, size and fit, product description, return policy, item filtering, and item search.

(1) Use the search function on the Supreme website to find a coat that you would like to wear on your next vacation.

Solution: Usability testing analysis, REDESIGN website, REDESIGN testing

TOP TASKS An online questionnaire was administered to Loughborough University 78 UX design students to identify the top tasks in online buying. As seen in Figure.1 below, the top tasks were Images, Search and Delivery.

(2) Browse all the images of coats and find the one you would like to wear on your next trip. (3) Find out the delivery cost, time, and related information by checking the delivery options.

ANALYSIS OF SUPREME 01

Performance

02

Satisfaction

03

Biometrics

04

Accessibility

05

Heuristics

06

Psychology


PERFORMANCE Performance was a quantitative way to measure a websiteʼs usability. There were four metrics (Task time, Task completion, Errors made, and lostness) in this project. Task time

Task completion

Errors made

Lostness

The Mann Whitney U test (two-tailed) identified that there was a significant difference in task times between Supreme (Md=167.5, SD=95.4) and Gucci (Md= 162, SD= 66.2), P=0.58232 Z=0.54649.

The Mann Whitney U test (two-tailed) identified that there was a significant difference in task times between Supreme (Md=66.6, SD=26.9) and Gucci (Md= 100, SD= 11.4), P=0.01108 Z=-2.544.

The Mann Whitney U test (two-tailed) identified that there was a significant difference in task times between Supreme (Md=3, SD=3.76) and Gucci (Md= 1, SD= 2.16), P=0.03 Z=2.16711.

Using lostness calculator and the t-test (two-tailed) identified that there was a significant difference in task times between Supreme (Md=0.44, SD=0.19) and Gucci (Md=0.22, SD=0.21), P=0.019 t=2.47413.

Participants spent much more time on the Supreme website than on the Gucci website. Gucci outperformed the Supreme in terms of task completion and fewer errors incurred. Furthermore, the Supreme's website perplexed the players even more (lostness). In general, the Supreme website provided an unsatisfactory user experience.


SATISFACTION SUS & NPS INTRODUCTION Users' general happiness with the website design was discussed in Satisfaction. Customers' happiness can influence their intention to use a website directly (Belanche, Casaló, and Guinalu, 2012), as well as explain users' product or service re-use and re-purchase intents (Anol, 2001).

QUALITATIVE THINK ALOUD TRANSCRIPT

Supremeʼs SUS score was compared to other retailers. As seen in the bar graph below, the Supremeʼs SUS score was lower than 50 (not acceptable), and ZARA had the highest SUS score. Supreme had a lower satisfaction rate than other retailers.

DOING

Average SUS Scores

SUB-CATEGORY

FREQUENCY

D1 - Searching items

10

D2 - Browsing and selecting

4

D3 - Checking the size

4

D4 - Learning the delivery details

3

D5 - Misunderstanding

6

D6 - Add item to the basket

3

D7 - Learning the item details

3

THINKING SUB-CATEGORY

METHODS The quantitative (SUS and NPS) and qualitative methods (Think aloud method) were used to evaluate usersʼ satisfaction.

(Avg: 50)

FEELING 46

51

55

44

9

T2 - Canʼt understand the content

3

T3 - Not appropriate to mislead users

2

SUB-CATEGORY

Gucci

ZARA

Rick Owen

The results clearly demonstrated that participants had some difficulties in their search for things.

T1:

Supreme's content was unclear or difficult to mislead buyers.

FREQUENCY

F1 - Confused

5

F2 - Annoyed

6

F3 - Impatient

3

F4 - Suprise

Supreme

FREQUENCY

T1 - Canʼt find the content

D1 & D5:

2

The frequency of each insight

F1 & F2:

The Supreme website's design did not receive positive comments.


BIOMETRICS Software: The focus of the biometric evaluation was on eye-tracking, which offered the most significant benefit of being able to objectively and reliably record and analyse user behaviour. The limited display of garments resulted in users not focusing much on the garments.

On the check-out page, the fixation should focus on the item that the customers wanted to buy. In case the customer chose the wrong colour or size, the garmentʼs details should attract more attention than other places.

CONCLUSION Redesign the colour and size of the font to make it stand out. Although the brand's logo was prominent on their main website, the shopping navigation needed to be more contrasted so that customers could see it clearly and easily.

On the “view all” page, the Supreme logo attracted more usersʼ attention than others.

Modify the layout of the garment page to make the large garment image have more fixations. Highlight information about the item itself on the check-out page.


ACCESSIBILITY The Web Content Accessibility Guidelines 2.1 were used to guarantee that the website was accessible to everyone, including individuals with disabilities (Gov. UK, 2018).

MOSCOW Item categories and navigation

More comprehensive product display

Product page description Error warning

WAVE ANALYSIS

On the landing page, the list appeared in random order in the centre of the page. The options should be ordered logically. Secondly, most of the images did not have alternative text.

Must address Add text transcripts Subtitles

Page title Should address

Change the text size

Could address

Web logic Won’t address

Keyboard accessibility

Labels

Tab bar

PERCEIVABLE DESIGN OPERABLE DESIGN UNDERSTANDABLE DESIGN ROBUS DESIGN

Language

Focus

“View all” visualisation

Despite the fact that users should be aware of these contents, the ineffective design failed to accomplish this. As a result, the colour contrast problem will be addressed in the redesign.


PSYCHOLOGY COLOUR THEORY

GESTALT PRINCIPLES

Indeed, the minimalist use of colours improved the contrast of the website, which left a deep impression on users. Despite the white text on a black background, the small size of the font made it impossible for the customers to read. Except for the landing page, Supremeʼs website was mostly white, which was the most effective colour to use for contrast and readability. The overall impression of the Supreme colour scheme was clean, readable and acceptable.

MENTAL MODELS Customersʼ mental models of your website would be influenced by other websites (Nielsen, 2010). Unlike other retail websites, the home page of the Supreme website only included their logo and buttons without any garment or search bar.

The figure-ground relationship influences web design to a large extent. The visual cues were added by using contrast and boxes on the buttons. As seen in figures above, the design of these buttons helped users immediately understand what they could ignore and what should draw their attention. However, the “sold-out” and “sale” labels were small white text in the grey rectangle, which did not have high contrast and were challenging to read.

DUAL CODING THEORY

There was no dual coding on the “add to basket”, “sold out” and “keep shopping” buttons (Figure.28). On the contrary, the social media icons only had images but did not have text. The button “next sweatshirt” had a right arrow icon beside the text (Figure.28). As seen in Figure, the dual coding was applied to the UK flat icon, also on the delivery page.

INFORMATION SCENT The navigation on the landing page included much information. The information scent of the “preview” and “logbook” was low. Besides, the “shop” and “store” buttons had similar meanings. The “random” option also had a low information scent.


REDESIGN INTERFACE


SIZE GUIDE

DELIVERY PAGE

CHECK OUT PAGE


03

Individual Project 11/2021-12/2021

Energy Monster Personal image customization

UI Design Experience Design Service Design

Figma Prototype Link: https://www.figma.com/proto/T5pIOpLVJ86nsyVEjs2omi/ED-CW2?node-id=151%3A2945&scaling=scale-down&page-id=79 %3A601&starting-point-node-id=151%3A2945&show-proto-sidebar=1


HMW

Empathy map

How might we design a mobile app that utilises smart meter data to encourage [Chinese students whose accommodation rents include all the bills and do not care too much about electricity usage] to [use less energy in their rooms].

Persona Name: Alice Age: 22 years old Major: Design Gender: Female Pain Point 1

Pain Point 2

Pain Point 3

I don't know how much electricity I use.

Sometimes I forgot my phone was charging.

Do not care too much about the energy using because the rent includes all bills.

Need 1

Need 2

Need 3

Overview Real-time feedback is important. Visualization of energy-wasting or saving is important. (help users to feel it) It's necessary to give personal guidance of using electricity.

I think positive impacts of saving energy are too far from my life.

No sense of accomplishment when saving energy.

I can't touch, see or feel of energy waste. (No real-time feedback of energy using).

Let users know details of their electricity usage in their rooms. The external incentive can encourage users to save energy behaviour The target users have a sense of responsibility for saving energy and protecting the environment.


Task flow Home page

Interesting game

Virtual pet

Pet food (saved energy)

Energy usage

Other ways to get pet food Save energy tasks

Real-time cost &usage Energy using real-time fdbk

Saving energy

My room

Energy using advices

Devices

My account

Reminder

How many devices were runnig

Sign up Log in

Today saving

Daily energy using report

Remotely control

All reports

Month saving

Weekly energy using report

Applicants real-time using conditions

Comparation (History)

Monthly energy using report

Add items

Importantly, the feature of the game uses the data of energy saving to grade different users. Different rewards are given according to different levels. Therefore, in the experience prototyping, the game and energy-saving part should be the focus.

Rewards (gift card)


Sketchy wireframes Hello page

Experience prototype

Home page

Current state

Profile

Rewards exchange

My room

Device details

Add a new device

Energy usage

Energy Using Report

Energy Saving Report

The low-fidelity prototype was used to test the user experience in the real scenario. In the experience prototype process, several problems were mentioned.

In the home page, check todayʼs Your wallet

energy usage.

Slide the screen to check all the information on the home page.

On the second page to check the daily or weekly energy usage/ saving.

Test whether the home page can communicate useful information to users.

Selection page --Only first time

Game page

Energy Saving Tasks

Relax and enjoy the game while saving energy.

Check the personal page, rewards or report.

Get a reminder to turn off the lights when leave the house

To test the logic of the game and rewards system and co-design with the participant to improve the user experience.


Design System & Guidelines Colour Palette

Spacing

Typography

Pet 1

Pet 2

Pet 3

Pet 4


High-fidety

Home page “My Monster” Saving energy visualisation

My room page

Saving report details

All my room devices & status

Daily / Weekly saving report

Energy usage Daily usage

Active devices Energy saving report


Profile page

All rewards

Rewards

Log-in page

Device status


04

RESEARCH PROJECT 05/2020-08/2020

SOFT CENTRAL Provide you with a soft, smart and healthy life. Soft Central is a home monitoring system consisting of soft & well-designed, homely smart products. This project sets out to explore the design and manufacturing processes underlying the development of soft home monitoring products to measure activities of daily living, in which smart textile technology will enable the integration of sensors into the fabric itself. Prototypes of a pressure-sensitive piece of footwear and seating surface was developed and evaluated during a workshop with current stakeholders and partners, and results will be used to incubate a larger project on this topic.

Personal section | UI Design (Individual), Production & testing of pressure-sensitive footwear prototypes (Group). Supervisor | Dr. Martijn ten Bhomer


SECONDARY RESEARCH

BACKGROUND The expected explosive growth of people aged over 60 years old in China will compromise the traditional Chinese family support system. 80

40

70

35

60

30

%

50

25

40

20

30

15

Competition analysis More portable

Where our brand should be

Minimum pressure region

Maximum pressure area

AGE

45

Number and location of sensors

Daily life & Aesthetics

Tech gadget

20

10

10

5

0

0 1950

1970

1990

2010

2020

2030

(Changes in China's demographic characteristics)

Studies have shown a high potential for health-monitoring technologies to monitor activities of daily living (ADL); a set of activities used by physicians to benchmark the physical and cognitive condition (Kanis et al., 2011; Liu et al., 2016). 59.7%

Optimum sensing position

Avoid placement of sensors

3 sensors are simple to use, low cost and flexible, allows the determination of the centre of pressure and the real time processing, low energy consumption. (Ghaida, 2014)

39.8%

More precise

Competitor Strengths

Competitor Weakness

1. High precision

1. Most designed for athletes.

2. Mature database (for athletes)

2. Lack of “Daily activity

3. Comples detection devices

monitoring” and relevant analysis

4. Professional sports data

report.

analysis

3. Lack of products specifically designed for home.

33.2% 21.4%

1.3% 0.7%

1.8%

24.0% 17.0%

Diseases associated with plantar pressure

1.1%

USER REQUIREMENTS

0-4 5-14 15-44 45-59 60+ (The estimated change in the proportion of people in Need of daily care and assistance by age groups in China between 2010 and 2050.)

A challenge for such technologies is user acceptance due to the fit of these products in daily life and aesthetics.

Obesity

Diabetes

Foot deformity

Parkinson's disease

Health Daily Activities Fall Detection Encourage Monitoring Control and Safety alarm exercise


PERSONA

OFFERING MAP

Name: Kang WANG

Age: 65 Year’s old

Location: Beijing, China

Occupation: Photographer

Footwear

Cushion

Soft and accurate sensors, integrated into the

Soft and accurate sensors, integrated into the

textile itself, to measure accurate health metrics.

textile itself, to measure accurate health metrics.

Well-designed soft products to increase user

Exercise properly and avoid the sedentary habit.

acceptance.

HOBBY Calligraphy

DAILY ACTIVITIES Get up

Playing chess and card Going out for purchasing food

NEEDS Health monitoring. Advice for exercise.

An APP for elderly people through Reading newspaper

Interaction with their children. Get health feedback from doctor.

Prepare for lunch

FRUSTRATIONS

Playing cards

Difficulty of using the APP. Receiving inaccurate data.

Searching the internet

Service offering map

simple and understandable way.

Watching TV

Doctors can track the illness and provide medical advice.

Detection of emergencies (such as falls) and assistance through calls. Provides real-time monitoring and use this exercises to simulate movement (for example Tai Chi).

Through the products and services, it can take their children’s responsibility in caring for their senior family members. Can stimulate an active aging lifestyle, focusing on

The APP is used with movement monitoring through Prepare for dinner

Worrying about disturbing their children. Existing products are too expensive.

Soft Central

Exercise

critical data analysis.

Software

movement, resulting in preventing medical complications.

Service


SERVICE BLUEPRINT TIME

COOKING

18:00

HAVING DINNER

18:30

WATCHING TV

19:00

20:00

USER JOURNEY

Walking

Bend to cook

Serve food

Leg shaking

Cross leg

Sitting

Sudden standing

Smart Shoes Smart Cushion

Line of interaction

TOUCH POINT

Line of Internal interaction

Line of visibility

FRONT STAGE

BACK STAGE

SUPPORT PROCESSES

Receive prompt message and

Receive prompt message and

Contacted with her

correct the unhealthy action.

correct the sitting position.

families that she are safe.

Check the sensor data. Everything's fine.

Abnormal data is detected and an alert is issued.

Sensor fabric, corporated with SONTONI.

Sensor detection system & Cloud data system.

Abnormal data is detected and tell her relatives.

On-line chat system


PHYSICAL PRODUCT DESIGN

INITIALLY PROTOTYPE

3D knitting technology from SONTONI.

System of soft home monitoring products

It enables the formation of shaped fabrics in

Using a combination of several conductive

2D and 3D dimensions.

fibres, knitted in a specific pattern into the

The 1st cycle prototype

fabric to create precise pressure-sensitive areas in the soft fabrics where required. Figure out how to connect the circuit and get sensor values from Arduino in wired transmission form made a rough prototype based on slippers.

The 2nd cycle prototype

SKETCH Made the second version prototype with chip-box for testing with cheap cloth shoes.

Pressure sensor RFNano_01

RFNano_02

NRF 24L01 Server ESP32 SPI

Router

RFNano_03

Perfect the coding for detecting the different situations. Find the wireless transmission methods Clients

to send the information between chips.


login

identity choice

daily metrics

emergency call

profile

USER INTERFACE DESIGN

Emergency call

Families

The elderly details

Chat with The Elderly

Get started

exercise

emergency call

the elderly list

chat

patients list

profile

chat

Check the Daily Metrics Choose your identity Take Exercise Elderly people Make an Emergency Call

Personal page identity choice

Personal page Doctors The patients list

Chat with Patients


that it is being monitored. However,in an emergency, they are

sy Ea

very useful.”

e is n

io

ct

FINAL PROTOTYPE

un tif

“I think slippers are a little more useful for the

“It is important to keep family

ul

HEALTHCARE WORKER

M

THE YOUNG GENERATION THE ELDERLY’S CHILDREN

The elderly

“It is best not to let the elderly know

ec

worry disappears gradually.

Healthcare worker

Pr

conveninet! After using it, my

The elderly’s children

Aesthetics

set of equipment. It is so

to be aware that it's being used.”

Easy to operate

easy to use, because you don't have

the home and help came quickly.”

rt fo

“It's useful, conbenient and super

luckily there were other people in

to

The young generation

“I once fell down at home, but

“Every family should get this

Cheap

m Co

THE ELDERLY

SUMMARY

cl ea n

USER TEST (Use the 2nd cycle prototype & Lo-Fi for testing.)

Portable

The 3rd cycle prototype

family, which is

“Slippers must

members informed of the health

“We use monitors and

be comfortable

convenient for the

status or to keep them

bed shift alarms, but

for the feet.”

family children to

informed of the elderly's

they're not very

communicate.”

condition in an emergency.”

sensitive.”

“The most helpful feature I

“In nursing homes where the elderly

found was an emergency alert.

are within sight, so the demand for this

No matter how much the elderly

product is not particularly high. I think

care for their health, accidents

these products are more suitable for

are likely to happen.”

the elderly in-home.”

After user testing, we improved the previous prototype and made a finished prototype with simple shoes which is closer to our design.


USER INTERFACE

FUNCTIONS For the elderly

Two important functions of the APP are ‘Daily Metrics’ and ‘Exercise’ . ‘Daily metrics’ page has some records of the elderly’s daily activities and status. The ‘Exercise’ page will recommend suitable exercises for the elderly according to their personal physical condition.

For the doctor

For the family


SYSTEM MAP Material Finance Information

Smart taxtile fabric company

The system map shows the relationships within all the stakeholders of the Soft Central ecosystem. The APP facilitates communication between three main stakeholders, who are categorized as the elderly, their children or relatives, and the doctors. Besides, the doctor plays an important role in monitoring and giving feedback to the elderly. Programmers use data analysis to determine which data interval is healthy. The ambulance nurse will set off immediately after receiving the emergency message from the doctor to check the condition of the elderly.

IT support guy Sales man

The elderly

Online customer service

The elderly’s relatives Doctor

After-sales Service Worker

Ambulance nurse


BUSINESS CANVAS Key partners

Key activities

Value propositions

Customer relationships

Customer segments Urban empty-nesters

Offline maintenance

Empty nesters in the countryside

Online/Phone communication channels 1. Complete indoor health testing system

Key resources

2. Give health advice to users 3. Fall alarm

Establish customer service department

Elderly people with related diseases.

Channels

Children and relatives of the

4. Incorrect posture Reminder 5. High-quality testing system,

1. Customer feedback and

ergonomic design, comfortable

after-sales service.

material

2. E-commerce platforms and

6. Prevention of future disease

offline physical stores.

7. Quick on-site maintenance service

3. Cooperate with home

8. Online answering questions

experience stores.

elderly (urban or countryside)

Nursing home

Cost structure

Health care hospital

Revenue streams Offline

Offline

physical

maintenance

store

(product accessories/maintenance cost Platform of unit product)

Online platform


STORYBOARD SCENE 1 Fainting or unable to stand up.

Sound an

The doctor receives

Send an

alarm to alert

the message and

ambulance to

the doctor.

confirms it.

rescue.

Notify the children

SCENE 2 Sedentary (more than 1h)

SCENE 3

Remind the elderly to stand up and walk.

Healthy life More interactive

SCENE 4 Daily walking data accumulation.

Doctors give health advice based on gait analysis.

Choose the exercise you want to do.

Throw the screen to the TV and follow the tutorial movement.


INDIVIDUAL PROJECT 09/2019-11/2019

HAPTIC DRESS This project aims to use one person’s contact improvisation dance with the ‘Haptic Dress’ to create a sense of unbound, and encourage people to consider the importance of physical contact. From the analysis of a sequence of dance movements and experiences, the interaction between individual and dress is realized through Arduino with some special structures and fabrics.

Speculative Design Interaction Design Arduino Coding


BACKGROUND

RESEARCH

PROBLEM

Recently, I read a book called

Touch “is the core of sentience, the

Now, many tangible things are disappearing from our surroundings,

Designing Design, which gives me

foundation for communication with the

and instead are presented to us in digital form. However, as the

a clearer understanding of touch. It

world around us, and probably the single

physical form disappears, the feelings and experiences that can

recorded the Ptic Survey (HAPTIC

sense that is as old as life itself.”

only be obtained by interacting with real objects are gradually

Survey), which was initiated by Mr. Hara in 2004 and led by designers,

Other feelings can be regarded as forms of touch.

disappearing.

QUESTIONNAIRE

has a tactile theme. It gives me much affection.

What are the five senses that are used the most in daily life?

What gives you a sense of security and warmth?

Sight

The final scene of City Lights.

Hearing Smell Taste Touch

Aromatherapy

The moment the girl held the tramp's hand, the familiar

A hug from a loved one

feeling in her hand immediately evoked a sense of stability

Movies

and happiness in her memory. People check their phones every

6.5 minutes on average. People spend about 3 hours a

day on their mobile phones in China.

Food Old items

28.4% 72.8% 55.6% 65.4% 30.9%

People crave loving contact and hugs. Although people ignore the role of touch in life, people still long for the warmth that touch brings to them.


COLLAGE BOARD

‘Touch’ is an important way for people to participate in social cohesion, which means physical contact between people are more bonding and social interaction is easier. Therefore, it is emphasized that the sense of touch in daily life can not be ignored. It is important to give one's body a little time every day to feel the sense of touch.

Touch is only a kind of life potential, not reality. If it does not come into contact with others, it is nothing. The sense of touch is always tied to others and irritated by them.


CASE STUDY

ANALYSIS OF DANCE MOVEMENT Stand: Stretching the arms

Aikido

The defence is restrained and undisputed, Mainly by the hand-drop-control skill.

Contact Improvisation ‘Body contact"+"Impromptu dance’

It produces

Half squat: Looking for a second support point other than the ground

ever-changing movements through physical contact and interaction and also

Back on the ground: Stretching your legs

values the communication between body and mind.

SUMMARY Contact improvisation, through mutual contact and interaction between people to dance their own movements, is not bound by any external rules. They really return to the ‘Natural Haptic World’. Inspired from this, I wanted to explore touch in dance.

Highly difficult action: Using all parts of your body to ensure balance


ACTION EXPERIMENT When people are dancing, their limbs, shoulders and waist are all moving. When they are dancing contact improvisation, each part of the body will change into the opposite direction after receiving some feedback; Dancers will naturally make their own movements according to the dance partner's movements. If there is only one person involving ‘contact improvisation dance’, it means that only the person interacts with the wall, the ground and the clothes. However, clothes have always accompanied people’s tactile communication experience. After the experience, I want to explore the influence of clothes on people's tactile feelings.


DESIGN OPPOTUNITIES Improvisational dancing through the contact between people and clothes, removes any judgement from human beings, which is only to be served as the feedback of the body and base on the feeling of touch in the natural state of people's existence and action. It encourages people to consider that what physical touch means to humans in everyday life.

STRUCTUAL DESIGN OF CLOTHING When you put your hands on either side of your thighs, if you get feedback, your arms will automatically lift.

When your lower back or waist touches the ground, a reverse support will help you regain your upright position.

As the arm rises or falls, the reverse expansion will help the arm return to its original state.

The feeling of air flow makes you want to stretch our arms and legs.

Put vibration motors on both sides of the thighs.

Air sleeve

Rear lumbar support structure

The bulging structures are placed under the shoulders and armpits.


INSPIRATION

SKETCH


EXPERIMENT

SUPPORT PERFORMANCE TEST

The device on the shoulder and underarm

The part of the back that needs support.

The sleeve structure

Support performance

Support performance

Support performance

Support performance

Vibration motor

Lumbar support structure

(The support performance needs to be tested.)

DETAILS


LOOKBOOK BE AWARE BE AVAILABLE BE RESPONSIVE BE CLEAR

VIDEO LINK: https://vimeo.com/464505008


0 7 / 2 0 2 0 - 0 9 / 2 020

It’s not the daily increase but daily decrease. A BRAND OF FURNITURE DEDICATED TO SPREADING THE CONCEPT OF “DANSHARI” Service Design

This project aims to use a series of services to revamp people's vexation, with a furniture brand “Minus Space” built on the Japanese

Product Design

philosophy ‘Danshari’. It helps people find what works for them when making decisions. Ethnographic research and a co-design

Infographics

workshop were used to collect user information. ‘Refuse’, ‘Dispose’ and ‘Reuse’ are three different levels, which are built to assist the service. From resulting interactive information, six pieces of furniture were designed, and the minimalist lifestyle was promoted through a booklet and an offline furniture exhibition.


BACKGROUND

SOCIAL PROBLEMS

UNKEMPT

COMPULSIVE HOARDING

ALLODOXAPHOBIA

SHOPAHOLIC

Unable to tidy a

Unwillingness to discard

Lack of self-confidence

Unable to control

My junior year was over, and the graduation season is

room, unwilling to

large quantities of objects

and responsibility, no

their desire of

approaching. Facing the future, I still have many doubts

discard items, and

that cover the living areas

independent

shopping, easy to be

unaware of putting

of the home even though it

consciousness, fear of

attracted to discount

them back in place.

causes significant distress

failure.

and buy something

and confusion, and sometimes I feel anxious and at a loss. When I face many choices, I do not know how to choose.

or impairment.

they do not need.


LITERATURE INFORMATION

PARETO PRINCIPLE The Pareto principle states that, for many events, roughly 80% of the effects come from 20% of the causes.

80%

20%

Things you really need in your daily life.

Idle goods

Danshari Book Hideko Yamashita

INSIGHTS - THREE STAGES Refuse

Dispose

Reuse

The material world is the reflection of the spiritual world. American Behavioral Psychology: People’s explicit behavior is consistent with the mental world.

According to the book ‘Danshari’, the attitude of minimalism can help people clear their mind and understand their really need.

Danshari shows that this attitude can actually help you clear your mind and understand what you really need, which can be divided into three levels.


QUESTIONNAIRE

(111 college students)

INTERVIEW

PERSONA

What is your current state of life?

34.2%

Have a very clear plan for the future.

51.4%

Don't know how to choose between multiple plans.

7.2%

No plan and no action.

6.3%

Go with the flow.

What factors will influence your choice?

36.9%

Other’s suggest

59.5%

Personal value embodiment

84.7%

Prospects for development

75.7%

Adaptation to my abilities.

77.5%

Interests

“Sometimes you think the goal you want to achieve is what you want to do. However, it always the external environment that makes you want to achieve.”

“I have a fear of the unknown environment and a sense of uncertainty, which will make me feel anxious.”

Random selection

7.2%

Do what come natually

6.3%

Other people help me make choices

84.7%

Identify and weigh the pros and cons of each option, then make my own choices.

SUMMARY There are a lot of peers facing many choices but do not know how to choose. Young people generally believe that the ideal way to make a choice is to make it rationally after weighing the pros and cons.

Fang LIN

AGE:

22 Years Old

COLLEGE:

Zhejiang University

MAJOR:

Computer Science

Current feelings “ I just want too many things, I don’t want to choose one and discard the other.”

How do you make your final choice?

1.8%

Demographics NAME:

“At present, I definitely hope that I can learn more, do more and try to find more things.”

Nervous, struglling in whether going for masters or work. Unsure, wondering how her application compares to others. Innovative

Social

Fear

Achievement

Goals I hope to have a clear plan of the future and no longer confused. I hope that other people’s thoughts or plans will not bother me.

Insights

Hope I can be brave enough to do my own, and pursue what I want to do.

Many people find it difficult to make choices, mostly because they want too much.

Frustrations

Many people have heard of ‘Danshari’ culture, but do not know its true meaning. They express interest in learning about it.

If something I want to do may not bring me the fame and status, I will hesitate to do it. I am always worrying about the future, or regretting the past.


HMW

Give people the idea of ‘Danshari’ and help them find what really works for them when making decisions.

CARD SORTING & ETHNOGRAPHY 7 people was invited to

take part in the card sorting research to leave the six pieces of furniture they need the most.

6 people was invited to keep track of how many pieces of furniture they interact with throughout the day, and how many times they interact with them.

BRAINSTORMING

NAME: Niu CHEN

NAME: Ning WANG

NAME: Kai HE

RESIDENCE: Dorm

RESIDENCE: Dorm

RESIDENCE: Apartment

STATE: Live alone

STATE: Live alone

STATE: Live alone

Uni: UNNC

WORK: Engineer

WORK: HR

Co-design Workshop

DESIGN OPPOTUNITY By optimizing people’s living space/furniture to rearrange people’s inner heart world, the ‘Danshari’ attitude towards life is conveyed, and it helps people rebuild the order of their inner heart.

NAME: Hua ZENG

NAME: Qing GUO

NAME: Qi JIANG

RESIDENCE: Dorm

RESIDENCE: Dorm

RESIDENCE: Dorm

STATE: Live alone

STATE: Live with friend

STATE: Live alone

Uni: CQU

Uni: CQU

Uni: CQU

SUMMARY Final types of furniture Floor lamp, sofa, clothes cabinet, bed, desk and chair.


FIANL PRODUCTS (Touchpoint-1) Brand story ‘Minus Space’ is a brand of furniture dedicated to spreading the concept of ‘Danshari’. The concept of ‘Danshari’ can be deconstructed as refuse, dispose and reuse. ‘Minus space’ has created a series of pre-purchase, in-purchase, and post-purchase services to help customers learn these three words for themselves. We hope that in the future more people will benefit from ‘Danshari’, making their life simple but more meaningful.

System - Three levels Refuse: Stop buying unnecessary things from comin into the home.

Dispose: Throw away things that you do not use.

Reuse: Recycle and make a product fulfill a different function.


BOOKLET (Touchpoint-2) ‘The Trapezoidal’ furniture series are inspired by trape-zoid, which is simple but stable. Just like the table-chair set in this series, the function of the table is realized through a piece of wood, which is simple but very practical.

You can change the intensity of the light by rotating the position of the lampshade. The lamp formally abandons the button to adjust the intensity of light, but still satisfies the different scenarios in which people use the light.

All products are designed in line with our brand name ‘Minus Space’, which is to discard the unwanted parts and leave only the parts that are needed.


SYSTEM MAP Material flow Finance flow Information flow

The system map shows the relationships within all the actors of the Minus Space ecosystem. There are three important roles in the system, who are the curator, the designer, and the salesman. The curator plans the layout of the exhibition hall and the placement of furniture, including the reused furniture with ‘Danshari’ concepts. Designers design reused furniture and help customers to experience it. In the shop, salesman provides customers with guidance of choosing furniture they really need, with the maximum level of six pieces in total.

Salesman

Factory worker

Designer

Customer

Curator

Company staff

Advertising agency staff


SERVICE BLUEPRINT

REFUSE

DISPOSE

REUSE

Physical evidence Danshari furniture shop

Danshari booklet

Danshari booklet

Factory

Danshari DIY room

Danshari exhibition

The discount Danshari shop.

Attendee actions Line of interaction

Front-of-stage interactions

The salesman explained the content of “Minus Space” and the booklet to the customer.

Thinking about the meaning of life.

I recycled old furniture that I no longer need to the Danshari factory.

The designer redesigned the old furniture.

There was the redesigned furniture exhibition. In the “Minus Space” shop, the reused furniture was sold at a discount.

Line of visibility

Back-of-stage interactions

Six pieces of furniture can be bought in maximum.

The old furniture was reused.

Line of internal interaction

Support processes

Danshari philosophy

Booklet: It aims to publicize the concept of ‘Danshari’ and product introduction.

Factory: is responsible for making new furniture, recycling customers' old furniture, and mass production.

The ‘Minus Space’ furniture and recycled furniture were exhibited here, with a workshop included for people to experience the transforming process.


DANSHARI DIARY

01/2020-03/2020 This diary records my mood from January to March. In the beginning, I was confused and unconfident. When I gradually understood Danshari and applied this concept to my life, I became ambitious and aspiring youth. This is what Danshari helped me...


07

TEAM PROJECT 03/2020-04/2020

“WAFFLE” Picnic set

FOOD, FIRENDS, SUNSHINE WITH GOOD PICNIC.

Waffle is a set of products that help college students have a simple, relaxed, and portable picnic experience. Design opportunities were determined through a large number of questionnaires and interviews with the target users. Through two rounds of prototype making and testing, Waffle is more ergonomically designed, and the materials used are environmentally friendly and cheap. It gives a product more functional possibilities and ensures the stability of food during transportation, with its high portability.

Product Design User Experience Design Prototype & Test Ergonomics

Team | Yifan CHEN (leader) Jiayuan WANG Yiran WANG Qianyu LU As the team leader, I will consider everyone's feelings, and allocate tasks based on each person's strengths. Overall, this is a key challenge during COVID-19, but it has exercised my collaboration and leadership skills.


BACKGROUND

2020 COLLEGE STUDENTS IN CHINA ARE IN DIRE NEED OF A "NATURAL" RESPONSE TO COVID-19.

USER RESEARCH MEASURES TAKEN TO REDUCE SOCIAL INFLUENCE YANGYI

LINGLING

LISHAN

65.8%

Very serious effects

83.5% of the students said staying at home had an impact on their social life, and 17.7% said it had a significant impact.

30%

40%

Xin Yi

Take pictures and post on social media

Relax & close to nature

University Student Year 3

59.2%

MOTIVATIONS

Adjust the state and keep a good mental outlook.

XIAOYU

"For convenience, we only take the picnic mat and some fired chicken, snacks."

GOALS Talk to friends and adapt to face-to-face socializing. Increase social interaction by getting out of the house as long as safety precautions are taken.

Only a slight effect Great influence

years old

74.3%

Make no difference There are some effect

Play with friends

21

85.5%

"I think insect is a big problem, sun protection can find shade, soil needs to pay attention to humidity, like small cakes and desserts, drink dumping is also very concerned."

"There are not many good-looking things that can be used to take a photo."

THE EXTENT TO WHICH THE SOCIAL SITUATION OF COLLEGE STUDENTS IS AFFECTED BY THE COVID-19

30%

QUESTIONNAIRE

"We need to take off shoes to kneel on the picnic mat, which is uncomfortable and tired easily. If you stretch your legs, there's not enough space for 4 people."

PICNIC CULTURE IN 2020

During the COVID-19, college students could only attend classes at home through learning apps. And for college students with low spending power, a picnic experience, where everyone contributes something to the meal, is a low-cost, distinctive lifestyle.

PERSONA

INTERVIEW

AN OUTDOOR PICNIC CAN SATISFY STUDENTS' SOCIAL NEEDS WHILE ENSURING SAFETY. College students generally favor offline socializing in low-risk places as staying at home for a long time has a bad influence on the social life.

Do physical exercise properly

Portable: Better if it can be carried with two wheels vehicle

FRUSTRATION I hate complicated preparation!

Stable: Avoid tipping food on picnic mats

I don’t know why my drinks and food always tip over.

Good at taking photos: How to make photos look better and "show them off" in WeChat moment

Sitting for a long time makes me really uncomfortable

Relax: Take a break from the busy life.

DESIGN OPPORTUNITIES

to keep your body active. (203 College students)

Stability food

Better sitting condition

Easily stored in dorm

Affordable

Portable


ERGONOMICS

IDEATION

Through the model test, we found that it is OK to sit as long as it is larger than 180mm.So the width of the cushion should be more than 336mm and the length more than 180mm.

Sitting hip width 316 – 336mm

Hand Breadth 81mm - 91mm

TEST

MATERIALS

Picnic mat 800mm*1200mm

1st version prototype -- DuPont Paper

The Table with four legs 400mm*300mm

Not comfortable in a holding position

2nd version prototype -- Oxford fabric

Oxford fabric

The handle length should depend on the length of hand breadth.

Big triangular gap between the cover and two sides

Wheat straw plastic (Environmental friendly material)

Splitter plates

XPE Aluminum foil insulation Oxford fabric

PVC board

Fold two mats to cover the top of the box. Use velcro under the handle to reduce the gap. Change the handle to the other two sides.

Make the table legs rotatable for easy storage. The length of two legs is the length of the longer side of the table. Determine the best leg dimensions that save as much space as we can.


FINAL PRODUCTS

Stability In the process of food transport, Waffle can ensure the stability of food, do not dump.

Ergonomic The separate design of the picnic mat and the seat cushion ensures the user's comfort during the picnic, and they can change their sitting position.

Portable

Collapsible

Waffle combines food transport and

Even if it is back to the dormitory, the Waffle can also be stored easily, and it can be folded together, it does not take up space.

picnic products in one, which can be collected together and easy to carry.


EXPLORED VIEW

USER FLOW

1

CUSHION

2

Prepare food and pack them into a picnic bag.

3

Partition off easily tipped food.

On the way to the picnic.

SPLITTER PLATES

FOLDING TABLE

4

5

6

Unfold the picnic bag and lay it on the floor as a picnic mat.

Tear open the Velcro and open the picnic bag.

Remove the cushion from the leg of the table.

PICNIC BAG/ PICNIC MAT TWO-in-ONE

7

9

8 Lay the cushion next to the picnic mat.

Take out the food.

Finish! Have a nice picnic!


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