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!