EDOARDO COSTA interaction & service designer profile presentation & resumé project portfolio 2012
IDENTITY
I’m Edoardo Costa, Italian designer originally from Milan and now based in the Netherlands since 2009. My focus is on designing interactions, covering the entire design process from user research, definition of personas, UX and interaction v i s i o n s , conceptualization through service design tools, rapid prototyping and user testing.
MY WORK
ORIGINS
My personal interpretation of innovation is inspired by D. Norman: “The innovation process can be described as “Hill Climbing”: you keep on climbing to reach a a project solution , but you use a not determined path of holder to go on, without knowing where is the peak you are trying to reach. Movements inside this path are determined by Human Centered Design, Meaning switch an Technology discovery and application.” This is my definition of interaction design: a development process that needs methodology (design research), skills & tools (technology), personality & culture (meaning creation).
INSPIRATION
DESIGN PROCESS Designing interactions starts with the exploration of the company strengthens and weaknesses, the market trends and the target users’ environment and reality. This first step allows a clear definition of the promising directions for the design intervention, the requirements and specifications that will guide to the final creation of specific interaction vision and user experience. Both must be embedded into initial prototypes, in order to perform first user test to evaluate, modify and refine them. The design process communicates and elaborates its deliverables with the front end development, giving to the design intervention its final shape.
COMPANY / SWOT analysis / business opportunity / value networks & exchange MARKET / trends & opportunities / competitors / technology drivers /
RESEARCH
USERS / interviews / scenario & experience observation / context mapping / cultural probes / co-creation SERVICE DESIGN TOOLS / mindmaps / personas / storyboards / customer journey map / service blueprint UX VISION & PROPOSAL / moodboards / use cases / interaction visions & tables / offering maps REALIZE / flowcharts / wireframes / look&feel prototypes / experience prototypes / interactive mock-ups
CONCEPTUALIZE DESIGN
VALIDATE / usability testing / heuristic evaluation / cognitive walkthrough / concept evaluation & improvements
A SIMPLE DREAM BIKE FOR SURVIVE
THE WORLD IS COMPLEX The city is no more safe, and the society is divided between poor and rich people. The state is no more able to guarantee security, so private companies are in charge of public order, but just rich people can afford this service. The state sold also part of the transport system, so the private services are the best, but only rich people use them. The rest of the old public line are old and unsafe. because of terroristic attacks and the spreading of pandemias. People are afraid of each others, and the the strongest wins. Despite of the polluted and unsafe environment, bicycle has become a surviving mean for poor people.
TRAIN
STATION
Efficiency is not enough to solve the complexity of a world where information, knowledge, services, interfaces are connected. A world controlled by a button or by a black shiny screen is not a human world. Technology should help people to improve their skills and abilities, both personal & social.
EMOTION + INTELLIGENCE My aim as interaction designer is to create products and services that employ the full potential of digital technologies to impact in an emotional and smart way the every day life of people. “Target users” are no more just clients, but active stakeholders of every design process. I want my design interventions to make people empowered both on sensorial and rational level.
RESUMÉ EDUCATION
WORK
DEFINE
During my bachelor in industrial design at Politecnico di Milano, I faced the broad range of disciplines connected tojuly2012 the creation of new products. Then I obtained a master Work degreesummer in Design Interaction at TU Delft. dec This2012 - jun 2013 schoolfor at Copenhagen masterInstitute programof Interaction is specifically structured to teach thevisualizer at Sevendots Design human centered in every step of project mar 2012 - nov 2012 sept 2009 - dec approach 2011 development, from forinitial field exploration andinter at DesignThinkers Group, master in Design Interaction contextualization, at TU Delft conceptualization, design refining andAmsterdam prototyping user tests. mar 2011 - jul 2011 oct 2005 and - janfinal 2009 Now bachelor with myin Product collaboration Design with DesignThinkersmaster graduation project at SHIFFT Group,at IPolitecnico dive into the field of service design, where di Milano marall2009 - jun 2009 design skills get involved to structure all the aspects of theinternship at ESTERNI, complex system of products and services offer. Incultural association Language particular I could tongue, see how companies can be helpedjanand2006 - dec 2008 Italian - mother guided adopting the Human Centeredcollaboration at Nextplora.spa, Englishin-discovering professionaland proficiency, approach, French, that should help them in adapting their offer tomarketing & research agency continuously basic Dutchchanging environment in which they operate.
EXPERTISE Adobe Creative Suite: Illustrator / Indesign / Photoshop / Flash / AfterEffects / Premiere pro Virtual modeling: Rhinoceros 4 / Autodesk Alias Basis of programming: Arduino / Processing /Max5 Service Design Tools: Value Networks / Personas / Customer Journey Map / Service Blueprint Interaction Envisioning: Experience Scenarios / Storyboard / Moodboard
PROJECT PORTFOLIO
ROBERTA / the emotional radio product design / interaction design / Arduino / prototyping ROBERTA is a radio for households, designed to create emotional interactions with her users. Shaped as a cute robot, Roberta needs to be fed, cuddled and cherished to play music. This radio becomes a house pet, with a speciďŹ c position in the home environment. Roberta shows how the use of normal products can be enhanced with the wise use of emotions and interaction models. EMOTIONAL INTERACTIONS
FEED&CUDDLE
CONCEPTUALIZE DESIGN
MATERIALS TEST & REFINE ARDUINO
ROBERTA / storyboard & speciďŹ cs
FEED = turn on the radio rotation sensors for tune selection
CHEER UP = volume up
CUDDLE= volume down
TICKLE = tune speakers
Arduino board eye leds light sensor for turning on hearth led
pressure sensor for volume down pressure sensor for volume up
SNOOP the POOP/ service design proposal service design / interaction design / concept presentation SNOOP the POOP is a service proposal for smartphone to help fighting the “poop” problem in city communities. The service has its roots in a the Danish tradition to place a flag on the dog left over, in order to mark it and elicit shame on the dog owner. Thanks to DNA tracing, the application shows you the dog identity, and according to the number of offenses, to start a public trial to judge the offender. LINK TO VIDEO: https://vimeo.com/45755733 Poo Color
INTERVIEWS PROBLEM DEFINITION BRAINSTORMING
PROBES
RESEARCH
SERVICE PROTOTYPE
STORYBOARD
SNOOP the POOP/ speciямБcs & storyboard
RESEARCH+ GENETICS + SMARTPHONE
EVERY DOG IDENTIFIED BY A COLOR
FLAG TAMPON DETECTS THE COLOR
PLACE THE FLAG TAMPON
WAIT FOR THE COLOR DETECTION
START THE APPLICATION
SNOOP the POOP/ the interface the color of the flag tampon is analyzed and identified the offernder is shown, with basic identity information thansk to geolocalization and with a specific database, the last offenses are shown on the city map the dog owner can be warned to prevent new offenses in case of multiple offenses, the offender can be called on a public trial
SOCIAL PRESSURE SNOOP the POOP is designed to create a interactive and digital solution with a social impact for a very common problem in modern city: the missed attention for public spaces by some dog owners. Since dog owners usually walk their beloved pets in their neighborhood, not far from their home, in case of offenses the local community is called to action by identify the offender, by warning, by celebrating a public trial, in which the offender has to face the accusations due to his misbehavior. By accusing the dog, the service avoid to create direct attack to the owner, but it urges her/him to take responsibility over the pet behavior. SNOOP the POOP reinterpret and enhances the social pressure power of the “Danish flag accusation”.
SASÉR / serious game about Smart Grids game design / design for education / prototyping / testing SASÉR is a board game designed to explain players the future electricity consumption model based on Smart Grids and renewable energy sources. By exploring a simulated environment, players discover and learn how the way they use electricity is going to change in the future years, due to environment and resource issues. LINK TO VIDEO: https://vimeo.com/33903706
FIELD RESEARCH
DESIGN STRATEGY
LITERATURE RESEARCH
GAME DESIGN
FINAL DESIGN
FIELD EXPLORATION
USER TESTS & EVALUATION
SASÉR / game elements FOUR PLAYERS - personal challenge - personal household - initial basic appliances
IF ALL PLAYERS DON’T GET A SMART METER
THE GAMEPLAY IS BASED ON ROUNDS: - winner can choose the prize
EVERY PLAYER HAS A PERSONAL GOAL TO ACHIEVE
The player who achieves is the game winner
OF E D M EN GA E TH
Game flowchart
User tests
MASTER OF THE GRID / interactive energy game game design / UX & UI design / prototyping / testing
GAME INTERFACE
PROGRAM ICON
STATUS ICON
The Master of the Grid is a proposal for a digital game that teaches the changes to electricity consumption with specific game dynamics and community interactions. The game play is divided into three parts: the first about energy conservation, the second about renewable resources and the third about the social interaction of energy consumption. The game is connected to the real consumption, in order to steer it towards efficiency and sustainability. FLOWCHART & WIREFRAMING
GAME CONTENT
PAPER PROTOTYPE
GAME DESIGN
GRAPHICS
USER TESTS & EVALUATION
MASTER OF THE GRID / gameplay UNDERSTAND & DO
The Master of the Grid offers a gameplay that drives player through information about electricity, Smart Grids and renewable energy sources; metagames about wise and sustainable behavior for home consumption; a social community based on competition and knowledge exchange between households. When players complete the first two step of the game, they are given an energy status (red, yellow or green), which indicate the performance they achieved by playing the metagames. This status defines the allowed social interactions in the community (competing & helping) and it can be increased by improving the performance in the metagames, by challenging or helping other users in the community. The game status is also connected to the real home energy consumption, in oder to push players to applying in real life the skills about sustainable and wise consumption behavior acquired in the gameplay.
PHASE 1 T
R A T S
BUILD HOUSE AND ENERGY PRODUCTION WITH FOSSIL RESOURCES
PHASE 2
KILL STAND-BY
STOP WASTE
FIND THE MONSTER
TIPS & TRICKS
CONSERVATION METAGAMES
PARTIAL STATUS
!
RE-ACTION SHIFT PROGRAM
SWTICH TO SMART GRIDS AND RENEWABLE ENERGY RESOURCES
FINAL STATUS
EFFICIENCY METAGAMES
PHASE 3 ADAPT CONSUMPTION to what is taught by metagames
COMPETE over metagames and real energy consumption
GAME STATUS IS INFLUENCED BY REAL CONSUMPTION AND SOCIAL INTERACTION WITH OTHER HOUSEHOLDS
MASTER OF THE GRID / interface & user tests USER TESTS
WIREFRAMES & GRAPHICS
800px
THE MASTER OF THE GRID
GAME STEP
the first energy game to discover, learn and master the energy revolution of Smart Grid
description of game step
space for plant
space for plant
600px
BADEGS
NEW GAME PROFILE
HOME IMAGE space for plant
space for plant
INSTRUCTIONS
ADVISOR production impact
WEBSITE
description of energy plant
IMAGE
selected
not selected ENERGY PLANTS
STEP 1
THE MASTER OF THE GRID
where energy comes from
your house needs energy! place four plants in the spots the plants give different energy load with environment impact the average energy consumption is 3.500 kWh per year, but you can chose how much energy you want this is gonna influence the difficulty of next levels
the first energy game to discover, learn and master the energy revolution of Smart Grid
ADVISOR 6000
40 35
5000
30 4000
25
3000
NEW GAME
20 15
2000
10 1000
PROFILE
5
energy impact
INSTRUCTIONS SHIFFT.COM OIL
COAL
GAME STEP
logo
pop-up information
decription
GAS
GAME STEP
description
home icon
NOTIFIER
BADGES
feedback METAGAME
COAL PLANT uses coal to produce energy it gives a lot of energy, but high pollution kW/h : 1500 environment impact: +10 3 available
friend’s houses
time
BROWSE
MY HOUSE
score
other houses
SEND
challenges NEXT
BADGES
TASK 1
KILL STAND-BY
Many appliances in our house have the “stand-by mode”, when they consume energy without doing any work. Find them and shut them up before they consume electricity!
?
COMMUNITY
SCORE
Who is the real Master? Challenge the other Greens and discover who was lucky and who was the best!
M OO DR BE
LAU ND RY
Notifier START
consume: impact:
CHALLENGE!
TIMER: 01:00
SCORE:
!
STOP WASTE
RE-ACTION
FIND THE MONSTER
PROGRAM
TIPS & TRICKS
SHIFT
are you better than Lucy in mastering S.G events? Ruby
Tim
....
ENERGY SAVED LIV IN G
OM RO
EN
Oscar
Lucy
KILL STAND-BY
GO ON
HOME CONSUME
SEND
Erik
SCORE: 1250
The user tests have been perfomed with the tecnique of the “cognitive walkthrough”. Participants were introduced and explained the game concept, and given the paper prototype of the interface. The cognitive walkthrough can easily verify if users can understand the interface and if they are able to read and go through it. This tecnique allows to evaluate and modify the interface without complex and time consuming interfaces. COMPLETE INTERFACE: http://db.tt/bZscnONC PRESENTATION: http://db.tt/O0NKjXDj
KI TC H
BAMBOO by WACOM / learning experience interaction design / UX design / UI design / learning experience This project proposes a speciďŹ c redesign of the product experience of the BAMBOO tablet by WACOM for its new users. The product and current experience analysis were the basis to create a modular learning experience starting from the product packaging until complete tutorials. Users are guided through different steps that allow them to discover all the feature of the product according to their needs. INTERFACE: http://db.tt/Ih1ZTqft & http://db.tt/AWJyueZr INTERVIEWS PRODUCT ANALYSIS OBSERVATION
EXPERIENCE ANALYSIS RESEARCH
UX STRATEGY
COMPLETE PROTOTYPE
USER TESTS & EVALUATION
BAMBOO by WACOM / old vs new UX In the actual set up, learning experience is provided only by complex and long tutorials. Packaging: minimal graphic, OLD no product description
Instructions: not appealing
Installation: long process and Bamboo Dock: not supporting complex tutorials learning and product use
Instructions: give the basic info about the tablet use
Installation: an interactive video explains all features
The new proposal creates a uniform and modular path to learn what they need about the tablet, starting from the packaging to the complete tutorials. Packaging: introduction & NEW product description
Tutorials: ďŹ nal complete step, but not compulsory
DEFINE
During my bachelor in industrial design at Politecnico di Milano, I faced the broad range of disciplines connected to the creation of new products. Then I obtained a master degree in Design for Interaction at TU Delft. This master program is specifically structured to teach the human centered approach in every step of project development, from initial field exploration and contextualization, conceptualization, design refining and EMAIL: edoardo_costa@me.com prototyping and final user tests. TELEPHONE: Now with my collaboration with DesignThinkers+31 6 39868580 Group, I dive into the field of service design, where allhttp://www.behance.net/edoardocosta WEB: design skills get involved to structure all the aspects of the http://www.laltrastanza.com complex system of products and services offer. In particular I could see how companiesLINKEDIN: can be helped andhttp://nl.linkedin.com/in/edoardocostadesigner guided in discovering and adopting the Human Centered@laltrastanza TWITTER: approach, that should help them in adapting their offer to continuously changing environment in which they operate.
CONTACTS