/ DESIGN STORIES & MEMORIES
INDEX HOLA! - HI! - MOI!..........................................................................3 10 FACTS ABOUT ME.....................................................................4 EDUCATION / LATEST EXPERIENCE........................................5 TOOLS / SKILLS / METHODS / APTITUDES.............................6
ACKNOWLEDGEMENT This portfolio is a compilation of the projects I made in Aalto University. It is for this reason that most of them are related to Service Design / UX/UI / Strategic Design. For more information related to my early projects as an Industrial Designer or more information of the projects here, please visit my website (https:// estebandsc.wixsite.com/diestebansolis)
HOW DO I DESIGN?......................................................................7 PROJECTS...........................................................................................8 OP METHOD SELECTION POOL..............................................9 SUUNTO INTERVAL COACH MODE.....................................15 KONECRANES CRANE ASSISTANT.........................................25 ISO OMENA SHOWROOM SERVICES....................................31 LUMINEQ OFFICE CONCEPTS................................................37 DOG CARE - SHARED RESPONSIBILITY...............................41 DESIGN JA TEKNOLOGIA PILOT COURSE..........................21 GREAT TEAMS. GREAT PEOPLE.................................................47 FINAL WORDS...............................................................................48
10 FACTS ABOUT ME 1992
1. Birthday
¡HOLA! - HI! - MOI! My name is Esteban Daniel Solís Castelán (yes, that long!) and I am a Mexican designer passionate about understanding people through working along with them. I love challenges and I believe that there’s no better way to learn than stepping outside of your comfort zone. I began this journey in 2007 as an Industrial Design student and haven’t stopped discovering design as a discipline ever since. As I walk, each step has brought me to realize that design is not about one area of expertise, but about people and how to create a better future and life for them regardless if the mean is a product, a service, an experience or a whole system involving all.
I like to think of designers as a storytellers and I want to be one telling stories that inspire, reach and engage people. In this sense particularity enjoy stories about romance between users and services, strategy utopias, legendary products and design heroes finding their destinies.
5.
#UI/ UX
This was one of my first logos and it has been with me ever since. The idea is that it resembles the letter “S” by it’s blank spaces.
#Business
SOLÍS
6.
I am a team player and believe that collaboration is crucial for design.
#Service Design
7.
#Disruption
Storyteller and not a quitter. I never leave a story incomplete.
#Tech
Apart from this, I am a loud drummer, an enthusiastic photographer and a food lover.
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10. I speak...
SPANISH
ENGLISH
Native speaker
IELTS 7.5
GERMAN
FINNISH
Level 2B
Level 2A
9. I play drums 8.
My favorite Mexican cultural icon is the skull. I have collected many from many parts of the country and are sometimes inspiration for my own projects.
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I am for sure a coffee person. I will never refuse a cup and brewing is a thing I’m interested in.
#Strategic Design
#CoDesign
#Research
2.
#Design Methods
#Product Design
So far, I’ve worked in the metal industry, designing interactive exhibitions at museums for children, designing service concepts, as a UX consultant and even as a teacher. I am currently passionate about the strategic approach of design, methods and systems and how they are applied to services, interactivity, and experiences and I am pursuing these passions in Aalto University (Finland) as a Masters student. I believe that design plays a huge role in how we perceive things and how we will be living in the coming days. I want to be part of that change. I am also particularly interested in the evolution of design and designers role.
FEB
28 4. MAIN INTERESTS
3. ME IN THE WORLD
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EDUCATION AALTO UNIVERSITY. SCHOOL OF ARTS, DESIGN AND ARCHITECTURE. (2016 - PRESENT) M.A in Collaborative and Industrial Design International Design Business Management minor Member or TOKYO Tutor of the first year students (2017)
TECNOLÓGICO DE MONTERREY. FACULTAD DE DISEÑO Y ARQUITECTURA. (2010 - 2014) B.A in Industrial Design Best project award for Design Principles and Digital Representation Techniques Scholarship candidate due high grades. Award for Best Performance in Musical Assembly Extra-academic class. (December 2011) Award for Academic Excellence. (January 2013) Lead Editorial Designer of the Business Faculty Bulletin. (Jan 2012 - Dec 2014) Completion of over 270 hours of Social Service. Projects focused on helping our community. (2012-2014) Participation in Extra-academic activities such as Musical Assembly, Drama and Tennis. Sketching tutor. (Jan - May 2013)
SWINBURNE UNIVERSITY OF TECHNOLOGY. (2013) Exchange Student in the major program of Industrial Design Member or Swinmates
INTERNATIONAL BACCALAUREATE DIPLOMA PROGRAMME. (2007 - 2010)
LATEST EXPERIENCE OP METHOD SELECTION TOOL PROJECT (2017) Collaboration with OP bank to develop a Method Selection Tool for the Design Team. Strategic Co-Design course in Aalto University. Platform design / Method segmentation / Strategic approach
METHODS I’M FAMILIAR WITH
SUUNTO INTERVAL TRAINING COACH MODE (2017) Collaboration with Suunto to improve the Interval Training mode within their touch devices. Designing Interactions course in Aalto University. Interaction design / UI/UX / Prototype design
CUSTOMER EXPERIENCE DESIGN FOR PREMIX (2017) Design consultant for Premix “ideal customer experience” research. Summer Job in collaboration with Design Forum Finland & Aalto University. Design research / UX / Strategic approach
“DESIGN JA TEKNOLOGIA” COURSE CO-CREATOR AND TUTOR (2016-2017) Co-creator and tutor of the course “Design ja Teknologia” in Kaitaan Lukio (Espoo) in partnership with Espoon Kuvataidekoulu. Job linked to my personal project as a Masters student in Aalto University. Design research / Design & Education / User-ceneredness approach
KONECRANES AR CONCEPT (2017) Collaboration with Konecranes to develop an AR tool for crane control aid. Experience Driven Design course in Aalto University. Experience design / UX/UI / User research / User-centeredness approach
ISO OMENA “SHOWROOM” SERVICE CONCEPT (2017) Collaboration with Iso Omena Service Centre to develop a booking service for a pop-up space. Design for Services course in Aalto University. Service design / User experience / User research / User-centeredness approach
EXHIBITION DESIGNER AT SIETECOLORES: IDEAS INTERACTIVAS (2015-2016) Design and production supervisor of interactive exhibitions for children museums in Mexico. Exhibition Design / User experience / User research / Production and material supervisor / Conceptual Design / Spatial Design
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TOOLS I CURRENTLY USE
InVision / Adobe Illustrator, Photoshop & Indesign / Sketch / Keyshot / Rhinoceros /Autocad / Solidworks / Sketchbook / iMovie / iWork + Sketchup / Microsoft Office / 3D Printing software.
TOOLS I AM LEARNING
Adobe After Effects & Experience Design / Flinto / Blender / Maya / Unity / Arduino
SKILLS - Co-creation workshops (plan and facilitation) - Qualitative and quantitative research - Ethnographic observation - Usability testing and research - Method research and mix - Storytelling skills - Visual approach - 3D modelling - Rapid prototyping - Framing
- Personas - Empathy Maps - Service blueprint - Journey Maps - Business Model Canvas - Ideation Games - Experience Goals - Brainstorming - Interviews - Contextual Inquiry - Workshops
APTITUDES - Teamwork - Work under pressure - Quick learning - Adaptability - Eager to learn - Open-minded - Out of the box thinking - Team spirit defender - User centeredness approach - Hollistic nature - Curiosity
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HOW DO I DESIGN?
2. Ideate & Define
3. Test, evaluate & Iterate
PROJECTS EACH PROJECT IS A STORY AND I DESIGN STORIES WORTH TELLING
1. Observe & Research
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4. Engage & inspire
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OP METHOD SELECTION POOL HOW DID I GOT INVOLVED?
For the Strategic Co-Design course, this year Osuuspankki (OP) decided to collaborate with Aalto CoID students in order to optimize their internal processes by design. They gave the class three challenging briefs which were distributed through student teams to work on for 7 weeks. Ours was to create a Method Selection Tool that the design team could use for conceptualizing new services.
THE BRIEF
OP design team was looking for a tool that help them selecting the most useful or appropriate methods for certain kinds of projects whilst encouraging them to try new ones.
WHY DID OP NEED THIS?
Designers fall into using the same method over and over again wether it is the most suitable option or not. Plus, this routinary methods make designers unsure or even skeptical about trying out new ones. On the other hand, no playbooks or method toolkits out there are really used for banking and there is a good chance of creating a tool that is adapted and keeps adapting through time to the banking context.
MY ROLE
Research and analysis of the different methods and the relationship with the actual users. I dealt with the strategic approach and decisionrelated to the tool development and I was also responsible of the design and construction of the prototype both visually and interaction-wise.
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BUILDING THE LOGICS BEHIND A METHOD SELECTION TOOL Our building process began by taking a look at what design studios such as IDEO do and understand their processes behind recommending x or y method to companies. We focused on the questions they asked, what is possible to know and to integrate in the metrics, which metric is the best, user friendliness, etc. At the same time, we needed to define which methods could be useful for the context. In this step, we segmented the most known and used methods into those which are methods, those that are tools and those that are just ways of working. This reduced our ocean of tools into three main pools (yes, that’s part of the reason behind the name) and helped us focus on actual methods and clarify which ones were really necessary to include in the final group. Finally, when we had an idea of what should be the metric and which was our final pool of methods, we began building the logic behind the selection. This included what to ask and when and what the segmentation would look like aiming for the users to get up to two options if used at its most.
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OUR DESIGN PRINCIPLES:
THE SOLUTION
1. Our tool would focus on efficiency and effectiveness while selecting a method in the context of customer insight development. This means getting there easily and fast whilst the choice is the most suitable as well. 2. Our tool will help designers try out new methods. 3. Our tool will focus on the term “method” making a clear differentiation between what a method, a tool and ways of work are and leaving these two last ones out.
Our Method Selection Tool comes in the shape of a digital tool that everyone in the OP design team can access easily from any computer when beginning a project and after insight collection. It has four main elements: the Pool, the Method Cards, the Method Keepers and the Digital Tool. All together, these elements constitute an easy and very friendly way for designers and non-designers to actively participate in the projects and aims to grow as it gets used. It employs a collection of twenty methods that are suitable for OP projects leaving an overwhelming amount of others that are simply not out. Its easy usability and language aims for creating a bridge between non-designers and designers within the team which is something OP has been working towards.
Group of the 20 methods we defined as important for OP and the main categories they are divided into.
Metrics assigned for the method selection.
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FINAL COMMENTS • The project was made under an OP busy agenda for what we couldn’t meet them as often as we wished. • Due our confidentiality agreement, we couldn’t get much access to their projects or cases so we hope they use our insights along with their expertise to keep on improving the concept. • Our tool is meant to be improved with OP’s own content but the how was not in the scope of the project. We suggested to combine these results with the solutions of the other team, which scope was content formats, to optimize the Method Selection Pool. • The platform was designed for computer use only. Future needs might lead to a mobile solution as well.
TEAM Esteban Solís Jeongsun Park (South Korea) Jinny Kim (Canada) Ninna Riutta (Finland)
Basic interaction flow of the digital tool. Check the prototype at https://projects.invisionapp.com/share/CAEW945KU#/screens
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SUUNTO INTERVAL TRAINING COACH MODE HOW DID I GOT INVOLVED?
This project was an intensive design sprint exercise part of the Designing Interactions course in Aalto University and made along with Suunto Oy. The time of realization was 2 weeks.
THE BRIEF
The project was about Suunto’s Interval training mode and a question: How can we improve the existing interaction system for our users?. The task was made with the existing Suunto Spartan Ultra sport watches in mind focusing in Suunto’s “Experience-seeking athlete” user type.
WHY DID SUUNTO NEED THIS?
Suunto is a leading company in the sport watch industry and aims for offering good solutions for their users. In the aim to serve them better, their research team has come up with specific user types. These users are very different and, thus, they have different needs. The importance of finding solutions that take them into consideration but somehow adapt to the others is crucial. The “experience-seeking athlete” is a user that is beyond rigorous sports and goes out for adventure in extreme environments. Therefore, their training is different and their interest in a sport watch differs widely from the common users. Besides this, Suunto interface needs to become more human-centered which seems to be in need of attention.
MY ROLE
In this project I was in charge of the user research as well as the task analysis and the concept design. Along with my team mates, I was actively building and designing the digital prototype both visually and in terms of interactivity using Flinto. Finally, I was also actively coordinating the usability tests.
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FIRST APPROACHES For such a short time, we needed to plan very carefully the use of our time. We dedicated a fair amount of time to design and develop the interaction flow but first, understanding the user and the watch itself was crucial. I remotely interviewed “ideal” users to know about their sports habits, their routines and their experience and impressions on Suunto sport watches or any other brand. Meanwhile, we also played with a smart watch provided by Suunto. We used it in context, played around with it and let other people use it while we observed.
INSIGHTS & PRINCIPLES
THE KEY INSIGHT When trying to find a solution and a way to synthesize and simplify the interactivity of the system within the Suunto Spartan Ultra, we had an epiphany: “Interval Training was really hard to access since it was under the options bar, where other options such as sound or GPS accuracy. The issue is that Interval training should not be an option, but an exercise mode!” With this in mind as a start point, we took out the unnecessary steps to get there and made it a new mode within the main screen of the exercise mode so that changing between modes just took a gesture. Based on the users’ answers, the watch should also be a motivator, a recorder, an observer and adjusts to their lifestyles. Leaving the last one out, the description fit a coach who knows you, takes care of you, motivates you and keeps a record of your improvements. That’s where the name of the concept came from.
THE SOLUTION The Suunto Interval Coach Mode within the Suunto Spartan watch allows users to access Interval Training with just a tap. Just by tapping the slider, the user can enter a new mode called Interval coach. Inside this mode, you can see the options relevant to interval training for each exercise. As a plus, users can create their own routines right in the watch without previous use of the computer. Previously created routines are stored and can be accessed in this mode as well. Information is displayed using color codes and simple animations that are easier to interpret while doing exercises. For example, if the heart rate reaches a dangerous level, the user can see his screen flashing in a different background color (given by Suunto’s heart rate color database). Competition and progress data is enabled in the end to motivate every athlete to continue improving. Finally, the main interface can be configured so that it shows fun data that motivates the user. For instance the beers or ice-cream after the exercise.
Once we got enough information about the ideal users and analyzing our own experience interacting with the watch ourselves we proceeded to quickly interpret all the information we had. For this matter, we used the cards we created, three white boards and some drawings to go step by step into the interaction system and spot opportunities or flaws. It is true that Suunto’s system is not perfect but it performs good. Nevertheless, people need a time to get used to it or even understand it. Based on this analysis, we found out three main principles: 1. Based on the users feedback and following the logic behind each screen, getting to the Interval Training option took too many steps. The users prepare their routines beforehand and expect a quick and efficient system as part of his experience and, since Interval Training is not a priority, the fact that it takes too long to get there is frustrating and sometimes confusing. 2. It is quite challenging to consult some relevant data to the user while doing the actual exercise. There is a need for more user-friendly ways to display it. 3. The watch should make the best out of their own technical capabilities. This means that it should get the best out of touch, buzzing and visual elements.
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Interaction flow of the solution. The colours are different categories of information displayed.
Usability test with ideal user.
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FINAL COMMENTS • Due the time limitations and the kind of users, I couldn’t interview many users in context in the first stage, for what it could be good to test the solution in-situ. • The prototype received very good comments by the client and we hope it can be developed further. • Adjustments would need to be made for non-touch screen devices but it was considered in the development to avoid limitations. • I think that touch devices offer many possibilities and Suunto would improve by exploring and analyze them all.
TEAM Esteban Solís Jangbae Lee (South Korea) Tuukka Pykäläinen (Finland)
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Presentation slides (above) showing main features and prototype screen samples (below). Check more information and a prototype video in my website: https://estebandsc.wixsite.com/diestebansolis/ suunto
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DESIGN JA TEKNOLOGIA PILOT COURSE HOW DID I GOT INVOLVED?
I got the opportunity to become part of the “Design ja Teknologia” course by Espoo Art School Department as part of a personal project. I taught the pilot course at Kaitaa.
THE BRIEF
The idea was to co-design and teach, along with art teachers from 3 different Espoo art schools, a course that introduce design thinking to high schoolers. The course would be linked to City of Espoo’s different briefs for the students to get into.
WHY DID ESPOO NEEDS THIS?
Espoo concentrates a big amount of innovation and enrepreneurship in Finland. For this matter and according to the new education programme planning, more courses related to design are a must. For this reason the Art School Department of Espoo, decided to partner with designers to design a course that not only teach design thinking but that translate it for teenagers. Espoo believes that, regardless the young students become designers or not, design thinking is one of the best ways of solving problems that can improve their higher education skills and, eventualy, their professional lives.
MY ROLE
I co-designed the course along with two designers, three art students and three art teachers. I helped with the course planning and finally taught the pilot course in the fifth period of 2017. During the course, I designed my own lecture material and facilitated student’s work towards a real project. I also assesed the students with the technical skills needed for their projects.
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DESIGN JA TEKNOLOGIA
ABOUT THE BRIEFS
Why is this project in my portfolio? More than a project where I excell in x or y skill or developed a product, I think that designing a course and teaching it was a privilege and put everything I knew in perspective.
The briefs were about making Kaitaa a better place for everyone and make it appealing to others to visit now that metro was coming to the area. The idea was that students learned about design thinking and basic concepts such as empathy and ideation and reflected them in their proposals.
The development started on December 2016 and continued through 2017 until the course pilot in April. This project got me to realize how complex design can be but also the importance of bringing all that expertise to a common language and to explain it to people that have had no contact with design. I had the privilege of teaching to an excellent and brilliant group of students but part of the challenge was to made everything both easy to understand and fun.
The process followed the main guide the general team co-created and then each one of us made it our own. In my case me and my co-tutor and teacher tried to make our class a dynamic space were there was always place for ideas and questions. In an effort to made the class as hands-on as possible, I designed many pieces of material such as tags for role playing, empathy cards, maps, observation checklists and many more that students could use to refer at all time.
My personal goal was to pull out two excellent projects (which briefs were kindly provided by City of Espoo) but also to make it fun and reflect all that design means to me.
Additionally I was in charge of teaching the design parts so I got into class preparation making slides, managing content and creating the support material.
This experience me got me on the oposite position of the design process and made me aware of how the role of designer as a facilitator could be and is in many companies now.
The final presentations were held by the end of May to other participating schools and City of Espoo staff in Aalto University and opened the discussion of their ideas in a positive way.
A FINAL WORD Even though the pilot course and the whole planning was a pilot and is still under development for future courses, I believe that I got to understand not only how hard a lecture is to prepare, but the importance of implementing design thinking to high-schools or even up to elementary schools. I realized that design can be a break-point in traditional education and I believe it should be encouraged.
THE KAITAA TEAM Esteban SolĂs - Co-creator / Tutor Heljä Renfors (Finland) - Kaitaan Lukio Art Teacher Jukka Itala (Finland) - Project Supervisor Mirka Kinnula (Finland) - Co-creator / Tutor
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KONECRANES CRANE ASSISTANT HOW DID I GOT INVOLVED?
This was a project part of the Experience Driven Design course in Aalto University. The project was made in collaboration with Konecranes, a global company dedicated to crane design and manufacturing.
THE BRIEF
To improve Konecranes’ user experience by combining the existing technology and design guidelines in their cranes and Augmented Reality. The solution should be good enough to answer to both the needs of Konecranes clients and the final users.
WHY DID KONECRANES NEED THIS?
Konecranes is a very important company in the industry of crane production, yet design is still not a common practice outside the boundaries of industrial design. Currently, Konecranes is investing a lot in innovation and design and have paid a lot of attention on AR and considers it a powerful tool to get to the next step. On the other hand there’s a need to put more attention to the actual users of the final product and their needs to create a suitable experience that promotes acceptance of new technologies in their jobs.
MY ROLE
In this project I was in charge of the user research, interviews and ethnography. I particularly contributed in coming up with ideation methods for the concepts. I actively took the role of the prototype developer and designer. Finally I coordinated the usability tests.
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CONTEXT AND USER RESEARCH The first steps required me to go and interview users in their work places and also visit Konecranes to manipulate a real crane. This research threw up the following observations and insights: 1. The place of work, the environment and the tasks are quite depressing and boring for most of the people. However there’s a lot of pride in the work. 2. Craners are totally against the inclusion of technology because of the fear that, either technology replace them or that it will try to outsmart them. 3. The conditions in which they work are still quite old fashioned, and the logistics result ridiculous as many things have to be printed and placed in places for orders. 4. Security is an issue and a major concern for everyone.
IDEATION PROCESS
UX GOALS: • Feeling of control over technology: The craner should feel that he has the control of his own activity. • Empowerment of the worker: The experience should empower the craner rather than make him feel unnecessary or dumb. • Safety: The experience should be so that it makes the user feel safe. Additionally, other sub-UX goals could be fellowship, completion, selfdevelopment and joy.
THE SOLUTION The solution is a digital tool in the shape of an AR application compatible with most of the AR glasses in the market but ideally available in future technologies. The core of the application relies on the experience it offers to the craners where the software acts as an assistant helping them in achieving their tasks, suggesting instead of commanding, recognizing the achievements and communicating the rewards. One of the key features is the language the software uses and the use of the voice resource which allows a better communication between the craner and the device.
I wanted to try something new with the team so we started with an exercise inspired by Verynice’s Models of impact (which I had the chance to try during a trip to the US) along with free ideation and gamification of it. So the first step was assigning a number to each UX goal, and then defining two more categories one related to the tools the craners are using and a third one with actions.The idea was to throw a dice three times, each related with a category, and then ideate with those parameters. This was a great way to begin since the ideation went much more fluently and this exercise let the team think bigger and bigger within a defined scope.The main ideas came out of these exercise for further development. After this excessive we also tried with role play, simulation of the ux goal proposals with toys and this allowed us to generate a first digital prototype that we tested with design experts as part of the first evaluation part with a questionnaire we designed specifically for this project.
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The ideation process led us to create an early prototype with legos and then we hosted a usability test session with UX experts with a series of paper based criteria sheets. The results of this usability test led us to see what was in need of improvement before developing it more.
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SOLUTION IN DETAILS • Simplified and user-friendly language: The software uses basic language that the craners also use. The tone is assistive instead of a commanding. • Right information in the right way: The software provides the information and give them the power to decide which to use and to intervene in obtaining it so he/she always keep the control. • The real needs: The software focuses on the more important areas for the real user. Therefore, the software is not just a fancy or toy feature, but actual help. • Social feature: The Crane Assistant enables the working community to connect with each other and promote a better working experience. • Gamification with benefits: The application uses justified gamification to bring a fun touch to the app whilst acting as a game changer that brings value to the workers. The idea is to have a system of virtual currency defined by the completion of extra or hard tasks. The completion of these tasks will provide the craner with an amount of K-coins which, by accumulating them, can be exchanged for benefits such as time to leave earlier, extended coffee breaks or lunch benefits.
FINAL COMMENTS • In order to implement all these features and get the most out of the software, AR glasses that implement voice interaction are needed. Alternative options can be developed for simpler technologies. • Our project was made taking one group of people in consideration. Their context and answers might be an exception so more field research can be conducted to improve the solution. • Because we don’t posses the needed skills, our prototype is a walkthrough only. It would be great to develop it as a tangible AR prototype. • We think that even though Konecranes is a B2B company, their future might rely on investing time and effort on researching and understanding the users of their products, rather than the technology or the markets.
TEAM
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Screenshots of the final prototype. The interphase was designed to be coherent with the activities craners do. AR technology allows the recognition of elements such as QR codes or even proximity in a space. Social interaction and rewards are a plus to the final proposal.
Chengxin Hao (China) Esteban Solís Pia Laulainen (Finland)
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ISO OMENA SHOWROOM SERVICES HOW DID I GOT INVOLVED?
This project was part of the Designing for Services course in Aalto University and made along with City of Espoo’s Iso Omena Service Centre.
THE BRIEF
To improve the service of booking and using a space within Iso Omena Service Centre. ThIs pop-up space is part of the Service Centre and commonly used by Espoo entrepreneurial comunity to promote and test their ideas whether these are products or services.
WHY DID ISO OMENA NEED THIS?
Iso Omena Service Centre is a space within Iso Omena shopping mall that encloses many services for the people in Espoo. These services include library and public health among others, each one with their own space to work and offer services. One of these spaces is available for the public use but doesn’t count with a structured service procedure which makes it hard for users to cope with. We aim to help Iso Omena to offer a better service for this space booking and use and propose a set of guidelines and specifications to do so.
MY ROLE
My role in the project included user research, interviews, ethnography and contextual inquiries. Besides, I was a lead concept designer and workshop facilitator. On the more technical side, I took the role of a visual designer along with my teammates for the final delivery presentation.
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CONTEXT RESEARCH After doing some observation and interviews in site and having a talk with the responsible people behind it me and the team determined the following: 1. The space itself is located in a very difficult to reach area of the Service Centre. People have struggle to find it and go there only if there’s the real need to go near it. 2. People is very confused about the process they need to follow to book it. There’s no visual or other indicator that communicates that the space can be used by them. 3. The space is really small and people that book it don’t receive any help or guide on how to use it. Most of the time everything is just improvised. 4. The process gets registered in a huge excel file that nobody reads and ends up being really harassing. 5. There’s no cooperation between the different creative spaces in the Service Centre. 6. The space has no special branding or image. 7. The personnel running the space, which is not really well-defined, have no procedure to offer a good service to the potential users.
DESIGN OPPORTUNITIES: 1. The main value entrepreneurs see in the space is the chance to test their ideas. Noticeability of it is essential for them. 2. The space needs more diffusion to be noticeable. People don’t know about it. Entrepreneurs rather use existing online platforms such as Facebook. 3. There’s no clear organization and logistics nor a registrer of previous events. This also happens within staff of Iso Omena City Centre. 4. The selection process should be transparent enough so the potential users know how it is going and don’t waste their time waiting for responses. 5. The procedures can be easier for the staff as well so it is not a burden to take care of it. 6. Most of the creative spaces are up to help and collaborate with potential users so the benefit is mutual. 7. Pop-up space as a name has given most of the people the wrong idea about the space.
TWO WORKSHOPS As part of the research I got into designing and facilitating workshops to understand and co-create solutions. The idea behind the first workshop was to gather and co-create ideas about the service. Participants were assigned different roles and ideated procedures and suggested rules for them. Playing with cards that represented actions, places within the Service Centers and roles, each team mapped different concepts. The workshop was held in the Service Centre and they had chance to explore and check the space as well. The second workshop was also held in the Service Centre and aimed to co-create and refine the concepts created previously but using the actual user’s perspective. The main tool was a journey map and the idea was to identify the pain points in the process of booking and using the space. The journey map included also different roles and the goal was to propose what kind of actions should each stakeholder take within the service process.
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THE SOLUTION The solution comes as a series of recommendations for the staff and management in charge of the space. These recommendations include the change of the name to Iso Omena Showroom to avoid giving the wrong message, a logo and image for the space and a sort of procedure manual for management to adapt to their logistics. This manual consists in a stepby-step story describing a “success story” of a user representation. Each step comes along with tasks that need to be taken care of in order to ensure success. Additionally we propose a separate platform dedicated to the space activities and allows interaction between all the stakeholders. The solution benefits both, the staff and the users in a parallel way. All the recommendations and service blueprint story take them both into account and allow improvement in both ways.
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FINAL COMMENTS • During our investigation I had the chance to work with many people before the service was designed so it would be great to interview people using it or in the process now. • Since most of the logistics remained as “private and complicated”, the solution is a rough recipe that Iso Omena staff will adapt. In this sense, if applied, it would change according to their needs. • The platform might compete directly with the actual online booking site but we believe is more precise. This might inspire future services or even be adapted to them. • The project received very good critiques in the final presentation which not only we did in school but had the chance to present to the Service Centre Manager and staff.
TEAM Aïcha Konaté (France) Esteban Solís Francesco Fontana (Finland) Jangbae Lee (South Korea) Siiri Sarkola (Finland)
Journey Map explaining the success story of Alf, an entrepreneur that wants to book a space in Iso Omena Service Centre to promote his work. He gets advised by a friend to check the Showroom and after following very easy steps, not only he gets the space but a series of tools that make his experience amazing and more complete. (On the right) A series of tasks are shown next to each part of the journey map as suggestions for Iso Omena staff to take into account to ensure the best experience for its customers.
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LUMINEQ OFFICE CONCEPTS HOW DID I GOT INVOLVED?
This project was part of the Product Architecture Design course in Aalto University and made along with Beneq Oy.
THE BRIEF
Beneq Oy gave us one mission in November 2016, To explore new uses for their Lumineq displays. Me and a team of awesome designers decided to explore office appliances.
WHY DID LUMINEQ NEED THIS?
We believed that the office can be benefited from this technology since there’s a huge amount of information within the office that needs to be visible, shared or remembered in fast and efficient ways. We thought that transparent displays could be a discrete and good way to approach these needs.
MY ROLE
I acted as a product designer proposing and generating concepts for Lumineq new uses. I also modelled and generated the concept material such as renders and images and wrote the storyline for the video presentation and did a big part of the editing of it.
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FIRST SKETCHES The first sketches I made where dedicated to find the different uses for the Lumineq technology. I explored different applications for it to both working and home environments. The main idea I had was to propose both realistic and radical concepts such as design for pets or babies.
FINAL COMMENTS CONCEPT MODELS
• Even though the main scope of the project was product design concept, we wanted to take it a little bit further and linked it with a service. • Technologically speaking, these products would be doable but the challenge would be in creating and managing the content and assigning that job to people. • The complete project had two sides, a collection covering working environments and a second one involving home. I only portrayed that one I was complete involved in. • The project was presented in the Beneq headquarters in Espoo and received good critiques and comments.
The final concepts I designed for this brief were mainly three. A sign for offices, a portable tablet-like device with a portable rail station and an info-cube for common spaces within offices. The idea is that these devices are in essence information receivers. They receive and allow people to send information within work places to make the working experiences more efficient, adaptable and fun.
TEAM Concept renders in context. The final presentation included a series of renders along with the research that justifies and validates the development of these concepts. A part of this presentation was a video I made and that can be watched in: https://www.youtube.com/ watch?v=1YgLM8cOTcE
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Arne Henden Aaraas (Norway) Esteban Solís Jangbae Lee (South Korea) Lena Clasing (Portugal Marjo Koivisto (Finland) Seoran Jin (South Korea)
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DOG CARE SHARED RESPONSIBILITY HOW DID I GOT INVOLVED?
This project was part of the User Inspired Design course in Aalto University. This was my first project as a Masters student in Finland.
THE BRIEF
Create social impact by means of design. That was the brief and the topic was free for us to choose. Our scope were neighbors within Kumpula and Arabia which are either dog owners or dog lovers. We aimed to create an impact by facilitating users to find each other and connect by the means of “shared responsibility” towards dog care.
WHY DID PEOPLE NEED THIS?
It isn’t strange that Finnish citizens are reserved and attached to their own space, however younger generations and non-Finnish citizens are in need of more interaction and a “feeling of belonging”. We found out an answer in pets, since they fulfill this need in a personal level and a good way to increase interaction between neighbors could be by sharing a responsibility. This would not only create interaction opportunities but also trust which is an issue preventing it.
MY ROLE
My role for this project was as a lead designer conceptualizing and ideating towards the solution. I aslo co-designed and facilitated the workshop and made some of the materials for it. Apart from that I did ethnographic research and some interviews. Finally I wrote and edited the videos we showed and contributed with the making of the visuals.
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INITIAL ETHNOGRAPHY During the first stage of this project we aimed to identify the main problems and opportunities within neighborhoods. We found a great chance to bring people together as Kumpula and Arabia neighborhoods share a lot of dog owners and dog lovers. To understand better the role of dogs and activities related to them we conducted some ethnographic observation around the area and some shadowing to some owners and dog lovers. Based on this observation and interviews, we came out with the term shared responsibility. We found out a great opportunity to bond and create trust between neighbors by sharing the responsibility of owning a dog. Many people either owns a dog or wants to own one and, in the second case, are eager to help owners taking care of them, walking them or look after her. We mocked up a first approach for this and explained with a video I made and you can watch at: https://www.youtube.com/watch?v=EFP_A89K7eQ
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A WORKSHOP
THE SOLUTION
The next step involved getting closer to the real users and co-design the solution they would like to have. The workshop was held in Aalto University, as it is conveniently in the middle of Arabia and Kumpula, and participants and dogs were invited. The materials included design games, journey maps and empathy maps. We aimed to discuss the “shared responsibility” idea and know what could be the thoughts, limitations and opportunities. After facilitating, we found out that: • The neighbors are definitely interested in bonding and getting along as a community but there’s no clear idea of how. • Trust is an issue between people and there’s will to act towards fixing that. • Dogs are a good way to link them. • Dog owners are skeptical about just trusting a stranger to have their dogs but agree that help would be appreciated and it is in fact needed. • A clear and well defined idea would be the trigger to action. People are in doubt because there’s no clear incentive or service for this. If there would be a clear model to follow, the idea would be trustworthy.
The solution was named Dog Care and it is an initiative designed to bring neighborhoods together creating bonds based on trust and fulfilling needs of three main actors: dog owners, dog lovers and dogs. Dogcare is about relating to the people within your neighborhood in order to share the responsibility of owning a dog. Activities included in this can be walks, bath, vet visits or just playing. For this matter, all buildings within a neighborhood might have a common space, similar to public libraries or parks which are also shared. However, this one will be dedicated only to dogs. Once then, neighbors can follow the space rules to be able to play, walk or spend time with the dog keeping the dog owner informed at all time. Thus, the activities are kept within the neighborhood community and them only. This way, not only dogs get care and attention all the time, but owners get more time and relief that somebody is sharing their responsibility whilst dog lover get their emotional needs fulfilled. But the most important thing is that by sharing the responsibility within a safe and clear model of service that keeps transparency and connects people, trust within neighborhoods can increase potentially. That’s what DogCare is about. Final materials for the concept. A diagram (left below) of the elements and their relations within the solution and the whole walk-through steps of the solution explained (above).
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FINAL COMMENTS • As DogCare is an initiative to bring people together and share responsibility in benefit of the neighborhood and the dogs, most of the post-work would rely on the people from the Kumpula/Arabia area. • A digital platform could be implemented or existing ones as Facebook could be used by the neighbors in benefit of the initiative. • This way of sharing responsibility can be implemented in other contexts than dogs like domestic chores, social services and so on.
TEAM
For our final presentation, I prepared an explanatory video for us to explain the concept to others and to neighborhoods. The video can be watched at: https://www.youtube.com/watch?v=lpvNI-8y-co
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Esteban Solís Mu He (China) Satu Niemi (Finland) Siiri Lepola(Finland)
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ESTEBAN SOLIS
strategic, service & product designer INNOVATION - HOLLISTIC - SYSTEM THINKING
EDUCATION
BASIC INFO
WELL, THAT WAS IT! Feel like collaborating with me? Do you want to know more about any project or just say hi? Feel free to check my website or send me a message. Thank you for reading and stay tunned for more content. Esteban
Nationality Date of birth Current status
Mexican 28 / 02 / 1992 Masters Student
DESIGNER VIEW
Design is meant to be understood as an integral and important part of a systemic universe within each business or industry. Designers have evolved to become key assets in strategies that push products and services ahead the competitors and understand the real needs of clients and customers. As a strategist and service designer, I am aware of these needs and that a designer view is no longer enough but to be able to see through different glasses such as business, branding or engineering. I want to develop my service design skills and learn from all the areas that interact with it and become a better strategist. I believe there is much more to discover about the role of design in the future and I want to be part of those discoveries.
LANGUAGES Spanish English German Finnish
Native Advanced/Academic & work Basic Basic
DIGITAL (CURRENT) SKILLS Illustrator InDesign Invision Solidworks KeyShot
+++++ +++++ +++++ +++++ +++++
DESIGN SKILLS Workshop design Facilitation Research Methods
MAIN INTERESTS #servicedesign #experiencedesign #businessdesign #systemthinking #designmethods
GREAT TEAMS. GREAT PEOPLE.
CONTACT Residence e-mail phone Linkedin Portafolio Website
Photoshop +++++ Sketch +++++ Aftereffects +++++ Rhinoceros +++++
Rapid Prototyping System-thinking
#conceptdesign #prototyping #designcommunication #designroles #designresearch
Helsinki, Finland (00420) di.estebandsc@gmail.com +358 409340052 in/designerestebansolis/ Go to PDF version in Issuu Go to WIX website
Helsinki, Finland 2016-2018
Aalto University M.A in Collaborative and Industrial Design (CoID) International Design Business Management minor (IDBM)
Victoria, Australia Exchange 2013
Swinburne University of Technology B.Sc in Industrial Design
Mexico City, Mexico 2010-2014
Tecnológico de Monterrey B.A in Industrial Design
Mexico City, Mexico 2007-2010
Tecnológico de Monterrey International Baccalaureate Diploma Program
EXPERIENCE Rajamäki, Finland 2017
Strategy & Customer Experience Designer for Premix Oy Development of the ideal customer experience in a B2B context. In collaboration with Design Forum Finland.
Espoo, Finland 2016-2017
Co-creator & tutor of the course “Design ja Teknologia” Development of a design course for high-school students in Espoo, Finland. Creation in collaboration with Espoon Kuvataidekoulu and Aalto University.
Helsinki, Finland 2016-2017
Service Designer for Mitsubishi Electrics (Europe) Project to teach and develop service design concepts for HVAC devices.
Mexico City, Mexico 2015-2016
Interactive Exhibition Designer at Sietecolores Design, development and supervision of Interactive Exhibitions for children’s museums in Mexico.
Mexico City, Mexico 2014-2015
Industrial Designer for Pronamet Concept designer of heavy metal products for anti-fire systems.
OTHER PERSONAL & SCHOOL PROJECTS 2018
2017
2016
Experimental Interaction Design course participant (Reykjavik, Iceland) Development of a game concept for Iceland. Service Design Tour: Helsinki co-organizer Brought the Service Design Tour to Helsinki. Method Selection Tool for OP Development of an interactive tool for Method-selection for the design team in OP Interval Mode concept for Sunto Oy Design of an interactive prototype for Suunto’s Spartan sport watch. AR application concept for Konecranes Oy Design of a valuable AR concept for crane operators and businesses. Booking service design for a space within Iso Omena Service Centre Design of the service and guidelines for a more efficient service. Concept for display new uses for Beneq Oy Design concepts of future uses for Beneq’s Lumineq transparent displays.
Helsinki, FINLAND
in
/designerestebansolis
@drl_esteban
WWW
All rights reserved. April, 2018.
https://estebandsc.wixsite.com/ estebansolis