HANSEN WEI CV & PORTFOLIO
My name is Hansen Wei, recently I have graduated with MSc in Design for Interaction from TU Delft. Over the past years I have been working on product, graphic, interaction and user-experience designs. This small booklet shows my CV and a selection of my design works, covering my master and bachelor graduation projects and 3 big projects recently done in TU Delft, together with some other design projects previously done in my bachelor school.
CURRICULUM VITAE
HANSEN WEI Product, Interaction & Experience Designer
EXPERIENCE Date of birth: Gender: Nationality: Mobile phone: E-mail: Address:
04/10/1988 Male Chinese +31 (0)611106130 weihansen1988@gmail.com 2e Middellandstraat 25A, 3021BL Rotterdam, The Netherlands
EDUCATION Delft University of Technology Faculty of Industrial Design Engineering Cum Laude, MSc in Design for Interaction, 2013 Jiangnan University School of Design B.E. in Industrial Design, 2011
AWARDS iF Concept Award Top 300, 2010 3rd Prize of Gree Design Competition, 2010 3rd Prize of Zhenghai Design Competition, 2010 Red dot Concept Design Award, 2010 Merit Award of Lotus Design Competition, 2010 “Best Graduation Project” of Jiangnan University, 2011 “Outstanding Graduate” of TU Delft, 2013 3rd Class scholarship of Jiangnan University, 09,10,11 Faculty Scholarship (Tuition Waiver) of TU Delft, 11,12,13
PUBLICATIONS Exploring design opportunities for social intimacy through everyday objects and practices UbiComp '13 Adjunct: Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication, 2013 Hansen Wei, Elisa Giaccardi, Marieke Sonneveld
Product Development Project for Chintlect May-Jun 2010, Wuxi Analyzed current market, product line and competitors and proposed a new product concept direction for the new potential market and target group. Desis10 Workshop with Politecnico di Milano Sep 2010, Wuxi Led a group to design a product-service systems for local elders in Wuxi by re-organizing surplus vegetables resources they had to the whole society. Interactive Technology Design Project Feb-Jun 2012, Delft Worked in the group to design and make an interactive food tray to help people make a more healthy lunch choice. As designer and maker, I was mainly in charge of concept developing and prototype making. UI Redesign Project for Océ Feb-Jun 2012, Delft Worked in a group to redesign the interface of wide format plotter and optimize its usability and user experience based on 2 user studies. I was mainly involved in test set-up, concept developing, prototype building and report writing. Product Development Project for Royal Bammens Sep-Jan 12-13, Delft Worked in group to design a more efficient waste separation system in commercial domain for Royal Bammens. Specialized in design for interaction, I was mainly in charge of user research, concept development and user test. Workshop Social Interaction Design, CHI2013 April 2013, Paris Worked with social scientists, computer scientists, HCI scholars and artists to explore how social generated data could be better embedded with the physical world through a research-through-design approach.
SKILLS Research Techniques (Interview, User Test, Context-Mapping, Qualitative& Quantitative analysis,Research-Through-Design) Design Techniques (Vision in Product Design, Creative Session, Design-through -Research, Rapid-prototyping, Storyboarding) Making (Sketching, Illustration, Photography, Model Making, Movie Making, Rendering) Software (CorelDraw, Photoshop, AutoCAD, Indesign, Rhino, 3D Max Vray, Pro-Engineer, Keyshot, After Effect, Corel Video Studio, Office Series) Personal (Endlessly Curious, Detail Oriented, Collaborative, Observant & Patient)
LANGUAGE Chinese (First Language)
English (Proficient in writing and communicating)
CURRICULUM VITAE
1. Master Graduation Project
FUTURE.ME 2. Project Exploring Interaction
WALKING MENTALLY THERE 3. Bachelor Graduation Project
ONE IN ONE 4. User Experience Assessment Design
OCE CLOUD 5. Interactive Technology Design
DISH OF CHOICE 6. Other Projects
1. Master Graduation Project
FUTURE.ME Feb-Aug 2013
Future.me is an App plugged in big social platforms like facebook, allowing people to joke about their friend’s future on an intuitive “future timeline”. Meanwhile, as a derivative product for the webservice, a tangible clock was also created to provide user an optimized experience in browsing generated social predictions . This master graduation project, supported by ID Studiolab, TU Delft, is a selfexploratory project, which focuses on 2 issues: 1. Explore the meaning of tangible social media and 2. Sustain and enrich intimacy on social media services. By creating a design concept for this social intimacy focus and later evaluating this concept (as a design case of tangible social media) in terms of its tangible value, the 1st issue was explored in the end. This graduation project got a 9 ( with10 as full score) and directly contributed to a Cum Laude master degree.
1.Project Goal Social Intimacy + Tangible Social Media This project focuses on 2 issues: 1. Explore the meaning of tangible social media and 2. Sustain and enrich intimacy on social media services. The 1st issue was the initial project goal. Through a preliminary investigation on background knowledge of social media and relevant works, I defined the design focus as optimizing social intimacy through tangible interaction due its research potential. By creating a design concept for social intimacy and later evaluating this concept (as a design case of tangible social media) in terms of its tangible value, the 1st issue will be explored in the end. After a comprehensive user research on how intimacy was reflected in social media context and everyday practices, we concluded the design goal as enriching intimacy between good friends by facilitating them to “craft” social contents, and came up with an interaction vision of wrapping and unpacking social message in a light and playful way.
2.Research Intimacy in Social Media Context & Everyday Practices 3.Interaction Vision Wrap & Light and Playful
6.The Concept Future.me Future.me is a novel web-service based on big social platforms like facebook, allowing people to joke about their friend’s future in a light and playful manner. Meanwhile, as a derivative product for the web-service, a tangible clock was also created to provide user an optimized experience in browsing generated social predictions and past traces.
Future
30th Aug 2013 Alessandro Acerbis You will enjoy the sunshine with me in Toscana!
10th Aug 2013 Unknown You will get badly drunk that night !!!
1st Aug 2013
5.Design Iterations
Le Li You will be fighting deadly for green light meeting!
Aug 2013
After a quick conceptualization phase, an idea was chosen, which, through 2 iterative making-testing design cycles, was refined and led to a final concept.
+
Foresee Hansen’s Future
Pick a date 1st July 2013
You think Hansen will ...
Le Li
an image ... by that time
Within the online platform, an intuitive future timeline (plugged with the original facebook timeline) is used to add, organize and exhibit future predictions. Friends can directly add prediction by picking a time and compose the content with texts and relevant searched image.
The clock acts as a clock in its normal status. When the user dials the clock needle forward, generated future predictions will be visualized and displayed on the clock surface by time order. Similarly, when user dials the needle backwards, past social traces will appear. During dialing process, different loop music or sound effect will be given to enhance the usability and user experience.
8.Evaluation As a supply to the web-service, the tangible clock was proven to provide a more playful and engaging experience with social contents visualized in such an intuitive way. Besides, entertaining, relaxing,handy, personal and emotion-carrier, according to our participants, are the added values the tangibility of the clock brought to the overall concept.
7.Final User Test To evaluate the concept in terms of the added value of tangibility, a final user test was conducted with vital aspects of the concept prototyped and a combined experience simulated for the participants.
2. Project Exploring Interaction
WALKING MENTALLY THERE Sep-Jan 12-13
Walking Mentally There is an App that brings safety to pedestrians who focus on their smartphone screens while walking on street, by providing a separated front view on the phone interface and giving intuitive alert feedbacks. This is an individual project for the course Exploring Interaction, during which I analyzed the current interaction and experience of the target user through various research techniques, and then further explored new potential solutions through iterative prototyping and experiments. Due to the novelty of the concept and the deepness of the exploration, the final grade for this project is a 10 (full score).
1.Design Goal Enhance Safety With a design goal of “bringing the feeling of secure to pedestrians concentrating on smart-phones while walking as well as enhancing the real safety extent”, the project started with exploring current interactions of the target users. As a conclusion of initial exploration, an interaction vision of “flying in a cockpit” was generated, leading to 2 interaction qualities “anticipation” and “on track”.
4.Conceptualization Brainstorming
ANTICIPATION ON TRACK
2.Research Current Interaction 3.Interaction Vision Flying in a cockpit
6.The Concept The App “Walking Mentally There” split the screen into 2 parts. The upper part shows the front view through the phone’s camera, with the help of a phone case exclusively designed for this App. While the underlying part provides a shortened user interface.
Phone Case A phone case with 2-mirror structure was needed to provide the front view by reflected rays.
5.Design Explorations Inspired by interaction qualities of "anticipation" and "on track", several design experiments were made and tried out with participants, leading to a final design concept.
The App The user could see a clear front view in the split upper screen, together with a balance bar to illustrate his/her concentration level. While the time goes and if the user still keep staring at the screen, the balance would gradually change from green to orange and the view will slowly get blurring.
7.Prototyping& Testing In the end, interactions were prototyped through a set of combined devices, with which the evaluation on how people experience the intended interaction and the concept behind it were conducted.
3. Bachelor Graduation Project
ONE IN ONE Feb-Jun 2011
One in one is a furniture design series inspired by a study on the potential affordance of objects. In the series, each product is a a redesign of an everyday object with new affordance added in the similar form language. These are design outcomes of my bachelor graduation project, during which I tried to dig out extra possibilities from everyday objects, through observation towards people's behavior and supposition on their latent appeal. This project was titled “Best Graduation Project� and ranked 2nd among all design works.
1.Project Orientation Latent Affordance This project starts from my interest in observing people’s unconscious behaviors, from which I saw the possibilities to dig out the latent affordance of everyday objects people interact with. Thus, it formulate the basis focus of this project.
2.Research Behavior Observation& Object Study The method of behavior observation act as a starting point for me to find people’s latent desire towards objects by looking at their physical interactions with these objects, which br ought me a lot of fun and inspiration. Another way to get inspiration is to study the subtle characteristics of objects, which could also reveal object’s latent affordance that facilitates new interactions.
4.Making Process
3.Conceptualization
DRAWER IN DRAWER
SEAT IN SEAT
BRANCH IN BRANCH
PHOTO IN PHOTO
BAG IN BAG
5 out of the ideas generated through method 1 and method 2 was grouped due to their beautiful similarity: the added affordance are designed in the same form language with the original products.
5.Final Design
SEAT IN SEAT Sometimes people lay down the bench to sit close to the ground, why not providing a second height.
DRAWER IN DRAWER People always keep small and scattered things mixed in their drawer, why not providing them a small drawer shortcut.
BAG IN BAG Bag and money are things people need to carry while shopping, why not making people able to hold both.
BRANCH IN BRANCH Clothes rack looks quite like a tree, why not making the hook a “real branch” by drilling it hollow, where real flowers and leaves can be filled in.
PHOTO IN PHOTO Picture frame base is always laid down on the table, why not hiding some secrets in it
4. Project User Experience Assessment Design
OCE CLOUD Feb-Jun 2012
Océ Cloud is a new printing system for architecture industry. With Océ Cloud, one person can fine tune the printing settings once and give his/her colleagues the option to use those settings anywhere at any time through cloud computing technology. This concept replaces the current iteration of the display interface, Océ Express WebTools and printer drivers, with one intuitive interface on all devices and facilitates in the architecture’s team interconnectedness . This is a cooperative project for the course Usability and Experience Assessment Design, during which we were asked to redesign the wide-format plotter Oce PlotWave 300™, solve the current usability problems, redefine and improve the user experience of this product based on 2 user studies. Working with 4 Dutch and 1 Indonesian students (Anna Louisa, Rosel Vd Berg, Tommasso Sarri, Jessie Timmerman and Muryani) as a team, I was mainly in charge of user study set-up, concept developing, prototype building and report writing.
1.Project Orientation The Oce Plotwave 300 is a big format plotter meant for CAD files. It can be connected to a company’s internal computer network and receive printed jobs in 3 different ways: printer driver from computer, USB connection, or using a specially developed Oce Express Webtools. The project started with a focus of investigating the current usability problems and user experience of performing print/copy/scan tasks through these different ways.
2.User Study 1 Current UX Study 1 was done to make assessment of the current product usability. 6 participants were invited to conduct several tasks covering all relevant interactions a user might encounter while printing, scanning and copying.
4.Concept Oce Cloud
3.Interaction Vision Capoeira Dance Analyzing all usability problems found in user study 1, we formulated our interaction vision as capoeira dance, through which we want to incorporate the qualities of in-control, intuitiveness, anticipation, fluent and adaptibility to the new user experience.
Océ Cloud uses cloud computing technology to establish a dedicated online server of Océ where a team member can access his/her team’s cloud to print the files from any device (i.e. pc, laptop, smart phone and tablet). The printable files can be given customised Labels, which allow any team member to instantly print files in a format that the expert in the team suggested.
5.User Study 2 New UX With hand-made paper prototype and a simulated test set-up, user study 2 was conducted to serve as an analysis for the design concept to discover if the redesigned user interface works as intended and ultimately improve the usability level and user experience.
6.Redesign In the end, new design modifications concerning the user interface was made based on findings from user study 2. This concept replaces the display interface, the driver and the Océ Express WebTools with one intuitive interface, which responds to touch control, facilitating social collaboration by allowing team members to instantly share and discuss their work anywhere in the world and in real time using the cloud to communicate. This communication can occur indirectly using the stored files, or directly in the chat box and video conferencing features.
5. Project Interactive Technology Design
DISH OF CHOICE Feb-Jun 2012
Dish of Choice is a food tray that can tell user how balanced his/her lunch is based on 5 nutrition categories through a pentagon display. Recognizing the user by reading his campus card, the display could shows how balanced the user has eaten that week. When new food items are placed on the tray, instant changes of user's overall nutritional balance will be displayed. This is a cooperative project conducted for the course Interactive Technology Design, during which we were asked to change people’s food choice and eating habit with interactive technology solutions. Working with 3 Dutch and 1 Chinese students (Anna Louisa, Bob Jansen, Kimberly Hust and Chen Hao) as a team, my role in this the project was designer and maker. I was involved in conceptualization, but mainly in charge of prototyping and physical embodiment of the concept.
1.Design Goal Change Behavior With a design goal of “changing food choice behavior in our faculty’s canteen with interactive technology solutions” and the project emphasis of “implementing the designed interactions”, we quickly come up with the idea of “combining the food tray with a nutrition balance”, with which we believed that people’s behaviors will be changed in a less obstructive and more implicit way.
2.The Concept Scenario 3.Technical Principle To achieve the interaction, 2 color sensors were used to identify plates with different color labels on the bottom. And 2 light sensors were used to enable both color sensor to work separately at the same time. Besides, RFID reader was used together with a RFID student card for the reading and saving of user data.
1. Getting a tray
2. Putting a compus card
3. Seeing your food history
4. Recognizing icons on food
5. Putting food on tray
6. Food balance changes
5.Adjust food choices, balance is changing
8. Paying for food with campus card
RFID Reader LED Board Light sensor Color sensor Adruino
4.Prototyping Process As main maker, I went through all embodiment process of the concept, including 3D modeling of the tray, design and hand making of the pentagon display structure and the final assembling of electronic elements.
5.The Interactive Prototype
6. Other Projects
Next-door Veggies Next-door Veggies is a community supported project which aims to make use of extra veggies from elders who do plantings in urban city by collecting, promoting and selling these veggies in local community. In return, the elders could gain personal credits which could be exchanged for other community service. Desis Service Design Workshop, Cooperative Project
Counting Ring Counting ring is designed to help people count cash fastly, conveniently and correctly by hands. Flipping money sheet through a special designed veins, the ring then detect each sheet through IR scanning. 2010 Red dot Concept Design Award, Cooperative Project
I BUY IT I BUY IT is a personal digital terminal which offers people a new shopping experience in hypermarket like WalMart. By stucking the bankcard and covering the magnetic sensing area, I BUY IT could get acess to the bankcard account and ďŹ nish payment when scanning the barcode on products through the small bank clip. Merit Award of 2010 Lotus Prize, Cooperative Project
Twin-Line Tape Twin-line Tape is a tape with 2 lines located in each side. By dragging and gesturing the two lines, the angle in between could be measured and shown in the LED display. 3rd Prize Zhenghai Design Competition, Cooperative Project
Disk Clock & Film Calendar Disk Clock is a clock that tells time by the rotation of a DVD disk. Film Calendar is a calendar that document dates on a film-like calendar roll. Through these 2 designs, I want to represent the sensation of time flashing through the media of movie, entrusting time the trait of movie style: Life flows softly as the movie is on. Bachelor Studio Project, Individual Project
FASTEA Fastea is a water dispenser which offers instant green tea for whitecollars working in office. It integrated an internal instant tea making system and 8 choices of Chinese tea leaves, providing user a fast and fashional drinking experience. Bachelor Studio Project, Individual Project
Lover Land Temporage Temporage is a screwdriver that offers a temporary space on the bottom of the shaft. Besides, magnet is attached to the inner covering of the space to help collect used screws. Conceptual Idea, Individual Project
Lover land is a project to redesign a silent area in my bachelor campus, which is popular among school lovers. To tone in with the original environment and improve its coziness and attraction for lovers, several aspects were redesigned and some new facilities were created, e.g. soft stone and floor bench are created to make it more comfortable and romantic for lovers to lie on grassland and floors, shelter trees were added to improve the sense of privacy. Project Public Facilities Design, Individual Project
Thanks for reading and hope to see you soon! weihansen1988@gmail.com