Portfolio 2023
Jingyi Zhao
Interaction Design & Industrial Design
ABOUT ME
Education
Industrial Design
2022.9-2024.7 TU Delft University
2018.9-2022.7 Xi'an Jiaotong Liverpool University Design for Interaction
Skills
Research
Design
CONTACT ME
Name Email Phone Number
Jingyi Zhao jingyi_zhao0512@163.com +86 15896287560
interview observation field research interface design presenting empathizing negotiation
about many things
to be a volunteer
making prototypes
Software Curious
Used
Enjoy
Good at communicating with people
04.
iEat Tele-VIEW
Parkinson's Tableware Design
2019.11-2020.02Suzhou, China
PROJECT GRID
Bottle Opener Design
2019.09-2019.11Suzhou, China
DIASSISTANT
System For Diabetics Design
2020.03-2020.06Suzhou, China
06.
INFORMATION OVERLOAD
AR Telescope & Stair For Museum Design
2021.10-2021.12Suzhou, China
07.
Speculative Design
2020.10-2021.02Suzhou, China
08.
PULL AWAY, PULL BACK
Ritual Design
2022.09-2023.01Delft, Netherlands
WAVE
Exhibition Cabinet For Museum Design
2021.09-2021.10Suzhou, China
W-BALANCED
Rotatable Drill For Rock Climbing Design
2021.03-2021.06Suzhou, China
01.
02.
05.
03.
iEat
-Help people with Parkinson's disease eat better
Tremor, as an important symptom of Parkinson's disease, can affect the daily behaviors of patients such as eating and reduce their self-care ability. To help people with Parkinson's eat better, a system called iEat is designed. iEat is a system which combines a self-balancing spoon & a bowl with a base that sinks and bulges with the sight. No matter how the user's hand trembles, the spoon head keeps still. Moreover, the indentation at the bottom of the bowl helps to gather food together. With the help of the system, users can eat better.
Tangible Interation Design & Product Design
Jingyi Zhao
2019.11-2020.02
Video Link
https://youtu.be/4E4n9E76WkA
PROBLEMS
Background Information
Patients experience a loss of dignity and low self-esteem and pain.
Data Analysis
Tremor 84%
Tremor is the most common symptom of Parkinson's disease.
Diskinesia65% Dyskinesia is mainly reflected in starting difficulty,conversion difficulty and slow speed.
Tremor is an important manifestation of Parkinson's disease affecting the motor system, can affect the daily behaviors of patients such as eating and reduce their self-care ability.
Food dropped from shaking spoon will stain the table and cause problems with cleaning.
Disequilibrium75%
Patients often walk unsteadily or fall, especially when turning corners.
Amplitude & frequency of tremors
Low frequency, the specific frequency is between 4Hz and 6Hz. But the amplitude of tremor is high.
Literature Review
Pathological Basis
The main pathological feature of Parkinson's disease is the death of large numbers of DA neurons, which produce dopamine in the brain. Dopamine's job is to activate the motor system. Therefore, due to Parkinson's disease, a large number of DA neurons die, resulting in the loss of dopamine in parts of the brain associated with the motor system, which leads to abnormal behaviors such as tremors.
When tremors occur
Tremors most often occur at rest. In the motion position, the amplitude of tremor will increase, but the frequency is low.
Where tremors occur
Tremors are most often unilateral and gradually develops to include both sides of the body. they mostly occur in the upper limbs, lower limbs and jaw, generally do not affect the head and voice.
RESEARCH
In the field investigation stage, the research method combining user interview and observation method is adopted. In the food study, the method of internet search is adopted.
>>User Interview
Gender Age Profession Education Level
Physical Stage
Female 76
Civil personnel
Junior College
Moderate Level
-Food drops from spoon
-Tremor occurs along the x & y axes and the amplitude is within 60mm
-Irritability and anger due to difficulties of eating
Gender Age Profession Education Level
Physical Stage
Male 78 Worker Primary School
Mild Level
-Hard to scoop up food
-Difficult to bend over and lower head to reach the plate
-Depression due to difficulties of eating
>>Obervation Method
The researcher conducted field visits to nursing homes to observe the objective problems and specific characteristics of tremors during eating process.
Gender Age Profession Education Level
Physical Stage
Female
79 Teacher
Junior College
Mild Level
-Food drops from spoon
-Tremor occurs along the x & y axes and the amplitude is within 60mm
-Fear that falling food will stain the floor
>>Food Research
Staple Food Dishes Soup Noodle Rice Dumpling Steamed Bun Moderate & Solid Large & Solid Small & Solid Fragile Liquid
DESIGN
Concept Narrative
Concept 1
Special designed bowl to help gather food, push food and prevent the plate from being knocked over
Concept 2
Special designed bowl which can move like tumbler to make food gather together
Chosen Concept
Concept 3
Special designed bowl like gyroscope and chopstick with rings to prevent chopstick from falling off
Story Board
Concept 4
Special designed plate which has slope to help food gather together, and the angle of the spoon fits the angle of the corner to scoop up the food in the corner
The self-balancing structure of the spoon makes the spoon head always remain level even when shaking, which solves the core problem of food falling from the shaking spoon. The silicone part makes it easier to scoop up food from the corners of the bowl. Additionally, the indentation at the bottom of the bowl also helps to gather food.
Now it's dinner time. The old signs sadly because she thinks her shaking hands would make the food fall out of the spoon.
The caregiver brings new tableware and food.
The bottom of the bowl changes due to the old's eyesight. The area where the meat lies sinks and the place next to it lifts, which makes it easier for the old to get the meat.
The old's eyes lock a piece of meat in the bowl, and she tries to get it with the spoon.
When trying to transport the food into mouth, the old is surprised that although her hand is still shaking, the spoon's head keeps still so that the food will not be spilt.
The old enjoys her dinner successfully so she is very happy.
Research of 139.62 19.98
Combination
Archetype Line
Research of Contact Area
Working Prototype Design
Structure Design Test
Combination of archetype line & holding gesture & contact area
Appearance Design
Use the basic principle of universal joint. The selfbalancing structure takes the middle cross shaft as the core, and two motors drive the spoon head along the X and Y axes respectively.
The offset compensation on the X-axis was not obvious. In Phase 2, a motor that drives the X-axis is placed in the middle of the axis.
Two motors in both directions successfully drive the self-balancing structure to compensate for the offset of the spoon head.
The appearance of the spoon was designed based on the architype line, finger contact area and working prototype.
Phase 1
Phase 2
There should be a clear boundary between the sides of the handle so that the user can feel the directivity of the handle by touching it.
Each side of the handle should be comfortable for the fingers and the form language of the spoon head should be consistent with the handle.
44.00 49.77 24.00
18.4mm 24.7mm 20mm 32mm 20mm 30mm Contact area of thumb Contact area of index finger Contact area of palm
Universal Joint Servos MPU 6050 Arduino
FINAL DESIGN
For self-balancing spoon, inner structure containing motor, control module, battery and the wireless charger module are finished. When shaking, the spoon head always remain level, and the silicon part of the spoon head can help scoop up the food in the corner of the bowl. For the bowl, the inner structure can make base sink and bulge with the sight in order to gather food together.
Motor
Control Module
Wireless charger module
Battery
Appearance Design
module Food gather together Keep still
DIABETES ASSISTANT
In modern society, diabetes rates are skyrocketing. The improvement of household medical instrument can not only effectively help patients with diabetes, but also has an important significance for reducing the burden of the medical and health system.Diabetes Assistant is a system that combines continuous glucometer, insulin pump and diabetes management APP. The system not only effectively monitors blood glucose and predicts blood glucose trends, but also provides passive protection under extreme blood glucose conditions. Moreover, patients can also use APP to restrain and manage their daily behaviors.
Interaction Design & Product Design
Jingyi Zhao
2020.03 - 2020.06
Video Link
https://youtu.be/KFRqr0nj4aU
Chronic diseases are increasing in modern society. As one of the most common chronic diseases, diabetes is one of the biggest public health problems in the world, bringing heavy global burden to public health and social and economic development.Specifically, about 422 million people worldwide live with diabetes, most of them in low - and middle-income countries, and 1.5 million people die from diabetes directly each year. The number of cases and prevalence of diabetes have steadily increased over the past few decades.
Behavior Pattern Study
Problems & Data Analysis
Physical Problems
Vision loss is the most common physical problem in people with diabetes. The more serious complications generally only occur in people with moderate to severe diabetes.
Psychological Problems
Diabetes distress is the most common psychological problem.
Diabetes disorders include the emotional burden associated with the disease, pressure to self-manage, stress related to social relationships, and fear on complications.
PROBLEMS Background Information Western Pacific 159 million Europe 58 million South-East Asia 82 million 46 million North Ameriaca & Caribbean 26 million South& Central America 16 million Africa 39 million Africa
Vision Loss Foot Ulcers Kidney Problems Stroke Diabetic Coma Heart disease 66% 57% 75% 17% 26% 23%
Psychological Insulin Resistance Diabetic Distress Anxiety Disorder Depressive Disorder 78% 63% 35% 13%
Unhealthy Diet Group Health Behavior Group Smoking & Drinking Group Sedentary Group Psychology Physiology
RESEARCH
In the aspect of user research, the research method of persona is adopted. In the study of the glucose meter, the competitor analysis and the study of the measurement position of the glucose meter are applied.
Persona
Competitor Analysis
" I'm terrified of being treated differently when people found out I had diabetes"
Painpoints
-Worry about abnormal fluctuations in blood sugar
-Fear of friends' excessive care or discrimination or even alienation
-Hard to stop eating desserts like cake
-Fear of losing potential jobs
Measurement Position
"I'm afraid of complications but I can't stop myself from eating sweets"
Painpoints
-Not strictly following medical advice on diet or exercise
-Complications such as cardiovascular disease
-Symptoms of excessive thirst and excessive urination
-Difficult to master the operation of the glucose meter
-Poor memory, unable to clearly remember blood sugar value
Measurement position of continuous glucometer and injection site of insulin are investigated in order to determine the position to wear the instrument. Upper arm is chosen to be the measurement position since it is the location for clinical studies, and abdomen is chosen to be the injection site because absorption rate at this place is 100% and absorption is super fast.
Not reusable Abdomen
Size Pain Price Battery Life Convenience Data Storage Size Pain Price Battery Life Convenience Data Storage Size Pain Price Battery Life Convenience Data Storage Guardian Dexcom G6 Abbott Continuous Glucometer Insulin injection Hip Leg Upper Arm Back Upper Arm Absorption rate is 100% Upper Hip Leg The location for clinical studies Abdomen Female 22 Student Undergraduate Type 1 Diabetes Medium To High Gender Age Profession Education Level Physical State Medical Knowledge
Male 72 Worker Primary School Type 2 Diabetes Low Gender Age Profession Education Level Physical State Medical Knowledge
DESIGN
Concept - Glucose monitoring and prediction
Continuous Glucose Monitor
The dynamic glucose monitor's sensor probes need to be implanted into the body, but are almost painless. The probe is thin and mainly calculates glucose by collecting tissue fluid.
After the tissue fluid is collected by the sensor, the data is transmitted to the bracelet, which displays the data and sends it to the App and the insulin pump. The insulin pump adjusts the basic injection amount of insulin based on the blood glucose data.
Concept - APP for diabetes
Based on previous studies of patient healthy eating and regular exercise glucose control. Therefore, App is and control bad behaviors.
Psychological Basis
Insulin Pump
The insulin pump can autonomously adjust the amount of insulin injected according to the current measured blood glucose level to avoid the risk of extreme blood glucose.
AI Anomaly Prediction
The prediction of abnormal data can be obtained only by input of blood glucose values continuously monitored by the glucose meter.
Data Data Tissue Fluid Insulin Insulin Pump Bracelet Sensor Data App 3.9 8.0 00:0002:0004:0006:0008:0010:0012:0014:0016:0018:0020:0022:00 10.0 9.0 7.0 6.0 5.0 3.0 2.0 1.0 Time Blood Glucose True Value Predicted Normal Value Predicted Abnormal Value Range Of Normal Value
Develop microhabits and break without consuming self-control. For habits, the concept uses four psychological models-- transforming unconscious behavior into conscious behavior, delaying gratification, and providing alternative behaviors -- to help slowly correct bad habits with little compulsion.
Microhabit-building
Pain Deferred Gratification Provide Alternative Behavior
Without
Painless Easy To Get Gata Whole Trend
diabetes management & behavior control
bad habits
For bad psychological unconscious behavior, providing patients little
behavior pattern study, behaviors such as exercise are found to have positive effects on blood is designed to help patients manage diabetes 10 Exercise for 10 mins START Choose simple behaviors as habits you want to develop Set trigger for the behavior Complete tasks on time Check list on the app Record bad habits you want to get rid of Set alternative behavior for the bad habit e.g. If you want to smoke Complete alternative action Write down reasons why you want to smoke and wait for 10 mins STEP 1 STEP 2 STEP 3 STEP 4
1 STEP 2
CHOICE 1 CHOICE 2
patient
STEP
STEP 3
Wireflow Design
Core Flow
Based on the chosen concept, the wireflow of the app was designed. As for the core flow, there are three main parts in the app, dashboard, advice from doctor and habit forming. For habit forming, it consists of two different parts, good habits forming and bad habits breaking.
Interface Iteration
Phase 1
Interface Final Design
Dashboard
Dashboard shows current data and AI prediction data. AI prediction data is displayed in two modes, visual mode and chart mode.
Color use is not ideal, and information hierarchy is not clear.
The improved interaction mode is beneficial to the differentiation of information levels. However, color scheme is not suitable.
Blue and green are more suitable, but the proportion of key colors is too large.
Form Good Habits Break Bad Habits DashboardAdvice Set Habits Form Good Habits Successfully Fail To Form Habits Control Successfully No Control Fail To Control
2 Phase 3 Final
Phase
Current Abnormal AI Prediction Timeline
Good Habits Behavior Control Bad Habits
Glucometer & Insulin Pump Iteration
Based on the concealment and aesthetic consideration, the continuous glucometer is designed as the shape of bracelet. In order not to affect normal life, the insulin pump adopts the thin film pump, and is attached to the skin by using the silicon patch. The shape is as flat and small as possible.
Continuous Glucometer
The bracelet will scratch the skin if the probemoved, so the sensor can be an independent patch or a movable bead.
Insulin Pump
The insulin pump is too thick. Therefore, wearing it is may have influence on daily life, and it is not invisible enough.
Some of the shapes are not simple enough and childish, so they are not suitable for patients of all ages and genders.
The shape is combined with jewelry shapes, so the glucometer has better concealment.
Some of the shapes are not simple enough and random. The last one is chosen because the form is clean and simple.
The form language of it is in consistent with that of the bracelet.
Final Current Data Abnormal Data Alarm Prediction Data
Timeline
FINAL DESIGN
LCD Top Shell Top Layer Battery PCB
Bottom Case Chip Connecting Points Tube Pump Shell Battery
Tele-VIEW
In recent years, Suzhou museum often faced overcrowding as the number of visitors to museums has increased dramatically. More people with different educational backgrounds choose to visit museums, which makes it challenging for the museum to fulfil its educational function.In order to help visitors of all educational levels to easily see the exhibits and understand the content along with historical context in the crowded pavilion, a system called Tele-VIEW is designed. Tele-View is a system combining a tiny staircase with an AR telescope which helps users see the exhibit from a slightly overhead erspective away from the crowded onlookers, while the telescope's built-in AR system helps add a 3D historical context.
Interaction Design
Jingyi Zhao
2021.10-2021.12
https://youtu.be/QFSdkH9zrqk
Video Link
RESEARCH
In the aspect of research, the research method of field research is adopted in order to identify the key problems existing in the Suzhou Meseum West Branch.
Poor Link of Timeline & Statue
The historical axis on the wall and the statues are not at the same place. It is difficult for visitors to clearly recall it when visit statues.
Too Small Introduction Card
The introduction card of each statue is quite small so that it's difficult to read the contents. Moreover, simple text cannot help visitors, especially children, to understand the historical context in which the statue is set. Visitors will still be confused when viewing the statue.
Crowded
With the high volume of visitors and crowded conditions, it is difficult for visitors to see the collection clearly, as it is surrounded by layers of people.
DESIGN
Technology
Concept Narrative
Augmented reality (AR) is used to creat the digital ancient roman scene behind the real statue. In this way, people can see the real exhibit and historical background at the same time.
Chosen Concept
Lift the audience to help viewers to see the real exhibits from above in order to avoid the influence of crowd. And the AR telescope suspended from the ceiling can help users see the digital historical background.
AR
Real Statue
Ancient Roman Scene
A telescope which can help audience see the statue in the ancient roman scene.
1 The user can borrow the portable telescope
2 Fixed observation points are set up in the open
3 Telescopes can be lowered from the ceiling
5
4 A separate lift platform is designed to elevate the user to the telescope
AR Telescope Design
Tiny Stair Design
Evaluation
Shapes of first two concepts are two complex and not clean enough. The third concept is chosen because the form is simple and clean.
Transparent stair is more invisible so that it will not detract from the museum's original interior design. Round shape is safer for people around it and looks more elegant and simple.
1 2 3
1 2 3
5 4
Evaluation
Stair
0.1m < Hight of each step < 0.15m
Length of each step ≥ 0.3m
0.22m < Width of each step < 0.28m
Ergonomic & 1:1 Model Testing
Design principles of stair and guardrail were checked. Moreover, 1:1 cardboard prototypes were made for testing the size of the stair and the telescope and the relative position between the two. Through the test, it can be figured out that the hanging point of the telescope should be slightly away from the stair so as not to touch user’s head.
Guardrail
Hight ≥ 0.8m
Designed Stair
Hight of each step is 0.3m
Width of each step is 0.28m
Hight of guardrail is 0.8m
Hight of lifting up is 0.9m
User Journey
The crowd makes it difficult for users to get into the first row to view the statue.
Appearance Iteration
The user decides to use the stair and the AR telescope to view the statue slightly above the crowd.
The user adjusts the height and angle of the telescope to the right position by hand.
The digital background created by AR helps the user understand the history background of statue.
Stair
The details of the staircase, such as rounded corners and materials, are constantly adjusted in the iteration.
AR Telescope
Design details are discussed through the iteration of the appearance .
MODEL MAKING
Making Process
irregular edge
Final Model
too soft
Heat and bend the acrylic Soft PVC PVC Board + Acrylic Board
ugly seam
FINAL DESIGN
Preface
Nowadays, people are in an era of information explosion. Various social media try their best to deprive people of their attention and instill a large amount of information into people's brains. However, most information online are redundant and useless. As a result, there is a contradiction between people's limited attention and too much invalid information.
This design explores the negative impact of information overload on people and the hidden truth behind it -- MANIPULATION, and uses interactive devices and interfaces to help people reflect on the phenomenon of information overload, so as to alert people.
Speculative Design
Jingyi Zhao
2020.10-2021.02
Video Link
https://youtu.be/J677n0G1np8
INFORMATION OVERLOAD
RESEARCH
Information Addiction
Information overload will lead to changes in the brain's frontal striatum circuit and dopaminergic system, and the formation of new neural circuit connections will desire to be activated all the time, leading to addiction to information.
Blind Confidence
The convenience of the Internet makes it hard for people to distinguish between the information stored online and the information stored in brain, which leads to blind confidence and the false belief that they possess a high level of knowledge.
Mental Problem
Reduced Concentration
Attention depends on working memory, and the influx of multimodal information can affect working memory and negatively affect brain regions involved in attention, making it difficult to concentrate for long periods of time.
Brain Damage
Prejudice
The mechanism of big data and personalized recommendation can cause users' bias towards certain events and echo chamber.
Lack of Deep Thinking
The visual, tactile and auditory cortices of the brain have all been strongly stimulated by the flood of information on the Internet, leading to a gradual weakening of neurons and connections associated with deep thinking.
Damage
Memory Loss
The Internet has become the latest interactive memory storage system. People who are used to searching on the Internet are more likely to remember the location of information rather than the content.
Information Processing
Mixed Information
Information on the Internet is mixed, including a lot of false and misleading information. People have difficulty distinguishing real information from fake information.
Manipulated by Information
Much information on the Internet is manipulative. For example, some advertisements induce consumption and some information to control public opinion.
DESIGN
Concept Narrative
In view of the harm of information overload, different concepts are came up with to make people understand the harm of information overload, so as to guard against and reflect on this phenomenon.
Concept 1
Tell the participant that the end of the aisle is the information he needs to get. As participants walked down the aisle, "hands" stretched out pull and block their progress, simulating the attention drawn by invalid information on the Internet.
Concept 4
Processing information is visualized. In the Internet era, people are trapped in a square box full of information in all directions, and the swivel chair keeps turning in all directions. People become slaves of endless information, which triggers people's reflection.
Evaluation
Chosen concept can help people get a strong sense of immersion by switching roles and perspectives, and deeply realize the dark truth behind information overload and its fearfulness, thus playing a role of warning. That is why it is chosen.
Concept 2
Two boxes represent the thinking ability of people in different times. Each box has an observation hole. People will see different scenes in two boxes, impliying that people's thoughts and vision in the Internet era have gradually become one-sided and superficial.
Concept
The concept likens the whole process of pulling down a screen to refresh and get new information to using a slot machine, which is addictive. It also suggests that the pleasure of acquiring new information comes at expense of focus, attention and time.
Concept 3
The car symbolizes attention. Roadside billboards attracts implying that irrelevant information will attract attention. The user feels a force coming from the steering wheel in the opposite direction and needs fight it to keep the on track.
Concept 6
Compare information delivery to the process of delivering food conveyor belt. The in printing age is like good steak, and the phone in Internet age like junk food. Although information intake bring cheap pleasure the quality cannot guaranteed.
Internet Age Printing Age
Internet Age
Printing Age
5
Memory Attention Time
Role Play
symbolizes Roadside car, irrelevant attract user coming wheel needs to the car information process on a The book like a the age is Although intake can pleasure, cannot be
Ordinary Web SurferManipulater Observer
Chosen Concept
Act 1
Ordinary web surfer plays mobile phone
Act 2
Manipulator pushes information to manipulate ordinary web surfer
Observer observes all these Act 3
The concept involves role-playing. The user first experience the identity of ordinary web surfer, browsing the web as usual. Then enter the role of the manipulator, using information to control the ordinary Internet users. Finally enter the identity of the observer, from the perspective of the observer to witness the manipulation of ordinary people. Experience the dark truth behind information overload and its horrors through the shift and contrast of perspective.
As the ordinary web surfer, the user searches for some information on the search engine. At the same time, the user who acquired the identity of the manipulator uses some psychological models to push information and manipulate ordinary web surfer. As the role of observer, the user understand the manipulation behind each information online.
Interfaces for the are designed and and users are invited can understand interface and feel manipulating and by using information.
Wireflow
Selling Vision Push contents connects luxury with better life Encourage Overspending Increase ads about the loan product Brainwashing Push articles about sense of ritual and light luxury Push advertisements of products Product Exposure Discount Effect Use discount to entice people to consume
Celebrity Charm Use celebrity to advertise goods Ordinary Web Surfer
Manipulator Observer Interface Design
ITERATION
Design & User Test
Being attacked and manipulated OUTCOME USER TESTING
the role of manipulator and iterated in this phase, invited to test if they understand the content on the feel that they are and attacking others information. Choose controlling method
STEP 1
Push information
STEP 2
FINAL DESIGN
Manipulator
Ordinary Web Surfer
Manipulator
Observer
Ordinary Web Surfer
Observer
Buttons of controlling methods
Information to be pushed
Being attacked
Dashboard changes
Connections between information pushed by manipulator & information on search engine
Normal experience of using search engine
Ordinary web surfer is attacked by the information on the search engine
GRID
-Revolutionizes the way bottles are opened with flexible material
Use muscle of hand
Exert force in the horizontal direction
PROTOTYPE TESTING
When the TPU part is pressed, the deformation of TPU will drive the cutter to pull up the bottle cap.
Grid is a bottle opener that allows users to open the bottle with fingers by using flexible material. Grid also makes it easy to open a bottle while it's hanging in the air, rather than relying on a desktop to keep it stable.
When the TPU part is pressed, the cutter tilts outwards and drives the cutter head to slide away from the bottle cap.
Product Design
Jingyi Zhao
2019.09 - 2019.11
https://youtu.be/j4_t0EGZFLA Video
The closed circular can not firmly lock the edge of the bottle cap, and it is easy to slip when pulling the upper TPU material.
IDEATION
Link
The structure is easy to press and has good elasticity.
The tension can be clearly felt.
It is not easy to press, and deformation is irregular.
The latice-like structure does not work.
The structure has elasticity and is not easy to be pressed.
Top Cover
Sliding Rail
Flexible Shell
Opener
Flexible Grid
Rigid Shell
Crowbar
Shaft Base
Combine rigid material & flexible material
Before studying, make the to-do list In the study state
When finishing studying, close the laptop and
Pull the string
Pull the string
CURRENT SITUATION
"I sometimes feel like I don't get enough rest because I'm so engaged in my studies that my mind is still thinking about my studies when I'm resting."
KEY INSIGHTS
While transitioning, people may perform some acts or rituals
There are 3 common kinds of rituals/actions
Tidy up before transitting to non-study state & Setting up before going back to study
TRANSITION
Self study in personal bubble
Take a break
People who study at open spaces are constantly switching between the study state and the free-time state. Some people experience difficulties and negative emotions during transitions.
RESEARCH ACTIVITIES
Observations (2 locations)
Interviews x6
Context Mapping x5
Check the plan/ progress/what‘ve done/note before going back to study
Getting a cup of coffee symbolises the start of learning
MOTIVATED
Be more motivated to get back to study
RELAXING
Enter the free-time state more relaxed
CLEAR MINDS
Clear minds (When rest can stop thinking about study, when study can stop thinking about rest)
CONSCIOUSLY
Switch off study more consciously & Bounce back to work more consciously
4 key qualities people want for a good transition
IDEATION & ITERATION
"It's most natural to integrate design Scratching
CLOSE DOWN
"Fully engaging in rest-related physical interactions such as scratching and doodling can help empty the brain and stop thinking about learning"
Pull the rope
"Coloring one grid already has the symbolic meaning sense of achievement to watch the grids being colored
Sweep away Tidy up Close down Set up
Check note Check plan
Get coffee
2 3 4
IT
FLIP MOMENT Study State Transition FLIP Notes/Schedule
1
TIDY
UP
Magnet
Being closed automatically
pull the string to wrap up
Color one grid to symbolize this study session
PULL AWAY, PULL BACK
Pull Away & Pull Back is a designed ritual to help people who are self-studying in open spaces to have a more conscious and relaxing transition between study state and free-time state, using an origami-structured laptop sleeve controlled by a string.
Ritual Design
Jingyi Zhao
2022.09 - 2023.01
Pull the string
design into the ritual of Tidying up & Setting up"
PULL ROPE
Pull the rope to wrap up
"Pulling the rope is quite different from what they usually do while transitioning, so they feel very conscious"
Color one grid
-A ritual to achieve a good transition between study & free-time states PLAY
meaning of completing a study session, and people can have a colored one by one "
https://youtu.be/YRwUSXUQCjo
Laptop Stand
Storage Layers
MOMENT Free-time State FLIP Brainstorming with friends Transition Study State SPIN Free-time State Study State create shadow GET COFFEE
WITH CUP
To-do List
Laptop Stand
Make
Fold
Pull String to Wrap Up
Cover
Color One Grid
To-do List
Video Link
WAVE
-Children-friendly wave exhibition cabinet
WAVE is a children-friendly cabinet which can help people of different heights see the exhibits and give children a chance to touch and feel the exhibits.
WHAT IS THE PROBLEM?
" I can't see."
" I can't understand."
" I can't touch."
Group Work
Jingyi Zhao (me)
Man Wu Yanting Liu Qianqian MiaoYi Zhao
My Dedication: Research, Final Concept, 3D-Modeling & Model Making
2021. 09 - 2021.10
The design was inspired by traditional Chinese landscape paintings lifting platform inside the cabinet moves up and down slowly, allowing anyone of any height to see the collection clearly At the same time, rise and fall of the silk under display is like the continuous mountains traditional Chinese landscape paintings, which together with the collection form a picture scroll, full of cultural charm. In addition, fake models and material slices in the lowerpart of the display case add interactivity, so that children can better understand and feel the collection through touch.
6-12 years old kids
IDEATION
1:5
WORKING PROTOTYPE1:2 FINAL MODEL
Inner Structure
Move up and down to cater to difererent heights
Moving Platform
Fake Model of Exhibit
Material Cross-Section Slice
Screen Real Exhibit
PROBLEM?
paintings. The allowing the mountains in fake
WHAT IS THE PROBLEM?
" I suffer from arm soreness because the center of gravity is not in line with the center of handle."
" I hate the irregular and large size and heavy weight of demolition hammer."
INTERACTION PROCESS
Before climbing, the user presses and holds the button and slides up to assemble the handle which is also the battery.
The user puts the demolition hammer into the belt and take to the cliff.
The user takes the demolition hammer out of the belt.
The user rotates the handle to the right place.
IDEATION
2 3 4
" Make the structure of the demolition hammer rotatable."
The user presses the trigger and starts drilling.
1
Rotery Joint
Clip
Slide Lock
Trigger
W-BALANCED
-A rotatable drill with balanced mass distribution for rock climbing
W-BALANCED is a rotary electric drill whose gravity and the hand's position is kept in a straight line, effectively avoiding the problem of muscle soreness after long-term use caused by the deviation of the centre of gravity.
Product Design
Jingyi Zhao
2021.03 - 2021.06
Air vent and ribs
Seam of two materials
The constrain is set at the edge of the shell above the handle to ensure that people can only rotate the handle in a counterclockwise direction.
The finger size notch on the shell reminds people to put the finger in and rotate the handle.
Drill Bit
Drill Chuck
Self-locking Chuck Bearing Gear Rotating Shaft Gear Motor Shell