HSIN PING LEE
Hsin Ping Lee +886 930-740-730 lspmaggielee@gmail.com National Cheng Kung University Industrial Design Department (2015 - 2019)
AWARDS : 2018 International Students Joint Capstone Design Project Competition - Silver Prize (cooperated with 2 Korean students and 2 Taiwanese students) 2018 Global Capstone Design Fair - Participation Prize Award 2017 NCKU ID Final Exhibition Award - Best Design Award 2016 NCKU ID Final Exhibition Award - Best Design Award
INTERNATIONAL EXHIBITION : 2018 Korea Global Capstone Design Fair
INTERNATIONAL DESIGN CAMP : 2018/8 The Twelfth International Students Multidisciplinary Design Camp in Korea 2018/7 Asia 7 Universities Joint Design Workshop in Singapore 2018/2 The Eleventh International Students Multidisciplinary Design Camp in Malaysia
CURATION : 2018-2019 NCKU ID Graduation Exhibition 108 - Exhibition Team Leader
LEADERSHIP : 2017-2018 NCKU Graduate Student Association - Design Minister
INTERNSHIP : 2017 Agua Design Summer Intern
LANGUAUE : Chinese - Native English - Intermediate Japanese - Beginner
SOFTWARE SKILLS : Photoshop, Illustrator, Indesign, Experience Design, Solidworks, Keyshot, SketchUp
CONTENTS
01
03
P ROD U C T D E SI G N
02
17
06
63
G RA P HI C D E SI G N
P R OD U C T D ES I G N
07
65
G R A P HI C D ES I G N
04
03
37
PROD UC T DE S I G N
51
08
67
G RAP H I C DE SI G N
U S ER I NTER F AC E
05
59
09
73
S K ET C H
G R A P HI C D ES I G N
10
75
CERTIFICATE
1
P R OD UC T D ESI GN
2
PROJECT : Re+, A wearable rehabilitation device for stroke patients
DESIGNER : Hsin Ping Lee, Shang Yuan Wang, Jian Cheng Li Ji Min Lee, Da In Kwak
FINISH TIME : 2018.11
3
DESIGN GOAL : Re+ is a hand rehabilitation system which combines the hand rehabilitation with gamification and group therapy in order to increase stroke patients’ motivation.
PARTICIPATION IN THE EXHIBITION : 2018 Korea Global Capstone Design Fair
AWARDS : 2018 International Students Joint Capstone Design Project Competition - Silver Prize
01 4
WHAT IS STROKE? (1)STROKE - BRAIN HYPOXIA Stroke is a medical condition in which poor blood flow to the brain results in cell death. A common cause of stroke is a blood clot that forms in a brain blood vessel. A stroke causes damage to the brain, and the symptoms depend on the area of the brain affected. The more extensive the area of the brain affected, the more functions that are likely to be lost.
(2)COMMON SYMPTOMS OF STROKE PATIENTS
PHYSICAL
SENSORY
MENTAL
PROBLEMS
PROBLEMS
PROBLEMS
- One-side body weakness - Balance & coordination problems - Numbness
5
- Swallowing problem - Speech and communication - Vision difficulty
- Mental process difficulties - Inappropriate emotions - Tiredness and despair
(3) THREE STAGES OF REHABILITATION ACUTE period
SUBACUTE period
CHRONIC period
- fix the joint (splint) - passive movement
passive movement
- continue training - occupational therapy
active movement - self-care - sensory rebuild
first few weeks
several months
long period of time
(4) TREATMENT The most important part in stroke treatment - to maximise activity and quality of life following a stroke. Good-quality rehabilitation is vital following a stroke and can make a big difference to patients’ eventual outcome.
STROKE
STABLE
X
IMMEDIATE TREATMENT
REHABILITATION
first few weeks
long period of time
PROBLEM RESEARCH (1) DIMINISHING UTILITY OF REHABILITATION Most return of function is seen in the first few months, and then improvement falls off with the 6-month "golden window" considered officially by U.S. state rehabilitation units and others to be closed after six months, with little chance of further improvement. Although, complete recovery is unusual, it is not impossible, daily rehabilitation exercises should still continue. recovery level(%)
ristriction of recovery level (depends on how serious the brain was damaged)
diminishing utility of rehabilitation
golden window for rehabilitation acute period
little chance of further improvement
subacute period 1 month
chronic period 6 month
Little Improvement
Lack of Feedback
time (month)
Hare to persist
6
(2) JOURNEY MAP The journey map of rehabilitation for a stroke patient.
Start Rehabilitation
emotion
:(
Can‘t decide for myself and is taken by my family to rehabilitate. Can‘t do any motion with my site of onset so the therapist helps me. For few days , with frequent rehabilitation , partially recovering.
1 month
Obvious progress makes me confident. :│
Gradually, I can move on my own. I believe that rehabilitation will help me recover. My family and I look forward to taking care of myself in the future. Discharge from hospital.
:)
In order to recover quickly, I actively rehabilitate. For some months, I don’t noticeably strengthen. Repetition makes me feel tired and bored. Begin to doubt the effectiveness of the rehabilitation.
6 month
:│
I don’t want to spent much time in what is invalid. My family and I try to catch the last hope. However, we feel more and more depressed. I become lazy.
:(
I lose my motivation and even start to regress.
(3) TRADITIONAL REHABILITATION The traditional rehabilitation devices are too boring and frustrating.
- BORING - FRUSTRATION Slide board
Vertical tower
Professional consultation : BIH-JEN HSUE Associate professor physical therapy department NCKU
7
Column insert board
DEFINE
1
Too much anticipation to achieve immediate results
2
Too boring and tiring to continue for a long time
3
Become depressed and lose motivation
PROBLEM: Patients (in the chronic period) do not want to keep on rehabilitation.
-----------------------------USER
Stroke patients who are able to move his/ her site of onset in the chronic period.
+ NEED
Keep doing rehabilitation exercises.
+ INSIGHT
They can do these motion and not feel too tired. But repetition makes them bored and gives no sense of accomplishment.
to offer INCENTIVE
8
SOLUTION Incentive
Gamification
Group Therapy
(1) GAMIFICATION Employing game design elements to improve user engagement Development & Accomplishment
Gamification Empowerment of Creativity & Feedback
MOTIVATE patients to do rehabilitation exercises
Social Influence & Relatedness (friending)
(2) GROUP THERAPY In physical therapy, including 4 sub-areas (orthology, nerves, children, heart and lungs), “Group Therapy” is very common. The physiotherapist will select patients with homogeneity to do rehabilitation together.
Increase interactivity / More interesting rehabilitation Reference : 《Exercise Training and Recreational Activities to Promote Executive Functions in Chronic Stroke: A Proof-of-Concept Study》2015, T Liu-Ambrose, PT, PhD / Janice J Eng 《A community-based group exercise program for persons with chronic stroke》2003, Janice J Eng
9
GAMIFIED HAND REHABILITATION DEVICE Flat hand-rehabilitation combined with games increases challenges and interest. Also, it can enhance the interaction with other patients, so it will increase the motivation to rehabilitate.
Existing products
Hand-rehabilitation
Game
Interaction
3D MODELING & PROTOTYPING
10
11
TARGET DEFINING Target user Stroke patients in chronic phase who need to do hand-rehabilitation. Location Rehabilitation area in hospital/ Rehabilitation clinic. Object Hand wearable sensing device, TV screen, game software, random desktop.
12
Rehabilitation System
controller
software
Controller
Belt Fixing user’s hand
Strength sensor Sense finger strength
Silicone rubber Supporting user’s hand
Foundation Arduino board inserted
13
Rehabilitation
Stroke patients suffer from hand spasticity and muscle tightness after stroke. Spasticity is a muscle control disorder that involves tight or stiff muscles and an inability to control those muscles.
Release the tightness
Movement & Trigger The patients play the games by moving the devices, which can train the major muscles of upper limbs. When the patients want to trigger the functions of the games, they release their tight muscles instead of press the button as usual, which can smooth hand spasticity and train small muscles.
14
Software
GAME DESIGN Personal drawing game, mirror game... Multiplayer tic tac toe, gomoku...
15
16
PROJECT : Soothing sleep Sunshine alarm and Starry mat
DESIGNER : Hsin Ping Lee, Chia Hsuan Liao, Bo Yun Cheng, Ting Su
FINISH TIME : 2017.1
MATERIAL : Lego, Cement, Foam mat
DESIGN GOAL : Soothing sleep is composed of two smart home products - Sunshine alarm and Starry mat, designed to give people a healing and wonderful sleeping experience.
17
02 18
DESIGN BACKGROUND : The main concept of Soothing sleep is healing. Its name originates from Japanese—“ 癒 し ”which means to heal wound. These two products can improve our sleep experience, so the users can relieve their stress and have a calm mood.
STYLING : Japanese style Geometric modeling Cement is calm and simple Assembled
19
20
SUNSHINE ALARM
DESIGN CONCEPT : A traditional alarm makes the users uncomfortable because it uses sound to interrupt sleep. Sunshine alarm uses a different way. When it's time to wake up, Sunshine alarm opens the curtains to light the room. The user will wake up naturally. After getting up, the alarm will water the plants as a feedback. Sunshine alarm creates a pleasant and healing experience.
21
DESIGN RESEARCH : (1) The traditional alarm has the following disadvantages: Palpitation, depression, feeling not awake High blood pressure, faster heart rate Affect one’s short-term memory (2) The advantages of sunshine: When somebody is exposured to sunlight for 15 to 30 minutes after waking up, his body will stop secretion of melatonin and increase the level of serotonin in your brain. It helps him stabilize his physiological clock.
22
STATISTICS : Which is the most important function of alarms? “Volume” and “Stay in bed mode” are most people’s choices. It represents that the public wants to stay in bed, but are still afraid of not getting up on time.
Others No alarm
4%
14%
Volume
35%
Interesting
6%
Style
10%
Stay in bed mode
31%
23
MIND MAP : We used mind maps to think about the functions. There are three directions: “Alarm clock”, “Stay in bed” and “Feedback”.
coffee
Perfume
stink
spray
scent shock
shaking
tactile temper ature
Open box
way Sense of smell
reflection
alarm clock
vision
sunlight
refraction
prism
lamp
artificial light
curtain
Vertical curtain
motor, gear
prism
eye mask
Scroll type train
ignore the alarm
farther
stay in bed
lie back after standing
press the alarm
automatically fold quilt
lie back after sitting sensor
infrared
pressure
hug puppets
puppets’ style
light
feedback
the first thing that everyone does after getting up
vision
movement
hearing
music
sense of touch
Sense of smell
high five
bread, coffee
a sentence
Perfume
24
There is a small storage tank inside.
After getting out of bed, the user should press the remote control, and it will water the plants.
There is a motor inside. The gears are connected to the curtains, and when the time is up, the curtains will open automatically.
Model shell uses white cement.
25
26
MANUAL :
27
1
2
The curtain will be drawn automatically when time is up. Sunshine will light the room and wake the user up.
If the user doesn’t get up on time, the Sunshine alarm will ring. When the infrared sensor senses the user is sitting up on the bed, it will stop ringing.
3
4
The user leaves the bed and presses the remote control to turn off the Sunshine alarm.
When the user closes the Sunshine alarm, it will give a feedback--- water the plants automatically.
28
STARRY MATS
DESIGN CONCEPT : When people need to get out of bed in the dark, they usually use cellphone lighting or turn on the lamp. However, Blu-ray on cellphone will hurt eyes, and the lamp may disturb others. Starry mat uses the LED lights in the foam mats to guide the user. It is safer and does not disturb others.
29
DESIGN RESEARCH : (1)Blu-ray damage : Compared to using in a bright setting, Blu-ray has four times higher damage to the eyes when using cellphone in the dark. It may cause macular degeneration.
(2)The advantages of foam mats : Easy to assemble Easy to store Light weight No icy feeling
30
STATISTICS : The rate of urination at night by age. The chart shows that the rate of urination at night increase with age. Therefore, the safety of walking in the dark is an important topic.
31
MIND MAP : We use mind maps to think about what our products can do. There are two directions: “night illumination” and “On the way to the restroom”.
tiles carpet
lego is too big on shoes
foam mat
piano
form
light after stepping on
floor light
shoes light
night illumination
flowing water
starry sky
door light tree
root pattern
trigger mechanism
trample
footprint
ultrasonic
under the bed
bedside table
pressure sensing
high cost Shoes light
On the way to the restroom
the entire house uses special floor
sale difficulties
light on the door outside
ultrasonic
pressure
32
For ease of use, the conductive interface is in the Starry mat’s cassette.
ELECTRIC CIRCUIT : Each Starry mat has two stages and each stage has 9 LED lights. Three LED lights and a 2 Ί resistor are a group in series. Each group is connected in parallel with each other. Every Starry mat is also connected in parallel to avoid a rotten apple spoiling the barrel.
33
Poke holes in the foam mat and plug in LED lights. Then, place a blanket on it.
34
STARRY MATS
MANUAL :
35
1
2
When the user gets up, the ultrasound detector will sense the user and light up the Starry mat to guide them.
There is a lamp on the outside door. When the user comes out and closes the door, it will trigger a pressure sensor on the door. Then, the Starry mat extinguishes and the lamp lights on.
3 When he comes back, the lamp extinguishes and the Starry mat lights on. Then, when he gets back to bed, the ultrasound detector will extinguish the Starry mat.
36
A robot for Down Syndrome
PROJECT : Beenie, a social robot for the education of Down Syndrome.
DESIGNER : Hsin Ping Lee, Yue Yi Tsai, Stephanie Wong, Fabiola Rodas
FINISH TIME : 2018.1
37
DESIGN GOAL : Beenie is a social robot designed for children who suffer from Down Syndrome, aiming to teach them life skills.
03 38
BACKGROUND : Because of some traits of Down syndrome, parents must spend a lot of effort on the child's education.
DESIGN RESEARCH : In the process of designing, we use several design methods. The methods help us to investigate Down Syndrome education and design the functions of our robot.
(1) INTERVIEW We had two interviews: Kaohsiung Down Syndrome Joy Association and NCKU Physical Therapy Department BihJen Hsue Associate Professor. In the interview with the association, we visited Down Syndrome children’s parents. We learned about their levels of different abilities, lifestyles, and personality characteristics. Also, we recorded their daily schedules to make user personas. In addition, we participated in the talent classes which were for Down Syndrome children. It helped us to observe their learning situation. In the interview with professor Hsue, we learned about the pathological features of Down Syndrome children and the professional education methods in therapy.
Interview 39
ACTIVITY Play music Drawing Simple work ENVIRONMENT Normal classroom Special classtoom
INTERACTION
AEIOU
Friendly Patient Loving
OBJECT Instrument Thicker pencils Oil paint
USER Down syndrome children
Parents
(2) AEIOU AEIOU is an interrelated framework that guides designers in thinking through a problem or scenario from a variety of perspectives: activities, environments, interactions, objects, and users.
AEIOU 40
(3) USER PERSONA : A persona is a representation of who we are designing, in this case a Down syndrome individual with a mental age of a kid.
USER PERSONA 41
The average IQ of a young adult with Down syndrome is 50, equivalent to the mental ability of an 8- or 9-year-old child, but this can vary widely.
42
EDUCATION PROBLEMS :
43
1
Low IQ, Learning slowly
Movement analyzing Decomposition into steps Training repeatedly
2
Speaking unclearly Weak expression skills
Slowly speaking Handwriting or typing
3
Instability Hard to change
Build the right habit from the beginning
4
Poor daily life skills
Strengthen the education
SUMMARY: 1. Steps analyzing 2. From simple to difficult 3. Repeating
To train the daily life skills of children who suffer from Down Syndrome
44
A robot for Down Syndrome
45
DESIGN CONCEPT : In our design, we teach children with Down syndrome daily self-care ability in two ways :
Beenie, a social robot which can interact with others.
Specially designed games which can teach them self-care ability step-by-step.
(1) FIELD SETTING :
Rehabilitation field
Home
(2) STYLING : Frame : Aluminum Cover : Fabric Content : Cotton
Green and White represent restful, stability and innocence.
The fat and round appearance is approachable, cute and safer for children. Height : 70 cm Weight : 3 kg Screen size : 15x7.5 cm
(3) FEATURES : -
It can educate with interactive applications Interactive Voice, able to dialogue with the user His joints replicate human motions General Knowledge
46
INTERFACE : Beenie Interface is user friendly and easy to operate. It is designed with a variety of colors to attract users. Its purpose is to educate with interactive animations and move his hands and legs along with users to create a suitable environment for them to learn in a fun way. We designed 28 daily life games, including how to wash the dishes, how to dry clothe, etc. We selected four games for the graphic design example.
47
(1)Cleaning the room :
(2)Crossing the Street :
The idea of a cleanup is shoving everything under the bed and smoothing out the dust ruffle.
Beenie will help you remember every step, for example when to cross, where to see and how to do it...
(3 )Taking the Bus :
(4)Teeth Brushing :
Beenie teaches every step, such as the bus stop, easy card paying... so that later on they can go to school or go home by themselves.
In this animated video, a child teaches proper brushing tips while fending off the Invisible Nasties living in her smile.
48
49
U S ER I N TER FACE
50
51
PROJECT : Pic-helper
DESIGNER : Hsin Ping Lee, Heng Yi Mie, Hsin Yu Hsu
FINISH TIME : 2018.1
DESIGN GOAL : Pic-helper is a high-quality greeting picture producer for the elderly. It is a mobile app.
04 52
DESIGN BACKGROUND : Today, in Taiwan, sending greeting pictures through communication applications such as LINE has become a popular way to connect with others especially among elders. These greeting pictures usually use landscape or flowers as background, with some greetings on it. By sharing them, the elders can say hello and keep in touch to their family and friends every day. There is already a software making it easy for the elderly to create greeting pictures. However, due to the simple production, many lacking beauty pictures are widely spread, which causes young people to dislike them. In the light of this, we design “Pic-helper”, an app for elders. Through the filters and fonts selection, it can produce beautiful greeting pictures easily. Compared to the existing software, Pic-helper also improve the operating procedures.
← Existing greeting pictures
DESIGN RESEARCH : Where do the greeting pictures come from? From the community uiversity computer graphics class for seniors.
put scenery or life photos
type
finish
FEATURES : Pic-helper combines the advantages of the existing greeting pictures producer and some airbrush software such as VSCO.
53
• • • • • •
No need to register, download No social media Provide high quality sample pictures Different filters, version types, textured font Adjustable parameters Share to LINE directly
WORKFLOW :
54
PAGE INTRODUCTION : 1: 2: 3: 4: 5: 6: 7: 8:
55
Pic-helper login screen "Sample Picture" or "Personal Album" Select a picture Crop picture Select filter Select font, size, color Saved to album Share to communication software
56
57
G R A P HI C D ESI GN
58
PROJECT : The key vision of National Cheng Kung University 107 graduation : Long-Term Memory
DESIGNER : Hsin Ping Lee, Bo Yun Cheng
FINISH TIME : 2017.10
59
05 60
DESIGN CONCEPT : There are two interpretations of “ 成年好久 ”: “wine” and “long time”. First, we use the liquidity of the background color to connect with the image of “wine”. Then, from the idea of "long time," the flowing elements not only symbolize the passage of four years, but also represent the memory of NCKU that flows in the mind. The font design of "long term memory", as well as the squares in the picture is drawn from a TV screen with no signal. Just like when we recall the past, the memory is both clear and fuzzy.
61
Finally, the white sphere looks like a glass ball. It symbolizes that before we graduate, we look at society through a layer of glass and can not really touch and dominate the world. However, graduation will be our turning point. We will break through the gap and really enter society.
The cover photo of NCKU Graduate Student Association fan page.
62
PROJECT : NCKU 2018 graduation book college separator page
DESIGNER : Hsin Ping Lee
FINISH TIME : 2018.5
SOFTWARE : Photoshop
63
06 64
65
PROJECT : NCKU 2018 graduation T-shirt
FINISH TIME : 2018.4
07 66
67
PROJECT : The poster of 10th WLT night-MIRROR
FINISH TIME : 2017.4
DESIGN CONCEPT : Everyone's heart has different idea, just like the reflecting images in the mirror. These ideas are both familiar and strange. Looking at yourself in the mirror, what do you see? The one-point perspective of the corridor and the shaking title represent the complex confusion of the mind. Like a crack across the picture, perhaps everyone has such imperfection in their mind.
08 68
69
PROJECT : Microfilm poster - Trophies
FINISH TIME : 2017.2
DESIGN CONCEPT : This is a poster for the NVCC 39-hour filming competition. The film is a horror film. The main character is a serial killer who specializes in killing buskers. The short film describes one of her murder. The items on the poster are her trophies from those victims. She collects props and sticks them on the wall.
70
71
S K E TCH
72
PROJECT : Sketch practice
TOPIC : Watch Exploded Views, Cosmetic, Wood Grain Practice
73
09 74
CERTIFICATE
← Internship certificate of AGUA Design
←
Asia 7 Universities Joint Design Workshop
75
← International Students Joint Capstone Design Project Competition
←
Korea Global Capstone Design Fair
10 76
THANK YOU
77