Portfolio

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Hello YI-NING LEE CONTACT /

y.lee2-15@student.lboro.ac.uk +44 (0)7706717032 EDUCATION /

MA Interaction Design Loughborough University (UK)

I enjoy enriching my life through new experiences and learning new things. I have great enthusiasm in what I do, and I like to design constantly. I am an emotional person who gets pleasure from well considered details like beautiful colours and well considered forms and textures. I love to observe and analyse people’s behaviours and emotions as it helps inspire my imagination together with exploring a user’s real needs. I encourage myself to take any opportunity to stimulate as well as improve myself. Additionally, I have courage and great perseverance; I challenge myself and try to make all-out effort. I expect myself to do meaningful things which include sharing happiness with people as it cannot only make myself better but also enrich others. Finally, I hope that my design could help me achieve the goal of bringing happiness and touch people’s heart.

WORK EXPERIENCE •Peter’s House Cafe (UK) / November 2015 - Present - Volunteer •Metabolic (Netherlands) / July 2015 - August 2015 - Graphic Design Internship •Park Lane by CMP (Taiwan) / July 2013 - September 2013 - Creative Group Internship •National Cheng Kung University (Taiwan) / September 2014 - June 2015 - Teaching Assistant

ACTIVITIES & LEADERSHIP & AWARDS •Global Service Jam / 2016 - Developed a social enterprise design •iF Student Design Award / 2015 - One of the 100 winners •Class Leadership / 2015, 2014, 2012 - President of the class - Vice president of the class •MOE Scholarship Program for Overseas Study in Arts & Design / 2014 •Kansei Engineering & Emotion Research / 2014 - Oral presentation ( A study of the attractive factors for the Kidult furniture )

•Industrial Design Student Association / 2013 - Graphic designer •Department of Industrial Design, Tunghai University Summer Camp / 2011 - Team leader - Logo design


CONTENTS Interaction Design Autonomous Driving Tooth Care Food Purchasing Assistant

05 19 29

Visual Design Posters for Metabolic Poster of Technology Poster of Graduation Exhibition

39 43 45

Product Design Nature Catcher Paradise Air Purifier Easy Up Take Fruit Out

49 59 71 79 85



Interaction Design


2016

Autonomous Driving In Partnership with Jaguar Land Rover

We cannot predict the future but we can be prepared (MIKE

WRIGHT, EXECUTIVE DIRECTOR, JAGUAR LANDROVER).

Full autonomous vehicles are something that we will expect to see as mainstream on roads by 2030. During the next twenty years, there will be significant research and development advancement into how this will look and feel. Using today’s users we are able to test and understand what future users would want from their vehicles and what expectations they will have in 2030. Cooperation View the detailed version at: https://issuu.com/jessie711/docs/booklet__ďŹ nal_group3_ver2

05


SECONDARY RESEARCH DESK RESEARCH Control (Physical) Technology has changed how we control machines and systems, how will we control systems in the future?

Entertainment

Control (Perception)

Autonomous cars gives an opportunity for other

How people perceive control and how to design

activities while in a car. How can we make this experience more enjoyable?

Desk Research Easy to use

EďŹƒciency

In a in-car situation it is critical that the system is

How can we design interfaces with speed and

intuitive and easy to use - how can we use usability heuristics to make our design intuitive?

the driver’s eyes are away from the road?

Trust Technology How can we make users trust the technology through interaction design?

Hunt Statement Based on preliminary research, the overarching theme of is TRUST most important and critical consideration to carry forward. By focusing on trust we can design the L3 (Limited self-driving automation)-L4 (Full self-driving automation) environment to feel safe and humanise the overall experience for the user.

06


PRIMARY RESEARCH SURVEY In order to design for future users; users in 2030, we will have to understand how today’s users think and feel. To do this we used a survey to conduct quantitative research to get more insights. The survey had 58 participants. We looked into the context in which our target group would feel safer in a self-driven car and equally looked at when they wouldn’t, trying to determine where there were overarching feelings of mis-trust and where we saw the opportunities were to carry forward into concept design ideas.

- In which scenario would you feel safer driving an autonomous car?

72%

When you are tired

When you are in a rush

67%

54% male

46% female

- How much would you trust an autonomous car? (0 - no trust, 10 - fully trust) – – – – – – – 10% – – – – 26%

0

5

10

07


RRIMARY RESEARCH VISIT TO JLR DEALERSHIP

C

ustomer sales staff are at the forefront of the customer wants and needs and they are a very useful source of research as they see first hand, above any survey or statistic what real people want an equally what their frustrations may be.

>

Landrover Facts The age group of Land Rover buyers is getting younger. It is not uncommon for someone in their 20’s to visit their showroom and make a purchase

>

Customers of Land Rover come from a wide range of backgrounds and lifestyles: business, farming, families

>

Women are buying more Range Rovers with the Evoke model proving popular due to it’s compact design, smaller windows and different seating levels making it more appealing and feel safer to women in particular

>

Customized service ( consumers can build their own cars)

>

Land Rover is seen as better for autonomous development because it is more practical a vehicle compared to the Jaguar.

>

Jaguar Facts The age group of Jaguar buyers is getting younger, down from 45+ to 35+ this has largely due to Jaguar designs changing to be more softer and practical, rather than the hard lines and squared styles of previous models

>

The types of customers of Jaguar are usually people who own their own companies or business

>

It is seen as challenging to go fully autonomous, as the driver experience is a big part of owning a Jaguar, especially with their sport cars as they will always want to be driven

08


PRIMARY RESEARCH INTERVIEW (TARGET USER GROUP & EXPERTS)

Male - 23

Student 2 years of driving experience

Male - 23

Student 5 years of driving experience

Male - 25

Student 4 years of driving experience

Male - 53

Manager 30 years of driving experience

By conducting interviews with participants in their 20’s; to ask today’s target group age (generation Z) how they feel about autonomous cars, based on the reasoning that they will be the 35 year old demographic by the start of 2030. “The idea of all the cars thinking on their own, I’m just convinced that something would go wrong. I wouldn’t put any faith in it” (Male - 23, Student)

From the interviews, we have acknowledged that people feel less confident when driving under complicated weather or road conditions. They will accept L3 supported autonomous functions rather than trusting L4 autonomous cars. “I still need a steering wheel that I can control at any time, otherwise I wouldn’t feel confident” (Male - 25, Student)

Although users are familiar with gesture and voice in their current smart devices, the need to feel safe was the knowledge of seeing a physical button or control such as a steering wheel. This signified a greater level of safety and control to a user - something physical felt safe. In addition, they would like to be able to take charge at any moment when driving in autonomous mode.

Male - 25 PhD Student Research field- Conditional Automation

Male - 26

PhD Student Research field- system Engineering

By doing an interview with one of the expert who focusing on improving Situation Awareness (SA) in vehicles with autonomous capabilities, we understood Situation Awareness (SA) can be broken down to 4 perspectives. 1. Situation awareness (How the interface is communicated directly with the driver) 2. Goal Awareness (How the interface alerts the driver to the overall aim and intention) 3. Temporal awareness (How a situaion is changing, paired with situation awareness) 4. Identity awareness (The key things the driver needs to be aware of) This insight was very influential in how we interpreted our design concepts and wireframes. We began to think about the levels of trust.

09


DATA ANALYSIS AFFINITY MAPPING

This process of data analysis was helpful in us understanding where the patterns were in our future forecasting. By identifying similar needs and equally concerns we could map out a strategy to help us understand where the best areas for concept generation would be.

> > > >

> > > >

INSIGHT

Humans are bad passive monitors IN L3 - You are taking the primary control away from the human Keeping the driver aware is one of the main challenges Users are discouraged in systems too technical, they want to take control back as that feels more familiar

OPPORTUNITY

To design a system which communicates clearly and quickly trust and security To ensure the system is ahead of and more intuitive than the user The driver needs to see only critical information, leave out the rest Use heuristic principles to help users feel more familiar with real world objects, to enable feelings of control

10


PERSONA

2016

2030

(FUTURE PROJECTION)

Michael -Student

Michael - Haptic Programmer

21 years old

35 years old

> Streams music for Uni projects and for personal use > Drives his mum’s car when he is home from uni and likes the adaptive cruise control > Owns lots of tech devices and likes going to tech and gadget events

> Father of a 2 boys, aged 3 and 5 years > Works with science and touch

technology to develop products and services > Enjoys collecting vintage > Spends his spare time using AR at home to experiment with new ideas

Needs: Strong wifi signal Frustrations: Slow drivers Experience Goals: To buy his own car

Needs: A good UI system in vehicle Frustrations: Slow drivers Experience Goals: To be able to work from his car during his journey into work.

11


SCENARIO & USABILITY TESTING In 2030, L4 capabilities will be in most cars. As we learned from JLR, they are trialling an autonomous L4 car using a designated autonomous lane. It was safe to assume that an autonomous lane will be in place in L4 vehicles by 2030. We devised a scenario whereby the driver of an L3-L4 vehicle can move in and out of the autonomous lane. The cabin environment will utiles UI information and will has a physical button for the driver to change modes (transit manual and autonomous driving). There are three interfaces which the driver will interact with. First, the main screen “touch screen� as centre control interface of the car, second the dashboard, third, a physical button.

1. Change from manual mode to autonomous driving

2. Communication process with other autonomous cars, when driving next the anto lane

3. Change from autonomous lane back to the manul lane

4. Drive in manual lane

The use of a physical button helps the driver feel more connected and in control of the vehicle.

The introduction of a handshake - a communication between two vehicles much like a computer system is needed.

There needs to be a handshake principle again and also a level of security.

Once a driver is back within the manual lane, there will be a take-over-request, needed so the driver is fully aware of the current situation.

HOME

OFFICE

We tested our concept wireframes with three students (generation Z). The feedback we got from the scenario session was very detailed and wireframe specific.

12


CONCEPT AUTO/ MANUAL TRANSITION

After setting, the shortest route is suggested and includes driving in an autonomous lane. The screens are in a clear line of sight for the driver (Design Principle: Visibility).

SWITCHING TO AUTO MODE 1 SA 2 TA 3

GA 4 IA

Situation Awareness

How the interface is communicated directly with the driver

Temporal Awareness

How a situation is changing, paired with situation awareness

Goal Awareness

How the interface alerst the driver to the overall aim and intention

Identity Awareness

The key things the driver needs to be aware of

Decativate autonomous mode by turning button

(Feedback - reinforces trust and safety)

3

Driving in Manual Mode

Take Over Request (TOR) is currently 5-8 seconds We have emphasised this for trust purposes

GA

Initialise Autonomous press button to on (Usability principles -

2 TA

Interface/steering wheel reminder by blue light going around car will be initialising auto mode 2

1

TA

SA

Countdown to autonomous mode from 8 seconds

Interfaces remind to loose hands

(Usability principles 1

4 IA

SA

Autonomous mode now working & on

All Interfaces consistent and displaying that auto mode is on

1 SA

13

Current Lane positioning


CONCEPT

The interface shown on the main screen changes to an overview of the motorway. At this moment the car is driven in manual mode.

Driving in Manual Mode

By having a physical button we encourage a sense of control and trust in the driver. (Design Principle: Affordance)

Initialise Autonomous press button to on

14


CONCEPT

After initializing the autonomous mode, the blue light on the steering wheel gives the driver feedback that the autotonomous mode is on and shows clearly that the car is controlling the steering wheel.

Interfaces remind to loose hands

All Interfaces consistent and displaying that auto mode is on

The main colour of interfaces has changed to blue to help the driver easily tell the difference between auto and manual mode (Design Principle: Visibility).

15


CONCEPT SWITCHING TO AUTO MODE

1 SA

Handshake 1 SA 2 TA

Situation Awareness Temporal Awareness

3

GA 4 IA

Interface displays the computer is changing data with others now

Goal Awareness Identity Awareness

2 TA

3

1

Interface displays a planned route

GA

SA

Moving to Autonomous Lane

Interface displays the auto cars around you

autonomous lane has been alerted to you moving into it

(This is to show there is communication between autonomous cars see lane map)

Car moves into auto lane

(Feedback - reinforces trust and safety)

Auto Lane Displayed

4 IA

GA

SH HAND AKE

No.2 Acknowledges the information and interface alerts user to new lane

1 SA

2. S

Countdown to autonomous lane from 8 seconds using dashboard Interface and steering wheel

3

Handshake Comupter no.1 sends information to conputer no.2 indicating a move to autonomous lane

2. SYN/ACK

1 SA

Computer acknowledges the information sent from no. 1

1. SYN

Send information to computer no. 2

3. ACK

Computer acknowledges computer no. 2

No1

4 IA

No.1 is alerted to no.2 reducing speed

Safe distance is acknowledged on both of the cars interfaces

No.2 decreases speed to allow safe distance (3 chevrons) for no.1 moving into auto lane

No2

3 Interface displays the computer is changing data with others no

DSHAKE HAN

Interface displays a planned route

Visualising the handshake between multiple vehicles by providing a direct correlation between the car patterns which helps the driver understand what is happening or what is about to happen(Design Principle: Mapping).

16


CONCEPT MOVING BACK TO MANUAL MODE 1 SA 2 TA

Situation Awareness Temporal Awareness

3

GA 4 IA

Goal Awareness

2

2

TA

TA

Handshake of communication process begins to happen to the car behind and also to any car in the manual lane which has gone into autonomous mode

Countdown to manual lane from 8 seconds using all dashboard interfaces and steering wheel

Identity Awareness

3

Moving from Autonomous Lane back to Manual Lane

Car moves into manual lane

Manual Lane Displyed

GA

(Usability principles Visibility)

Interface reminds to put hands on steering wheel

GA

4

Hands are detected on steering wheel

Manual Mode is Activated

IA

3

4 IA

Initialise Manual -

GA

The second method to change mode (User Control)

Car moves into manual lane Interfaces remind to put hands on steering wheel

The countdown system and the planned route are shown on the interface when changing lane. The car is moving to the manual lane with auto mode.

After changing to the manual lane, the interface will remind the driver to change to manual mode automatically.

17

SA 4 IA

3

Interface reminds that it is nearly the end of autonomous lane

1


CONCEPT & CONCLUSION

From user research, being able to take back control at any given stage is key to feeling safe in an auto vehicle. There are two ways to change to manual mode: grabing the steering wheel in a proper strength or pressing the physical button. (Design Principle: Affordance)

Hands are detected on steering wheel

CONCLUSION The scope of this project could be very big and by identifying our own limitations early on in this process, helped us have our own set of guidelines to stay within. We have identified our ‘next steps’ to this project; to test our concept in real terms by proposing to user test in a car, using an ipad for the UI. We would like to test for visibility issues, whether the right critical information, is in fact as critical as what our designs have highlighted. Finally, not only having a user test in a car but also, whilst driving the car. We would also like to develop our scenario further, looking at where there is scope to address some of the aforementioned considerations of ‘what if this happens, how would the car respond to this?’

18


2016

Tooth Care research, the product has been identified as a sensor installed on a toothbrush connected with an app, and the concept of this product is designed to meet the needs of parents with young children and enhance the integral brushing experience.

19


Tooth Care AM

Hello, Daisy

Keela Cleanliness

Atmosphere

Information

Dentist

Playlist Current Playing : Sesame Street

Treasure Land Rewards Collection

CONVERT

View the digital prototype at: http://wb6v1m.axshare.com

20


USER RESEARCH

Name: Hsuan-Hsiou, Keela, Tullia Gender: Female, Female, Female Age: 32, 6, 4 Nationality: Taiwan, Taiwan & British, Taiwan & British Occupation: Self-employed, School Age, School Age

Name: Debra Lilley, Florence Gender: Female, Female Age: ---, 5 Nationality: British, British Occupation: Senior Lecturer in Deisgn, Student

Description Both participants believe brushing teeth for children is a major way to prevent decayed teeth. Hsuan-Hsiou’s children were unwilling to be brushed before , and she used some ways like singing songs, playing games or telling stories relative to brushing to attract their attention and make them be willing to cooperate. Debra feels it is quite hard to keep everything in control especially in the busy mornings. She usually makes her child brush by herself first and then help to brush again or just check by smelling her teeth. Both participants tend to praise their children or give them extra stories in bed if they have good behaviors of brushing teeth. They found pain points during the brushing time as well as checking process.

Technology Use > The apps which Hsuan-Hsiou currently uses are Kindle, Skype, Line, Facebook, and sometimes, she would also use these apps to find out some information relative to health. > Debra has some apps relative to gams and interactive stories for her daughter.

21


USER RESEARCH

Task Goals They want to... > brush their children’s teeth more easily because it is hard to make them open their mouth wildly and see the teeth inside. > > have an app with the functions like telling stories, singing songs relative to brushing, and giving reward, which could make brushing time more interesting and their children would enjoy and expect for the brushing time.

Experience Goals > > > >

They want to... feel relaxed and in control when brushing their children’s teeth. make their children enjoy and feel interested during the brushing time. make their children feel confident about brushing their own teeth. feel easy when checking whether their children’s teeth are clean, healthy or not.

22


CONCEPT STATEMENT & SITE MAP According to the user research and persona development, the product has been identified as a sensor installed on a toothbrush connected with an app, and the concept of this product is designed to meet the needs of parents with young children. The application allows users to easily ensure whether their children’s teeth are truly clean, and grasp an idea of the health state of their children’s teeth through the recorded data. Once a decayed tooth is detected by the sensor, the app would ask the user to book a good dentist nearby. Whilst playing songs and story sections relative to the time taken for brushing teeth and the collection of electronic stickers, which could be exchanged for bigger rewards in the future, the application also enhances the brushing experience by creating an some useful information and tips about tooth care to help the users feel relieved.

Start page

Members Log in

creating profile

Setting kid's profile

menu

Cleanliness

Atmosphere

information

Dentist

Add Profile Image

Add Profile Image

Teeth Position

Playlist

Booking

Add Details

Add Details

Milk Teeth & Permanent Teeth

Build-In

Recommendation

Teeth Scaning (Upload the images of current state of teeth)

Songs

(with unlockable new songs)

Teeth Filling

Story Sections

‘Play’ Button

(each of the song or story section is around 2.5 minutes long which matches the brushing time)

‘Dentist Booking’ Button

(with unlockable sequels and new stories)

Create by yourself Treasure Land Rewards Collection

23


STORYBOARD

2

1

Keela is not willing to brush her teeth.

4

With the music played by the app, Keela enjoys brushing time more, and gets an idea of how long she should brush.

7

After collecting a few stickers, Keela decides to exchange for a bigger reward, a doll, which she has looked forward for a long time.

3

Daisy decides to look for a way of enhancing the brushing experience, and she finds out Tooth Care app which could be used with a sensor connecting to the toothbrush.

Daisy comes to help, while she has no idea of making Keela enjoy brushing time, and she also wonders how to make sure keela’s teeth are truly clean.

5

6

Simultaneously, Daisy thinks it is easier to ensure whether Keela’s teeth are truly clean through the current state of teeth shown on the screen.

8

After using the app, Daisy feels more relaxed and relieved about helping Keela keep healthy teeth, and Keela feels more interested during the whole process.

24

When finishing brushing, because of Keela’s good cooperation, Daisy would like to give her an electric sticker which she could collect more to exchange for a bigger reward in the future.


INITIAL WIREFRAME SKETCHES

AM

Kid’ s Profile Setting

AM

State of Teeth Scanning, Corresponding Images Uploaded

AM

Current State of Teeth (Plaque and Food Debris)

AM

Menu Page (Buttons of Four Main Categories )

AM

Colour Instruction

Sensor Connecting (Instruction)

AM

Rewards Given

AM

AM

Sensor Connecting (Counting Backwards)

AM

Select Electronic Stickers

AM

Electronic Stickers Confirmation

AM

The particular single route is using the Tooth Care app to ensure children’s teeth are truly clean as well as create a lovely atmosphere during the brushing time. The application is designed for an android system on a HTC E8. Print Real Stickers (Optional)

25


TESTING & IMPROVEMENT

AM

AM

AM

AM

I got the suggestion of trying to emphasize the technology of the sensor is safe, and I thought adding this message in the introduction would be suitable. The participant suggested giving specific characters to plaque and food debris to attract kids’ attention and make them more aware of what they are. Therefore, I designed two characters and considered how they might look. For example, I designed Mr. Debris as a chocolatet chip cookie, whilst also combining visual elements of a hamburger, highlighted by the characters teeth. As for Miss Plaque, I tried to show the sticky nature of plaque and how it can spread all over the mouth, so the shape of her character is more like a snail crawling along the ground.

AM

AM

The participant also recommended me to add some funny sounds to give specific feedback if kids do something right or miss something. As a result, I would like to add some animations and funny sound effects to the specific characters to give kids some reminders.

AM

AM

The participant suggested for me to change the idea of printing real stickers to collecting stickers and exchanging them for a bigger reward, so kids could count how many stickers they still need and try to behave well. In accordance with the feedback, I started to redesign this section. To make the application more interactive I added a distinct operating function. The user can drag the stickers into a rewards menu and view how many they have collected. From this menu the user can drag the stickers into a gift box and exchange for a present.

Another suggestion was to have some of the songs and story sections locked as an incentive for good behaviour. I have marked this function in the site map. The length of each song or story section is suggested to equal the appropriate brushing time as this would help teach the kids how long they should be brushing for. Therefore, I redesigned it by adding a time bar to not only show the progress of the song but also to give kids a clear idea of the remaining time to brush.

26


SCREEN DESIGNS & FLOW AM

Hello, Daisy

AM

After setting up the users own name, the welcome message would show.

NAME

AM

Hello, Daisy

Hello, Daisy

NAME

Keela

After setting up the name of the kid, it would show on the bookmark.

The user could add more files for different kids by pushing the add button.

The user could change the picture of the kid by pushing the camera button and retake the image.

Name

Name

Keela

BIRTHDAY

Nov

20

State of teeth p1

p2

Keela

BIRTHDAY

2010

Nov

20

2010

State of teeth

Scan

p3 teeth Position

Scan

p2

p3

Milk teeth & permanent teeth

teeth fillings

Teeth Position

playlist : sesame street

Cleanliness

Atmosphere

please put the sensor in the middle of your mouth 40%

Sugary foods ...

Information

Dentist Booking

Submit

1 After registering the users own file, the next step would be setting up kid’s profile.

2 After pushing the ‘Scan’ button, the instruction would show and if the user does it properly, the application would connect to the sensor on the toothbrush and start to scan. The corresponding images would also be uploaded automatically.

AM

AM

Hello, Daisy

AM

Hello, Daisy

Hello, Daisy

Keela Cleanliness

Atmosphere

Information

P1 P2 P3

3 After pushing the ‘Submit’ button, the application would jump to the menu page. The buttons on this page would connect to four different categories: Current Teeth Position, Playlist, Reading Information and Dentist Booking.

Keela Cleanliness

Dentist

Atmosphere

Information

Keela Cleanliness

Dentist

Atmosphere

Information

Dentist

P1 P2 P3

Miss Plaque

Playlist Current Playing : Sesame Street

Treasure Land Rewards Collection

Well Done

Mr. Debris

sesame street 0 : 20

edit 2 : 30

The name of the song or story section currently playing would be shown in the blank bar. Each of the songs are around 2.5 minutes long which could match the appropriate brushing time. With the time bar, kids will also have a clearer idea of how long they sould brush for.

exchange

sesame street 12 : 30

edit 2 : 30

6 After finishing scanning, the colours and specific characters, which represent plaque and food debris, would show on the screen automatically. The characters also have some animations and funny sound effects to remind kids where to brush more.

7 While brushing, the colours and characters representing plaque and food debris would disappear gradually. After finishing cleaning, the ‘Well Done’ button would show automatically. The user can then push this button to give some rewards to the kid.

27

8 In the rewards collection part, kids could get sticlers as a reward through dragging. If the kids would like to exchange the stickers to a bigger present which parents could buy for them, they just need to push the ‘Exchange’ button.


SCREEN DESIGNS & FLOW AM

AM

Hello, Daisy

Hello, Daisy

Keela Cleanliness

Atmosphere

Information

Keela Cleanliness

Dentist

The application would always show the first picture, teeth position, when entering to this page. If the user would like to have a look of other states of teeth, they just need to push ‘p2’, ‘p3’ buttons to make a change.

P1 P2 P3

Atmosphere

Information

Dentist

P1 P2 P3

3

please put the sensor in the middle of your mouth

4 After pushing the ‘Cleanliness’ button, the application would ask the kid to put the sensor into the middle of their mouth in order to scan the current state of their teeth.

5 After moving the sensor to the right place, the instruction would disappear and change to a countdown timer.

AM

Hello, Daisy

Keela Cleanliness

Atmosphere

Information

AM

Hello, Daisy

Dentist

Keela Cleanliness

Atmosphere

Information

Dentist

Playlist Current Playing : Sesame Street

Playlist Current Playing : Sesame Street

Treasure Land

Treasure Land

Rewards Collection

Rewards Collection

CONVERT

SUBMIT

9 After pushing the ‘Exchange’ button, the button would change to ‘Submit’, and before pushing the ‘Submit’ button, the kid could drag the number of stickers that they want to exchange into the open box.

Portraying a screen on a HTC E8

28


2016

Design for Behaviour Change The amount of calories in the average shopping basket in the UK increased gradually between 2006 and 2014 (Rayner, 2015). Moreover, the diet related ill health has been expected to cost the NHS £5.8 billion per year, which is more than smoking, alcohol, or physical inactivity. Therefore, this project explores the food purchasing habits of young people and their considerations when picking food. The aim is to encourage young people to buy a reduced amount of ‘less healthy’ food by proposing an interaction design solution.

The definition of ‘less healthy’ food was captured by calculating the number of points for both ‘negative’ and ‘positive’ nutrients of any given food product, base on the formula provided by the UK Ofcom Nutrient Profiling Model (Rayner et al., 2009). A food and drink are classified as 'less healthy' where they score 4 points or more and 1 point or more respectively. RAYNER, M., SCARBOROUGH, P. & LOBSTEIN, T. 2009. The UK Ofcom Nutrient Profiling Model: Defining ‘healthy’and ‘unhealthy’foods and drinks. 29


Young People's Food Purchasing assistant

Application design

30


USER RESEARCH SHADOWING & USER JOURNEY MAPPING

Checking the fridge and freezer before shopping

Leaving home, and bringing a shopping bag with her

On the way to Tesco (on foot)

Choosing to take a shopping basket rather than a trolley (she thought she would not buy a lot, and basket is easier to carry)

Being attracted by the obvious billboards of on sale food

Going to take a yogurt which she usually buys

Taking a bottle of milk, which she usually buys, with checking the expiry date

Considering to buy Chinese mushrooms or general mushrooms with thinking what kinds of dish she wants to make

Considering whether to try a new vegetable, while she chose to be as usual finally

Considering to buy a organic celery or general celery

Buying a general celery at last because of the lower price

Grabbing a package of potato

Taking a broccoli which is the cheapest

Being attracted by the half price of her favorite ice cream, while deciding to grab one at last (avoiding melting)

Choosing to take a small package of egg

Being attracted by the big sale of her favorite chocolate jam, and deciding to take one even though she still has some at home

Considering which kinds of loaf to buy, and she bought a cheap one made by Tesco because it should be a best deal

Back to buy the ice cream Considering which taste to buy by taking them out to have a clearer look

Finding an attractive pizza without expectation, and deciding to buy one to have a try at last

Finishing shopping and going to self service to wait for paying (believing self service could save time)

Scanning the barcode of food for paying

Grabbing food randomly from the self service to a chair, and then putting into her own bag one by one

Ready to go back home

Taking out the food from her own bag to the table, and then putting into the fridge and freezer each by each

Participant A’s Purchasing Process in Tesco

Step 1 Check Fridge

Step 2 Take Own Bags

Step 3 Walk to Supermarket

Step 4 Take Basket / Trolley

Step 5 Pick Food

Step 6 Pay Bill

Step 7 Put Food into Bags

Step 8 Walk to Home

Step 9 Put Food into Fridge

1

2

3

4

5

6

7

8

9

Darker colour means: Mostly need to be changed

31


USER RESEARCH Takeaway

Cheese

24

2. Milk

Milk

Yoghurts

23

Ples &

22

Fish

21

20

19

Cooking

World Foods

Canned

18

Grocery

17

Fresh Meat

Savouries

Prepared

Herbs &

Sauces

Vegetables

Savoury

Fresh Fruit

Meals

Spices

Pasta Sauces

Baked Beans

Biscuits

oils

Rice & Pasta

Canned Soup

3

4

Juice

Cereal

16

Pizza

Biscuits

Bakery

15

14

8. Chocolate Jam

25

Meat

Delicatessen

13

Bread Bread Rolls

10. Ice Cream

Cat Food

5

6

Kitchen

Confection-

10

Carbonated

11

Cleaning

Mixer Drinks

White Wine

Frozen

Dog Food

Products

Towels

ery

Drinks

Beer & Lager

Red Wine

Poultry

Detergents

Foil & Cling

Seasonal

Snacks

Water

Film

Toilet Rolls

Nuts

Frozen Fish

Ice Cream

Frozen Pizza

7

8

9

12

Spirits

Bin Liners

11. Pizza

5. Potato

4. Celery

2 6. Broccoli

3. Lettuce

7. Egg

1. Yogurt

Entrance

1

9. Loaf

Butter

Self Service

Casher

Self Service

Casher

Primary Research Findings: > > Price seemed to be an imported factor for participants when making purchases. > The percentage of ‘less healthy’ food which one of the participant bought was even over 50 percent.

32


USER RESEARCH INTERVIEW & AFFINITY MAPPING

Key Issues Identified > The crucial motivation of buying food for young purchasers is the good taste. > The feelings of buying ‘less healthy’ food are complicated, which include excited, worried (health issues; other’s views), and guilty.

> Not all of the participants had the true awareness of how much ‘less health’ food they bought. > Some participants considered the amount of ‘less healthy’ food they bought to be fine, and it would not cause a negative influence on their health.

> Most of the participants believe others’ continually reminding them could help them improve their purchasing behaviours.

33


USER RESEARCH

Behaviour Change Strategies

Design Opportunities > Assisting participants to understand the negative impact on health when buying ‘less healthy’ food > Helping participants have proper awareness of how much ‘less healthy’ food they bought > Assisting participants to control the amount of ‘less healthy’ food when shopping

> Emphasizing or visualizing the loss of health by

providing immediate and ongoing feedback when buying ‘less healthy’ food > Calling attention to relevant social norms such as giving purchasers feedback about how much more ‘less healthy’ food they bought than other purchasers

34


CONCEPT PROPOSAL & SCENARIO This is a shopping assistant for use in supermarkets. The device is designed to clip on the shopping basket or trolley, and the sensor on the device could detect the barcode of food and then distinguish the food to ‘healthy’ and ‘less healthy’ on the screen, based on the formula from the UK Ofcom Nutrient Profiling Model. The immediate feedback of the loss of health and calling attention to social norms are recognized as good strategies to help change behaviours, the device is expected to be effective on helping young purchasers buy a reduce amount of ‘less healthy’ food. scenario

1. Samantha feels guilty when purchasing ‘less healthy’ food, while control her desires.

2.

3. Due to a dislike for the ‘loss’ of health and behaving in ways against social norms, Samantha tries to reduce her purchasing amount of ‘less healthy’ food.

healthy’ food in the average shopping basket has increased sharply in recent years, supermarkets are asked to help improve the situation.

35

4. Samantha finds happiness when obtaining immediate positive feedback. Moreover, she feels proud and excited when understanding she can overcome her desires and become healthier.


IN T

ERA

N C T IO

DES

IG N

SOL

U T IO

INTERACTION DESIGN SOLUTION

N

82 %

Morning,

NFC or barcode scanner can be used to scan supermarket clubcards and food barcodes to allowing tracking of shopping data and personalised discounts and incentives benefiting both customers and retailers.

Let's Go Shopping !

82 %

82 %

Nice Choice !

Be careful

1. After putting a kind of ‘healthy’ food in the basket, the purchaser could get a green ball immediately as a positive feedback.

2. Conversely, the red ball would be released when putting ‘less healthy’ food in the basket, and it represent a negative feedback.

82 %

82 %

Mixing...

4. When paying the bill, the application would sense to show the ‘finish’ button to ask the purchaser to push.

82 %

+ 67

For Healthy Food

+5

5. Then the application would jump to this page which is collecting balls.

Ranking

17 18

For trying new healthy food

Healthy Food

3. Both green balls and red balls would be stored in the tube, so it could help the purchaser have the awareness of the kinds of food he/she picked.

82 %

Finish ?

67 %

82 %

Lovely !

19

+ 15

For buying 15 items in this time

20

6. After collecting, this stage is mixing the colours of balls to get a outcome.

82 % aged 18-25

Kristine +93

+ 87

For today's shopping

Raymond +89

Total points: 132 168 points more to get a 10% discount!

Samantha +87

Davidson

21

7. Then the purchaser could obtain a ball with a particular colour which represents how much percentage of healthy food he/she bought and get some points which relative to their behaviours.

8. Finally, the purchaser is expected to have the motivation of buying more healthy food for the next time because of the social norms (ranking system) and points for discount.

36



Visual Design


2015 - INTERNSHIP

Interned as a graphic designer at Metabolic, a consultancy firm focused on sustainable development, in Amsterdam, the Netherlands with creating numerous illustrations, logos, graphics for flyers which fit within the brand guidelines of Metabolic, and producing efficient templates and graphics libraries for future projects

05


Posters of masterclass and agenda

(Metabolic)

There are different themes for each month; in August, the theme is circular cities. The image of windmill, a symbolic of the Netherlands, is added. Construction lines and the red, pantone 710c, are the main figures of Metabolic, so they are widely used in distinct kinds of graphics.

40


Templates (Metabolic) Different kinds of construction lines and transparent colour blocks were designed.

41


Posters and banners of documentary night (Metabolic)

42


Poster of technology We doomed to connect with technology, but how to choose the suitable technology for us.

43


Poster of technology Cooperation We doomed to connect with technology, but we only choose the suitable technology for us.

44


Poster of graduation exhibition Cooperation People in the world have thousands of living ways, whereas most of us could be touched by the same thing, good design. In addition, we could be inspired is because our emotion is satisfied, and the joy and satisfaction would penetrate our mind gradually. Moreover, with the throb, we could share this happiness with others and build a good relationship further.

45


Brochures, business card & cool card design Cooperation

46



Product Design


2014

Nature Catcher Instructor

How to cultivate children’s interest of exploring nature and make them learn the knowledge of creatures by themselves efficiently is the key issue in this project. With this idea in mind, I tried to design a camera which combines the system of Google Goggles to assist the exploring and learning process.

49


Nature Catcher Instructor

size(mm):110(L)*50(W)*80(H)

50


BACKGROUND THE REASON OF DOING THIS PROJECT

Comparing to learning the knowledge of creatures from textbooks, learning in the nature directly is a better way.

Using tools to observe creatures more clearly

Taking photos of creatures to have a record

Getting knowledge of creatures from teachers

Teachers who taught science in elementary schools in Taiwan found that even though they had taught students knowledge of creatures from the textbooks in science classes, it was still hard to make students know the creatures. In addition, learning the creatures only from textbooks would hardly inspire students’ interests. However, if teachers could change their teaching methods to spending more time on taking students going outside to make them learn in the nature directly, the situation could be improved dramatically (Huang et al., 2010). According to one of the investigations, around 70.2 percent of students feel excited and curious when they go to a field trip to learn about the nature; moreover, they believe this kind of lesson would be helpful for them (Li, 2012). When taking this kind of lesson, students prefer to use some tools, such as magnifier and telescope to assist themselves to observe the creatures more clearly. Sometimes, they would also take some photos of the creatures to have a record, and this behavior would facilitate to review the lesson and deepen their impression of the creatures. With tools to observe and record the creatures in the nature directly and then learning relative knowledge from teachers are effective. However if students want to learn about the nature outside of the class, it is diffucult for them to learn by themselves efficiently. Therefore, this design project focuses on this point and proposes a good solution. Huang, G.-H., Lee, L.-M., Wang, H.-Y., Hong, P.-J., Wu, J.-R., & Lai, N.-L. (2010). The effectiveness analysis of ubiquitous learning system Li, Y.-R. (2012). 70 percent of teenagers seldom have outdoor activities, United Daily News.

51


THINKING PROCESS FUNCTION How could students learn the knowledge of creatures by themselves effectively?

LEARN IN NATURE DIRECTLY

GET RELATIVE INFORMATION ON THE INTERNET

However , how to make this kind of learning process be more efficient? Combining the two ideas together, which are learning in nature directly as well as getting relative information on the internet, would improve the efficiency of learning process. Thus, this project apply the system of “Google Goggles”. Google Goggles is a system which has the function of image recognition, and can connect to the database to search the relative information automatically. In order to ensure students could find the accurate and useful information, the database is better to be provided and filtered by the national museum of natural science. To conclude, with the device designed by this project, students would be able to learn the knowledge of creatures by themselves more efficiently.

Press to connect to “Google Goggles”

Insect Ladybug

Ladybug - National Museum of Creatures In the United States, the name was adapted to "ladybug". Common names in other European languages have the same association, for example, the German ... Ladybird (disambiguation) - �Harmonia axyridis - �Epilachninae - �Cassidinae

Ladybug - Wikipedia, the free encyclopedia

Take a picture of the creature.

Use “Google Goggles” to connect to the database.

52


MARKET ANALYSIS FORM

After collecting and analyzing the data, I found that the form with organic lines, round corners or just changing a little bit of the aspect ratio to chunky type would make users feel adorable. As for the color, both of the vivid tone and pink tone can be accepted; besides, the use of rich colors with appropriate proportion in children’s camera design would also be attractive. In addition, adding the image of cartoon character or combining the idea of children’s toys such as Lego and handheld game console could also attract children at first sight. Therefore, in this design project, I would design a new series of children’s camera, Nature Catcher, basing on the analysis above.

53


THINKING PROCESS FORM After the lateral thinking of the fom of children’s camera, I chose three categories to have deeper vertical development.

Try to adjust the aspect ratio of the camera, or change the positions of buttons, or just add some patterns on it to make the camera be more attractive.

54


THINKING PROCESS FORM

Make the form become rounder and plumper, and think different kinds of way to present the camera lens to make the form be similar to a cute bear.

Make the lanyard be easier to use, but still keep the image of raccoon’s tail.

Change the forms and positions of buttons to find a suitable layout.

Make the form become rounder and plumper, and try to add patterns.

55


MOCK-UP MAKING

Completing three hand-made models Using the fret saw machine to cut the shape roughly

Using sandpapers to modify the shape

Using CNC to make exquisite models

Making models to ensure that whether the camera is comfortable to use and the positions of buttons are easy to press. Moreover, these models would be used for interviewing children to test the preferences of the target users. Since it is hard for children to imagine the 3D form of the camera by looking at the pictures only, these models could help children to have more clear ideas of the camera entity.

56


MARKET INVESTIGATION

In this investigation, I prepared the picture of cameras and the models to interview 30 children who are around 9 years old to catch the idea of that which type of the camera would attract children more. The result of the investigation shows that about 60 percent of children think the one has the image of bear is the cutest, and they like this most. Besides, there are approximately 20 percent of children like the one with the image of raccoon, and this is the second high proportion. As for the one with the stripe pattern, around 10 percent of children like this, while surprisingly, children who chose this tend to have more ideas. They could talk more about the reasons of choosing this. For example, one of the children says that he feels the stripe pattern like wings and could make him feel free, and another children says that she likes the gap between high and low, which gives her the sense of multi-level.

57


SCENE SIMULATION

10 % 10 %

20 %

60 % Camera with the image of bear is the most popular one to children.

58

Google Goggles


2013 - GRADUATION DESIGN

Secret Base When we were children, we might love to have our own base and stay there because we could feel comfortable and safe in that area. Through the memory, do you start to miss your secret base?

59


PARADISE

size(mm):1500(Φ)*1450(H)

60


BACKGROUND THE REASON OF DOING THIS PROJECT

According to the theory from Maslow (1987), with the improvement of society, people gradually transferred their thinking of requirements of products to not only concerning about the functions but also focusing on the emotional connection between themselves and products. According to another research, the emotional connection between people and products would become stronger when frequency and duration of use increase (Chen, 2013). On the basis of one report, on average, people spend around 7.7 hours sleeping in bed and about 9.3 hours sitting on chair in one day (Zhu, 2013). Thus, furniture might be the product which people spend most on and accompany with the longest time, and with the longest time of use, people could be able to easily rely on the furniture. Since people rely on furniture, it is particularly important to think about how to design furniture to let the emotional connection can be built up more easily. In fact, different style of products would also influence the build of emotional connection because they would affect users' minds to create distinct senses. Before purchasing , people would also consider whether the style of product could reflect to their desire and personality, so consumers tend to choose the product which could match their own character (Jordan, 1997). Most of the companies also catch this point, so they would focus on different groups of customer to design products. During the process of human civilization, people create lots of vocabulary to describe different kinds of group, such as Bobo, Kidults, and so on. People who belong to Kidult group are adults with childlike innocence. Even though they are middle-aged people, they still continue to participate in and enjoy youth culture (McFedries, 2002). In addition, with several cases, we could find there are many people with childlike innocence in the society. For instance, stickers released by the popular application software, Line, have attracted lots of adults to purchase. Since modern people tend to have childlike innocence and enjoy youth culture, designing products with Kidult style would be valuable. Therefore, in this design project, I would try to design a kind of Kidult furniture to satisfy the emotional need of mordern people.

61


BACKGROUND WHAT IS CHILDLIKE INNOCENCE?

There is a child living in everyone’s mind (Saint-Exupery, 2009), even though the childlike innocence of everyone is to some extent. With the childlike innocence, people might like to do things with more freedom and security or be easily attracted by things which can make a good connection with the happy memory or an interesting experience in our childhood. Maslow, A. H. (1987). Motivation and personality. New York: Harper Collins. Chen, N.-F. (2013). A User Experience Case Study on the Sensory Importance at the Early Stage of Using Juice Squeezer. Journal of Kansei, 1(1). Zhu, Y.-H. (2013). You could do exercise by sitting and lose weight.: Ray Beauty International Media. Jordan, P. W. (1997). Products as personalities. Contemporary ergonomics, 73-78. McFedries, P. (2002). Kidult. Retrieved 5 / 1, 2014, from http://wordspy.com/words/kidult.asp Saint-Exupery, A. d. (2009). The Little Prince: Bookman.

62


MARKET RESEARCH

There are some kinds of "kidult furniture" in the market which are valuable to refer. In order to extract the attractive factors of kidult furniture and understand the needs of consumers, I interviewed with three male and three female participations according to Evaluation Grid Method. Afterwards, I analyzed the data and classified the furniture by their features to four categories, which are shape, material, multifunction, and interaction to have discussions respectively. �Evaluation Grid Method� which I mentioned above is one of the important research methods in Miryoku Engineering. The method originated from the category of psychology and was adapted by Sanui in 1997 according to Repertory Grid Method, which is created by Kelly. As for the purpose of using this method, through the personal interview, discussing the differences and resemblances of two objects with participants, experimenters could understand the personal cognition of participants and catch attractive factors of the objects.

63


ABOUT INTERVIEW Preparation for interview Before the interview, I invited an expert of Kidult furniture design to help filter the experimental samples of Kidult furniture (100 pieces), and there were 52 pictures remained.

The process of interviews Invite the participants to have interviews. Let the participants separate the 52 cards to two groups, one of the group is they think the furniture can belong to kidult furniture and the other group is just the opposite. Let the participants group the cards which they think it has the feature of kidult furniture again, according to the different characteristics.

Let the participants explain the reasons for the grouping to make the original evaluation items (original reasons), for example: cocoon chair, bionic, and so on. According to the original evaluation items (original reasons) the participants said, I would ask more about the abstract feelings (ladder up) and concrete conditions (ladder down).

Make out the Evaluation Grid Chart.

64


ANALYSIS

Participant A's classified Evaluation Grid Chart

The result of Evaluation Grid Charts - Shape

According to the evaluation items from the interview, I made out each participant’s Evaluation Grid Chart and separated them to four categories, "shape", "material", "multifunction" and "interaction", with different colors. Subsequently, I used KJ method to combine similar ideas together and made out the Evaluation Grid Chart of four categories to make the later analysis easier. In addition, in order to make the result more representative, I extracted the most frequently mentioned abstract feelings to have more discussions. Take shape category for example, one of the feature in this category is that its shape is like a cocoon chair or can be imagined to be similar to a hug, which is like curling in a mother's arms. This image would also affect people's feelings and make them feel warm and attached to the furniture. Furthermore, the warm shades would also make these feelings stronger and provide comfort and safety for the users. As for the details, this kind of furniture also uses the short sutures, thick cushion, short and rounded legs or even on the ground directly. These details would make people think they are lovely and they can feel closer to the furniture. With these ideas in mind, I have more clear direction to do this design project.

65


THINKING PROCESS The concept of cocoon chair

Reading in bed

Hiding in secret base

Peeping through the hole

According to the user research, people with childlike innocence might be eager to get the security and freedom, which inspired me to design a secret base, a paradise. Namely, people could do everything there without being bothered or blamed by others. They can be themselves, just like a child without worrying too much about others’ judgements. It is a paradise for really releasing the stress and feeling relaxed. One of the other great thing is that it is available to peep others through the gap in the secret place, and no one would find out.

The concept of treasure box

The idea of rocking chair

Thinking what people would do on this chair (reading)

In addition, if you feel free today and would like to contact with others more, you could adjust the size of the gap to make the space more open. Simultaneously, more light can go into your space and warm you up. Overall, this base can satisfy your needs.

Adjust the size of the gap to control how open the space is. When the user lie backward, the chair will start to rock.

66

gap

You can get two different feelings, secure and free, by using this product.


MOCK-UP MAKING

Using acrylic rod to be the frame in this stage, while this material is easy to be broken

Using metal rod to be the frame in this stage, while its elasticity is not good

Changing the combination of cloth to make the gap between two sheets more significant

In this stage, I need to try different kinds of materials including the structure part and the surface part. After that I need to think which material is suitable, and consider the combination method to ensure that whether the effect can match my original idea. In the structure part, I tried three different kinds of materials, including acrylic, metal, and glass fiber, and I chose glass fiber finally because its elasticity and strength are more suitable. As for the surface material, I chose leather finally because it has better quality and makes the product become more valuable. This product is designed for adult, so I think the texture is important and needs to correspond to their ages. As for the struecture, I need to ensure that when the top of this product is pulled by the lines inside, the form of the product will change, which means that the gap between two sheets will become larger, and there are not excessive lines inside which may interfere the user. 67


MODEL MAKING

Making the base by soldering iron

Trying different sizes of fiber glass to find a suitable one with enough strength and elasticity

Making the cushion by adding mini styrofoam inside

Mini styrofoam

Fiber Glass Φ3mm

Φ7.9mm

There are three main stages in the process which are including making the base, cushion, and trying to hold on the leather to make the whole shape. Originally, the material which I wanted to use for the base was wood, and I tried to stack the wood piece by piece to make the rounded shape, while through some tests, I found that the strength of the wood base is not enough which means that it is easier to be broken outward, so I changed the material and the making method. Therefore, the base was made by soldering iron finally, and after that I made the leather cover on that. As for the cushion, it is full of mini styrofoam balls (Φ1mm) which can meet the curve of user’s body easily, when the user sit on that. In the final stage, I tried three different sizes of the fiber glass rods to find the suitable one. I chose the Φ7.9mm fiber glass rod in the end because it has enough strength to hold on the whole shape and still can be bent easily.

68


CONCEPT & USING PROCESS

Be at ease and staying in your own paradise! It is a space where you can feel comfortable like a child. Enjoy your time to do what you want.

1

Sleep in the faint space.

2

1. Peal the outer sheets to enter. 2. You can peep outside by the gap between sheets.

69


USING PROCESS

Read in the bright space.

3 4 5

6

7

( Process of opening the space ) 3. Unhook the rope. 4. Take the rope to hook on the frame of the seat. 5. Complete opening the space. 6. Open sheets to make inside bright. 7. Peal the outer sheets to go out.

70


2014

Air Purifier People sometimes would like to grow some plants at their home not only because it is good to look, but also because that some plants could purify the air.

Cooperation

71


Air Purifier

With A Dehumidifier

size(mm):1060(L)*325(W)*425(H)

72


MARKET RESEARCH

In the market, we can see some similiar products which could also constitute a inner eco-cycle. However, in our design, we hope to put more emphasis on giving more benifits to our interior space, and try to use a natural way. For example, some plants can absorb some harmful gases in the air, and we would value this feature to make them become a purifier. In addition, we would also use automatic watering system to make planting become a simpler matter.

73


ANALYSIS PLANTS

Malabar Chestnut Plant Height - 30 cm Ability of Removing Dust - Excellent Ability of Removing Carbon Dioxide - Exceptional Ability of Removing Volatile Contaminants - Exceptional

Kalanchoe Barberton Daisy Plant Height - 30 cm Ability of Removing Dust - Excellent Ability of Removing Carbon Dioxide - Exceptional Ability of Removing Volatile Contaminants - Exceptional

Plant Height - 10 cm Ability of Removing Dust - Exceptional Ability of Removing Carbon Dioxide - Excellent Ability of Removing Volatile Contaminants - Good

African Violet Plant Height - 8 cm Ability of Removing Dust - Exceptional Ability of Removing Carbon Dioxide - Exceptional

Peace Lily Plant Height - 25 cm Ability of Removing Dust - Good Ability of Removing Carbon Dioxide - Exceptional Ability of Removing Volatile Contaminants - Exceptional

Hypoestes Sanguinolenta Plant Height - 5 cm Ability of Removing Dust - Excellent Ability of Removing Carbon Dioxide - Exceptional

74


THINKING PROCESS

Wet Weather

Thinking what kind of things people would need in planting Air Pollution

Want to grow some plants

We hope to combine three ideas together which are including dehumidification, purifying air, and growing some plants to make our interior space become greener. Because we want to purify air by the plants, we need to search a lot of information to ensure what kinds of plants have this function and what types of harmful gases they absorb. Moreover, this system could also constitute a cycle of water and air. The water which plants need is supplied by the dehumidifier, and the harmful gases in the air will be absorbed by the plants. This system make us have a dry and clean surrounding.

Considering to use a automatic water system

Thinking where to put this device, and one of the idea is being a side table in the living room

The concept of this is to put it in front of the French window

75


THINKING PROCESS

Thinking what other functions could be added to this design project ( if a owner does not want to grow so many plants)

Dehumidifier with wheels would be easy to move

Try to use the space more effectively

After developing these two forms, I believed the form of this device should be more streamlined and attractive, so I continued to have some lateral developments.

76


THINKING PROCESS

Consider where to put this device (e.g. in front of a french window)

Try to make the form of this device become more holistic

Think the form of the container and dehumidifier

77


FEATURE

In this device, the dehumidifier can be detached to any place at home to extract water from the conditioned air. The collected water would be stored in the tank, and when the dehumidifier is attached to the main device, the valve would be opened automatically, and water would flow into the sink below the pots. In addition, the water sink and the pots are connected with cotton ropes, so that the water is slowly transmitted to the pot through the ropes and supplied for plants.

Make the dehumidifier back to attach to the main device, and then the irrigation system would be switched on automatically

78


2012

Easy Up

Through observing, we found two main troubles when using wheelchairs, no space for putting crutches and difficult to stand up or sit down. Therefore, we tried to design a new one to solve these problems.

Cooperation

79


size(mm):1242(L)*660(W) *1140(H)

80


PROBLEM

No space for users to put crutches

An additional device for small size crutches

Most of the wheelchairs do not have a place to let users put their crutches, so some users just put the crutches on their legs, while it would make them feel uncomfortable or even hurt their legs. Someone has found this problem and designed some devices to try to solve that, while these devices are not suitable for the big size crutches, so there is still some room for improvement. The other problem of the wheelchair design is that it is hard for the user to get up from the wheelchair. Therefore, we would use the suitable technology to solve this problem.

81


THINKING PROCESS

First of all, we need to ensure that we would design for whom, and we decided that our target users include injured, disabled, elderly people, but they still can walk with crutches.

We want to design a wheelchair which has a proper place to store the crutches. Therefore, we need to think about that what kind of structure is more suitable, and can let users use that easily. In addition, we also need to design the overall shape to make it looks good.

82


FEATURE

Rise-assistance facility The angle of seat can be adjusted to support occupant in the wheelchair to stand up more easily, which will reduce the pressure to be borne by occupant’s lumbar and knees. In addition, the adjustment function can change the pressure point on buttocks, alleviate discomfort caused by swelling and numbness in occupant’s legs.

Two-phase memory recall mechanism Two-phase memory recall mechanism can memorize seat position which is personalized for optimal use by user. The personalized seat position can be recalled straightforward based on stored memory in each round of winding up and reinstallation.

83


USING PROCESS

。 40

Stop the wheelchair.

Put out the bottom part of the crutches.

Take out the crutches from the armrests of wheelchair and stretch them.

Put the crutches on the ground and press the button on one of the crutch to make the wheelchair rise and tilt.

Extend out the top part of the crutches.

84

Make the wheelchair tilt 40 degree and the user can stand up more easily.


2014 - iF STUDENT DESIGN AWARD 2015

Preparing Fruit for ourselves

Fruit is good for humans’ health, and according to the suggestions from doctors , it is better to eat fruit everyday. Nowadays, people are busy on their business, so they might think it is troublesome to prepare fruit by themselves. However, it is hard to ensure the quality of ready to eat fruit boxes. Therefore, in this project, we tried to design a tool to make the process of preparing and eating fruit be easier.

Cooperation

85


THINKING PROCESS PROBLEM

Ready to eat fruit boxes sold in the market ( hard to ensure the quality )

Preparing fruit by ourselves ( with many tools is troublesome )

Because the quality of those ready to eat fruit boxes sold in the market might be problematic, we might want to prepare it by our own. To do so, we would need many tools which is troublesome. Thus, we want to design a transformable chopping board to solve this problem.

86


CONCEPT

Finally, we design a transformable chopping board which can be used as an ordinary chopping board to cut fruit when unfolded, and after cutting fruit, the board can be folded as a fruit bowl. In addition, if users want to take the fruit out, they can close the lid and the embedded magnets will stick together. Therefore, the transformable chopping board will turn into a storage container.

87


USING PROCESS

As an ordinary chopping board to cut a fruit when unfoled

Hanging on the rack

Pinch the chopping block together

Take fruit out

As a fruit bowl to eat fruit

88


YI-NING LEE T: +44 (0)7706717032 E: y.lee2-15@student.lboro.ac.uk


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