Yi-Ning Lee 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 - One of the 100 winners

/ 2015

•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 Memory Tour Website Redesign

05 15 23 29 37

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

45 49 50

Product Design Paradise

53



Interaction Design


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 I contributed to each of the research and analysis stage; mainly focused on the concept development and interface design of dashboard and centre control screen. View the detailed version at: https://issuu.com/jessie711/docs/booklet__ďŹ nal_group3_ver2



SECONDARY & PRIMARY RESEARCH

Secondary Research Online research and subjective group research into the automotive industry and future trends

Primary Research

Visit to JLR Dealership

Survey Target Users

Focus Group Discussion

Interviews Target Group

Contextual, qualitative research

Visit to Sturgess Jaguar Land Rover dealership

Quantitative research

Semi - structured group discussions with our target user age group

Eight interviews conducted with both target group and expert researchers within the

members and experienced the latest JLR vehicles

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.

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 - 25 PhD Student Research field- Conditional Automation

Male - 26

PhD Student Research field- system Engineering

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. By doing an interview with one of the expert, we had deeper understanding of Situation Awareness (SA) and began to think about the levels of trust.

07


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 (Limited self-driving automation) - 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

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PERSONA & SCENARIO

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.

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. 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

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CONCEPT AUTO/ MANUAL TRANSITION 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.

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

10

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

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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).

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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).

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CONCEPT& CONCLUSION 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

Initialise Manual -

4 IA

The second method to change mode (User Control)

GA

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

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, and 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?’

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SA 4 IA

3

Interface reminds that it is nearly the end of autonomous lane

1



Tooth Care After conducting the user reaserch, 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 need of parents with young children and enhance the integral brushing experience. View the digital prototype at: https://wb6v1m.axshare.com

AM

Hello, Daisy

Keela Cleanliness

Atmosphere

Information

Dentist

Playlist Current Playing : Sesame Street

Treasure Land Rewards Collection

CONVERT


USER RESEARCH

Hsuan-Hsiou(32), Keela(6) Taiwan, Taiwan & British Self-employed, Student

Debra Lilley, Florence(5) British & British Senior Lecturer, Student

Description Both participants believe brushing teeth for children is a major way to prevent decayed teeth. Hsiou’s used some ways like singing songs to make her child willing to be brushed. Debra usually makes her child brush by herself first and then help check by smelling her teeth. Both participants praise their children if they have good behaviors of brushing teeth. They found pain points during the brushing time and checking process.

Task Goals > Brush children’s teeth more easily by seeing the teeth inside clearly. > Check children’s teeth in a much easier way after they brush by themselves. > Have an app with functions like telling stories, singing songs relative to brushing, and giving rewards, which could make brushing time more interesting and their children would enjoy.

Experience Goals > > > >

Feel relaxed and in control when brushing 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.

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STORYBOARD CONCEPT STATEMENT

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.

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.

When finishing brushing, because of Keela’s good cooperation, Daisy gives her an electric sticker. After collecting a few stickers, Keela decides to exchange for a bigger reward, a doll, which she has looked forward for a long time.

7 According to user research, the product has been identified as a sensor installed on a toothbrush connected with an app. 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.

The application allows users to easily ensure whether children’s teeth are truly clean, and grasp an idea of the health state of children’s teeth through recorded data. Once a decayed tooth is detected by the sensor, the app would ask 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, the application also enhances the brushing experience by creating an interesting atmosphere during the brushing time. Finally, this application offers useful information about tooth are to help uers feel relieved.

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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)

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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.

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SITE MAP SCREEN DESIGNS & FLOW

Start page

Members Log in

Setting kid's profile

creating 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

Songs

(with unlockable new songs)

(Upload the images of current state of teeth)

Teeth Filling

Story Sections

‘Play’ Button

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

(with unlockable sequels and new stories)

Create by yourself

‘Dentist Booking’ Button

Treasure Land Rewards Collection

AM

Hello, Daisy

NAME

AM

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

AM

Hello, Daisy

Hello, Daisy

NAME

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

Keela

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

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

State of teeth

Scan

p3 teeth Position

2010 Scan

p2

p3

Milk teeth & permanent teeth

teeth fillings

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

Teeth Position

playlist : sesame street

Cleanliness

Atmosphere

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.

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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.


SCREEN DESIGNS & FLOW AM

AM

Hello, Daisy

Hello, Daisy

Keela Cleanliness

AM

Hello, Daisy

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

Keela

Dentist

Cleanliness

P1 P2 P3

Dentist

Miss Plaque

3 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.

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.

AM

sesame street 0 : 20

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.

AM

AM

Hello, Daisy

Hello, Daisy

Keela Information

Mr. Debris

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

Hello, Daisy

Atmosphere

Information

P1 P2 P3

please put the sensor in the middle of your mouth

Cleanliness

Atmosphere

Keela Cleanliness

Dentist

Atmosphere

Information

Keela

Dentist

Cleanliness

Atmosphere

Information

Dentist

P1 P2 P3

Well Done

Playlist

Playlist

Current Playing : Sesame Street

Current Playing : Sesame Street

Treasure Land

Treasure Land

Rewards Collection

Rewards Collection

SUBMIT

exchange

sesame street 12 : 30

edit 2 : 30

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.

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.

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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.


Young People's Food Purchasing assistant 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 (18-25 years old) 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.



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

Primary Research Findings: > Participants were easily drawn to special offers

1

2

3

4

5

6

7

8

and had unexpected purchases because of this; often by buying ‘less healthy’ food. > Price seemed to be an important factor for participants when making purchases. > The percentage of ‘less healthy’ food which one of the participant bought was even over 50 percent.

9

Darker colour means: Mostly need to be changed

25


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.

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CONCEPT PROPOSAL & SCENARIO

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

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.

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.

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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

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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.

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Memory Tour Service Design In Partnership with Love Loughborough

Historically the Loughborough town is associated with the world’s famous bell foundry, its steam railway, textile manufacturing history and ‘Ladybird’ books. Nevertheless, nowadays Loughborough is often only recognized for its University. Therefore, the aim of this project is to benefit Loughborough economically and socially from increased tourism. The design proposal is to encourage alumni to visit Loughborough town centre as a tourist attraction with a service design solution. Cooperation I contributed to each of the research and analysis stage; mainly focused on the concept development, scenario simulations, and the build of persona and user journey map. View the concept video at: https://www.youtube.com/watch?v=LFlPFVZ3ReI&feature=yout u.be



RESEARCH & ANALYSIS

Secondary Research

Survey Target Users

Online research - focusing on key critical issues

Quantitative research - with alumni

Interview Target Users Qualitative research - with alumni

Interview Stakeholder

Co-Design Workshop

Semi - structured interview with Alumni Association

Discussions with stakeholders

Analysis Methods Map of objects

- How to attract alumni to return to Loughborough?

Map of stakeholders Core stakeholders: - Alumni Association - Alumni students - Town council - Love Loughborough - Graduation office

Direct stakeholders: - Tourist manager - Students accommodation - Families - Hotel owners

Affinity Mapping

- Why alumni do not return to Loughborough after graduation?

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ANALYSIS & DEFINITION

> > > > > >

Insight

Strong connection with the campus and interest in knowing the town centre Specific groups of friends or small groups of family Special needs Having something to remember by Memories as a student The town centre and the University have changed or developed throughout the years

Opportunity > > > > > >

Combining both campus and town centre into one attraction A device that would creat a connection with friends and other alumni Adding special features such as subtitles to support diversity of people A time capsule Reviving memories Timeline to show the change of Loughborough

Service Value Proposition

Why should prospects use our service?

Gains - Recalling memories - Maintaining friendship - Having time capsule to create more memories

Problem

- Losing contact information - Lack of attractions and advertisements - Alumni have their own work and families

DeďŹ ne it A service for increasing the tourist in Loughborough by encouraging alumni to come back for recalling their memories of being students in Loughborough and creating more meaningful memories further

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PERSONA

Description Robert and his wife has been married for 15 years and currently living in Lincolnshire. Despite being successful in his job as a creative director, his relationship and his wife has been a bit strained ever since he was promoted as a director. It had made him really busy at the very beginning of his job. When he became much stabilize, he finally had free time to be with his wife but lately he realizes his wife is giving him the cold shoulder.

Task Goals > > > >

To To To To

reminisce the good memories they had before. see the changes of the buildings where they used to stay. take interest in visiting some historical sites and landmarks of Loughborough. get along with his wife again after the tour.

Experience Goals > > > >

To feel nostalgic when they talk about their past during the trip. To enjoy their moments even when they drink at their favourite pub. To feel the excitement and adventures about their memory tour together. To feel excited when visiting the historical sites of Loughborough where they didn’t pay notice for.

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USER JOURNEY MAP

Touchpoint

Content

Feeling

Doing

Thinking

BEFORE

DURING

AFTER

How to recover their relationship?

How will the trip be?

Thinking about the places they visited before

Thinking about the things they did before

Where and how are their classmates now?

What to store in the time capsule?

Thinking it is worthy

Thinking to come back again

Planning a trip

Registering on Alumini Association website

Following the tour guide

Comparing the differences

Searching for classmates on Facebook

Discussing with his wife

Reminiscing the photos of their trip

Sharing photos on Instagram

Sad

Curious

Expecting

Memorable

Saudade

Enjoyable

Exciting

Unforgettable

Having an arguement with his wife

Buying train tickets online

Using memory tour app

Taking pictures

Drinking in a pub

Writing to their future children

Getting along with his wife

Sharing the experience on blog

Receiving an e-mail from Alumni Association

Website

application

Phone

Facebook

Time capsule

Phone

Social media (Instagram & Blog)

DAY 1

LOUGHBOROUG CAMPUS

WHERE TO TAKE TIME CAPSULES

1980

MEMORY TOUR

LOUGHBOROUGH UNIVERSITY

TIME CAPSULES KEEPING PLACE

LOUGHBOROUGH UNIVERSITY

DAY 2 NEW TOUR

HOTEL

PUB

1980

LOUGHBOROUG TOWN CENTRE

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CONCEPT STATEMENT & SERVICE DESIGN BLUEPRINT

Design Concept The app is designed for alumni to look for the memories of buildings in both campus and town centre, following a special route chosen according to graduate years. Alumni are able to not only take photos and leave comments to share their memories with others, but also collect badges in this tour. A virtual time capsule was designed for alumni to store their new memories with Loughborough.

Physical evidence Customer action

Website Event posts alumni registration event confirmation

Register for event

Welcome email

Go to Lboro

Welcome signage

Welcome Memory pack + time tour app capsule display

Arrival at Lboro

Sign-in

Download the app

Memory tour Visit display changes based historical buildings on the year

Register+ Code+Year

Go on the tour

Changes according to the building and year

Return the time capsule + takeaway reunion photos + alumni stuff

Interact with the ipad

Return to the starting point

Line of interaction Front-of-stage interactions

Announce the event

Greet attendees

Sign-in attendess

Help download the app

Direct alumni to start point

Collect & store time capsule

Line of visibility Back-of-stage interactions

Post the event

Post signage & position greeter

Setup sign-in desk with Alumni Association welcome pack & attendee list

Setup download & instructions

Store the time capsule in the secret vault/ virtual

Alumni members would coordinate the event

Recruit IT expert to develop & manage the app to run smoothly

Arrange the capsule according to year

Line of internal interaction Support processes

Create a marketing plan

Manage the memory event registration system

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Depart home


SITE MAP & SCREEN DESIGN

START PAGE

Member Log In Home / Menu

Route Map

Achievement

Virtual Tour

Time Capsule

Type of Year

All Badges

Photos

Upload photos

Type of Route

Town Centre

Camera

Upload videos

University

Reviews

Voice message

Favorite

Add note

Subtitle on/off

Set time

Sound on/off

Lock Time remaining

1. HOME PAGE

2. LOG IN PAGE

3. Route MAP PAGE

4. VIRTUAL TOUR PAGE

5. TIME CAPSULE PAGE

6. ACHIEVEMENT PAGE

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Website Redesign Usability Chosen Website: http://www.visitlondon.com/

The aim of this project is to evaluate the usability of an existing website and utilize the insights gained from the user testing conducted by the eye tracking system to develop an improved design. View the redesign version at: http://6vpqq0.axshare.com



USER TESTING & ANALYSIS

Testing for Existing Website

Tasks Conduction

Evaluations & Comments

Testing for Redesigned Website

Six participants

- 3 tasks to be completed (buy coach tickets, book a hostel, search events) - Recorded by eye tracking system

- Complete evaluation sheet with 5-point rating scale - Give comments

Five participants

Existing Website Home Page

> Too much information are shown in the navigation simultaneously. > Some of the options in the navigation are too similar. > To have some advertisements for events for big holidays in the home page, which could help users know what’s on in London in only few seconds. > The use of colours in this website is recommended to be more harmonious and consistent.

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ANALYSIS Coach Booking Page

Hostel Booking Page

Event Booking Page

> The coach booking box is not obvious because of the dark color and the right-hand side position. > The typing areas of leaving date and returning date illustrated in the coach booking box fail to show at the same time. > The clicking buttons of ‘single’ and ‘return’ are in their right-hand side, while that is unusual. > It is unavailable to type all the required information in the coach booking box at once.

> The section of the price sort is without a specific range. > The prices of hostels fail to show on the hostel booking boxes directly, which is difficult to make comparisons. > There is some important information missing in the sorting section as well as the hostel booking boxes. > The picture illustrated on the hostel booking box is different from the connecting booking page which is powered by booking.com.

> ‘Sort by date’ is recommended to be added in events selecting section in order to increase the searching efficiency.

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Redesigned Website

Home Page

Hostel Booking Page

Coach Booking Page

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REDESIGN Event Booking Page

According to the ‘redesigned website task results with the time record’, it is obvious to see that the use of time for participants to complete each task decreases significantly. Based on the ‘redesigned website usability checklist’, it is clear to see that all of the frustrations which participants had when using the original website have been addressed with a high satisfaction degree after the redesign.

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Visual Design


Interned as a graphic designer at Metabolic, a sustainable development, in Amsterdam, the illustrations, logos, graphics for flyers which f Metabolic, and producing efficient templates


a consultancy firm focused on e Netherlands with creating numerous fit within the brand guidelines of s and graphics libraries for future projects


Posters of masterclass, agenda and documentary night (Metabolic)

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Posters and banners of documentary night (Metabolic)

Templates (Metabolic)

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

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


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.

Brochures, business card & cool card design cooperation

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Product Design



Secret Base 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. 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?

PARADISE size(mm):1500(ÎŚ)*1450(H)


MARKET & USER 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 realize the needs of consumers, three male and three female participations were invited to conduct the interviews according to Evaluation Grid Method, which could help experimenters understand the personal cognition of participants and catch attractive factors of objects. During the interviews, the participants were asked to describe the features, concrete conditions and their abstract feelings toward to the kidult furniture. Afterwards, these evaluation items would be organised to different Evaluation Grid Charts.

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ANALYSIS

Participant A's classified Evaluation Grid Chart

The result of Evaluation Grid Charts - Shape

After making each participant’s Evaluation Grid Chart, KJ method was used to combine similar ideas. The features of kidult furniture were then separated to four categories, "shape", "material", "multifunction" and "interaction". Additionally, in order to make the result more representative, the most frequently mentioned abstract feelings were extracted 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, the direction of this design project becomes clearer.

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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.

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gap

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


MOCK-UP & MODEL 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

Making the base by soldering iron

67 Trying different sizes of fiber glass to find a suitable one (ÎŚ 7.9mm) with enough strength and elasticity

Making the cushion by adding mini styrofoam inside

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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 whatever you like.

1

Sleep in the faint space.

2

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

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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.

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YI-NING LEE T: +44 (0)7706717032 E: y.lee2-15@student.lboro.ac.uk More Projects: https://issuu.com/leeyining/docs/portfolio_complete_version_


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