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
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Visual Design Posters for Metabolic Poster of Technology Poster of Graduation Exhibition
45 49 50
Product Design Paradise
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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.
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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
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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 !
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+ 15
For buying 15 items in this time
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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
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_