M aya K u m a r a n
design research strategy
CONTENTS 11
19
25
31
Moravia Library
Wharton Museum
Pandora’s Box
Frog
RESEARCH + DESIGN
Ideation
Site Research + User Research
Synthesis
Prototyping
User Testing
4
Solution
RESEARCH Through the projects I’ve worked on, I have had the opportunity to perform various types of research as a means of better understanding the user, the problem, the impact of the solution, and predicting future problems and needs that may arise.
Site Analysis
e.g. Wharton Studio Museum (p. 15)
Case Studies
e.g. Frog (p. 9)
Usability Testing Interviews Surveys
e.g. Pandora’s Box (p. 21)
e.g. Moravia (p. 11) e.g. Pandora’s Box (p. 21)
Visioning Sessions
e.g. Wharton Studio Museum (p. 15)
5
6
CASE STUDIES
8
MORAVIA CENTRAL LIBRARY WORKPLACE STRATEGY, INTERIOR DESIGN MORAVIA, NY
OVERVIEW: Moravia Central School is a middle and high school located in upstate New York. We were tasked with redesigning their library, currently not providing the needed functions for the staff or students. MY ROLE: Site observation and analysis, writing and conducting interviews, space mapping, design strategy, lounge area rendering, graphic design and presentation.
Moravia Central School Moravia, NY
9
RESEARCH
BACKGROUND + USER + SITE BACKGROUND RESEARCH Through initital research on millenials, generation-z (those born between 2000 and present), and modern library design, we were able to identify the major trends and traits for these users, including being digital natives, valuing choice and flexibility, being group and socially oriented, and being multitaskers.
USER RESEARCH Interviews with small groups of students and individual librarian interviews revealed current user dissatisfaction with the space LIBRARIAN • Minimal use of librarian office and desk due to poor visual access to students and library • Wants furniture that can be rearranged easily • Needs visual access to all areas of library from desk • Concerned about custodial needs; everything should be easy to clean
STUDENTS • Want comfortable, cool furniture, and seating to lounge and read • Library can be too loud during the day for reading; needs independent work space • Need space for group work and socializing
SITE RESEARCH A site walk-through and observation of the use of the space indicated current challenges, including areas of high noise levels and low acoustic privacy, high glare near windows, dark and cramped areas near the bookshelves, and the librarian’s desk acting as a barrier between students and the librarian, rather than facillitating interaction.
10
+ DESIGN =
LEARNING PLAYGROUND: reflects the idea that students should use the library as an active learning center, where students can participate in a variety of activities: work independently, collaborate on projects, and study for tests
PRESENTATION AREA The presentation area incorporates flexible tables and seating that can easily adapt to changing needs and facillitates group work as well as lectures. 11
LIBRARIAN’S DESK The librarian’s desk is compact and accessible to facilitate interaction, and a topographic map of the town connects the school to its community.
LOUNGE AREA
MAKERSPACE & WORKSPACE
A variety of comfortable seating in the lounge area is rearranged easily and facilitates conversation or independent reading. Chalkboard dividers break up the space, provide creative space for users to express themselves and personalize the area, and serve as additional seating.
A workspace that can be converted into a makerspace for more creative work allows for small group discussion, oneon-one tutoring, or can serve as a private work space.
12
READING NOOK Noise cancelling panels above the reading nook create auditory privacy, and open bookcases provide storage while allowing light into the space.
13
MORAVIA CENTRAL LIBRARY ORIGINAL FLOOR PLAN
SPACE PLAN DRAFTING
14
MORAVIA CENTRAL LIBRARY FINAL FLOOR PLAN
REFLECTED CEILING PLAN
15
16
WHARTON STUDIO MUSEUM ORGANIZATION & DESIGN STRATEGY, USER RESEARCH ITHACA, NY
OVERVIEW: Wharton Studio Museum (WSM) is a silent film museum being constructed across two locations: Stewart Park and the Commons, in Ithaca, NY. Not yet fully built, we were asked to provide a set of design guidelines to guide construction and design of the space, as well as how the organization will be run after opening. MY ROLE: Site analysis, writing and conducting interviews, visioning session, design solutions, Commons site rendering.
WSM Stewart Park Site Pre-Construction Ithaca, NY
17
RESEARCH
SITE + INDUSTRY + USER SITE RESEARCH After analyzing the current site, we identified two site elements that we deemed most important: signage, or how well the building can be located, and connectivity between the two locations, or how well one museum location expands on and directs visitors to the other location.
INDUSTRY RESEARCH We identified two analogous organizations to WSM for use as case studies. For each organization, (MoMA PS1 and San Francisco Silent Film Festival), we identified their values, assumptions, artifacts, brand, and what we could learn from them. This provided valuable insight about how to bridge WSM’s identity across two sites, connect to the surrounding community, and display their artifacts.
USER RESEARCH Our user research consisted of interviews and a visioning session with WSM’s key stakeholders. We interviewed administrative members, specialists in the industry, and potential visitors to WSM. Each group provided insight that we were able to adapt into design implications, including offering community events and workshops, providing an outdoor cafe and seating area, utilizing social media, and improving signage to orient people to the museum. The visioning session allowed us to identify four key values for WSM: history, nature, community, and industry. Of those four, history and nature were found to be the two most critical. Visioning sesssion conducted with WSM administrative members
18
+ DESIGN =
DESIGN GUIDEBOOK: provides a thorough analysis of the organization and outlines a series of recommendations by which WSM may be guided through all phases of its construction and operation. Our design solutions incorporate our findings from our site and user research.
WSM COMMONS SITE
WSM Commons Site Ithaca, NY Photoshop
The Ithaca Commons site of WSM feature exhibits and events that are happening in unity with the Stewart Park site, increasing connectivity. It provides space for events and seating for socializing, as well as a screening area for short films, incorporating the element of community. 19
EXPERIENCE MAP
After identify solutions for WSM, we created an experience map to present how some of these solutions could look when implemented
ENGAGE
ENTICE • Signage visable to pedestrians • Social media event post
20
Daytime (Stewart Park site): • Outdoor screenings with views of Cayuga Lake • Outdoor care/food truck serving classic concession stand snacks with vintage packaging • Interesting artifacts displayed • Workshops making miniature zoetropes Evening (Commons site): • Silent film screenings • Film experts panel with Ithaca College professors • Historical artifacts throughout museum • Opening reception cocktail hour mixter
EXTEND • Invitation to WSM’s next event via email • Images from event posted on WSM Facebook page and Instagram
ENTER
EXIT
• Theme colors and logo are apparent upon entering • Vintage artifacts showcased at entrance • Informational brochures and prints provided
• Take exhibit memorabilia and pamphlets • Leave signature and contact information in guest book • Shop at gift stand
WSM STEWART PARK SITE The Stewart Park site is situated along the walking path to increase visibility. It incorporates outdoor seating to emphasize the natural scenery, and enhances connectivity between the sites by providing information about events at the partner location. It creates a social, community environment by providing ample seating and hands-on workshops. Artifacts, theater snackthemed food, and documentation of the building history emphasize historical significance.
WSM Stewart Park Ithaca, NY Ouping Ding
21
22
PANDORA’S BOX PRODUCT DESIGN, USER RESEARCH CORNELL UNIVERSITY, NY
OVERVIEW: Plastic waste is killing off marine life at a devastating rate. Pandora’s Box is a tool that raises awareness about the effects of improperly disposed of plastic, encouraging the user to reconsider where they are putting their garbage. MY ROLE: Background research, writing and conducting interviews, administering surveys, ideating (storyboards, sketching, persona creation), prototyping, graphic design, presentation.
Pandora’s Box in Use Cornell University, NY
23
RESEARCH
BACKGROUND + USER BACKGROUND Research into global warming and sustainability revealed that pollution due to plastics was a huge contributor to the death of many animals, particularly regarding marine life. Plastic constitutes approximately 90% of all trash on the ocean’s surface, and 100,000 marine creatures die from plastic entaglement each year. As a result, we came up with a product that would increase proper recycling of plastic so it doesn’t end up in the ocean.
USER We conducted user research throughout the design process, including interviews, user surveys, and a Delphi survey on a panel of five experts. We gathered feedback after each prototype, helping us refine and improve our design.
Sample of User Survey Focus Survey Results
Delphi Study Results
24
+ DESIGN =
PANDORA’S BOX: Pandora’s box uses a sensor to tell when someone is at the garbage can. Then, it flashes a scene of marine life to raise an awareness for how one’s actions have an impact, and encourage users to take the time to recycle their garbage.
FINAL PROTOTYPE 1. Box is activated when approached 2. Box alerts user of actions 3. User chooses to recycle plastic 25
INITIAL SKETCHING Ideating included sketches, mind mapping, personas, and storyboarding in multiple fidelities.
FIRST PROTOTYPE
SECOND PROTOTYPE
Our first low fidelity prototype was constructed from Our second prototype was more explicit than the first with its etched message across the front. cardboard and shaped like a semicircle to represent a However, user studies showed that the message was still ambiguous. We learned the attempt to clock - evoking the idea of time running out. depict two opposing underwater scenes (one good, one bad) did not come across, and was not bold enough to capture attention. 26
THIRD PROTOTYPE The main findings from our user testing was that our prototype should be more interactive, more explicit with its intention, and more attentiongrabbing. Our third prototype is motion-activated. When it senses someone in front of the garbage can, it begins to move and light up. We also switched from two scenes to one scene that was more brightly colored and clear in its depiction, which we found to be more effective in studies.
27
28
FROG
PRODUCT DESIGN, SYSTEM DESIGN INTERNATIONAL STUDENT COMPETITION
OVERVIEW: Our cities are crowded, unsustainable, and inefficient. We are changing that with Frog. Frog is an autonomous vehicle service that transports your belongings with minimal expended energy, giving you the freedom to take public transport or walk, resulting in less crowding, less pollution, and overall healthier places to live. MY ROLE: Concept ideation, research, Frog design components, graphic design
29
RESEARCH
SITE + USER + CASE SITE RESEARCH The prompt for this compeition was about creating better cities. We began by looking at the major issues with cities today, identifying major problems to be overcrowding, noise, pollution, and inaffordibility. Research on NYC today showed that there were over 100,000 cars on the road in 2018. Typical cars today are capable of surviving a 35 mph frontal crash, can travel over 100 mph, and weigh over 500 lbs. We thought there had to be a better way to move items in cities.
CASE STUDIES We drew inspiration from the TUG machines used in hospitals, as well as the company Uber. The combination of these two services gave way to the concept of Frog.
Uber offers on-demand transportation all through an app, and also features a food delivery program. Companies and individuals alike have access to the service.
The TUG is used by hospitals to transport items around the building. It moves autonomously with advanced sensors to deliver necessary equipment to doctors and nurses.
USER RESEARCH To identify how me could improve transportation, we looked into the reasons why people chose cars. We found that they are more convenient when carrying many or heavy items, where it’s difficult to walk or take public transportation, which is otherwise typically faster and more efficient in an urban environment, as well as healthier and better for the environment.
30
+ DESIGN =
long range and rear-facing sensor arrays
electric motor internal secondary battery pack
FROG: an on-demand transportation service for objects, so you can move your items where you want them, when you want them, and have the freedom to move without anything weighing you down. Schedule Frog to pick up your drycleaning, or send your groceries to your apartment. Frog reduces our excess waste, and makes cities healthier and safer places to live.
box in varying sizes and storage abilities large primary drive battery lightweight, recycled plastic body
long range and rear-facing sensor arrays
linear headlight can be used to “gesture� to humans
31
THE FUTURE CITY We imagine Frog for belongings as a stepping stone for future Frog expansion, incorporating Frog for people. Current regulations prohibit small, ultra-lightweight vehicles to carry humans, and autonomous driving is still seen by many as costly and unreliable.
32
The City of the Future will be carless, instead relying on public transportation, walking & biking, and Frogs. This will lead to the expansion of sidewalks and pedestrian areas, opening up space for greenery, and reducing pollution, noise, and congestion.
Today
Tomorrow
Future
Inefficient vehicles Unsustainable Costly in health Noise pollution
Frogs for goods Increase in public transit Increase in efficieny of transit Less pollution
Frogs for people and goods Improved physical wellbeing Sustainable mobility Healthy cities
Frog for carshare
Frog for clothing
Standard Frog
FROG DESIGN
HOW IT WORKS
The Frog comes in varying sizes and functions, such as hangers for clothing, refrigeration for groceries, or extra security for valuables. It also has the option for multiple containers to allow for carsharing.
Schedule a Frog delivery or pickup from your phone. Tell a Frog to go to your drycleaner at 8:30 and return by 9, or drop your laundry in it and tell it to meet you at the laundrymat in 15 minutes. Your belongings will be waiting for you when you arrive.
33
“The role of a designer is that of a good, thoughtful host anticipating the needs of his guests.� - Charles Eames
35