Design Portfolio
Rushil Jain
01
Ebo : Design for Mindfulness
Thesis Project
Context group : Dutch National Police
(TUDelft/MINDSET B.V.)
2016
People who work in stressful professions are at increased risk of health problems. One of the key ways to maintain a positive outlook on life is by increasing the mental resilience of an individual. This project presents how design methodology founded on principles of positive psychology can be used to design for the prevention of stress.
Process Map
Research Mental Toughness Training
RESILENCE
The Dutch police have developed a mental toughness training which is mandatory for every policeman joining the force. The mental toughness training program was first developed by the Dutch army to enhance soldiers’ minds for battle, and help them concentrate on the task at hand.
POSITIVE
STRESS
PSYCHOLOGY
PROBLEM
OPPORTUNITY
FOCUS
FOCUS
Its primary aim is to develop concentration amongst the policemen to enable them to perform their duties/tasks when thrust out of their comfort zone.
9 CONCEPTS
PHAS E 1
Situational Awareness POLICE
SIMPLE
PHASE 2
TEST 1
TEST 2
PERSONAL
TEST 3
INSTANTANEOUS
Additionaly, they’re put through simulations of extreme environments where the policemen’s task is to observe and act despite the various distracting stimuli in the room.
TEST 4
SAVORING
REGISTERING MOMENTS
Therefore, to sum it up
REFLECTION OF MOMENTS
MINDFUL
INVITING
FINAL CONCEPT SELECTION
PHASE 3
Policemen are put through training rooms to increase their situational awareness. The policemen are put in an escape room environment where they have to solve clues to find a way out of a room.
SOCIAL WORKERS
While policemen undergo intensive training to shield them from the negatives, it is also important to be open to the positive. A laddered interview with the policemen indicated that they were skeptical of displaying their emotions as they considered it a sign of weakness.
Principle Adopted
Introducing During reflection
During the moment
via Bluetooth
Reflection
+
Causal Explanation
+
Squeeze
Night time User
3 good things
ebo band
Vibration/sound on phone confirms registration of moment
Time/Location/Intensity registered
Reminder to reflect on positive moments
User
App
/ Input Description/Tags
Awareness Tags change color based on frequency
App filters description and tags using text mining
Example of App Interface
Recollection
The principle of psychology adopted for the design of ebo comes from an empirically validated experiment by Martin Seligman wherein participants were asked to recall 3 good things that happened everyday along with causal explanations. Improvement in subjective well-being was noted after 6 month period. With the ebo however, even the smallest of positive moments are expected to be registered by the simple act of tapping or gently squeezing the band. This act is expected to improve mindfulness towards positive moments and overall subjective well-being.
Ebo is a band through which a user can keep track of positive moments throughout the day in a simple and relatively easy manner. The interaction of wearing it is envisioned to be simple and fun too. It follows the similar principle as the slap-wrap, in that the user slaps it on to wear it. The user then registers positive moments throughout the day by squeezing the bracelet. The reection of the moments would be triggered by means of a reminder by the app at the end of the day or at the time indicated by the user.
Why a band?
User Test
Findings
10 5 days
Improved awareness towards positive moments
Increase in positive affect upon reflection
Improvement in openness as attitude
Better recollection of daily events
Participant Quotes
SIMPLE + PERSONAL
It’s like a recap of the day, and then you become happy again. Because it's only the happy moments.
It was very convenient, on my wrist. Even if I was in a meeting I pressed it, it was my personal moment. It makes the unhappy moments feel lesser and helps me feel good about myself.
What I did not expect was with the form, you would fill it if something nice happened. Something that was extra nice, I could experience some joy again.
I think maybe it could be used during therapy, it would be a helping device to more focus on your positive moments and be more aware of your emotions as it happens.
Visual Proximity
Dedicated Device
Non-Distractive
Ubiquitous
Participants were given a 3-D printed band with a Flic button embedded in it, and were asked to press the button every time they had a positive moment throughout the day. Later at night, they were provided with a google form with their moments.
Automatic registration
Unaware at moment
Manual registration
Mindful at the moment
Product
Envisioned Effect :
VIRTUOUS CYCLE OPTIMISTIC REALISM
REGISTERING POSITIVE MOMENTS
Ability to infuse ordinary events positive meaning.
AND REFLECTING
MINDFULNESS APPRAISAL USER
MINDLESSNESS
VICIOUS CYCLE STRESS Focusing on problems and things that aren’t right.
02
Project Wootex : Material Driven Design
Joint Masters Project (TUDelft)
2015-Present
Vive Innovation has developed a new textile plastic composite, ‘Wootex’, which is nearly 100% recycled. Our aim was to develop a novel and innovative product using Wootex to extend the current product range of Vive Innovation, utilizing current material and production capabilities. Rushil Jain
Design Process
Concept Development Goal
People evaluate & appreciate material for its capabilities & properties Properties to Hilight
Promising material characteristics The Material driven design [MDD] method (E.Karana et al., 2015) was selected to help develop a novel design from the material Wootex. Under the MDD framework there are three crucial stages: Studying the material and benchmarking, establishing material experience patterns and ďŹ nally designing product concepts based on a material experience vision and distilled meanings.
Internal: Contrasting material composition External: Contrasting Surface Properties
Distilled Meanings
Ambiguous
Harmony
Tempting
Selected Concept
Use Cycle Buy DIY kit
Prototyping
Use Pencil
Sharpen Pencil
Collect Shavings Wootex Pencil
Pencil is over New Pencil!!
User Test Open mold & fill with shavings Open Mold
Position Graphite Wait for some time
Power On
Close Mold The participants evaluated the pencil on the basis of initial impressions, aesthetics, comfort while using and emotions evoked while using the pencil. Some of the attributes provided were natural, authentic, unconventional and unique.
03
Tanita Bodycomposition Monitor
Usability & User Experience Assessment (TUDelft)
2015
The aim of the project was to evaluate the existing Tanita BC545N bodycomposition monitor & assess and resolve the usability problems with the device. Moreover, the goal was to increase intuitiveness of use while keeping the cost of manufacturing the same, or close to the original device.
Existing Product
Parameters to Test
Functional Capabilities of Device & Tested Functions : 1. Creating a new user proďŹ le.
Docked
Handlebars Extended
Set
Back View
User
Past + Down Navigation
Result + Up Navigation
Muscle Mass Button
Fat Percentage Button
Device Interface
2. Searching & browsing measured results. 3. Searching & browsing past results.
Interface Icons
Major Usability Problems (Context : Gym environment)
CLr message
Data Interpretation
The device presented the users with a CLr message on the screen while saving data (with no other prompt). This was perceived as ambiguous by users.
Although the device informed the users about their health levels, the users were unable to interpret the data correctly.
Icons Only
Barefoot Use
The device made extensive use of icons, and some users were unable to identify the icons correctly.
The device is intended to be used with bare feet. However, the device provided no indication of this.
Jumbled Buttons
Navigation
The arrangement of the buttons on the device confused the users, as they were unable to identify the correct operational buttons at the time of use.
The ambiguity in the layout of the buttons followed through in the menu structure as well. Navigation of data was possible only in a single direction.
Interface
Validation of Redesign User Test Session
Navigational buttons
Operational buttons
Redesigned Interface Easy-to-comprehend health indicator level
Use of grid layout for evenly spaced elements
Icons accompanied by textual display
Segmented reading for better clarity
POWER
OK BACK
Device gives user clear feedback on further steps, so that scope of errors is reduced. POWER
OK BACK
Physical Prototype
Digital Prototype
The validation of the redesigned product was done through iterative user tests. A physical 1:1 scale prototype model was used in conjunction with a basic wireframe of the software. The number of steps taken for each task were signiďŹ cantly reduced by the ďŹ nal iteration.
Redesigned Tanita
Docked
The final redesign features a foldable stand which can be rotated around a pivot to transform it for use at the gym. The interface can be slid in place by means of simple channels. The advantage of this stand is that the package size remains the same. The handlebars along with the interface can be docked in the footrest and stowed away for private use or when the device is not in use. The interface redesign was perceived s ‘easy-to-use’ by users. Where slight ambiguity still remained while navigating through specific dates after the first iteration, this was resolved in the final redesign.
Sustained Use
04
Interactive Toolkit for Designers
Interactive Technology (TUDelft)
2015
For the course Interactive Technology Design, our team was assigned the task of developing an interactive toolkit or environment, that enables a designer to explore a set of nuanced positive emotions. The emotion assigned to us was ‘Interest’. We were expected to work with Arduino kits and sensors which required a fairly competitive knowledge of coding.
Interest
Enchantment
+
Fascination
+
Inspiration
EFI is a planet that attempts to distinguish the nuances of the emotion: interest. A day on EFI consists of three cycles: enchantment, fascination and inspiration. Each cycle makes the planet react differently to its visitor.
https://vimeo.com/146424983 Password : itd2015
As an interaction, enchantment feels passive, fluent, slow and gentle.
As an interaction, it feels active, stepwise and targeted.
As an interaction, it feels active, fast, instant, direct and powerful.
To evoke enchantment E.F.I. hangs almost out of reach, glowing in purple. This would facilitate a physical and mental isolation in a pleasant way. The interaction will let you stare and be mesmerized by E.F.I.
In this cycle E.F.I. lowers down in invitation and a certain spot on the planet blinks to attract the user. When the user touches it, a sound is heard and another spot blinks. The user follows the pattern of spots and a melody evolves. There are different patterns of light and melodies to be discovered.
E.F.I. will give the user the opportunity to create their own patterns of coloured light and melodies by touching the different sports several times. Each touchsensor has its own specific sound and when you press it several times the volume goes from low-medium-high-off. Each volume state has its own colour, respectively yellow-orange-green-off.
This interaction offers something mysterious and novel, which the user would like to explore and try to understand.
The planet stimulates the user in this cycle to express him/herself: to become creative and to translate their creative ideas into form.
05
TWDL : Emotive Bike Light
Exploring Interactions (TUDelft)
2014-15
Design for Happiness : The design goal for Exploring Interactions was to enable international students studying in the Netherlands, to appreciate their bicycles. Interaction Vision : Like being greeted by a pet.
Process Map
Research Methodology
Decoding Interaction
CYCLE 1
Experiments
International students were asked to take pictures of their bicycles when the students perceived them as sad. 3 out of 5 participants showed their bicycles alone in the parking lot. This led to the interaction vision: a dog expectantly waiting for its master to arrive.
CYCLE 2 The dog notices it’s master.
Contextmapping with 2nd year students
Identification
Conceptualization & Prototyping Contextmapping with 1st year students Arduino!
The dog starts wagging its tail.
CYCLE 3
Beginning of happiness
IP Workshop Concept Detailing Interaction Detailing Prototyping User Testing Final Concept
A contextmapping session gave the insights that: a. Students were weary of not having bicycle lights at night. b. Students had problems finding their bicycles in crowded places. This inspired the choice of emotive bike lights as the appropriate solution.
As the master draws closer, dog’s excitement reaches a peak.
Excitement
Interaction with TWDL User notices the bicycle and comes towards it.
Normal position of TWDL.
TWDL identifies the user at a range of up to 10 metres from any direction.
TWDL becomes alert and starts greeting the user.
The special part about TWDL is that it reacts to the user’s presence based on the time he/she has been away from the bicycle. So, for example, if the user has not seen the bicycle for a day, the interaction is rapid blinking of lights as the user approaches. And if the user comes to the bicycle within 1 - 2 hours, then the interaction is slower, and warmer like a gentle glow.
User has to calm TWDL down by gently pushing it back in its normal position. A ‘click’ ensures that it is in place, and the blinking interaction subsides.
User is just passing by an doesn’t notice the bicycle. In this case, TWDL remains in the alert position and starts glowing when the user in the vicinity again. The intended quality is un-intrusive as the user could reflect on where and when he/she might’ve passed the bicycle. (The first interaction is the most welcoming. The glowing interaction is a metaphor for a gentle greeting, and at the same time telling the user that the first interaction was missed.)
Vision for TWDL
International student arrives at the University of study.
At the introduction programme of the University, the student gets an introduction package with TWDL as a part of it. This would help the student avoid getting ďŹ ned for not having bicycle lights, and can start appreciating the biking experience! https://www.youtube.com/watch?v=2t3tkYxZgMc
06
Plastocraft Superspin
(Blood centrifuge redesign)
Product Design (DFO) 2014
This was a project done for a blood centrifuge manufacturer - Plastocrafts. The currrent model has been in production since the early 90’s and not seen an update in design. Therefore DFO was approached for a complete overhaul of the Superspin-R. Rushil Jain
In an attempt to ensure sturdiness, the form made use of a boxy frame with sharp edges. Dampers, commonly placed on corners, eventually bore the brunt of repeated forces and became vulnerable. The baseplate, seperated from the rest of the body, increased weight and number of components. A at ďŹ t interface made it diďŹƒcult to view from other parts of the room and even for operators who would need to bend and view the screen. The original Superspin-R
The concept development was done in 3 phases. The ďŹ nding of each phase were carried over to the next phase. The concept was continuously reďŹ ned over a period of 5 months, until a suitable form was generated which would not only solve the problems with the existing design, but was way ahead of any other centrifuge in its class.
The inspiration of the lid came from a fighter jet, considering the commonality of generating G-Forces by the fighter jet as well as the centrifuge. The lid is inspired from the jet’s cockpit. The form of the lid intuitively discourages the common practice of placing objects on the centrifuge when in operation.
The counterbalance hinges are placed in the interior and hence do not interfere with the aesthetic appeal of the product.
The centrifuge is made of 2 interlocking C-Components which come together as one unit. The bottom C component acts as the base plate on to which major components would be mounted, making the system much lighter.
Instead of conventionally being placed at the four corners, the dampers are situated along the length to increase the damping surface area.
Specifically designed vents at the back provide an opening for the airflow required to cool the condenser.
The stance of the centrifuge has a gentle inclination towards the user making the form inviting and user friendly. The ribs in addition to the visual appeal, also impart the required strength and rigidity to the structure. Bottom vents on both sides of the body help achieve the desired airow over the components to maintain the optimum operating temperature. The interface is a LCD touchscreen, which allows the user to control various factors like speed, temperature and duration of the run cycles of the machine. It rests at 20 degrees from the vertical to provide for comfortable reading from any part of the room.
A prototype was built to test the ďŹ nal concept for usability and operational problems. Problems with the motor and mounting points were found, which was taken care of by the engineering team. From a design standpoint, the rubber dampers along the length of the lower surface worked well to keep the vibrations to a minimum. The viewing angle proved to be optimum for those who worked at pathology lboratories, and was considered a huge improvement over other centrifuges in a similar market segment. The hinges proved to be slightly problematic, because the lid was too heavy, and in the next iteration, this was remedied as well. The interface was designed by a second team of designer once the form of the centrifuge was ďŹ nalised.
COMING SOON
07
Nintendo Mii (memory enhancing device for kids aged 6-12)
Classroom Project 2010
This was a project done for the interaction design course. The brief was to design “an Engaging device which generates Curiosity and tingles the Imagination of a child. The possession of which is of great Pride to him/her. All of this in a Fun way.� Rushil Jain
The all new Mii, the first of its kind device which helps enhance your childs cognitive skills through methods of recalling and recreation. The Mii badge randomly collects visual and auditory clues from your childs daily routine. These can be then accessed on the Mii memoir where in the child gets to recreate the entire incident with help from the clues in from of drawings, writings and voice recordings. He can put together these different media with help of the built in interface and create his/her story. This can then be posted on a micro blogging network to be shared with other Miinions over the world. The NINTENDO Mii a true reflection of your Childs mind.
Microphone Camera
OLED display Previous button Next button
Mii BADGE Mii badge does not only capture your child’s day in visuals but also records audio clippings for them to recall the day’s experience at end of day. It comes with built in camera, microphone and programmable OLED display for them to show the text they want along with animated characters.
Mii BADGE The Mii badge records the child’s day in the form of pictures taken at random intervals throughout the day. The child can then upload the pics on the Mii Memoir.
Mii MEMOIR Tablet with LED-backlit glossy widescreen Multi-Touch display for your child to enjoy his colorful world. With his/her own handwriting as the font, he/she will also have Mii friends to guide them while they express themselves on their own dedicated virtual space.
Mii AVATAR A child can customize his/her avatar to suit his/her likes. He/she can choose from a library of preset templates and customize the avatar as per requirements. This avatar will go on to become the proďŹ le picture of the child.
Mii COMIC Mii comic is a special interface which lets your child explore his creativity and present his day into a comic format with his own sketches and handwriting along with the pictures and audio clips recorded by Mii Badge.
Mii SLEEVE A silicone cover for Mii memoir giving your child freedom to carry Mii memoir around with a handle on top and also protecting it from damage. The silicone reduces the chances of device falling from a child’s hand.
LAP FRIENDLY Mii memoir is designed so as to be used on lap or in hand of child. The curved base of Mii memoir makes it diďŹƒcult to use on table thereby encouraging your child to hold the device close to himself which develops a certain attachment to the Mii over a period of time.
08
Nike Tupac (special editions)
Classroom Project 2009
NIKE Tupac special editions are derived from the semantics of late rap/hip-hop artist, Tupac Shakur. The nature of the music is reected is reected in the form of the shoes. Rushil Jain
Mood board
Ideation sketches
EVA velcro strap
Breathable mesh upper
Soft foam ankle cushion
Bold/loud swoosh
Neoprene outsole/midsole
The velcro strap is derived from the semantics of the rapper’s bandana.
Ankle cushioning in the form of headphones adds aesthetic appeal while retaining function.
THANK YOU