Sandra Ramirez Herrera Portfolio
Sandra Ramirez Herrera Msc. Design for Interaction Industrial Designer Mobile: E-mail: LinkedIn: Resume:
+31 6 44328369 srahe@ymail.com http://lnkd.in/ShiMm3 https://issuu.com/shanarahe/docs/cv_sandra_ramirez_h/1
Nominated 2015 Connecting psychiatric nurses and elderly depressed patients.
More than 28 million people suffer from depression in Europe (Sobocki, JÜnsson, Angst, & Rehnberg, 2006). In-house depression treatments, improve the life quality of patients and save thousands of euros on medical bills. Research has shown (Palmer, 2005) that physical activities help elderly outpatients to overcome depression. The patients do not have contact with the psychiatric nurse for several weeks. Which sometimes leads to waste of time in the treatment, since the patient did not follow it during those weeks Nurse 2.0 facilitates the work of the nurse and acts as a reminder to encourage patients to perform the activities. The system is a combination of a mobile interface for the nurse and a physical board for the patient. The interface allows the nurse to select the activities according to the patient’s preferences; the activities are printed in a card containing a motivational image and quote. The card on the board acts as a reminder for the patient while the nurse is not present. Once the patient performed the activity, The patient can bring an object that encourages him to keep doing these activities. This object can be placed on the board and the patient can mark the activity as done, so the nurse can knows about the progress of the patient, in the weeks that she is not present.
To test, understand and analyze how the interactions could be improved, several studies were done. Several interfaces were tested and improved with psychiatric nurses. The cards and physical models were tested with elderly to see if they would be encourage to be more active. Unfortunately, during this project, it was not possible to test the cards with depressed patients.
Second visit Select challenges
Reminder and encourage
Patient
Challenged
Commitment
Joop Van Delft
65 year years ol d Minor Depretio Mino n
Encourage
Activities es SSelection: Daily basics
First Visit: Observe and hear
Sports Social 1
Crafting Entertainment
Proud Encourage
Check progress Patient
Joop Van n Delf Delft
65 year years ol d Minor Depretio n
Activities es Se Selection : Activity 1 A Activity 2 Activity 3 Activity 4
1
Notification Activity 5
Third Visit Proud, Encourage Reminded, New memories
After the intake visit, the nurse selects in the system the activities suitable for the patient and print the card. During the second visit the nurse introduces the board and the cards to the patient. The board is set in a place that the patient can look at during the day. The board displays graphically the time before the next visit, which is the time that the challenge needs to be completed. After each activity, the patient can bring a new element to the board and notify to the nurse by pressing the button on the board. If there is no activity sent, the screen will light up to get the attention of the patient. The objects collected on the board will encourage the patient to continue doing the activities by his own and helps the patient to talk about them with the nurse and family Tutors:
Dr. Stella Boess Drs. Kristof Vaes Psychiatric nurse: Lies Hoek Spaans Year: 2014. Duration 5 months.
A study regarding MDT Meetings in the Erasmus Hospital in Rotterdam
Design by: Sandra Ramirez H Bart Peeters Wout Kommer
The notes are sent to the responsible oncologist
3
Send list to all the specialist before the meeting
2
4
1 7
2
5 8
The notes are available for all the specialists Rearrange Order
DURING THE MEETING
Recollect all the cases and create list of cases for the meeting
Select case to discuss
The oncologist compares the notes and upload them.
AFTER THE MEETING
BEFORE THE MEETING
Context
Case Presentation
Notes taken by the other specialists.
Discussion
Leaving the meeting before the end
Projector screen Entrance
Projector screen
Desk
err e ute put mp om Co
Entrance
Desk
mputer om Co
Show results Note taker
Results on screen
Speaker
MDT are daily or weekly meetings to make decisions about the stage and treatment options of cancer patients. The main goal of the meetings is to improve the care of patients and increase the survival rate.These meetings are held with different specialists to get their input on the cases. Having the different specialists allow to discuss and make a joint decision on the patient’s treatment. To understand and come up with a proper intervention the current situation was map as a storyboard.
Design Challenge The final design is a tool that allows the doctors organize the patients to be discuss during the MDT meeting, prepare the cases that require their attention, have a quick access to the patient’s information and previous notes from other meetings. The system is design to be in a mobile device to fit in the busy day of doctors. For requesting a patient for the MDT meeting, the oncologist can select from his list of patients and access the medical records of this patient. He can select which specialists are required for discussing the case and add the query. Optionally, the oncologist can select the results of the exams that need special attention. Before the meeting, specialists can have access to the medical record of the patient and add his own notes for each case, furthermore have access the previous notes made by them and the official notes of previous MDT meeting. The personal notes will be displayed in the main meeting list, for the specialist to go back to them during the meeting without having to open the medical record of the patient. The official MDT notes can be added directly to system and send them for approval; the notes will not be available in the medical record until being approve by the oncologist. Additionally, specialist can make their own personal notes during the meeting and then compare and use them for future references.
Tutor:
Dr. Marijke Melles
Responsible Oncologist: Auke Beishuizen, Erasmus MC Rotterdam Year: 2014. Duration 2.5 months. Class assignment: How can design contribute to multidisciplinary medical team sessions in pediatric oncology?
Interactive game for children exploring the inner struggle of creation and destruction.
Design by: Sandra Ramirez H Kees Verweij Lisanne de Bakker Maaike de Koning Niels Lie Nina Patsey
Exploring children's interest for creating or building and at the same time the joy and satisfaction of destroying or being naughty. Block me is created to allow these two behaviors in a safe and fun environment. Block me is a set of asymmetric building blocks, that encourage the creativity of children to make unstable structure. Some of the building blocks are interactive and can be activated or deactivated with different behaviors of the children (sound, touch, or movement). This behaviors allows the child to decide whether they would like to "safe" the structure or watch it collapse. The project was build and tested in the Profit-field-lab, after the culmination of the project it was bought by Delft Municipality for further development and implementation.
Children playing with the interactives blocks during user study
Discover
Blocks starts getting angry. Explore
Collapse Create
Storyboard of children interacting with Block me
Angry blocks will shake
User research and UX Design to improve user engagment in dietary apps.
Design by: Sandra Ramirez H Janna Alberts Eva Schuurmans Frank Stemerding Marien C. Wolthuis Yue Wu
Problem
Re-design aspects
Validation Download prototype and install the application
Engagement
1
Usability test
User Study Questionnaire 2 Intake interview + installing the application
1
Current My Diet Coach Pro
2
3
Questionnaire 1
4
5
6
7
Usability test + Final interview
2
Explanation Questionnaire movie
Final interview
Many women consider themselves overweight, even though they may not match with the overweight definition, they try to lose weight or be healthier. Mobile apps are playing a big role facilitating healthy dietary habits. Nevertheless, after a period of time, users stop using the apps and come back to their old habits. My Diet Coach Pro, was analyzed and used as an example. A user study was performed to be able to identify flaws and redesign the app to increase the levels of engagement and improve the interactions. A follow up study was performed to validate and evaluate the modifications.
Based on the insights of the user study, the app was designed and prototyped. Some of the interaction issues that were tackled. To mentioned a few, the used of consistent interactions, button design and consistent color use. In the main screen the daily caloric intake is shown visually. The users can add quickly the food intake or sports, altering the daily caloric level. To reduce the time to add a meal or activity in the diary, the "favorites" group was added, as well as the option to scan the barcode of the food product. The challenge/reward system was changed, allowing the user to select the prefered category reward and make all the rewards related to a healthy lifestyle or diet. The prototype was tested and the modifications were very well received by the participants.
Balance my diet concept and prototype: Home screen
Balance my diet concept and prototype: Add food, Food details, Challenges and Rewards.
Emergency Drinking Water System
Urban Water Movie Contest Second place 2012
Design by: Sandra Ramirez H Jose Luis Pinzon B
Emergency Drinking Water System
This concept was developed seeking to mitigate the needs of safe drinking water, primarily for victims of natural disasters. aQa (from the Latin aqua) is a portable emergency system that serves to collect, transport and filter water. Securing a removal percentage of coliform and other impurities of 99.98%. Developed in Colombia, where over 27% of the population suffers or has suffered from lack of clean water, aQa is not a complex system, allowing its use regardless of social class, or educational level. It consists of robust parts and easy to handle, impact-resistant and weather-resistant parts. Graduation thesis Thesis partner: Jose L. Pinzon B. Thesis supervisor: Professor Juan Carlos Moreno M. Scientific assessor: Dr. Carolina Guzman L. Year: 2010
Emergency Drinking Water System
Design Challenge
Environmental refugees experience an unexpected and stressful situation; therefore, their problem-solving skill seems limited due to the stress of these circumstances. Experts in the field of assistance to victims in a disaster; classified a catastrophe in three stages and how they affect people: Pre-impact: In this stage are included the threats and warning prior the disaster. Threats are general danger, due mostly to location; for example, the proximity to a geologic fault or a river. Warnings are like flood warning or an evacuation. Unfortunately, most people tent to ignore them. Some people are scare to act to soon and look foolish. While others, just ignore them, as a defense to something they wish did not happen. Impact: It is the period of time during the disaster and the period right next to it. During this stage, there is a lot of emotion, as the victims look for safety for them and their families. It is common to find altruistic behavior from the refugees as they try to safe each other. Post-impact: This stage last several weeks after the disaster occurred, it is the time when the organism start offering organized help to the victims and the time after they leave. During the time the help is offered the refugees are energetic looking forward to set their lives back on track. This stage is also known as the Honeymoon. Once the organism leaves the disaster area, the refugees find themselves alone and they realize everything changed. This stage is also known as the disillusion.
Emergency Drinking Water System
Validation
We test the interaction and used of the final prototyped with potential users and had great results. We could not test the aQa System with an actual refugee due that there were none in the proximity’s; but been Bucaramanga a city that it is in a geologic fault, there were a lot of potential users.
Emergency Drinking Water System
Quick Guide
Hold the device
][
Hang the device Hold it with one hand and with the other thread the bottle
2.Preparation
1.Collection
[
Fill th divice with water, accoring to the source you have access to.
]
Exposed to the sunn
[ ] [ ] During 6 hours approximatly
99.98% percentage of
total coliform removal before using the SODIS method
Pre-filter to be used in case of high turbidity in the water source.
4. Radiation
3.Filtration
Pull the valve to start filtering
Filter made of pressed cotton and activated carbon (replaceable)
Easy access for washing and maintenance.
+ SODIS 100% safe drinking water
6L aprox
Assembly Emergency Drinking Water System
2
1
[ Insert [
[Thread [
3
[ Rotate [
Deep the device for getting water through the cover until it is full.
Collection For the rainwater harvesting remove the cover and place it at the bottom, joining as shown in the figure. the device can be placed directly under the rain or under a channel. Collect the rainwater, 5 to 10 minutes after having started to rain, to prevent dust particles and gases present in the first drops of rain.
If the water source is not very deep, remove the cover and tilt the device as shown in the figure.
Rainwater Moving water Stagnant Seawater
Emergency Drinking Water System
Dirty Water Entry
Stage 1 (Coarse Sediments)
Mesh Coupling Flange
Aqa reuses discarded soda bottles , mineral water or other bottles that meets the conditions of the SODIS method, reducing the impact of pollution in the affected area
Aqa has a strap for transport over long distances. Reducing fatigue in the upper body and back. This belt is printed with a quick guide to using the system
Aqa floats in case of accidental loss in some water recollection source (lakes, wells, rivers)
Aqa has a display and level meter, making easy to see the amount of water inside the system
6L Container
6
5 4
Stage 2 ( Prefilter For High Turbidity ) Optional Prefilter
Stage 3A ( Filter for Impurities and Coloring )
Activated Carbon Pressed Cotton Fiber Filter
Stage 3B ( Filter for microorganisms ) Sedimentation Area
Coupling Ring Valve Internal Vacuum Standard Bottle Thread
Potable Water Exit 1.2L per min. approx.
Video http://www.youtube.com/watch?v=KZhVDC4GY9M&feature=plcp
the aqa system ONLY dismiss after using it for 190L, the actived carbon and cotton, making it more environmentally friend
The Aqa system has different fasteners , whether is the transition of shape over its body or its various straps, allowing a more enjoyable use according to the user (men, women and children) and according to the recollection source (lakes, rivers, rainwater, etc.).
x+3
x
Design by: Sandra Ramirez H Vivian Suarez M
Corbis images
Design Challenge For the last course of design, in 2009, the assignment was to design a technical aid for people with some sort of disability. We (a colleague and I) had to work with blindness. Blindness, is the condition of lacking visual perception due to physiological or neurological factors. There are different degrees of visual impairments, therefore, being legally blind does not mean have total blindness. After the preliminary investigation about blindness, in addition to spending a lot of time observing and sharing with blind people, at the school-workshop for blind people, called ETACI, for its initials in spanish. We realized that, as a society, we tend to isolate people with some sort of disability. Furthermore, in the local market, there are lots of gadgets for blind people, and the common thing in all of them is that all are exclusively for people with no sight. Blind people have special needs, and they need to learn certain skills to be able to live by their own, some of them are refined sense of touch, braille writing and reading, managed of spaces, improve memory, among others. The inability to read others’ nonverbal signals or knowing what kind of body’s language to use, can make, at times, challenging making friend and getting along with others. That is why social skills are also important.
Corbis images
Corbis images
Design Challenge
How to adapt the game “Connect the Dots� for all kind of sight levels? Why a game? Games, and specially board games, have the quality to merge people from different ages. Depending on the game, one can stimulated the developing of differents skills needed like movility, sensorial perception, improve the cognitive capacities and specially the social contact and comunication.
Movility and skill: Any game that required the coordination of body movements, contributes positively on keeping the sensorial and motor skills, maximizing the self knowledge and the surroundings. Corbis images
Sensorial perception: Any sort of ludic activity, increases the attention, improving the perception and stimulating the senses. Cognitive capacities: The learning and memorization of the rules of any game contributes to the wellbeing of the cognitive skills. Multiplayers games are oppotunities of developing and the lenguage use. Corbis images
Social contact and communication: shared games encourage social relationships and communication, furthermore, stimulates emotional satisfaction and safety. Corbis images
Socialization of the game
Being the classic game, connect the dots, a game based on sight; most of the blind users have never played it. Therefore, we had to evaluated the understanding of the game, and understand how blind users relate and interact to new experiences. For this, we designed and constructed the 3d version of the game, it consisted in a board with a grid, where the lines that are made usually with a pen, were sticks that fit in the grid. For marking a point, we used geometric shapes that they could glue in the middle of the squares.
Render
Create - Users Test Before started sketching, we gather all the information, from the user research and from the result of the socialization of the game, and made a list of special attributes that blind users need for this activity to succeed, as well as, a list of requirements that the game needed to fulfill. We made different prototypes, looking for best shapes and textures. Additionally, With the help of a student of Electronic Engineering, called Oscar Mauricio Rueda, we developed a functional prototype and it was tested at the ETACI school.
Final Prototype
With the final prototype we were able to verified that the game did all that it was expected, and we could validated with the users, testing it with different combinations of users, both blind players, one blind and other non blind, both non blind player. All the combination with excellent results.
Final Prototype
Score
For playing TRIAX, there must be twoplayers, it does not matter the level of sight of them. First, you have to start the game, sliding the button up towards the plus sign, this button is on the side of the board game, out of the playing area.
Rules
ON OF
F
If the players had never played it before, they can press the rules button. If they know the rules, they can started right away. The person that plays first, it is going to be known as Player 1. The objective of the game is make triangles, pressing one side of a triangle in each turn. The game will announce when someone makes a point and who did it. It also will remind the players whose turn it is. The players can known who is winning, by pressing the score button. Wins the player that makes more triangles and he or she will be announce by the game.
Final Prototype
The game counts with different textures and color contrast to facilitate the interaction with the users. The color contrast are not only for people who can see, but also for people who has a small degree of sight and are able to see shadows and high contrast.
P1
P2 Press
Points
s
P1 Press
Press
Plant pot for separate spaces
Shadow Reflection
ht
Lig
Create Spaces
By Colombian law, establishments can not build walls in the space between the entrance and the sidewalk, but it belongs to them and they can use it. Namaste is a flowerpot designed to separate and create these spaces. Also creating different atmospheres and exalting the beauty of its plant by lighting it and reflecting the shadows on the sides.
Yoga
Material: Clay, Polypropylene, Circuits, Stainless steel Year: 2008 Class assignment: Product design
Render
Render
Samples of the work done at Fantaxias s.a.s
As chief of design, at Fantaxias S.A.S, a company with a wide variety of metallic products; I had the opportunity of working in the designing and manufacturing process of products for different industries such as Fashion, hardware, merchandising, among others. Some of my responsibilities are, but not limited to: Design and develop innovative and creative new products, as well as updating and improving current products and their manufacturing process. Create drawings, sketches and renderings to convey new product designs and ideas. Translate trends into concepts that respond to business needs. Work with and communicate effectively with cross-functional team members. Lead teams. Design and develop fairs exhibitions.
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Sandra Ramirez Herrera Msc. Design for Interaction Industrial Designer +31 6 44328369 (M) srahe@ymail.com http://lnkd.in/ShiMm3 (LinkedIn) https://issuu.com/shanarahe/docs/cv_sandra_ramirez_h/1 (CV)