P O R T
VIVIAN MARETINA product design
FOLIO 2
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EDUCATION
VIVIAN MARETINA Bogor, Indonesia +62 81 61 3635 16
Vivian is a designer passionate in sustainability issue with interest in service, management, and business design.
B.A. Product Design, Faculty of Art and Design at Institut Teknologi Bandung (ITB) 2012-2016, cum laude
PROFESSIONAL CAREER Mirum Agency, Experience Designer (XD) - Jakarta Aug 2018 - March 2019 Helped businesses design, market, and delivered compelling services and customer experiences by conducting design research, support senior team members on creating synthesis, co-creation process, and final report. Strategic and Management Design
Design for Sustainablity
Social Innovation
Service Design
UI/UX
Craft Design Interaction Design
EXPERIENCES
Waste Management, Electronic Vehicle Eco Material (Wood, Bamboo, Rattan); Health (Psichophernia) Education (Japanese Learning, Kids Urban Farming), Food apps finder, Healthy Streetfood, Travel experience, Wealth Management, etc.
Hands on: Sketching, painting, model making, wood working, casting, photography
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Freelance and Self Employed (project based) Nov 2015-Present I work for product design, brand activation, graphic designs, mural, and interior design projects, including worked in full-time project as a Design Team Lead for Foodlab Project for Low-Income Consumer Hivos and IIED. Worked as Design Thinking Assistant Manager. Worked as a facilitator in Design workshops. Kopernik , Product Development Intern – Bali Dec 2017-Mar 2018 Assisted in the implementation of ‘Increasing the Value of Plastic Waste: Injection Machine’ experimentation project with Precious Plastic Bali community. Bagoes, PT Greeneration Indonesia, Design Intern - Bandung August 2016 – October 2016 Conducted market research and developed products of reusable bag. Institut Teknologi Bandung, Assistant Lecturer August 2015 – December 2015 Assisted more than 200 students in 3-D aesthetic form class. National Research Council DKI Jakarta, Research Intern Jakarta June 2015 – August 2015 Did a research and developed products based on community development in Kebon Sirih urban scrawl area using SIDa (Regional Innovation System) method.
I value all of the processes I had gone through since the first time I started designing a product.
TABLE OF CONTENTS The selected works (work in university and project based work)
01
INJECTION MACHINE -
plastic waste recycling experimentation
page 4
02 B.BERES - waste collection trike
page 8
03 KARTUNA - learning card board
page 11
04
DADANG RAMZI healthy food diet for low-income consumer
page 14
05 NAMNAM- hydroponics for kids
page 18
06 BAMBALL - multifunction ball
page 21
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OTHER WORKS AND ACTIVITIES page 24
[My first self-hands-on product lo-fi prototyping making in the university, inspired by Heliconia Sp., 2013]
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01
INJECTION MACHINE
Plastic Waste Recycling Experimentation in Bali using Precious Plastic Injection Machine Product Design Production
Market Research Work Collaboration
Experimentation Waste Management
OVERVIEW
BACKGROUND
Bali produces 3,452 m3 of plastic waste per day, three-quarters of which is not being disposed of properly. Currently, in Indonesia, there are existing facilities that have to carry their business in plastic recycling. However, the incentive remains largely on those final processing parties, while only a small profit margin, 10-15 percent, for the collectors. The capital investment needed to establish a recycling factory is also expensive.
The experiment involved the local stakeholders in Bali using the DIY injection machine to test its feasibility and viability for a new business opportunity for the recycling centre. We have done the market research and local stakeholder, then designing daily use product that has a small dimension and simple design. The product itself has a low production cost and can be sold in small capacity.
GOAL
produce a value-added product from plastic waste which can be sold at a higher price than the raw plastic waste itself, increasing the waste collector’s income.
2017-2018 (3 months) Team Project (Kopernik x Precious Plastic Bali)
APPROACH
1. Research and Market Assesment 2. Production Test 3. Market Test for Product Design
role: product development Design research
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Ideation
Exploration
production
data and cost analysis
* Star indicate my responsibility
Common retail upcycle products in Indonesia
ABOUT THE MACHINE
Precious Plastic injection machine is a plastic processing machine based on the principle of melting shredded plastic (plastic flakes), and molding it into a product with the man power. The machine itself cost around US$437 build in Bali.
MARKET AND DESIGN RESEARCH
We used an interactive method looking for the potential customer’s need with card sorting. From this research we found out that the daily use product is the most highest demand from the customer.
MARKET OPPORTUNITY
Retail
To sold it through a store as a consumer product.
B to B recycling
Machine and the molds are sold to the business in order to build mass recycling education.
Co-design
Create a product with other recycling businesses/designers combine with the plastic injection.
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IDEATION AND PROTOTYPING
The idea is to ensure the products are posible to build with the limitation of mold size. Therefore, the designs are made for the small shape only. Most of the products are inspired by marine life and also based on the shape experimentation.
LESSON LEARNED
At its current stage, this injection machine could only produce 6-7 units of product in an hour. Depending on the product size, however, it is possible to design a mold which contains more than one product to increase the unit amount produced in one cycle.
TEST RESULT AND ANALYSIS Sketch, 3D modelling, and mold design
different colours of plastic caps (left) and Lo-fi prototype (right) 6
Finding from the test also confirmed that different bottle caps (originated from the different manufacturer) have a different optimum temperature for melting. Consequently, mixing different plastic waste type for an input will require adjustment to the working temperature and often a new learning process.
CONCLUSION 1. Cost to build the injection machine is cheap (USD 437) as compare to industrial processing in Indonesian context. It is appropriate for small scale workshop, but not suitable for economy scale. 2. The experiment proved that the product generated from this machine has a selling price that is higher than the production cost. 3. Production capacity however, is still limited by many factors such as technical skill, restriction on molds, practicality to operate and pre-treatment
process required for plastic waste not yet suitable for mass-production level. 4. Consideration of hazard and safety risk for melting certain type of plastic. 5. This machine is has limited capacity to adequately address the plastic waste problem, as currently it seems works only for HDPE plastic type.
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02
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B.BERES
Electric trike to separate and carry waste in Bandung Residental Area Design Research
Waste Management
%
23
O
63 rganic % Waste Generation
14% 1.500-1.800 TON/DAY
Residue
Product Design
nic
ga
r no
School Project
or 7.500 CUBIC/DAY
Collecting
Service Design
Research Focus Transfer
GOAL Waste handling in TPS
End Process in TPA
How can we reduce the mass waste in Bandung and how to make the collecting system more efficient?
RESEARCH FINDINGS
1. Each area has a Transfer Point Stop (TPS); 2. Waste need to be kept in a closed container; 3. Rotting garbage produces liquid from 5 hours after it is mixed; 4. Workers try to collect trash as much as they can;. 5. The The size of the existing trike is too wide.
OVERVIEW
B.BERES is a waste collection electric trike uses IoT (Internet of Things) system, thus Government could estimate the amount of waste each day. This trike allows people to separate their residential waste because it will carry the different type of trash separately, such as mixed waste; food waste; and scheduled waste.
Integrated data
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Ideation
Exploration
Internet of Things
DESIGN CONCEPT AND SOLUTION
12 weeks (2015-2016) Individual final project assignment
Design research
Electric Vehicle
Modeling
Prototyping and user testing
* Star indicate my responsibility
This electric trike can contain 3 groups of trash in which the size are considered. The mechanism will use hydraulic, weight sensor also use IoT to integrate the system.
The trike structure and ergonomic testing to analyze the weight and capacity.
Mock up apps for the citizen. They can access the trash collection system in the town.
IDEATION
Interface for the driver.
The design is based on the mood board which shows cleanliness, strenght, and simple.
Trash collection data (weight and volume).
Map and location for trash collection.
TYPE OF WASTE
HOW IT WORKS Scheduled Waste (different types of waste in each day) Unused Goods (small size of waste, ex. bags, clothes) can be put on the top)
battery
Whilst for the technical, the trike itself use lithium battery tat can be easy dispatch from the vehicle.
waste container material: mostly composite water drainage plumb
Food Waste
Internet of Things (IoT) helps the driver to navigate the place in maps, recognize the quantity of trash they brought and save all data to the cloud. The residents also could get the information about the schedule, location of the trike, and some useful information about trash using smartphone application.
SCENARIO
TOUCH POINT HOUSE USER APPS Sign up then Log in
DRIVER APPS
Update profile
Log in
Ask for pick up
Driver check map
Payment
Put garbage
Upgrade point
Check garbage Check in
Mixed Waste
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The Final Presentation
FURTHER DEVELOPMENT
trike model 1:10
DESIGN CONCEPT AND SOLUTION
This electric trike can contain 3 groups of trash in which the size are considered. The mechanism will use hydraulic, weight sensor also use IoT to integrate the system.
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Feedback gained from user and academic counselors: 1. Development of the waste pick up system in different types of road of residential area. 2. Additional person or robotic sytem to pick up the waste need to be tested in the vehicle. All in all, the trike is only possible to be implemented in the small area. Whilst in the big area, trike would not suitable to deliver such a huge amount of waste. Other types of vehicle such as truck can be an alternative.
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CHALLENGE
Design development of Japanese language study tools for Indonesia market.
KARTUNA
BACKGROUND
Designing a product for Japanese language learning Product Design Design Interaction
Market Research
There is a lack of enjoyable Japanese language learning media in the market. During a survey of institutes, we saw great opportunities in Japanese language card games. Learning to use a card is a fun way to learn because it is done while playing.
Education Tool
Digital Prototyping
APPROACH
Immersive research in 6 institutions using quantitative and qualitative method and design method from Chiba-University.
Karuta, DVD, cassete, mobile apps, dictionary, and workbook as existing tools
LEARNING JAPANESE FINDINGS
1. Vocabulary and speaking are the subjects thet difficult to learn; 2. Student learn listening only from audiovisual room. At home, they enjoy listen to the music, anime, and Jdrama; 3. Student enjoy to learn together with friends and native.
OVERVIEW
Kartuna is a portable interactive device that focuses on developing a fun learning Japanese tool, especially in speaking and listening.
PLAYING CARD FINDINGS
It is a combination of the physical form of learning cards with visual nonphysical as game interaction. The goal is to make the learning fun side of the card becomes even more fun with interactive audiovisual and also help the learning process in the sense of sight and hearing. This language card can be played interactively both single player and multi-players.
1. Card game is one method of learning Japanese; 2. The fun element on the card fits perfectly with the typical Indonesian people who like to gather together to play in groups; 3. When playing a circular pattern card is formed when the card is played.
2015-2016 (8 months) design project with TIto Satya and Putri ITB x Chiba-U x CASIO
POTENTIAL MARKET B to C
Design research qualitative & quantitative
Ideation
Exploration
modeling
* Star indicate my responsibility
Japanese language learners; People who have interest in Japanese
B to B
University, School, Course
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DESIGN CONCEPT AND SOLUTION
Deliver a fun, smart, and portable cardplay device to enhance learner addiction in learning Japanese, especially to improve their vocabulary.
INTERACTIVE DEVICE
qualitative research (left), ideation process (right)
SOLUTION
Designing an engaging device that can elaborate physical and digital playing cards, eventually create a moment to deliver the emersing Japanese language practice.
PHYSICAL
DIGITAL
+ Learning Cards TECHNOLOGY APPLIED
Interactive Audiovisual
Every cards has the NFC that can be tapped to the main device's screen. The learning card packages are sold in different themes and levels. While the main device game can be downloaded from the cloud.
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Simple Colour Accent Smooth Round
THE PRESENTATION THE INTERFACE
With the touch screen technology, there will be different types of way to play. Student can play with card and also with their own hands. The game can be played both one person or mutiple players.
See the video here (Click here)
We presented the progress each month either face-to-face or video call with the project supervisor, as the result there were many iterations during the 8 months project. We showed our product and presented it to the excecutive board and staffs in Casio Design Center, Shinjuku, Japan. 13
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ABOUT "Food Change Lab"
A Food Change Lab is a multi-actor innovation process that addresses pressing issues in a local food system, by aiming to better understand them, build coalitions of change, generate ideas, and test these ideas on the ground.
DADANG RAMZI
FoodChangeLab Project: Healthy Food Diet for Low-Income Consumer Design Research Digital
Human-Centered Design Work Project
APPROACH
Design Thinking, HCD
CHALLENGE “How might we elevate the role of
PKL as an outlet for healthy/hygienic food, especially for low-income consumer?�
OVERVIEW
This project was part of FoodChangeLab, a collaboration project to maximizing a healthy food for the low-income consumer in Bandung. We created information media through videos played on TV as well as on social media using a fictional hero character name Dadang Ramzi. There are two video ads we made: one that explains how to cook simple and cheap food, the other video shows the children to avoid foods containing MSG, and also parents to be more concerned about food consumed by children.
2017 (2 months) team project with Riset Indie and Hivos
BACKGROUND
role: design team leader Design research
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Ideation
Exploration
Prototyping
* Star indicate my responsibility
The presence of street vendors becomes a booster for the economy of the people, because human needs for fast food serving and affordable, but on the other hand there are those who feel disturbed by their existence, and one of the factors is about health and hygiene, ranging from water sources, how to cook, how to wash, until the way of food presentation.
LEARN FROM EXTREMES
we seek the information lenses by two variables, the way of cooking and the workplace environment.
“I used to work as a tire patch mechanic, then because of displacement, forced to switch to sell porridge, although no skill.”
someone who just learn “how to”
way of cooking
have cooking skill, understand beyond “how to” “I sell the drink only because it easy”
Based on the field research, there’s no high demand of healthy food in eating food from PKL (street food).
Pop ice seller
Pak Ngadio - Porridge seller
poor environtment
“Because the crowd continues, I do not clean up the workplace often. I am afraid I disturb the buyer” Pak Gisin this place is always full of buyer
workplace environment
managed working space
“I buy water in the market. wash with the soap”. bubur sadang serang
PKL Research Result The consumer tends to prioritize the taste and budget of food to consume, rather than the cleanest food. Therefore, we tried to change our perspective from consumer views. Yet we iterate the process.
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ITERATION
Based on the findings that consumers of street vendors have not been concerned about hygiene and health in buying food in street vendors, we changed our focus, from street vendors to communities that act as consumers.
THE FINDINGS
LEARN FROM COSTUMER EXTREMES
we see deeper for two variables, how they gain information and their education background.
“ My diet everyday almost the same, tempeh, salted fish, and sambel”
Low Access Someone who know the information through TV only
information
High Access Someone who have more than 2 media/devices
“Before married, I usually eat from street vendor, but now my wife delivers the food for me since it cheaper".
Pak Endang - Ojek, HP GSM Polyphonic phone user
“At home food isavailable for children and husbands, but if already late afternoon, no one eat in the house”
Cinox -Perfume seller, smartphone user
Elementary don’t have any gadget at all.
education
Bachelor has social media presence.
“I eat 6-7 IDR (less than $1) perday. I eat tempe almost everyday and I like it” Karyadi, self employed
The nutritional intake of low-income community is not complete, especially the need for vegetables and fruits, because there is a difficult assumption to make vegetable dishes are cheap, tasty, and easy to get. In fact, the price factor, taste, and convenience are the priorities of the low-income community preference in choosing food. This is because people do not have enough information about how to process/cook food, in fact, many ways to cook vegetables so it becomes a delicious food menu.
Bu Eni- Housewife
INSIGHT
Low income consumers need impactful information of cheap, easy-cooking and diverse food “Tofu and tempe are delicious. Meat is more delicious. If you use additive (MSG), it become a fancy food”. – Pak Endang
“Cook at home can 3 people, if eating outside can only for 1 person” - Pak Ndang
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*tofu and tempe both are made from soy bean
DESIGN CHALLENGE
How might we create a simple reachable information access about cheap easy-cooked diverse food for low income consumers in densely populated area to fulfill their nutritional need?
Gordon Ramsey, chef on a TV show
Sinetron, Indonesian drama
IDEA We created an advertisement which inspired by a figure with Indonesian drama (sinetron) style and a fictional character inspired by Gordon Ramsey to deliver the message packaged in the story with the public’s taste. This method is expected to convey a message about health, easy and cheap recipes to the low-income consumer effectively through TV ads, social media, and poster. The video theme: 1. How to prepare and cook cheap food 2. What if you consume too much additive?
See the video here (Click here)
Foodlab exhibition 17
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NAMNAM Hydroponic for kids Product Design
Market Research
Production
Educational Kit
Business Design
School Project
BACKGROUND
Hydroponics is a subset of hydroculture and is a method of growing plants using mineral nutrient solutions, in water, without soil (Wikipedia). However, this kind of gardening is only can be accompanied by adults due to its build and maintenance complexity.
GOAL
Develop the product by collaborating with the hydroponics farmer in Bandung and educating the urban kids in gardening.
CONCEPT DESIGN
make an easy use hidroponic kit for kids also giving an education trough manual book and Log Book (growing development book).
OVERVIEW
High (price)
Namnam is an educational easy-use hydroponic kit for kids. The kit itself provides a manual book to guide the kids for planting their own plant. Kids need to fill the daily plant growth in a book so they can learn how to plant by themselves. Planting with hydroponic is easy, clean, and simple gardening alternative for kids.
Hidroponik jual beli Low (quality)
High (quality)
2015 (12 weeks) 3rd year project of Business Design course Team work Low (price)
PRODUCT POSITIONING
Design research: Field research
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Ideation
Exploration (product packaging book)
Production
Sales Marketing
role: Branding and Marketing PIC * Star indicate my responsibility
We collaborate with a hydroponic farmer in Bnadung and then become our selling channel.
USERS
Elementary School Student 6-12 y.o.
Easy to harvest Wait about 1 month to harvest the plant and it could be enough to be cooked at home.
Kids can plant from different seeds. Namnam kits also provide manual book and planting book (log book) for kids, so they can easily understand how to use this product.
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PROMOTING
Manual Book helps the kids to grow the Hydroponic. While the control book is the writen activities that can be fill by the kids to see their plant improvement.
See sample manual book here http://bit.ly/2xzpmgb
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We tested the product through bazaar in Bandung. Namnam kits have been bought by people in different areas of Indonesia through online store.
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BAMBOO AND COMMUNITY
Bamboo has a flexible character and natural colour. It can be founded in Tasikmalaya, a small region in Indonesia where people live in a modesty life, since there are no electricity and most people produce bambo o arts and products there.
BAMBALL
Multifunction Bamboo Ball Exploration Product Design
Material Exploration
Craft
Production
CHALLENGE
How might we create a product based on bamboo material exploration that can be a meaning to the family life in general?
OVERVIEW
“Seikatsu-hin” as the theme behind is the development of daily life products by using bamboo material for the needs of contemporary homes. Bamball helps family do the activities through playing game. Bamball makes people easy to bring their foods or snacks for the picnic day. It can be carried with a special hanger, to be played, and can store many items inside of it. When it is empty, people can play it as a ball.
DESIGN INSIGHTS
We found that the most face-to-face interaction is limited by communication barrier, especially with people from different cultures. So we were aiming to design a product that enhances other social interactions to lead togetherness. Therefore, we chose eating habit became topic to be develop in this project.
DESIGN CONCEPT AND SOLUTION
We concern about the eating habit in Indonesia, which every dish was put in the middle of the table and applied it in our product. The concept came from kids toy and also Poké Ball.
9 days, 19-27 February 2015 Utilities | Craft | Material Exploration 6th Bamboo Workshop Project Vivian Maretina (ITB); Arfyanto (ITB); Dini Aristya (ITB); Katherine (MAU); Fiona Ruri (MAU)
Fun. Dynamic. Safe Design research
Ideation
sketch, 3D
Exploration
Prototyping
* Star indicate my responsibility
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wooven
coiling
Sketches and 3d drawing
model study
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BEAUTY FROM TASIKMALAYA
We made a ball shape turned to a flower which also represent the beauty. Hopefully by using BAMBALL can increase the appetite and improve interaction of the users.
HOW IT WORKS
Bamball is easy to be carried with the hanger, to be played, and can store many items inside of it.
THE TEAM 23
OTHER WORKS AND ACTIVITIES
Electric Trike: Post Carriage
A collaboration project of Institut Teknologi Bandung (ITB) and PT Pos Indonesia 2016 Role: Researcher and drafter. Automotive
Design Research
Design Collaboration
The research and development of this vehicle involved the cross faculty in Institut Teknologi Bandung. In this project designers are responsible for determining the design and ergonomics of the manufacture of electric vehicle for post delivery trike. We also gather insights and data regarding the production of the past electric vehicle project in ITB.
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UNMASKED
A collaboration project with Merleen Van Bergeijk (Dutch Designer) in What If Lab Program 2018-2019 Role: Designer Sustainability
Design Research
Design Collaboration
Environment
" What if .. you could see air quality data everywhere around you?” Air pollution is an ever-growing problem that impacts global climate, the city’s economy and the health of the residents. City dwellers are dependent on other stakeholders for change and opt for the convenience of private motorized vehicles, unaware of the accompanying air pollution and risks for their health. People often wear the wrong type of face mask or worse, none at all. There is little information available on pollution levels and the information that is available is abstract, seldom real-time and often hidden in apps or platforms.
UNMASKED takes local sensor data and presents it in a clear and engaging way. Using the metaphor of particles in the air, real-time pollution levels are broadcasted in the street in public displays. Other than that, UNMASKED can be accessed on the mobile phone. With the interactive AR layers and digital ‘face masks’, information can be visualized around you using geolocation, and shared with others. UNMASKED is making the invisible visible, informing and empowering citizens to take protective action to safeguard their health.
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Mirum Agency
A glance of working in Mirum Agency as a consultant 2018-2019 Experience Design
Design Research
Human Centered Design
Service Design
Customer Experience
Human Centered Approach
Helped business design, market, and delivered compelling service designs and customer experiences by conducting design research, creating synthesis, co-design, co-creation process, and prototyping. While in Mirum, I had experience working with clients from traveling industry, wealth management, and insurance.
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"
Design research helps exposing patterns underlying the rich reality of people’s behaviours and experiences, to explore reactions to probes and prototypes, and to shed light on the unknown through iterative hypothesis and experiment.
"
Event Your Waste UNLEASH 2018, Singapore Business Model
Social Innovation
Design Thinking
Team Collaboration
UNLEASH is a global non-profit initiative addressing the United Nations’ Sustainable Development Goals (SDGs) by bringing together 1,000 global talents to innovate and collaborate on solutions to some of the world’s most pressing challenges. UNLEASH is developed and supported by a global consortium of actors, including UNDP, Deloitte, Carlsberg Foundation, and Dalberg. Participants went through an immersive innovation challenge facilitated by content and business experts. At the end of the program, each group pitched the developed solutions in front of their peers, investors, and experts from global companies, foundations, and NGOs.
ABOUT THE TEAM PROJECT
THE CONCEPT
Large scale sports events today are contributors to the total amount of plastic waste we have on earth today. Although plastic as a material has high user-friendly qualities - it is also designed to be disposed of. Such will result to an accumulation of plastic waste in each event and ultimately negatively impact the image of the event sponsors.
Our customers are international sports event sponsors who are interested in making events more sustainable and improving their public image. We offer the know-how on technological developments in plastic waste management; innovates with reliable partners; offers its clients a one-stop solution for the collection; and recycling of plastic waste at events in collaboration with partners to ensure the sustainability agenda is kept in check. Chosen team and awarded by Batu-batu, Tengah Island
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Warjabakti
Gebrak Indonesia 2013-2016 Role: Human Resources and field surveyor. Community Development
Craft
The project were developing the potential of craftmanship using newspaper and bamboo in Warjabakti village. In the first year, we started the project by giving practical method for the people creating handicraft (lamp, bag, clock, basket, jewelry). While in the second and third year, we tried to bring the creative process of bamboo product making to build their own furniture.
Facilitation Experience
Through Labtek Indie, Bogor Creative Lab, and Mirum Facilitation
Design Methods
I experienced become a facilitator in Daihatsu Astra Jakarta, Mayapada in Puncak, TalentBandung.id in Bandung, 1001 StartUp in Pontianak, Bogor Creative Lab workshop, and Lingkaran.co workshop. Overall, the experience of being a facilitator improve my skill of communication and knowledge of design method.
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MORE WORKS ON
*click the logo to explore the website
Thank You for having a glance throughout my portfolio
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