Design Portfolio 2013
Table of Contents HER music, her way Speak Up! Habitat Living Tree Para Let’s Fish! Quick ideations
Experience
s
Design intern in Pottery Barn Kids July 2012 – December 2012
Design toys and decorative accessories - Ideations, marker and digital renderings, specs, revisions
415-939-6710 yilingdesign@gmail.com
- Collaborate with internal merchandiser, sourcing, engineering departments - Assist with vendors overseas, have good reputation
Education Academy of Art University Master of Fine Arts, Industrial Design 2010 – 2013
Summary - Three-year training in Industrial Design along with Statistics background - Skilled in both qualitative and quantitative research methods - Capable of applying strong information interpretation sense and good analysis skills to the design process - Strong concept ideation and sketching skill - Passionate about designing inspiring and innovative products for a great user experience
Specialties: Design Research, Creative Ideations, Quick Sketch, Product Design, Toy Design
Specialties: Product design, toy design, UX design
National Taipei University Bachelor of Science, Statistics 2007 – 2010
Specialized in marketing research
Skills - Project proposal (design opportunity, market opportunity defined) - Research (observations, interviews, questionnaires, data analysis) - Design and validation (sketching, quick prototyping, user testing) - Implementation (2D/3D CAD, specs, material and process)
Honors & Awards - Academy of Art Spring Show 2012 - Academy of Art Spring Show 2013
Languages Chinese (Mandarin) Native proficiency
English
Professional working proficiency
HER music, her way 2010 Nov -2010 Dec
A proposal of expending female listening device market based on design research findings
What female want for their
music experience?
step
1
Get a general understanding Tool: Questionnaire
WHERE
WHY
80%
97%
Use headphones in public spaces
WHAT
Use headphones for privacy,
includes listening to audio content and indicate privacy
70% Care about comfort,
the second consideration is function, the third is portability
step
2
Analyzing user behavior
Enter the store, ďŹ nd the headphones section
Try on headphones
?
Is it easy to ďŹ nd the section
Can the users experience the features they care about
Tool: Task Analysis Connecting the purchase with personal device
Where do they use it
How do users hold personal device and headphone
?
?
?
Additional value
?
?
Where do they store it at home
How do they store it
Using it
Purchase
Storing it during use
Storing it after use
?
step
3
Defining stakeholders
MANUFACTURE USER Designer/Engineer Interest: Medium Impact: High Importance: Low Influence: High
Female
Interest: High Impact: Low Importance: High Influence: Medium
Tool: Stakeholder Analysis STAKEHOLDERS Evaluation scale High Medium Low
DISTRIBUTOR
EXPERT
Interest: High Impact: Medium Importance: High Influence: Medium
Interest: Low Impact: Medium Importance: Low Influence: Medium
Sales person/Manager
Ergonomist/Psychologist
MANUFACTURER
USER EXPERT
Participation Strategy Timeline
DISTRIBUTOR
DISTRIBUTOR MANUFACTURER
UNDERSTAND/PLAN
PROTOTYPE
EXPERT USER TEST
EVALUATE/CYCLE
MARKET
step
4
Getting insights
“Most buyers are male.” - Distributor
“General users cannot tell the difference between expensive professional headphones by ear, which means that they don’t require very high quality sounds.” - Experts/Manufacture
Tool: Interview
“I use it to create my own space.” “I don’t wear it outside because it’s not safe.” - User
step
5
Boutique store
Observing user behavior
Supermarket
- Dierent shopping habits?
Tool: Observation
Hardware store
Same stores, same missions, dierent genders
Checks discounts ďŹ rst before shopping
Hardware store
Supermarket Female route Male route Mission Check out
Checks for products she might need
Check out
Boutique store
Check out
Female route Male route No Mission in this store
Is attracted to products he is interested in on the way to cashier
Did not go in
Focuses on ďŹ nding the target
Double checks she got everything she needs before leaving
Trys on products she is interested in
Plays with products he is interested in
Looks around for useful things on the way to acquiring the target
step
6
DeďŹ ning target user Tool: Persona
Patricia
Lauren
. Female . 26 years . Assistant project manager . Shops at GAP and ALDO . Cares more about practicality than fashion trends . Watches business, news, travel and food shows . Enjoys window shopping
. Female . 24 years . Graduate student . Shops at Urban Outfitters and American Apparel . Watches travel, music and talk shows . Cares about function and price . Likes to explore the whole store while shopping
step
7
Conclusion
CONDITION STATEMENT Current headphones in the market do not consider female needs. If these considerations were all met, females would value the product more and the market would expand.
Tool: Condition Statement /
Possible Design Directions
Shopping Habits
Comfort & Aesthetics
Safety &
Communication
Make the shopping experience more appealing so that female will be tempted to spontaneously walk into a store and try the products Position headphones as a collectible item by equipping them with unique features
A more comfortable way to listen to music, and the design acts as a beautiful body accessory
Address the safety concerns of being vulnerable in open surroundings through form and function Give strong visual cues that the user is averse to communication when using the product
Speak Up! 2011 Sep -2013 May An interactive game for children to practice a second language with real human interaction
Why American children cannot
learn a second language well?
5.6 million American pre-schoolers learned a second language.
22%
“Parents
play an important role in child’s learning.“
Playdate organizer
“
Child psychologist
excluded feeling
Grand parents’ become a problem to kids
’ learning.“
“
They need to have some
kids to play with in similar
ages, but it’s hard to organize it.“
Parents
“
Kids learn from
Peers.” Preschool teacher
Data Analysis
Insight & user needs
These bilingual children are facing a problem which is their that they don’t have opportunities to second language, therefore they lose the ability, interest and motivation to learn and maintain it.
use
Ideation Analysis
User testing
Wireframe
Ideation Selection
Concept
Development
Form
Development
Prototype & Testing
Child tablet with
esign
nce d New User experie
is an Interactive game for children to
practice a second language with real human interaction
Touch
Twist / Bend
Speak
Technologies & Features Shu$er  bu$on Backside guiding recess
Silicone  bumper
Flexible display
Wireless Charging Microphone
User Scenario
1
4
Designed for both parent and child to practice and learn together
Go find the mission request target and take a picture
2
5
With the Speak Card collection game, a child can accept a mission request from his/her friends
Introduce the content by answering the questions from the system partner character
3
6
Learn the mission content via the video example
Send the completed Speak Card to the friend to finish the mission request
What’s
MOOORE? Brand New User Experience with Flexible display technology
Adjust Screen size
Adjust
Zoom
New ways to
Take a picture
What’s
MOOORE? Brand New User Experience with Flexible display technology
Twist
Bend
New ways to
Interact
n g i s e d e c a f User Inter
Habitat
2012 Sep -2012 Dec Team project, Lunar Design collaboration A future work system located in office setting
What will the
future of work look like ? in 2025
85% of new jobs created in the last 10 years have involved the complex
“knowledge worker“ such as problem-solving and concocting corporate strategy
Data
will be the format of all the information. Human workers will need to be able to manipulate data effectively.
Remote
collaboration is created due to the needs for local business to collaborate with remote businesses to fulfill future corporate structure.
Interview & Observations
CORE
The of knowledge work in the future
Collaboration
Deskside
Inside the office
Outside the office
On site
On the move
On the fly
Collaboration Analysis
90%
of the interviewees collaborate deskside
Deskside
Human - Human
Collaboration
Human - Data
Content Collaborative Habitat
Sensual Data
Collaboration Needs Maintaining Focus Building Relationships
Collaboration Mobility
Ideation sketches
User Interface process
the Habitat
An
intelligent office system what will be changed based on the user’s need
User Scenario
Imagine a day in the future...
Create Meeting e Adjust Volum solution Schedule re
onment
Personal Profile
aboration
ll Conclude co
User Interface of remote collaboration
Living Tree 2011 Sep -2011 Dec
An air purifier designed for eco-friendly families
MAKE YOURSELF HEALTHY, MAKE OUR EARTH HEALTHY
Now, when you are feeling refreshed, you have a better choice to share this fresh feeling with the earth. Living tree provides you a better energy resource - solar power Make our earth healthy while you are making yourself healthy
LED light shows green = full energy
3 level controls : off, low, high
LED light shows the condition of filter
Back up power
Outdoor charger base: when put indoors, this is the storage dock
Orthographics
Para
2011 Sep -2011 Dec A new designed disposable camera that fits the users’ lifestyle
Let’s Fish 2012 Feb -2012 May
A brand-new fishing game for children
Soft fishing line
Safety issue
Seperate pieces
Easily get lost
50 mm
255 mm
210 mm
37 mm
6 mm 45 mm
70 mm
30 mm 10 mm 155 mm
15 mm
70 mm
Quick ideations Pencil / Ballpoint pen / Marker / SketchBook Pro / Photoshop
Slide
Toaster
Marker-rendering 2011 July
Pocket Camcorder
Digital-rendering
2013 April
Vintage Camera Bag
Digital-rendering
2013 April
Girl Fashion Headphones
Digital-rendering
2013 April
Toy ideations
hand quick sketches 2012 March
My faith in
Design
is to inspire customers and users with a vision of future life based on research findings. Moreover, a good product not only fits users’ needs but also fulfills their wants.