YiLing Hsieh design portfolio

Page 1

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.


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