Portfolio from Zhen Wu "Exploring the possibility of human senses, use kind and brave to solve all the problems"
About me
My projects
I am Zhen Wu, an early-stage designer and researcher interested in Human-Computer-Interaction and gamified experiences. I am a naturally empathic person, which inclines me to human situations and what could be called ’people-problem solving’. I am shy but brave. My strong heart gives me the braveness to take the lead in group situations and to cooperate with professors from other disciplines. I am logical and creative. I can work within a methodology and outside of one. I am fast to uncover insights discovered during research project investigations. As a student in XJTLU, the interdisciplinary research atmosphere enables me to enjoy the crossover of research and design practice. I am not only an academic high-performer, but I also lead interdisciplinary research-based activities. Even as an undergraduate student, I have made presentations in international conferences about the research I have undertaken.
My projects can be seen as a mixture of design and research, ranging from social design to scientific research, supervised by professors with different discipline backgrounds.
My skills
Tangible interaction
+ Arduino
/
+ Sensors
Game development
VisualizationProcessing
Computational music-SonicPi
Web page programming
Adobe kits for design visual
P8
A game-based social platform that can facilitate Rural Revitalization
A Virtual Reality Serious Game Design for Upper Limb Rehabilitation
Soft home health monitoring products for Chinese older adults
Unity rendering-master Unity programming-studying
Unreal EngineStudying
HTML+ Javascript
P9
Submit to IMWUT, Ubicom 2022
Interative pillow for LDR couples
P11
Pseudo-taste VR beverage experience :design for facilitating experience by applying cross modal effect in Virtual Reality environment
Design P12-14
game design using C4D- master
2021 IEEE International Conference on Serious Games and Applications for Health
Scientific research
Mobile Studies Congress, 2020
DrinkBeats
SPSS data analysis for research projects data analysis
P3-11
P3-7 City+ 2021 International Conference
P10
Smart textile product prototyping
ESP-8266, Internet of Thing hardware+ conductive frabic
Design+Research
P12-19 Proxi-Moody
P15-16
Nutri /’Paelat/
P17-19
Other works
P20
A game-based social platform that can facilitate Rural Revitalization
Rural-Urban relationship in China
Research outline Background
Literature review and analysis Aim: Defining current gaps and searching for opportunities Method:Mapping and qualitative analysis
1. Background introduction 1980s to mid-1990s
Research objectives
Research by design
User evaluation
Using a case study to test our concept Design a game prototype
Aim: Investigate users’ opinions toward the gamified approach Method:Interview and qualitative analysis
1990s to late 2000s
Late 2000s to now
Future work
This research project was presented by me in City+@Milan(Politecnico Di Milano), 2021, an International Conference for PhD Students and Early Career Researchers on Urban Studies, which initiated from the University of Cambridge and sponsored by the Martin Centre for Architectural and Urban Studies.
Urban
Rural
Developing seperately, comparatively weak correspondences
Urban
Rural
Urban areas were like magnets, attracting many rural resident to cities, because the job opportunities.
Urban Rural In recent years, the problems in the rural areas are gradually emphasized. In 2017, the rural revitalization strategy was proposed.
Current issues toward rural revitalization Homogenization of rural tourism and farmhouse construction
Local culture is not valued
Various stakeholders are not engaged in rural revitalization
The urban population as tourist does not have a long-term relationship with rural
2.Literuatre Review Research Hotspot
3. Research objectives Hypothesis
Stakeholder analysis
Tourism Revitalization
Society Talent Revitalization Culture Revitlization
1. Roleplay game:
1 Supporting onsite planing, sharing rural
Mapping previous research in this field from 2008 to 2021 using CiteSpace Economy
Game framework-3 core ideas
revitalization elements of the target village
Built environment New rural construction
Natural environment Ecological Revitalization
Different approaches where joint effort across different stakeholders is essential
Onsite Planning A gap in collaborative manner that can support the whole lifecycle of rural revitalization
Online Gaming
Fostering a social platform would lead to an effective co-design process
2 Facilitating the collaboration and forming a
Game as medium
co-design pattern
Gamification
Alternative Reality Game
An idea of applying elements in game design to non-game context.
A type of game encouraging users to participate as fully in their real life task as they do in the game world
Communicate
Understand Build Share Relationship Knowledge
Built on the analysis and mapping of different stakeholders involved in the rural revitalization process, in the aim that different stakeholders can learn how different stakeholders can contribute to rural revitalization effectively, and generate empathy with each other in the co-design community. Things that can be mainly contributed by these stakeholders becomes the role description for player to reference.
2. Real village as scene
3. Cooperative task
Providing players a feeling of navigating in the game world as in the reality
Made up with different cooperation tasks in order to promoting relationship building
4. Research by design-a case study in Donglindu
To test the gamified social platform we suggested, a design prototype was created applying a specific village as case study. We chose Donglindu villages located in Suzhou. Donglingdu is a typical hollowing village near the Tai Lake.
Site analysis from 4 aspects 1. Ecology
Overview of Donglindu‘s landscape
2. Culture
3. Economy
Characteristic industries and farming culture in Donglindu
3 main merchants
Locaation of Donglindu
2015
2019
Xianggen leisure agriculture brands entered
Agricultural activities:special crops
2020
Shijiu Pastoral Cultural Hengjing Tongcheng Center and Yijinshao agricultural tourism Distillery Project integration project launched were established
4. Social Current stakeholder relationship business centered,merchants split,no sufficient communication and cooperation shared by other stakeholders
Landuse pattern
Water system
Road system
Farmer Resource provider
Visitor Short-term visit
Entrepreneur Dominated stakeholder
Normal residents Seeking for peace
5. Game design prototype Game framework The whole game is made up with two stages, stage 1 is for learning about the village working as the promise for co-design game in stage 2.
Stage1
Pass
Game for learning about the village
Stage2 Game for Co-Design
Mapping all the architectures that can be further developed in the game, they work as the open site for different users to co-design.
Setting different focal points in the village, they act as the scene in our game, where users can learning by playing. Parallel with the onsite scenario that users can also play these games in reality.
Stage1-game for learning about the village: flowchart and interface Choose the village and start navigating Enter one of the game sites Choose a stakeholder as game role Communitate and share knowledge
Choose a village
Read a description
Choose a role to play
Example scene1-rice game
Example scene2-vegetable collecting game
Example scene3-dishes design game
Collaborate and fullfill the game Get game reward Enter next stage of game Onsite visit to Donglindu
Stage2-game for Co-Design: flowchart and interface Choose a site on the map to design
Main interface for
Sample outcome of Co-Design 1
Sightseeing room in canola filed
2
2
Choose a team to collaborate
At this stage, in the map, there are different areas under different theme of plants, and it shows how many teams the different areas have. User can choose a theme area, places that can be designed will be marked in color. Then, the user can choose to join different teams or create a team herself.
Workshop in rice theme area
Communitate and share knowledge Collaborate to plan and design the chosen area Post the outcome to the internet
3
4
Hoster in Shuibaxian theme area
6. User evalutaion
Public voting on different outcome Popular outcome realized in Donglindu Visit Donglindu and meet teammates
Shared farm in vegetable theme area
Interest towards Rural Revitalization
5
Shared kitchen in crabs theme area
Classroom in canola field
37.5
not
ordinary
yes
very
6.67 13.33
6.25
6
not at all
56.25
Before presentation
7. Future work Further evaluate the gap between co design in game world and realization, Doubts:a gap between the Co-Design outcome and reality?
80
After presentation
game
reality
Co-design-a means for building cooperation between different stakeholders and bridging the gap between urban and the village, instead of the realization of final outcome.
RemoteTextileBuddy: A Textile Interface Affective Gesture Game for Long-Distance Relationships Abstract In this work, we present RemoteTextileBuddy, a textile interface affective gesture game for long-distance relationships (LDRs). While the rapid development of communication technology has brought benefits to LDR partners/couples, people are still facing challenges when not staying physically close to each other. This is especially the case during COVID-19 times. Gestures like hugging, stroking, poking are diverse and critical in emotion communication but are often not available in LDR due to physical separation. To develop RemoteTextileBuddy, interviews were conducted with individuals in LDRs to capture their desired but missing interaction gestures when not near their loved one. Then, we designed three gesture-based textile interfaces to encourage LDR partners/couples to participate in embodied gameplay to see what emotional connections and experiences they could elicit. Two gameplay mechanics (gesture input, biodata input) were designed. The preliminary gameplay test results indicate that participants were intrigued, felt associated with, and accompaniment from their partner. They gave positive feedback especially when their biodata and gesture interaction process ended up into attractive visualizations on the textile interfaces. Keywords: Human-centered computing→ Interaction design; Collaborative interaction; User interface design; Hardware → Sensor applications and deployments.Paper submitted to The Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT)
Group projects, 2 members Cooperated with PhD student Mengqi.Jiang, we together do the research design, pillow design, and prototyping. Especially I was represent for hardware wireless communication
Phase1
Phase2
Focused on emotional interaction game design applied to the pillow-interaction scheme
1. Finding desired gestures in remote places and under what kind of emotion. Method: interview
2. Pilot study, pillow with different interaction gusetures prototyping and user test of gesture affordance and emotional response Method: Prototyping and in-lab study
Prototyping process
a. Poke-focus more on fun and play
b. Stroke-focus more on encourage and sympathy
c. Drag-focus more on attention attracting
In-lab couple studies Preliminary user test was conducted with 6 participants in the lab (age 21-28, 3 couples). They were arranged in different corners of the room, each held a pillow prototype, and unable to see each other. We encouraged them to express their feeling when interacting with three textile interfaces and two game mechanics. Data analysis 3*3 three-way repeated ANOVA, 9 conditions gesture bio-data+gesture
Research-through-design exploration into soft home health monitoring products for Chinese older adults
Iteration 2
Iteration 3
Abstract Due to the rapid aging in China, there are more and more families showing an inverted pyramid structure - four grandparents, two parents, and one child. This trend is accompanied by increasing pressure on society and individuals to provide for the elderly. Therefore, there is an urgent need to improve the quality and efficiency of healthcare for older people, in which mobile health services can play an important role. This study focusses on two crucial aspects of these mobile health services: firstly, to increase the acceptance among its users and secondly, to integrate elements of active ageing into healthcare technologies. These aspects are explored by means of a research-through�design process of a novel home health monitoring system consisting of textile-based products called Soft Central.
UI interface design and usable APP developing
Group project: team roles as research leader, smart cushion prototyping, APP software development, quanlitative research organizer
Main contributions: 1. A description of the important underlying design decisions and reflections on design activities that lead to the design of Soft Central 2. A qualitative evaluation of the products and mobile services of Soft Central, based on the perspectives of key stakeholders.
Avoid sedentary behavior
+ Production material + Scenario test + Usability + Complementary function
Iteration2
Core fuction
Iteration3
+ Core functions + Principles and feasibility
Conductive fabric diagram No.1
Iteration 1
Research through design process Iteration1
The smart cushion contains 2 pieces of fabric
4 sensors
No.2
Geriatric parameters monitoring
No.4
No.5
Final cushion fabric piece interations
Chip box:Arduino NANO+WIFI module
DIY fabric piezoresistor sensor
Chip box wire scheme
Evaluation
evaluate the developed products and mobile services that were developed, based on the perspectives of the key 4 groups of stakeholders
Perceived temperature of hardware is cold, good to make it soft
Elderly Sitting posture analysis
No.3
Younger senior generation
Arduino
Family members of the elderly
Empirical Fabric piezoresistor piece
Fixed with a stronger layer
Attached to cushion skeleton
Medial professional and healthcare agency
KJ-diagram qualitative analysis
Care about emergency function Higher price expectation for these kind of product Mobile phone alerts may not be good for the elderly with low self-care ability in the welfare home
Cross-modal correspondence describes the tendency that occurs when a stimulus in one sense modality evokes a sensation in another sense modality [47]. People often map stimulus properties from different sensory modalities onto each other in a manner that is surprisingly consistent. Among them, visual and audio stimuli are the mostly studies ones with consistent result. On the other hand, food and taste as a gustatory interface within games. Moreover, research has shown that the immersive and dynamic context provided by VR can be benefit for altering sensory properties of food. Up to our knowledge, although there are works investigating visual stimuli in VR gustatory environment, few research is into the user experience of applying the cross-modal effect between sound and taste and evaluating the interaction effect with visual and audio stimuli in VR. This research aims to fill these gaps and to provide design guidelines for the cross-modal correspondence application in VR.
Literature review Visual and Audio stimuli can be regarded as two frequently studied ones about cross-modal correspondence with taste. Some research work also studies the interaction effect between visual and audio stimulus. While in taste study In VR, there are some research focused in cross modal effect between visual stimuli and taste. There is a blank space in investigating the influence that sound can have, and the interaction effect when combining visual and sound in VR environment is unknown.
ry
to fac
Ol
blank
Audio stimulus
blank
Will there be interaction effect between those two factors?
RQ3: What will experience related issues be when designing virtual reality taste experience utilizing cross
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Visual stimulus
Intersection
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salty taste and salty association
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sour taste scale
sweet taste scale
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salty taste
bitter taste
modal effect through research? Starting point
Phase1: Pliot study
Phase2: Formative study
Phase3: Summative study
cross modal effect between ambient color, sound and taste in VR
Experiment1: defining a comfortable VR ambient light intensity for each color
VR visual experiment
VR visual&audio combination
Experiment3: RQ1,3 and ambient color selection for Phase3 VR audio experiment
Experiment5: RQ2, 3
Experiment2: filtering out a neutral tastant
Experiment4: RQ1,3 and audio selection for Phase3 neutral visual
Simuli: DIfferent ambient color VR environment+music stimuli for different taste
taste specific ambient light
neutral visual
music yes
sour
sweet
music yes A
bitter
salty
taste specific ambient light
A
music no
C
C
music no
Selected content since the work is unpublished, detail description can not be given
ion
ct rse
1
6
7
salty association
RQ2: Will there be influences in combining the taste specific visual and taste specific music be in VR environ ment?
7
bitter association
and audio dominant environment? Will there be differences in the taste perception pattern?
neutral visual
Tact ile
Cross modal correspondence in taste
bitter taste and bitter association sour taste scaling and sour association
sweet taste scaling and sweet association
sour association scale
Self-lead research project, first author, preparing submission to IMWUT or ACM Transactions on Applied Perception (TAP)
RQ1: How will the effectiveness of changing the taste perception under visual dominant VR environment(extrinsic) sweet association scale
Empirical Evaluation of Cross-modal Effects in Taste Perception in Virtual Reality
Research framwork
taste specific ambient light
neutral visual
music yes
Tasty study in VR
music yes E
music no
taste specific ambient light
E
G
music no
G
7
DrinkBeats Taste to music
Is that a common thought?
What if we put these parameters together?
To understand this we started an interview, here are my participants’answer:
We call that compose.Composing a music like mixing a drink. What if we can pour the sound into your drink, like when we have a beloved drink, you will have our beloved music. We made different music samples to demonstrate this idea, have a listen at: https://yoyoninmen.wixsite.com/drinkbeats
FAST
Cola
Spicy Tofu
Instrument Sound
Taste Base drink
Beverage Remixing Demo
The aim of this project based of the cross-modal relationship between sound and taste. Certain type of music can evoke or represent certain type of taste. Starting from this psychological effect, this project aims to apply music into the drinking experience, investigating whether this application can make drinking experience innovative and more pleasant.
Chips Soda
Fresh
Related instrument for melody Clear
(An self-initiated, Individual work)
Piano
Violin Pizzicato
Piano
Flute
Cello
Piano
Coconut
A thought
Smooth Yogurt
When we drink soda, we feel fast, when we eat cheese cake, we feel slow.It seems like taste is not limited to itself, there must be something related
Yogurt
Yogurt+Honey
Yogurt+Honey+Coffee
Ingredient Sweet
Slow
Cake
Pudding
Champagne
Linger
Related Percussion Dull
Floor Tom-Tom
Related Melody Violin Cello
Honey
Kick drum
Let us see what professional do! Research reveals that in music, the association can be deconstructed into different auditory parameters matching different taste words, and go beyond fast and slow, involving more abundant correlation. Attack
Discontinuity
Pitch
Roughness
Sharpness
Strawberry
High cymbal
Speed
Passion fruit
Soda+Strawberry
Salty
Sour
Sweet
Electronic
Electronic
Soda+Strawberry+Matcha Lemon
Bitter
Electronic Cowbell
Soda
Adapted from auditory parameter-taste matching from Jelly Deng, 2016
Viola
Peach
Sour
Sharp
Crash
Triangle iron Electronic
A thought
How about applying this to a beverage service, by doing so, to explore the relationship between tasting and music feeling and provide a better drinking experience.
Shop overview H
G
Taste Instrument Sound Taste Instrument Sound Base drink Base drink Melody Taste Instrument Sound Melody Clear Fresh Piano Clear Base drink Fresh Piano Soda Soda
Fresh
Smooth Smooth
Melody
Soda Coconut Coconut
Remix performance area
D
E
Lingering Lingering
Coconut Yogurt Yogurt Yogurt
Spring
Violin Violin Pizzicato Pizzicato Flute Violin Flute Pizzicato
Taste Instrument Sound Piano Piano Base drink
Clear
Smooth Ingredient Ingredient
Sesaonal update
Lingering
Melody Taste Instrument Sound Cello Clear Instrument Taste Sound Fresh Cello Piano Base drink Piano Piano Flute Soda Piano Melody Sound Taste Base drink Instrument Clear
Fresh Base Cello drink Fresh
Soda
Clear Melody Soda
Melody Piano Piano
PianoPiano Cello Piano Clear Lingering Piano Soda Coconut Lounge area withPiano directional speaker YogurtCoconut Melody Cello Coconut
Taste Instrument Sound FreshSmooth Base drink Percussion Melody Percussion Melody Floor Floor Tom-Tom Tom-Tom
5 4 3 2 1 0
Sunshine rose grape
sweet sour bitter salty Music level
Autumn 5 4 3 2 1 0
Pear
sweet sour bitter salty Music level
Summer Guava 5 4 3 2 1 0
Violin Pizzicato
sweet sour bitter salty Music level
Violin Flute Pizzicato Winter Violin Pizzicato Flute Violin Piano Pizzicato Flute Piano Cherry
5 4 3 2 1 0
sweet sour bitter salty
Music level
Sweet
Dull
Soda
Service detail
Interface design and proof of feasibility
Core
Piano
products Coconut
Sweet
Ingredient
Honey
Photoresistance sensor module Node MCU processor
Peach
Arduino programming circuit
160BPM
100BPM
60BPM
Melody Floor Tom-Tom Peach
+20BPM
+10BPM -0BPM
Metre 3/4
Metre 4/5
Peach
Melody Violin Cello Piano Violin Violin PizzicatoCello Melody Cello Flute
BeverageCelloRem Elec-
Dull
IfYogurt change in sensor1 detects: Peach photometric quantity>a
Play sample instrument 1
Violin Viola Melody Viola
Yogurt+Honey
Viola Piano Violin tronic play initial Electronic rhythm Cello Electronic
under honey under matcha
HX711 weight sensor under cup
-10BPM
-20BPM
Honey
POWER
Ingredient
Order reminder
Developer interface
Detail information and music uploading
Y
ElecViolin Sweet tronic Cowbell Kick drum Dull Clear Ingredient Cowbell Violin ElecFresh Cowbell Piano Viola Cello Cowbell Honey Kick drum ElecSoda Percussion Melody Pizzicato tronic ElecSweet ElecCowbell Strawberry If change tronic tronic Viola Floor Tom-Tom tronic ElecElecPeachStrawberry Strawberry Strawberry in weight Violin tronictronic Kick drum Dull Strawberry sensor>0 Cowbell ElecPeach play edited Piano If change in sensor2 detects: Play sample Flute Viola Cello rhythm1tronic photometric quantity>b instrument 2 ElecHoney Coconut Peach tronic ElecSweet High cymbal Strawberry High cymbal tronic High cymbal Cowbell High cymbal Elec- ElecCello High cymbal Kick drum Electronic ElecElecCowbell Piano tronic Lingering Smooth tronic tronic tronic ElecViola ElecStrawberryPassion fruit tronic Passion fruit Cowbell Yogurt Passion fruit Strawberry tronic play edited If change in sensor3 detects: Play sample Passion fruit ElecElecPeach rhythm2 Triphotometric quantity>c instrument 3 tronic tronic High cymbal Sharp Strawberry Crash Passion fruit angleTriTriYogurt SharpSharp Crash Crash Eleciron angle angle High cymbal iron Triiron High cymbal tronic Sharp Crash angle ElecElecSoda TriSoda+Strawberry So ElecPrototyping process High cymbal Sharp Percussion Melody Cowbell tronic Lemon Eleciron tronic tronic Crash ElecPassion fruit Lemon ElecElectronic angle Sour Lemon Floor Tom-Tom tronic tronic Passion fruit fruit SourPassion tronic iron Strawberry Input and output Sour Violin Passion fruit ElecDull Lemon Tritronic TriTriInput=User action Sharp Output=Background sound effect Crash Sharp Crash Crash Sharp angle Elecangle Sour Crash Lemon angle TriSharp Cello iron angle iron Honey tronic iron High cymbal iron Take up Sample instrument Sour Sweet Elec- Elecingredient tronic ElecLemon container Electronic Lemon ElecLemon tronic tronic SourPassion fruit Lemon Kick drum Sour Sour tronic Pour ingredient Complete rhythm Sour Viola Triphotosensitive sensors under soda
Choosing the ingredient
Floor Percussion CelloTom-Tom Floor Tom-Tom Cello
3V button battery
Yogurt
Choosing the base drink
Dull Melody
Dull Smooth Kick drum Clear HoneyLingering Flute Kick drum Fresh Piano Yogurt Dull Sweet Core in Arduino and SonicPi Sodacode Honey Viola Viola Percussion Sweet Honey PianoIngredient Kick drum Floor Piano Tom-Tom Sweet Kick drum ElecKick drum Coconut Dull ElecPercussionKick drum tronic tronic Yogurt Floor Tom-Tom Cello Viola Peach Smooth Honey Lingering
Taste Instrument Peach Sound Ingredient Base drink Percussion Melody Sweet
Main interface
Yogurt Coconut
Hole for detecting light changes
Cello
Lingering
Smooth
Pizzicato
Sharp
Peach
Elec-
Crash
angle iron
PROXI-MODDY Under the concept of proxemics: public distance,social distance, intimate distance…people desire close distance while feel sick of too intimate. PROXI-MOODY represents a the mood of a person under when the heart is open or close. When her emotion gradually changes, shape transforms form stiff to soft. soft part is shown and hidden with the inflation and deflation of the balloon.
Interaction scheme
Try the proximity by walking towards to her… notice
wants getting closer 2m away
d=2m-inflation
shy
uncomfortable
d=1.2 m-inflation
d=0.45 m-deflation d=0.2 m-deflation
relationship built, feel calm and safe
0m, stay for a while
close...
Concept skeches
Testing the ultrasonic sensor
Shape iteration
Testing the inflation valve with ballon
Assembling other modules to Arduino
Testing the whole part with draft ballon structure
Support frame inside the ballon
Final assembly
Overview of modules used in Proxi-Moddy Player
HC-SR04 Ultrasonic Module
Example code when users is in the range of 1.2~2m
RGB LED
SD card MP3 module
Ballon
Electronic valve
Power=5V
Arduino Uno
Air pump
food grade polypropylene glass
stainless steel
48mm
are sets of super ingredient kits combined with a service designed for nutrition caring for young vegetarians. Designed for young vegetarian, Nutri-Palate/Palette would like to provide a new understanding of nutrition caring through the behavior of diet itself, helping the young vegetarian to start caring nutrition from achievable and effective goals. Palate-the DIY kit for home, you can use it with your dishes to taste the benefit of nature. Palette-the wrapped kit customized through creating your ingredient package pattern.-Individual Project
210mm
Nutri-Palate/Palette
Types of ingredients
hemp 4g
Cordate 1 tsp
quinoa 4g
hemp 4g
white seasame 4g
sunflower seed 10g
black seasame 8g
quinoa 4g
white seasame 4g
chiaseed 4g
sunflower seed 10g
cacao 1g 1g moringa
sunflower seed 10g
black seasame 8g
Sycamore 1/4 tsp
Ginko 1/3 tsp
Deltoid 1/2 tsp
hemp 4g
white seasame 4g
Maple 1/5 tsp
chiaseed 4g
cacao 1g
turamic 3.6g
black seasame 8g
hemp 4g
white seasame 4g
turamic 3.6g 1g seaweed
quinoa seed 4g 10g pumpkin
chiaseed matcha 1g4g
sunflower seed 10g
cacao 1g
black seasame 8g
turamic 3.6g
Define
Discover Interview Focused on 4 partipants, to understand how young vegetarians
address their nutritional needs and used empathy map to analyze the answer. Says
Mary 19 Pecto-vege
Kin 19 Lacto-Ovo
Kelly 22 Lacto-Ovo
Does
He 22 Lacto-Ovo
Design goal
A group of ingredients including but not limited to sesame, turmeric, matcha…They are within the categories of “superfood”, which are rich in nutrient and regarded especially beneficial to health. This kind of ingredients have high levels of vitamins, minerals and some of them contains nutrient such as antioxidants, fatty acids which vegetarian might easily be lack of.
Feels
9:28P.M
with friend at dormitory the oat is a little bit oil
7 P.M 12:30 P.M
dinner at Family Mart
dinner delivery
delivery at dormitory alone tasty~
3:50 P.M
alone delivery Muslin dishes
Goals of the prototyping are: 1. finding and deciding the most suitable interaction 2. finding a way to decrease the trouble of ingredient spilling off when using
Super ingredient-key inspiration
Thinks
Food diary Using food diary to study their diet behavior 10:52 A.M
Provide my target users easy and nautural approaches to let them have a new understanding of nutrition caring.
Develop
Iteration process
Cultural probes: After finding the key inspiration, I designed cultural probes to study how the target users interact with the ingredients? The probes include task and packages of seasame
Ethnography to study the diet and purchase behavior Rapid sketch of Mary‘s behavior investigated during the research
Pen x1
Task card x4
Seasame in packages:
1. Busy life style
2. In school cafe, only choose green leaf vegetables
3. In restaurants, just order one dish since the dish is large in size
4. Check information while choosing food items
Changes of attitude
Tired
about checking information ALL THE TIME
Disposable x1
Probe content
Reuseable x1
before meal
during meal
after meal
Task1: Choose a package and have a meal
Task2: Taking record
Task3: Finish a behavior map
2 Packages of seasame
Positive feeling Musclar soreness
Hard to insist
Expensive
Interesting to study my body
hate nutrition calculation
Got some advice from well-experience vegetarian
Eat supplement candy made of animals.....
Task4: Draw a desired container
Negative feeling 9 daysafter her vegetarian diet
15 days
Key findings Paticiipants can be defined into 2 groups based on their attention to health
16 days
25 days
1
35 days
36 days
39 days
44 days
Key findings
2 High attention to health
Difficulties in finding an easy approach
Low attention to health
Healthy problem discovered
Participants enjoyed having meals with the ingredients
participants prefer reuseable package since it is environmental friendly
Ingredients can easily spill off and it might be a trouble
Iteration 1
Iteration 2
Iteration 3
Iteration 4
2 prototypes Printed machine or bottle?
4 prototypes Improved ideas
12 prototypes Best product shape?
Gesture regarding interaction with hands?
Web mock-up
Deliver Core products DIY kits
1
2 Main interface
Palate-the DIY kit for home
Guideline for setting goals
Palette-the wrapped kit customized through creating your own pattern
Service flow 1
Open the website
3.1 Choose from the rec-
ommended ingredient
4
Select 1 way of use
5.2 Choose the rice paper package
7
Choose day of using
1
Nutri /’Pael t/
e
2
Read a guideline for setting goals
recommended
+
+
3.2 Freely choose based on preference
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Wrapped kits
+
+
Ingredient selection
DIY kit? Wrapped kit?
5.1 Use the canvas to
create the Nutri-Palette
6
Nutrition information and recipe
8
Purchase
+
Choosing purchasing portion
Interspace for tearing
Questions for setting goals
Choosing wrapped kit
Using canvas to create the customized package
Other works
Drinki Drinki
Recordar Flora
Upper case
Smart jewelry design for mutual memory.
Chip underneath the box connec�ng all the scent module
Charging type Place for pu�ng charms La�ce plate for color effect
chip with TypeC Connector for charging
pulse-flower language-scent
Scent module
Pulse sensor Connected
bu�ons
Holes at the back for scent emission
Is an interactive “lamp for drinking”, designed for mutual drinking experience, particularly in the context of quarantine hotel. conveying the idea of sharing, changing a normal behavior- drinking into a sharable experience.
SHUTTER SHUTTLE Interacted kits designed for female photographer, expanding the boundary between photo shooting and sensation, bringing happiness to the experience