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February 6, 2015 - 8,830 comments

Grasp

Design work @ CIID | 2014

Learning new skills which are more physical and instructional in nature has always been limited by the constraint of a mentor and the learner being present in the same physical space. Grasp is a wearable device which attempts to overcome that constraint by connecting the mentor and the learner across distances. The tool provides the mentor with a real time insight into the learners environment through the coupling of a first person point of view and an instructional laser pointer. Therefore, the mentor can communicate to the person learning via the device and instruct using the laser pointer. It is the idea of having a companion looking over your shoulder and instructing you while learning something new irrespective of distance.

Grasp_Concept Sketch.001

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Final Prototype

Grasp_4

g_2.001

output_tMgjsN

Mentored by : Nicholas Zambetti (Visiting faculty at Copenhagen Institute of Interaction Design)

September 29, 2013 - Comments Off on Sensing Umbrella

Sensing Umbrella

Design work @ CIID | 2014

The Sensing Umbrella is a platform to gather, display, and share hyperlocal air pollution data. Each umbrella serves as a node for measuring CO and NO2 pollution levels and can provide exceptionally granular data to pollution databases and for scientific analysis. Simultaneously, the light visualisations inside the umbrella respond to pollution levels in real time and spread awareness of air quality in the city for its inhabitants. The umbrella uses open hardware and software to gather and interpret data through a built-in sensor array, displays CO and NO2 pollution locally in two modes, and logs the timestamped and geolocated data to the cloud for analysis.

Sensing Umbrella-Ideation

SENSOR SHIELD

Sensing-Umbrella-Prototype

CIRCUIT TESTING

Sensing-Umbrella-Sensor

LIGHT VISUALISATIONS

Sensing-Umbrella

In collaboration with Saurabh Datta, Simon Herzog

Mentored by : Massimo Banzi (Arduino) & Giorgio Olivero (ToDo Studio)

>Download high resolution images and video here<

September 30, 2013 - Comments Off on Fish or Die

Fish or Die

Design work @ CIID | 2014

Fish or Die is a mobile app which allows amateurs to discover fishing opportunities by providing them information about lakes and the types of fish in those lakes.The concept is inspired by amateur fishers who are passionate about the activity but often do not know where to start, as relevant information is scattered across various apps, books and websites which makes it difficult for them to acquire concise information immediately. Inspired by the fishing spirit of yesteryears, the graphics for Fish or Die were created in the old school style. Utilising the date, time and user’s location, the app reorganises the list of possible fishing lakes by distance and the types of fish available to catch by season. It also provides directions to the lakes and various amenities available at the lake.To allow them to plan their fishing trips in advance, Fish or Die also provides information about the bait required and tips for catching fish. People using the app are also able to learn about the different fish available at different times of the year through exploration of the app.

The app has a flat information structure which people can navigate directly from one primary category to another because all primary categories are accessible from the main screen.

WIREFRAMES

Fish-or-Die-UI-Mockup

INFORMATION ARCHITECTURE

Fish-or-Die-App-Workflow

PROCESS

Fish-or-Die-Brainstorming

In collaboration with Samantha Lim, Anders Erlendsson

Mentored By : Frank Rausch (Raureif), Timm Kekeritz (Raureif), Marco Triverio (IDEO)

October 1, 2013 - Comments Off on Metro Menu

Metro Menu

Design work @ CIID | 2014

Client: Copenhagen Metro Service

Metro Menu is a food delivery service concept designed for the Copenhagen Metro Service that brings fresh and nutritious meals to the commuter’s destination Metro station. The service is primarily targeted at late night shift workers whose irregular working schedules disrupt their mealtimes and their access to fresh nutritious meals. Building on the insight that this group of people tend to make use of journey time to catch up on their errands, the service is designed so commuters can grab meals on the way. The menu changes according to the time of day, serving breakfast in the morning, dinner at night. The service also accommodates to the needs of late night partygoers who face similar issues with access to food in the wee hours.

service-offering

SERVICE DELIVERY BOOTH

Metro-Menu-Service

How does it work?

Metro Menu operates 24 hours, but focuses on delivering meals during irregular hours where fresh food is unavailable: 11pm to 6am. Users can choose to subscribe to food delivery on a regular basis or make a one-time order via the Metro Menu app.

Metro-Menu-Prototype

The project involved a long research phase including field & user research. The concept went through multiple iterations during this process.

Metro-Menu-Brainstorming

Metro-Menu-Process

USER TESTING

Making of Metro Menu

In collaboration with Samantha Lim, Paula Te, Angelisa Scalera

Mentored By : Jennie Winhall (Participle Design UK), Rory Hamilton (CIID Consultancy)

October 1, 2013 - Comments Off on IDEATE

IDEATE

Design work @ CIID | 2014

We often jot down an idea, but then forget where and why we wrote it. Later when we stumble-upon these notes we have no clue of what we were thinking about while jotting them down. Ideate is an application to keep track of these quick notes, or “half ideas”, as well as combine and refine them into more flushed out concepts at a later time.

When someone has an idea, they can type a short description of the idea (160 characters or less) and then tag it with a photo or label. Ideate then generates a “memory stamp” to provide the note with context about when it was written including the location, date, calendar event and weather.

Ideate-App-Screen

Ideate-Features

At a later time, when the person using the app has more time to reflect, they can browse through recent ideas and choose to delete an idea, merge two ideas, or flush out an idea by adding longer text sections, more images, and links. Ideate also sends gentle reminders to prompt the user to reflect upon his half ideas.

Ideate-DesktopThis project explored cross platform design strategies and animations for graphical user interfaces. Paper prototyping was used for early explorations and iterations of the concept.

Ideate-Brainstorming

PROTOTYPING

Ideate-Brainstorming1

WIREFRAMES

Ideate-Prototyping

STORYBOARD

Ideate-Storyboard

In collaboration with Bethany Snyder, Francesca Desmarais, Peter Otto Kuhberg

Mentored By : Ulrik Hogrebe (BBC), Jacek Barcikowski (BBC)

October 19, 2014 - 86 comments

Teaching With Things

Design work @ metaLAB (at) Harvard University | 2012

Students are increasingly using digital media in their daily lives. Obsessively playing online games, sharing music, interacting with peers through Social Networks and Instant Messaging are a few examples of how their modes of communication and information have drastically changed. Universities are however ignoring and resisting this transformation. This project identifies a new tangible interface which can bring a change in the way universities can leverage from the rapidly advancing technical contexts of learning.Teaching with Things leverages Harvard’s unique archival, library, and museum collections in the pursuit of a flexible, scalable approach to representing the material and sensory attributes of three dimensional objects, to building “artifactual interfaces,” to annotating three-dimensional objects, and to exploring relationships among objects and multimedia data sets When resources for teaching are identified & specified, this interface will present technology-based, interactive teaching modules that integrate existing media with student-produced images and 3D models. Essential to this approach is the use of the Kinect Sensor in student-driven exercises to capture, clean up, and manipulate quick 3D scans of objects. Teaching with things will develop a rough-and-ready assemblage of existing and emerging technology within which students will learn to situate and transform images and models. With robust 3D models students will reflect on the challenging objects present to digital & material comprehension, and will learn to combine these digital models with text, images and sound to create multimedia analysis of teachable objects.

A number of courses were employed for user-testing the "Teaching with Things" platforom over the course of the 2012-2013 academic year at Harvard University. These include Romance Studies 220, Fragments of a Material History of Literature, taught by Jeffrey Schnapp and Matthew Battles in fall 2012.

TWT1

The working prototype for this project was developed as a part of the Google Summer of Code 2012 Program under the title: Interface 3D Model Inputs via Kinect to Zeega

Zeega developed by metaLAB is a platform for coordinating, organizing, and telling stories using various digital media. It is an open source project built chiefly in HTML5 which gives users a lot of intuitive editorial functionality to combine and manipulate data.

Mentored By : Matthew Battles (Associate Director, metaLAB (at) Harvard University)

October 1, 2013 - Comments Off on TOOL

TOOL

Design work @ CIID | 2014

Anyone using a shared tool wall knows that the tools rarely end up back in the right place, and sometimes go missing altogether. In response to this problem we created a manifesto for the ultimate tool organisation system. It should be Modular, Flexible & Provide subtle feedback.

In our exploration of possible solutions, we were tempted by many technology centred solutions, but the more we put technology at the forefront, the more restrictive the system became. Instead we wanted something which anyone could use in anyway they want. TOOL’s modular approach allows users to install it and use it in a way that is comfortable for them.

TOOL

If one tool on the wall is removed, an LED behind its designated spot lights up, providing subtle and glance-able feedback to how long the tool has been gone. The colours change over time to indicate the duration and eventually become a blinking alert, reminding users to look for or return the tool. In this way we encourage a responsible, individual and group behaviour towards keeping one’s tools organised.

Tool-Lights

The system is completely modular and the buttons with info-graphics about the specific tool can be added or removed as per the needs of the people.

Tool-Modular

In collaboration with Chiayu-Hsu,Hsiang Lin, Henriette Kruse,Anders Erlendsson,Simon Herzog

Mentored by : David Rose (MIT Media Lab) & Adrian Westaway (Special Projects Studio)

>Download high resolution images and video here<

September 29, 2013 - Comments Off on Reach

Reach

Design work @ CIID | 2014

Reach aims to provide better banking services for the visually impaired through providing a service that simplifies ATM withdrawals with the aid of a smart braille phone. The phone provides the main touchpoint for the user to conduct all his banking; the built-in fingerprint reader lets the user tap his phone to the ATM to withdraw an amount that he has specified.

Reach-Prototype

In collaboration with Paula Te, Saurabh Datta, Arunima Singh

Mentored By : Jan Christoph Zoels (Experientia), Marco Mion (Experientia)

October 19, 2014 - No Comments!

Filter Your Pixels

Design Work @ CIID | 2014

“Filter Your Pixels” was designed to make reading the news more appealing and accessible to young people. The main focus was to design an interface which is relevant and responsive to the needs of our audience. Traversing the digital era, young people can relate more to images, through which information consumption can happen fast and instantly. Taking that into consideration, the design of the app is based on images rather than big blocks of text. As we all know “one picture is worth a thousand words”, so more importance was given to images to create a consistent visual theme throughout the app. That led us to the design of an app through which one can filter the news, by choosing his/her preferred sources and topics of interest, and then get notified for the latest news and updates by receiving a small image with a caption. Through “Filter Your Pixels” people can customise the information and knowledge they receive.

PROCESS

FYP2

FYP3

 

FYP1

 

In collaboration with Amalia Goutaki, Yashodeep Gholap, Angelisa Scalera

Mentored by: Ulrik Hogrebe (BBC), Jacek Barcikowski (BBC)

September 29, 2013 - Comments Off on PosturAroma-Embodiment of Safety

PosturAroma-Embodiment of Safety

Research work @ Amsterdam University of Applied Sciences & CISCO Netherlands | 2013

>Check out project website here<

PosturAroma necklace is a wearable device designed to help women feel safer by enhancing their posture. It uses the powerful relationships between scent, emotion and confidence through embodiment. The necklace intends to change body posture to make women feel safer by using a combination of sensors and scents. By sensing the angle of the back and using scent as a trigger, the user is reminded to keep her head up and straighten her back when stepping into the world.

Feeling safe in public spaces is often seen as a result of a combination of the design of the environment and the social control that is present in the space. But it is necessary to look beyond the space itself as to how the individual can or does influence his or her own feelings of safety. More specifically, the body, its movements and posture as the central focal point. Experiments have shown that body posture can show a person’s vulnerability. When a woman travels in public space, this vulnerability can be noted by possible attackers. In general, this is the one with the most insecure, vulnerable body posture. Studies have shown how emotions are shown during certain postures. Certain postures are connected to fear, which is depicted by a slightly slouching person.

PosturAroma-Final-Prototype

One of the strengths of the concept is that it involves empowerment by a fashion statement. At the same time it shows that scent can be used as a non-intrusive reminder of emotion-affecting body posture. The design combines an individual focus with a public impact, influencing emotions through embodiment by introducing the necklace that reminds the wearer to walk straight and as a result, influence felt emotions such as confidence and prevent feelings of unsafety caused by slouching. User tests have also proved that scent was a pleasant way to be reminded of a bad body posture. It reminded the participants that they had to sit up straight, because the connection between scent and body posture was made.  Also there is a possible effect of personalised scents on comfort, which is interesting for future research. The necklace is situated in a more preventive approach rather than a defensive one.

CONCEPT SKETCH

PA5

1st WORKING PROTOTYPE

PosturAroma-1st-Prototype

 

CIRCUIT TESTING

TESTING SCENTS

PA3

PosturAroma-Poster

PosturAroma-User

In collaboration with Laura Mul, Shinichiro Ito

Research paper published at the 9th International Conference on Design and Emotion

>Download high resolution images and video here<