Projects

Project archive.

A curated archive of selected design, HCI, and product work. Each entry opens into a case-study view with process images, context, and the decisions behind the final outcome.

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PLANT COMPANION project preview Tangible Interaction Design

PLANT COMPANION

In 2021, there were approximately 973 thousand males and 561 thousand females aged 16 to 44 living alone in the United Kingdom[1]. They crave love and emotional support. As a way to solve the loneliness problem, many young people living alone are eager to keep pets to accompany them, but they cannot due to...

  • Human-Plant Interaction
  • Loneliness
  • Arduino
  • Interactive Design
SpaceCube project preview Product Design

SpaceCube

SPACE CUBE is a futuristic loudspeaker that has built-in audio visualization. It features ferrofluid, which dances and changes shape in rhythm with the music that is being played. The loudspeaker has an elegant and futuristic design. The idea comes from one of my school projects where we discuss and...

  • Ferrofluid Speaker
  • Arduino
  • Music Visualization
  • Dynamic
EzPorter project preview Industrial Design

EzPorter

EzPorter is portable and fast-deployable bridge system that can be used during foods. It implements diferent modules that can be utilited in diferent combinations to meet different use cases. It can also function as road barriers when not in

  • 3D Printing
  • Floating Bridge
  • Modelling
BENTO+ project preview Product Design

BENTO+

BENTO+ is a set of specilly designed bento boxes that have a redesigned user experience. It incorporates special hinges that allows the bento boxes to swivel, making it easy to load up with your favorite recipes and lit up to go without having to close each of the bento

  • 3D modelling
  • Tableware
  • Creative design
Limera project preview Product Design

Limera

LIMERA is a portable camera that proposes a new method of camera storage without compromising professionalty, It implements a swivel body that allows the camera to be transformed into a smaller cylinder which is much easier to store in bags and carry

  • Camera
  • Innovative Design
  • Prototype
Logger project preview Product Design

Logger

LOGGER is a smart water bottle that has multiple in-built sensors for environmental measurements. Hikers are able to contribute to scientific research by trekking to remote areas that lack internet connection and weather monitoring. The sensors will collect data while hikers are trekking, and upload the data...

  • Water bottle
  • IoT
  • Sensors
  • Arduino
Design Research on Laundry Habits in Loughborough project preview Design Research Methods

Design Research on Laundry Habits in Loughborough

In this research, we focus on the process of washing clothes and study the impact of clothes washing on the environment. A scoping tool: The 5Ws and 1H (Who, What, When, Where, Why, and How) is used to investigate a certain brief or

  • Design Research Methods
  • Laundry
  • Behavior and Habits
DRT Bus Experience Design for Tourists project preview UX Design for Advanced Technology

DRT Bus Experience Design for Tourists

Bus travel is efficient and sustainable yet restricts travellers to long fixed routes. Issues including difficulty locating bus stops, feelings of insecurity while waiting, and boredom contribute to tourists opting for unsustainable single-occupancy options like

  • Advanced Technology
  • UX Design
  • AR
  • VR
  • Interactive Design
S-Scooter - A sustainable way to travel in the 15-minute neighborhood in Loughborough project preview Mobility

S-Scooter - A sustainable way to travel in the 15-minute neighborhood in Loughborough

鈥淲e are going to research the transportation methods and habits of the students living around Leicestershire, UK. So that design a sustainable way to optimize their traveling in the 15-minute neighborhood.鈥?As students at Loughborough University, we have found

  • sustainable mobility
  • scooter
  • smart mobility
  • interactive design
Eco Circle - An APP that increases recycling rates for Uni-campuses in collaboration with TPXimpact project preview Sustainable Experience Design

Eco Circle - An APP that increases recycling rates for Uni-campuses in collaboration with TPXimpact

This project is a group work with three other students. The project is conducted in collaboration with TPXimpact, a digital transformation company based in the UK, supporting organisations to build a better future for people, places and the

  • industry project
  • sustainable design
ONEARTH - Energy Saving APP for GenGame project preview Experience Design

ONEARTH - Energy Saving APP for GenGame

ONEARTH is an smartphone app in partnership with GenGame energy. Based on a user-centered design approach, ONEARTH targets new parents who are short of money and time and encourages them to use smart meters to ensure the best living conditions for their family, allowing their baby to get the best start in...

  • Experience Design
  • APP
  • Energy Saving
  • Smart Meter

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Selected project.

01

Tangible Interaction Design

PLANT COMPANION

In 2021, there were approximately 973 thousand males and 561 thousand females aged 16 to 44 living alone in the United Kingdom[1]. They crave love and emotional support. As a way to solve the loneliness problem, many young people living alone are eager to keep pets to accompany them, but they cannot due to...

  • Human-Plant Interaction
  • Loneliness
  • Arduino
  • Interactive Design
PLANT COMPANION hero image
plant-companion project image 1

Introduction

In 2021, there were approximately 973 thousand males and 561 thousand females aged 16 to 44 living alone in the United Kingdom[1]. They crave love and emotional support. As a way to solve the loneliness problem, many young people living alone are eager to keep pets to accompany them, but they cannot due to various reasons. Many of them then choose to keep plants and regard plants as living companions.

This project discusses the design of a plant companion that enables plant keepers to have a better interactive experience in the process of caring for plants. When users take care of plants, they will in turn get responses and care from plants. It aims to alleviate the loneliness of young people and let young people gain physical and spiritual benefits, and also remind young people living alone to take care of themselves.

Users will get different responses from plants when they interact with them differently. These responses are carried through sounds, lights, and motion.

Plant Companion is designed to be placed in the homes of young people living alone.

The Arduino code used in this project can be seen here: Github.

Research and Related Works

Interview
Introduction of interview

A method of contextual semi-structured interview has been chosen to take both the advantages of structured interviews and unstructured interviews, which is conversational and comfortable for participants, and simpler to manage in terms of questions and time management[2]. I conducted an interview with four target users who lives alone and have kept plants before. Their habits, attitude, and emotions at different stages of keeping plants were investigated. Findings and key insights were drawn to define the behavior of the users and the feedback they received through keeping plants.

plant-companion project image 2
Ethics and Data Collection

: Participants completed reading the Interview Participant Information Sheet. All videos, pictures, and data are used with the permission of the participants. They all completed the interview with Informed Consent.

Findings

Participants鈥?reasons for keeping plants:

  • All three participants mentioned that they want to keep plants to gain a better visual experience,
  • Plants will make the environment more lively when they live alone, and they look forward to having fun through raising plants.
  • One participant even believes that living plants would bring good luck.

Emotional changes in participants keeping plants:

All three participants felt that the process of keeping the plants fell short of their initial expectations.

  • Two of them said that they did not get happiness because plants don鈥檛 have a lot of existence. Plants are easy to forget and are prone to death due to neglect and lack of care.
  • Plants do not provide as much feedback as animals. When the freshness wore off, she felt that she was unable to get any emotional benefit from her plant.
  • Problems Participants Have When keeping Plants
  • All three participants mentioned that the biggest problem was that the plants were prone to dying.

  • They all mentioned the lack of sunshine in the UK, and they often forgot to move the plants to a sunny spot.
  • They tend to forget to water. They are also unsure of how often and how much to water, which usually keeps the plants alive for no more than two months.
  • Freshness of keeping a plant wears off and the process becomes boring, unless habits are formed.
  • Participants also mentioned that they are usually so busy that they often forget to take care of themselves, so they are more likely to forget about their plants.
Key Insights
plant-companion project image 3
Secondary research about human-plant interaction

Secondary research is used as a method to explore deeper for more possibilities for plant interaction. This research aims to explore two aspects of human-plant interaction: How exactly do plants interact, and how do people benefit from the interaction.

Key Insights

According to the secondary research, three key insights are shown which relate to the plant companion project. 1. Improving the physical and mental health of people through physical interaction with plants, meaning that interaction with plants can benefit users鈥?health. 2. Simulating and expressing humanlike feelings through plants can improve psychological health, which means that we can use light and sound humans accept to give feedback to them. 3. Plants can transmit information through changes in their own state, which means that we can obtain information by exploiting the special characteristics of some specific plants or using them as biosensors.

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The Idea

An idea related to human-plant interaction gradually formed. The basic concept is to enhance the interaction of plants and provide plants with the ability to show noticeable feedback with the help of electronics and sensors. It is hoped that this interaction will enhance the merits of keeping plants and bring mental benefits to the user. The plant will be able to collect data from the environment and the user, then react accordingly, giving sensory feedback to the user to create a sense of warmth and company.

How the idea was formed

The design idea comes from the problem of loneliness and the seven key insights mentioned above. The theme is: Play with your plants. Plants can react to human interaction. Plant feedback is divided into two parts: reminders and feedback after behavior.

plant-companion project image 5
Materials needed

The initial idea is based on plants. For the plant to be able to display motion feedback effectively, it needs to be shaken by a servo motor. Therefore plants with soft stems and abundant leaves are chosen for the best results. Arduino and various sensors are needed for the electronics. They will collect data, process data, and give reactions in response to the inputs.

Sensory Engagement

The core of the interaction is for the plant to collect environmental and user data: light intensity, soil moisture level, pine cone moisture level, and user distance from the plant. These data are processed to define which state the plant is in, which in turn will decide how the plant will react: By changing the color and mode of the LED ring, by playing different music / saying different advice, and by giving motion feedback through shaking.

To achieve these functions, secondary research and initial testing on Arduino sensors and components are done.

Secondary research on software and coding

Secondary research on the sensors is done to explore how the functions and coding can be realized. The secondary research is based mostly on online tutorials, examples, projects, and documents.

Light sensor

The light sensor used is a simple light-sensitive resistor. The resistance value changes with light intensity, which could be read out using a voltage divider circuit and an analog pin on the Arduino.

Ultrasonic sensor

When researching the ultrasonic sensor, I came across a library in the library manager of Arduino. This library provides a single function that measures the distance easily. According to the provided example, the ultrasonic sensor worked very well in a prior test. [5]

MP3 module

According to online searching, the MP3 module communicates with Arduino using serial UART protocol. A tutorial uses the software serial library to utilize two digital pins on the Arduino as UART ports. Special HEX instructions are sent using UART to the MP3 for control. To ensure the MP3 works correctly, a simple test program was written according to the tutorial. I was able to play a piece of music using Arduino. [6]

Servo motor

The official Arduino website has a tutorial on servo motors. [7] The sweep example was chosen to test the servo motor. There are three connections to the servo motor: VCC, GND and a control line that is connected to a digital pin. The servo library allows us to control the servo precisely to degrees using the provided functions.

Initial testing of the sensors and components

The LEDs can light up in different colors and show different "emotions" depending on the input data

MP3 player can play sounds and allow the plant to "speak"

The servo motor allows the plant to wave its leaves

The light sensor detects if there is enough light for the plant

The ultrasonic sensor can detect distance and can be used to detect human motion.

Pine cones are used as boi-sensors for measuring humidity and a feature switch

Pine cones close up when there is water, therefore we can use a DIY switch (two metal contacts attached to the pine cone) to detect if the pine cone has closed up or not.

plant-companion project image 6

My early prototypes have established proof of concept for the bio-electrical system and started to test different interactions. We continue to refine the early prototypes.

According to the result of the interview, participants wanted feedback after caring for the plants, such as whether they had absorbed enough water, so whether or not the properties of the pine cone allow it to be used as a sensor for detecting water came to my mind.

What the idea wants to achieve

According to the secondary research which mentioned that several categories of physical and mental benefits can be obtained from human-plant interactions. The benefits that plants bring to people are defined in two parts: physical health and mental health.

Physical care:
  • take the plant for a sunbath when the plant asks for sunlight, and remind the user to stretch and take a break in the meantime.
  • water the plants and also remind the user to drink water
Mental care:
  • gain emotional value from the interactions with the plant (ultrasonic sensor, sound)
  • feel the energy of the plant when the plant greets you (servo motor, LED lights)
The key concepts in the idea

According to the key insights, several key concepts are being considered. 1. Substitute human emotions into plants, using lights, sounds, and motion to reflect plant feedback. 2. While reminding plants, let plants remind users to care for themselves. 3. Testing pine cones as a biosensor for humidity

plant-companion project image 7
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The Making

In this part, Plant Companion comes to life as the idea was built using Arduino. Since each individual component has already been tested, it was a matter of combining all the different codes for the components into one Arduino sketch and ensuring that all the sensors operate according to their designated routine.

plant-companion project image 9

The ultrasonic sensor and servo sensor were the first to be added. The distance measurements from the ultrasonic sensor were used to control how big and how fast the servo motor turned. The idea was that the plant will shake when the user is near the plant, giving physical feedback to the user. The servo motor was then connected to a pot of herbs, which turned out to work really well.

plant-companion project image 10

Next was the soil moisture sensor and the pine cone. The soil moisture sensor was connected to an analog pin to read out accurate moisture readings. Preparations to the pine cone were first done to turn it into a sensor. Copper conductive tape was wrapped around two of the pine cone seeds to create the two contacts. The pine cone was then connected to the Arduino similar to that of a switch. Both the soil moisture sensor and the pinecone sensor are used to determine if the plant is hydrated or not. The soil moisture sensor acts as a fast-reacting sensor, whereas the pine cone is slower-reacting and allows a delay. During the delay, Plant Companion gives out reminders to the user, allowing users to utilize this time to rehydrate and relax.

plant-companion project image 11

The light sensor was added next. It was a simple connection with a resistor, giving Plant Companion the ability to sense light. The LED ring and the MP3 module were added last, which are used to provide visual and sound feedback.

plant-companion project image 12

Two types of pines cones, big or small, were tested together with the moisture sensor. It was found that small pine cones match leaf plants鈥?habits better. Since I used leaf plants in this project, it was better to use small pine cones.

plant-companion project image 13

For the coding part, connecting the sensors and reading the values was not so difficult. There are two difficult parts in coding: 1. Removing delay() so that Arduino can multitask without hanging up to wait for delays. The solution, also found in an online tutorial, was to use the Millis() function to keep track of timings. 2. The different states of the prototype. Depending on the light intensity, the soil moisture, and the distance of the user, Plant Companion has to react differently and give different outputs. It was quite difficult to write if-statements to control the prototype.

The behavior of the prototype is summarized in the table below.

plant-companion project image 14

Four types of data are collected by Plant Companion, three of which are environmental data and one is user input. The three environmental data are: light intensity, soil moisture level and pine cone moisture level. The user input is the distance the user is from the plant. Three types of sensory output are provided: light, motion and sound.

Refining the prototype

In the first iteration of the prototype, the functions were working correctly. But user evaluation showed that the overall effect was not ideal. The states were too complex, and when the plant was in multiple states at the same time (eg. Lacking water and sunlight at the same time), it could only show the response of one state. This made Plant Companion seem unresponsive sometimes.

Therefore, in the second iteration, I split the moisture system (soil and pine cone) and the light sensor into two separate parts. The moisture system has control over the LED ring and the MP3 module, whereas a new individual LED was added to solely display whether the plant lacks sunlight or not. The second iteration also went through user evaluation, receiving much better feedback as the states were clearer and the plant was giving clearer responses.

plant-companion project image 15

Evaluation

Introduction

User testing was chosen as the method for evaluation as it is a direct way of testing the prototype and obtaining first-hand feedback on the experience. The participants of the user tests were those who participated in the previous interview. After experiencing Plant Companion, they were then interviewed again to see if their experience with plants have changed and whether or not they have reached a solution. They were asked to evaluate Plant Companion according to these aspects:

  • PHYSICAL LAYER - Form and function of the
  • interfaces;

  • CULTURAL LAYER 鈥?Narrative and context of the
  • interaction, social signifier;

  • INTERACTION LAYER 鈥?Design of situation,
  • usability aspects;

  • TECHNICAL LAYER 鈥?Intermediating between the
  • interaction and the physical layer.

  • AFFORDANCE 鈥?Accessibility of the interaction.[8]

Three participants from previous interviews were invited to participate in user testing of the evaluation. Their thoughts were recorded and analyzed to obtain suggestions for improvement.

plant-companion project image 16

All three participants in the first part of the test preferred the second iteration.

Two participants chose decisively, and one chose after hesitation. One of the participants encountered the problem of functional conflict. When water and sunlight were lacking at the same time, only one state could be displayed, and even the inability to respond was caused. At the same time, too many color and sound prompts confuse them. In contrast, in the second iteration, light and water are divided into two different parts, which has more clear logic, and I feel clearer when I experience it. One of the participants hesitated because he thought the first iteration was cooler and he liked the cue music. But in the end, he still thinks that the second iteration brings a better overall experience.

In the second part, I asked users how satisfied they were at each stage and plotted the likert scale. The watering phase, which gave participants the most satisfaction, said they liked the sound of the phase and received timely feedback. At the same time, one participant mentioned that the plant reminded her to drink water, which surprised and warmed her, like having a friend greeting her.

  • The feedback on the water absorption part is not ideal,
  • because the response of the pinecone has a certain delay and the time is not very fixed. They are easy to ignore or forget, but two participants said that they think the Chinese program is very poetic and innovative.

  • The part of sunlight detection is a bit monotonous after
  • refinement. In future work, more display forms can be considered.

  • User testing shows that all of the participants
  • displayed increased levels of interaction, excitement, and happiness when interacting with Plant Companion.

In the third part, Some problems were found.

  • Reminders were ignored when participants were busy
  • with their own affairs or going out, so the number of repetitions of reminders needs to be considered in the future.

  • The LED light is a bit dazzling
  • They want to be able to adjust the volume of the sound
  • by themselves But most of the time, the participants will be reminded to take care of the plants by it, and at the same time, it brings joy and freshness to the participants in the beginning stage.

plant-companion project image 17
plant-companion project image 18

Conclusion

In this project, a human-plant interactive prototype called Plant Companion was designed as a solution to the problem of population loneliness. It provides a new concept of using plants to provide emotional support to those who are unable to keep pets. Based on the Arduino platform, Plant Companion utilizes sensors and algorithms to enhance the benefits of plants and allows plants to provide vivid interactive feedback. User evaluation was done, showing an increase of happiness when interacting with Plant Companion.

Reflection

Reflection has been carried out in the process of doing the project. Overall, the project was successful in creating a working prototype that promotes human- plant interaction. The aim of the project is to support people who are living alone through interaction with plants. There are a few points that could be improved in future prototypes: 1. The project does not go deep into how plants communicate or convey information, but instead focuses on the experience of human beings when interacting with plants. 2. It takes time for the pine cone to react to water. The pine cone closes up very slowly, therefore users are unable to visually see the pine cone closing, so they might forget about the feedback of pine cones. The project lacks a full evaluation of whether Plant Companion actually helps loneliness. 3. The project lacks an analysis of how inaccuracies of plant sensors affect the experience. 4. The servo motor might cause damage to the plant, although it is only a slight vibration.

Future Work

1. Further iterations and improvements according to the results of the user evaluation. 2. The user evaluation was conducted on only three participants, which is a small sample that could be biased. It also can鈥檛 reflect a wide range of users, therefore more extensive user evaluation should be done in the future. 3. The colour and flashing modes of the LED ring used in the prototype should have in-depth research. 4. More secondary research on white noise music should be done to prove that the chosen music is appropriate and enjoyable for users.

Nowadays, IoT (Internet of Things) is becoming a huge trend, where products are connected to the cloud to share data or utilize its the enormous computing capabilities. This also opens up a new path for Plant Companion, where environmental data could be uploaded to the internet. Users will then be able to see the status of their plants even if they are not at home. This provides many new opoortunities for interacting with plants, such as remote interaction or online interaction, which is a topic that is worthy of more research.

Acknowledgements

I would like to thank all the participants and teachers who provided helpful comments and advice for this project. Thanks to the design school for the component funding and materials.

REFERENCES

[1] D. Clark. 2022. People living alone UK 2021, by age and gender. (April 2022). Retrieved January 1, 2023 from https://www.statista.com/statistics/531386/people-living-alone-uk-age-and-gender/ ACM.

[2] B. Martin, B. Hanington, and B.M. Hanington. 2012. Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions. Rockport Publishers.

[3] DelSesto, M., 2020. People鈥損lant interactions and the ecological self. Plants, People, Planet, 2(3), pp.201-211.

[4] Seow, O., Honnet, C., Perrault, S. and Ishii, H., 2022. Pudica: A Framework For Designing Augmented Human-Flora Interaction. In Augmented Humans 2022 (pp. 40-45).

[5] SpulberGeorge (2023). EasyUltrasonic. [online] GitHub. Available at: https://github.com/SpulberGeorge/EasyUltrasonic [Accessed 13 Jan. 2023].

[6] www.theamplituhedron.com. (n.d.). How to use the Serial MP3 Player (UART) with Speaker byOPEN-SMART with Arduino. [online] Available at: https://www.theamplituhedron.com/articles/How-to-use-the-Serial-MP3-Player-UART-with-Speaker-by-OPEN-SMART-with-Arduino/ [Accessed 13Jan. 2023].

[7] docs.arduino.cc. (n.d.). Servo Motor Basics with Arduino | Arduino Documentation. [online] Available at: https://docs.arduino.cc/learn/electronics/servo-motors.

[8] Hornecker, E. (2012). 鈥淏eyond affordance: Tangibles鈥?hybrid nature鈥? In Proc. TEI鈥?2, ACM, 175-182.

02

Product Design

SpaceCube

SPACE CUBE is a futuristic loudspeaker that has built-in audio visualization. It features ferrofluid, which dances and changes shape in rhythm with the music that is being played. The loudspeaker has an elegant and futuristic design. The idea comes from one of my school projects where we discuss and...

  • Ferrofluid Speaker
  • Arduino
  • Music Visualization
  • Dynamic
SpaceCube hero image
Ferrofluid Loudspeakers

SPACE CUBE is a futuristic loudspeaker that has built-in audio visualization. It features ferrofluid, which dances and changes shape in rhythm with the music that is being played. The loudspeaker has an elegant and futuristic design.

The idea comes from one of my school projects where we discuss and experiment with different materials. Ferrofluid is a special liquid as it is magnetic,so its unique magnetic properties can be used to achieve stunning effects in designing a product. Space Cube uses microcontrollers and special circuitry to anayze music and control the ferrofuid through electromagnets. The combination of special materials and technology creates this cool and aes-thetically pleasing design.

spacecube project image 1

The team

Xiangyu Xiao / Industrial Design + Arduino + Visual Design + Video

Zihe Chen / Industrial Design + UI design + Electronics Design

My role

  • Music to magnetic ferrofluid conversion
  • Ferrofluid research and analysis
  • The appearance design of the ferrofluid speaker.
  • Conducted user research, concept validation, and user testing, and shot and produced a video for presentation.

Ferrofluid - Design and Analysis

Investigation of ferrofluid sticking to the wall
  • The reason for ferrofluid sticking to the wall

The main component of ferrofluid is solid iron particles that are less than 10 nanometers in size. It appears to flow like a liquid, but it is still made up of solid particles. Once it is not enveloped by a carrier liquid that isolates it from the container, the solid particles will adhere to the container wall. At this time, the container wall will appear black, just like ink seeping and staining the container wall, which makes the appearance worse. The display of ferrofluid equipment will become blurry and unable to achieve good visual effects.

  • Factors affecting ferrofluid sticking to the wall

After more than a year of testing and experimentation, it was initially concluded that four factors affect whether ferrofluid sticks to the wall: the material of the display container, the shape of the inner wall of the display container, the quality of the ferrofluid itself, and the suspension liquid.

Experiments on the container material
spacecube project image 2

According to the experimental results, high borosilicate glass, crystal glass, and crystal white material glass have smoother surfaces and higher transmittance, making them suitable as ferrofluid containers. High borosilicate glass is generally sold in glass sheets of a certain thickness, and finished products such as glass cups and culture dishes cannot be customized into sealed containers. Only glass sheets of different shapes can be customized. Crystal white material glass is generally used to make perfume bottles and high-end wine bottles, which require molds for production and cannot be customized. However, there are several suitable perfume bottles on the market that can be used as ferrofluid containers. Crystal glass is used to make crystal trophies and ornaments, and is generally cut and milled into the shape required by the customer by the factory. The composition of crystal glass is similar to that of crystal white material glass, both of which are materials with high smoothness and extremely high transmittance. The selection of ferrofluid containers should mainly be based on crystal white material glass and crystal glass. For low-cost ferrofluid audio devices with low requirements, perfume bottles made of crystal white material glass can be used. If the product design is more high-end, customized crystal glass can be considered. If there is a certain market response and sales volume, molds can be made for crystal white material glass to further reduce costs and improve the effect.

Collaboration between electromagnets and ferrofluids

Teammate's work scope - Electronics design
spacecube project image 3
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Accoustic signal processing
spacecube project image 7

The audio signal entering the crossover module is divided into a bass part and a treble part. The bass part enters the signal-voltage conversion module and is converted into a DC voltage analog quantity according to the audio loudness; the treble part is separated into the left and right channels and then converted into a DC voltage simulation The analog quantity drives the electromagnet after the voltage amplification module, so the magnetic fluid can change according to the orientation, rhythm, and melody of the music, forming a visual effect of visual music.

Ideation

spacecube project image 8

Expected dynamics of the ferrofluid

spacecube project image 9

Final product

spacecube project image 10
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Conclusion

As a music lover, I enjoy a variety of songs and music, and I have always wondered if we could visualize songs. I wanted an impactful visualization, something that packs a punch and will awe people, so I chose to use Ferrofluid, a magnetic liquid that reacts to magnetic fields.

An electromagnet is used to generate magnetic fields. This magnetic field controls the shape and movement of the ferrofluid, which in turn is controlled by the music.

Music is fed into the speaker through a Bluetooth music player.By syncing the ferrofluid with the beats of the music, the speaker will have a better visualization performance.

03

Industrial Design

EzPorter

EzPorter is portable and fast-deployable bridge system that can be used during foods. It implements diferent modules that can be utilited in diferent combinations to meet different use cases. It can also function as road barriers when not in

  • 3D Printing
  • Floating Bridge
  • Modelling
EzPorter hero image

Fast deployable floating bridge design for rescue

EzPorter is portable and fast-deployable bridge system that can be used during foods. It implements diferent modules that can be utilited in diferent combinations to meet different use cases. It can also function as road barriers when not in use.

The idea of EzPorter comes from my own experience in floods. My home town is prone to big food in the summer, and I have experenced being stranded and not able to move due to floods. A foating bridge has the flextility to react and deploy quickly wile preserving its capability to tansport a huge number of people at the same time.EzPorter is product design that implements a brave concept for a brave solution. I built a huge sandbox model and made avideo of it to demonstrate the function and use case of EzPorter, and 3D printing was used for making the models of the EzPorter modules.

ezporter project image 1

Background & Secondary Research

ezporter project image 2
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Interview

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Analysis

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Ideation

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Sketches

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Model Display

ezporter project image 8

Function Display

ezporter project image 9

Model Making & User Tests

ezporter project image 10
04

Product Design

BENTO+

BENTO+ is a set of specilly designed bento boxes that have a redesigned user experience. It incorporates special hinges that allows the bento boxes to swivel, making it easy to load up with your favorite recipes and lit up to go without having to close each of the bento

  • 3D modelling
  • Tableware
  • Creative design
BENTO+ hero image

Tableware designed for office workers

BENTO+ is a set of specilly designed bento boxes that have a redesigned user experience. It incorporates special hinges that allows the bento boxes to swivel, making it easy to load up with your favorite recipes and lit up to go without having to close each of the bento boxes.

The idea comes from my own experience of bringing breakfast in lunch boxes every day. Traditional lunch boxes are cumbersome to use. Bento+ has specially designed handle and joints that allow the boxes to be closed simply by lifting the handle up. The project incorporates my own ideal form of bento boxes that allows the user to cut,pack and go in flash. This project emphasizes the design process of a product and the ablity to systematically designand analyze a product.

bento project image 1

Research

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Persona

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Ideation & Sketches

I explored with the shape of the lunch box and designed a lunch box holder with a sliding track. The lunch box can be easily mounted or taken out.

When the lunch box is taken out, I hope it can be combined with the chopping board to save space, and when installed, the three lunch boxes can become a whole, so that the office workers can carry it around easily.

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Storyboard

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Model Display

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When placed horizontally, the cutting surface of the cutting board is inclined downward. When the lunch box is fixed on the cutting board, the cutting surface of the cutting board is raised by the height of the box, just so that the contents of the cutting board can be easily pushed into the boxes.

At the same time, there are raised edges around the cutting board, which can prevent the juices of cutting vegetables or fruits from getting onto the tabletop,and keep the tabletop tidy after cutting.

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User Test

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05

Product Design

Limera

LIMERA is a portable camera that proposes a new method of camera storage without compromising professionalty, It implements a swivel body that allows the camera to be transformed into a smaller cylinder which is much easier to store in bags and carry

  • Camera
  • Innovative Design
  • Prototype
Limera hero image

Professional camera for easy storage

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LIMERA is a portable camera that proposes a new method of camera storage without compromising professionalty, It implements a swivel body that allows the camera to be transformed into a smaller cylinder which is much easier to store in bags and carry around.

Professional cameras are big, bulky and have a weird shape, whereas LIMERA cuts the bulk of raditional cameres.The project originates from my hoby ofphotography, where l find traditional cameras hard to fit in my back pack.LIMERA is a combination of conceptual product design, product modelling and ergonomic design. For products like cameras, user interaction is a crucial part in my design, which is tested by making foam models to verfy the feasibility of the concept.

Background

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Interview

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Analysis

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Ideation / Prototype

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Model Display

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Usage Scenario

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06

Product Design

Logger

LOGGER is a smart water bottle that has multiple in-built sensors for environmental measurements. Hikers are able to contribute to scientific research by trekking to remote areas that lack internet connection and weather monitoring. The sensors will collect data while hikers are trekking, and upload the data...

  • Water bottle
  • IoT
  • Sensors
  • Arduino
Logger hero image

Contribute to meteorological studies while hiking

LOGGER is a smart water bottle that has multiple in-built sensors for environmental measurements. Hikers are able to contribute to scientific research by trekking to remote areas that lack internet connection and weather monitoring. The sensors will collect data while hikers are trekking, and upload the data once it connects to the internet. This allows scientist to collect data first-hand from hikers, data gathered from some of the most unstudied and remote places on Earth.

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07

Design Research Methods

Design Research on Laundry Habits in Loughborough

In this research, we focus on the process of washing clothes and study the impact of clothes washing on the environment. A scoping tool: The 5Ws and 1H (Who, What, When, Where, Why, and How) is used to investigate a certain brief or

  • Design Research Methods
  • Laundry
  • Behavior and Habits
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Hunt Statement

Background and initial Hunt statement

In this research, we focus on the process of washing clothes and study the impact of clothes washing on the environment. A scoping tool: The 5Ws and 1H (Who, What, When, Where, Why, and How) is used to investigate a certain brief or context.

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Pet owners were intrigued and decided to study. I myself am a pet owner, and there are many pet owners across the world. Pets tend to change fur or make a mess, which results in extra laundry to be done. I am interested in finding out how keeping pets affect the laundry habits of people, and how this impacts the environment.

Therefore, I chose: 鈥淚 am going to research the washing behaviour and practices of the students who keep pets so that I can optimize the laundry washing process for pet owners.鈥?

Pilot study: Auto-ethnography

Before setting off the investigative research, a pilot filming was conducted to explore the process of doing laundry for people and pets.

For convenience, an observation has been done to see the process of doing laundry for people and pets at my home in Wuhan China. Their ex periences were documented with photos and video, and notes were made on the reflections of this experience. It indicates that keeping pets may increase the amount of laundry that needs to be done, so the impact of pet ownership on people鈥檚 laundry behavior needs to be explored.

Auto-ethnography is a method of conducting qualitative research that focuses on participant observation or the ethnographic method, in which the researcher is embedded in settings to write about social groups that are different from their own. (Besio, 2009)

Therefore it was used as the first research to have a basic understanding of doing laundry for owners and pets, to come up with a guide for the later interviews and observations.

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Data Collection

When I was in my hometown of Wuhan, China, I used to do laundry for myself and my pet.

I used video and photography to record my experience and the laundry process, and I also wrote notes about my observations afterward.

From the pilot study, the steps in a basic laundry process were observed. From these steps, a basic structure for the interview can be established. Following the basic laundry process, the process of doing pet鈥檚 laundry was also observed. A couple of differences were spotted when comparing doing the person鈥檚 own laundry and doing the pet鈥檚 laundry. The differences are labeled in bold in Figure 2.

The following are the points of interest found from this pilot study:

  • What are the differences between doing own laundry and doing the laundry of pets
  • Why is there a difference What are the reasons behind the different steps taken
  • Does having a pet affect laundry decisions and processes
  • Do laundry habits change after keeping a pet

The findings and points of interest from the pilot study are then used to write an interview guide in preparation for the semi-structured interview and the later observations.

Reflection

Since I had a pet in my hometown, I chose auto ethnography and reenact methods. From observations,

  • I gained first impression on the laundry process concerning pet鈥檚, and was
  • able to write a guide for the interview, which is a good start for the research.

The disadvantage of this study is that:

  • Since I didn鈥檛 have a pet in the UK, it was hard to complete auto
  • ethnography. I had to record my habits with notes, and ask my family at home to re-enact what I did and made the raudio-visual recording. This limits the observations as it will not be as detailed.

Revised Hunt Statement
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Methodology

Collecting data: Interviews: Semi-structured interview
Introduction

A method of the contextual semi-structured interview has been chosen to take both the advantages of structured interviews and unstructured interviews. On the one hand, Semi-structured interviews are more flexible and adaptive than structured interviews, which can give a better experience to participants. Semi-structured make the Q&A more like an ordinary conversation and allow participants to provide a lot of information more freely. On the other hand, the overview of a semi-structured interview can help the interviewer manage the structure of the interview and control time.

Data Collection

Based on the auto-ethnography and the question part that the research focuses on, an overview has been written to manage the contextual semi- structured interview.

This interview guide includes the problems found and the aspects I wanted to know while doing the pilot study. The guide is used to plan the structure and to control the direction of the interview. Three participants, all pet keepers and PhD students in Loughborough University, are selected to participate in my research. A semi-structured interview is held with each participant based on the interview guide. After the participants answered the questions, in- depth questions based on their responses were asked to explore the reasons behind their behaviour. After completing the interviews, their responses were transcribed (which are shown in the appendix) and analysed.

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Based on the pilot study, an interview guide is written. It acts as an overview to the semi-structured interview, and controls how the interview is conducted.

The interview guide consists of a set of 33 questions, split into 5 groups:

  • Basic information
  • About pets
  • About own laundry
  • About pet鈥檚 laundry
  • About laundry habits

The guide aims to obtain detailed information about their thoughts and behaviour of their laundry practices as a pet owner. It is structured such that basic information about their pets and themselves are first obtained, then basic details of they do their own laundry, after that details of how they do the laundry of their pets, and last of all, details on their laundry habits and thoughts

Reflection

Benefits

  • Generally quick to conduct.
  • provides good access to the user鈥檚 character, goals, and emotional responses.
  • The researcher can guide the conversation and redirect it as needed.
  • Deep levels of knowledge and understanding are possible.
  • Users can display or respond to interview-related objects or props.

Limitations

  • Setting up is a lengthy process.
  • Poor questions may lead to and influence user responses, and the interviewer鈥檚 or researcher鈥檚 personality may have an impact on the results.
  • extreme attention paid to what the user says rather than what they do.
  • It is challenging to compare interviews because no two interviews are same.
  • It takes a lot of time and effort to analyse (Hall. E, 2013)

Reflection of experience

In the semi-structured interview, I selected three participants and went to their houses for an in-depth interview. Finding students that have pets and are willing to be a participant proved to be much harder than I thought. The interview itself was smooth and fun. The most interesting part is that you are able to observe the differences in how people do simple things. Overall I think the interview was quite nicely done and I obtained the data that I needed.

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Design Ethnography: Shadowing
Introduction

Typically, the exploratory and evaluation phases of research projects utilise design ethnography.

Observation implies paying close attention to and meticulously document- ing phenomena, such as people, artefacts, surroundings, events, behaviours, and interaction.(Martin et al., 2012)

Shadowing is conducted to perform design ethnography. It鈥檚 a method that鈥檚 frequently used in user research. The concept is straightforward: while the user is being observed, the researcher watches how they use the good or service in their environment. (The Interaction Design Foundation, 2020)

To do laundry for pets and oneself, a deeper understanding of the behavior of individual candidates is required. Shadowing is a method to perform in- depth observation of the behaviors and emotions of the participants and record their laundry process. Compared to participant observation, it will not interfere and interrupt the participant鈥檚 behavior and thoughts. A short interview after the shadowing was performed to alleviate its limitations.

Data Collection

According to the content of the interview, the three participants all do their own laundry and pets鈥?laundry separately. Therefore, shadowing is used to observe them do their own laundry and pets鈥?laundry separately. Videos were recorded, then summarized and analyzed using AEIOU, which is included in the data analysis and appendix sections.

Ethics

Following ethics is a crucial throughout the research. This study was conducted under ethical regulations of Loughborough University. The data collected in the research will only be used for this study, will be anonymized and securely stored. All three participants are fully aware of how the collected data is used, have read the participant information sheet, and signed a written consent form.

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User Journey Map
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Reflection

Benefits

  • Straightforward
  • Does not interfere with participant behavior and emotions
  • Little or no investment

Limitations

  • Easy to substitute for the investigator鈥檚 bias
  • Low observation efficiency
  • Inability to instantly understand the particular behaviour of participants

Reflection of experience

Shadowing is the most fun part of the observation. I followed the participants when they were doing laundry, and used a gopro to record their behavior. I was able to obtain video data, which could be observed and then analysed.

It was even harder to arrange for the shadowing, as PhD students are very busy, and I also had to wait for the participants to do laundry. Moreover, all participants said that they do laundry for themselves and pets separately, so not only do I have to wait for them to wash their own clothes, but I also have to wait for them to do laundry for pets. The two processes are hard to piece together, so I spend a lot of time doing the observation.

One drawback is that pointing a camera at the participant makes them nervous, which might affect their behavior, although I use shadowing to reduce my presence as much as possible to lessen their distraction.

Data Analysis

Analysing Video Data: AEIOU

AEIOU templates are used to organize data collected from the laundry process of their own clothes and their pet鈥檚 clothes. The three participants each have a set of AEIOU forms that record their data. Simple analysis is also performed in the AEIOU. The AEIOU forms can be found in the next page.

Reflection

Benefits

  • Enables the meaningful systematic cataloguing and analysis of visual data.
  • Maps out several facets of the user鈥檚 behaviour and surroundings visually.
  • Discovers hidden behaviours, workarounds, and needs.

Limitations

  • Does not allow for the capture of broader social, political, or cultural factors.
  • Excludes other stakeholders in favour of partcipants.

Reflection of experience

I used the AEIOU template to categorize and sort all the data I had from the observations. I think they are pretty straightforward to use and really help me sort up the pile of data into more manageable points. However, as a static template, AEIOU can be limited when logging dynamic data from videos as a lot of small details are discarded or not logged in the AEIOU forms.

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Affinity Mapping

Affinity diagrams cluster observations and insights in a meaningful way to keep design teams aware of data when they are designing. (Martin et al., 2012)

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Finding

What I saw and heard
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Insights

Introduction

Insights are intuitive understandings of user behavior based on user research that can inspire creative design ideas. (Kumar V., 2012) Insights come from findings and observations. They are intuitive and depend on the researcher鈥檚 thoughts, creativity and vision. Insights vary from person to person, but they all provide creativity that can be turned into opportunities.

From the patterns in the affinity diagram and the findings, insights can be drawn. Then we use a 2x2 evaluation matrix to select 3-5 key insights.

The key insights will then be used to derive opportunities.

Key Insights
Keeping pets lead to increased detergent and sanitizer use
  • What we saw/ heard
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  • What it means

Participants tend to use more detergent and/or sanitizer when they are doing their pet鈥檚 laundry, potentially having to wash/rinse a second time. Especially for laundry beads, participants can only add another bead, potentially adding too much detergent.

  • Why it matters

Doing a second wash/rinse will increases water and energy use, potentially having a bad effect on the environment.

Cleanliness determines whether pet鈥檚 laundry can be washed together with own laundry.
  • What we saw/ heard
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  • What it means

Laundry are mostly separated by cleanliness, no matter if it is from own laundry or from pet鈥檚. Most of the time the participant鈥檚 own laundry is separated from their pet鈥檚 laundry because their pet鈥檚 laundry is much dirtier. But after washing, the two types of laundry are dried together on the same rack or in the same dryer.

  • Why it matters

Seperating laundry leads to more laundry cycles, and potentially more energy consumption. If pet鈥檚 laundry and own laundry can be mixed together, there will be no need to do two laundries, therefore cutting water electricity use in half.

Participants do laundry because of their own psychological feelings
  • What we saw/ heard
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  • What it means

Psychological factors of the participants are also a crucial factor when deciding whether or not to wash something. All three participants said they would wash their clothes when they feel that their clothes are dirty.

  • Why it matters

This was the case for all three interviewers, who usually washed their clothes because they felt they needed to be washed. This may increase the time of laundry and add additional energy consumption.

Time spent was one of the important factors influencing participants鈥?choice of laundry method
  • What we saw/ heard
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  • What it means

Straightforward

Does not interfere with participant behavior and emotions

Little or no investment

  • Why it matters

As a group of PhD students, they have a strong sense of time and will care about the time spent. Therefore, it is more acceptable to study how to save energy while saving time.

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Opportunities: HMW

鈥淗ow Might We鈥?Questions, or HMW in short, is a series of small questions that stimulate brainstorming. (鈥?How Might We鈥?Questions, n.d.) The researchers ask themselves these questions to help boost creativity and thoughts. HMW questions usually are derived from insights, and lead to potential opportunities.

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Reflections

Reflection on methodology and process

In this design research, I selected three PhD students that keep pets to research on their laundry behavior. I conducted a pilot study, followed by three semi-structured interviews, three shadowing observations, and a couple of follow up interview questions. I am happy with how these methods performed, and I was able to obtain a lot of data. The data was then sorted and analyzed using AEIOU and affinity diagrams. Then I came up with insights and performed reflection.

During the research, I was able to

  • Obtain first-hand information from listening to and observing the participants
  • Ask in-depth questions based on their answers, gaining more knowledge.
  • Analyse their data and extract findings and insight

I find the hardest part of the research is to come up with the insights and HMW. Coming up with insights and actions require lots of observation and critical thinking, drawing conclusions from the observation data and analysis. It is hard even for simple processes such as doing the laundry. The interview and the shadowing were the more interesting parts of the research.

As for what could be improved, it would be better if I had more time to observe more participants. In the three participants, there were two males and a female, and there were two Chinese and a British person. The gender and the different cultural backgrounds of the participants might be factors that influence their behavior, but since the number of participants was too small, there is not enough evidence to draw a conclusion.

There are also some other things that could be improved:

  • Not enough experience in interviewing. I took care not to ask Yes-No questions, but I still ended up asking some.
  • Staying unbiased was difficult. I wasn鈥檛 sure if I am unbiased enough.
Reflection as a design researcher

Previously as a product design bachelor student in China, I did not know how to conduct a proper design research. What I did most were simple questionairres or online surveys, which only gave limited data and was not sufficient to fully uncover the details of the behavior of participants. Therefore I was unable to correctly grasp the pain points in a topic back then.

This has been my first detailed design research that emphasizes on methodology and logic. Although it was quite challenging, I learned a lot through the process and enjoyed doing it. I have learnt that a proper research requires scientific methods, careful and detailed observations, lots of hard work going through and analyzing data, and lots of thinking to conclude the insights and reflections.

I drew a skills matrix at the start of the project, and I completed another one at the end of the project. I found out that through the interviews and communicating with the participants, I am now a better listener and observer, learning to pay closer attention to details. My analytical skills and problem solving skills have also improved as I am more used to conducting critical thinking.

Doing design research is an important starting point in a design process, and I will definitely be using the methodologies that I have learned in this research for future research studies.

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References

Besio, K., 2009. Autoethnography, in: Kitchin, R., Thrift, N. (Eds.), International Encyclopedia of Human Geography. Elsevier, Oxford, pp. 240鈥?243 https://doi.org/10.1016/B978-008044910-4.00405-3

Demuth, C., Mey, G., 2015. Qualitative Methodology in Developmental Psychology, in: Wright, J.D. (Ed.), International Encyclopedia of the Social & Behavioral Sciences (Second Edition). Elsevier, Oxford, pp. 668鈥?75. https://doi.org/10.1016/B978-0-08-097086-8.23156-5

Martin, B., Hanington, B., Hanington, B.M., 2012. Universal methods of design: 100 ways to research complex problems, develop innovative ideas, and design effective solutions. Rockport Publishers.

The Interaction Design Foundation. (2020). Shadowing in User Research Do You See What They See [online] Available at: https://www.interaction-design.org/literature/article/shadowing-in-user-research-do-you-see-what-they-see#:~:text=The%20idea%20of%20shadowing%20someone. (Accessed: 12 Nov. 2022)

Lo, K.P.Y., 2011. Designing service evidence for positive relational messages. International Journal of Design, 5 (2), pp. 5-13, available at: https://dspace.lboro.ac.uk/dspace-jspui/bitstream/2134/10353/6/LO_KPY_design_for_relational_messages.pdf (Accessed: 12 Nov. 2022)

Martin. B and Hanington. B (2012) Universal Methods of Design, Rockport Publishers, Massachusetts, pp. 10-11, 90-91, 102-103, 120-121, 124-125 Hall. E (2013) Interviewing Humans, Excerpt of Chapter 5 Just Enough Research, available online at: https://alistapart.com/article/interviewing-humans (Accessed: 10 Nov. 2022)

Portigal. S (2013) Getting Ready to Conduct your Interviews, In: Portigal. S, Interviewing users: How to Uncover Compelling Insights, available online at: http://rosenfeldmedia.com/wp-content/ uploads/2014/10/Interviewing-Users-Excerpt.pdf (Accessed: 10 Nov. 2022)

Kumar. V (2012) 101 Design Methods: A Structured Approach for Driving Innovation in Your Organization, Wiley, pp. 138-141 鈥淗ow Might We鈥?Questions. (n.d.). [online] Available at: http://crowdresearch.stanford.edu/w/img_auth.php/f/ff/How_might_we.pdf. (Accessed on 12. Nov. 2022)

08

UX Design for Advanced Technology

DRT Bus Experience Design for Tourists

Bus travel is efficient and sustainable yet restricts travellers to long fixed routes. Issues including difficulty locating bus stops, feelings of insecurity while waiting, and boredom contribute to tourists opting for unsustainable single-occupancy options like

  • Advanced Technology
  • UX Design
  • AR
  • VR
  • Interactive Design
DRT Bus Experience Design for Tourists hero image

Bus travel is efficient and sustainable yet restricts travellers to long fixed routes. Issues including difficulty locating bus stops, feelings of insecurity while waiting, and boredom contribute to tourists opting for unsustainable single-occupancy options like Uber.

However, according to the data from Transport & Environment, PHV drivers in England (including Uber drivers) produced over 81% of the total amount of CO2 in the UK.

We aimed to create an innovative bus travel experience using VR and AR to improve enjoyment, flexibility, and convenience. Our VR scenario demonstrates the bus travel鈥檚 advantages and positive environmental impact. Our AR guides passengers to virtual bus stops, encouraging bus travel selection. User testing applied physical storms, SUS Testing, and USE scoreboards to verify user interest and behavioural change.

To promote bus travel to tourists in Europe鈥檚 most visited cities, we need only upload new videos and geo-location information to scale the concept fast.

Introduction

This project is a group work with three other students.

Team Leader: Xiangyu Xiao (me)锛欰s the team leader, I am responsible for the overall project management, data analysis, determining the main features, prototype iteration, and video production.

Team members:

  • Jingkun Wei: Responsible for the user reseach
  • Mengze Cai: Responsible for making the prototype, user evaluation and reflection
  • Rhys Taylor: Responsible for the design book

UN Goal background

The goal for this project is UN Goal No.11

SUSTAINABLE CITIES AND COMMUNITIES

The goal target is:

> By 2030, provide access to safe, affordable, accessible and sustainable transport systems for all, improving road safety, notably by expanding public transport.

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To achieve these goals, we decided to improve the bus ride experience by designing with buses in public transport. We wanted to provide a more convenient ride for passengers, and we found that tourists, as a group unfamiliar with the local environment, prefer to travel by taxi. We envisaged using advanced technology to make it easier for tourists to find public transport when they arrive in a city, shorter waiting times, more fun to ride the bus, they can use their mobile phones to learn about the history of a city on the bus, take photos and have a travel experience, and we also wanted to promote the idea of tourists using public transport to reduce traffic and environmental pollution, so we increased their awareness of taking the bus before they arrive in the city during their journey. to make them aware of the environmental benefits of using public transport.

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Initial Goal
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鈥淗ow might we design a public transportation experience that utilises advanced technology to encourage more people to travel by public transportation鈥?/strong>

Research

Research Method
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Pilot Study

_This part is done by my team member._

Discovering Opportunities
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As-is Scenario
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Build a better understanding of tourists鈥?current experience.

Refined Problem Statement

鈥淗ow might we design a public transportation experience utilising advanced technology that encourages tourists to change from choosing a taxi to a bus鈥?/strong>

Online Survey
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Findings and Insights
  • Some people still choose public transport because of the price, but it does have the disadvantage of being inconvenient.
  • People are not particularly concerned about time costs when travelling and it is acceptable to travel a little slowly or even overstay.
  • Most people will play on their mobile phones or listen to music to pass the time on the way, which is partly to blame for the risk of overstaying.
  • Most people don't like traffic jams, they prefer to plan their routes in advance and choose routes with good views, but there are taxi apps that sometimes can't judge traffic conditions.
  • Unfamiliarity with the route, fear of getting lost, and having luggage are the main reasons why users choose to take a taxi.
  • They won't choose to take the bus for environmental reasons because there's nothing to quantify their environmental actions, and they're not willing to pay for abstract concepts with concrete actions.
  • Long walks, luggage and other factors can add to fatigue.
Analysis Methods
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Persona
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Journey Map
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COM-B Model
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User Need Statement
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HMW Metrics

Source: Secondary research, As-is Scenario, Survey, Focus group

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Ideation Methods

_This part is done together._

  • Mind Mapping
  • Brain Storming
  • Crazy 8s
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Evaluation of Initial Idea
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Technology Selection
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Vision Statement
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Designing

Key Components and Feature

_This part is done together._

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Combining DRT bus with AI

  • Predictive analytics
  • DRT buses can use AI-powered predictive analytics to anticipate demand patterns and adjust their routes and schedules accordingly
  • Smart ticketing and payment systems
  • AI-powered smart ticketing and payment systems can be used to streamline the payment process for DRT buses
  • Voice-activated assistants
  • AI-powered voice-activated assistants can be used to provide passengers with real-time information about bus schedules and routes
  • Real-time monitoring and maintenance
  • AI-powered sensors and monitoring systems can be used to track the performance of DRT buses in real-time
Initial Idea
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Body Storming

_This part is done together._

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Idea Iteration
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Refined Key Features
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Journey Map Iteration
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Prototyping

_This part is done by my team member._

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User Test of the First APP Design

_This part is done by my team member._

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Context Scenario

STAGE 1銆€On the plane _Stage 1 is done by my team member._

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STAGE 2 After Arriving at airport

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STAGE 3 During Bus Journey

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STAGE 4 After finishing the journey

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Refine Key Pages
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Refine Prototyping

STAGE 2- AR part

After arriving at Airport

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STAGE 3- AR part

During the bus journey:

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Emotional Experience
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Reflection

_This part is done together._

Reflection on our UN goals

By 2030, provide access to safe, affordable, accessible and sustainable transport systems for all, improving road safety, notably by expanding public transport.

Safe

  • Reduce wait times dramatically

Affordable

  • Targeting tourists
  • Less costly than taxis and private cars.
  • Educating them on a more affordable, equally as convenient service

Accessible

  • Travel a shorter distance to arrive at a bus stop
  • Being conscious of physical disability
  • Requires internet access in order to book and locate a bus

Sustainable

  • Reduce the number of vehicles on the road and therefore fossil fuel usage
  • Improve air quality in major cities
  • Reducing fuel consumption

Expanding public transport

  • Increase the number of bus users in major cities
  • Increased revenue and the expansion of the bus network

Reflection on our process and methods

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Future Iterations

_This part is done together._

VR

  • Collaborate with an animator and writer to create the VR
  • Increasing the comparison of multiple modes of transportation.

AR guide

  • Build an AR prototype
  • Perform usability testing and ask participants to find their location

Mobile Application

  • Co-design session for features to include in the application

Whole Process

  • Use HEART Framework to further test our prototype
  • Designing with more advanced technology integration specifically for DRT buses to improve users鈥?experience.
  • Expanding the current specific airport usage range to daily life, so that the system can also be used for daily commuting, thereby addressing UN Goals on a larger scale.
  • Considering more support for people with disabilities and accessibility to increase the number of users

Figma Prototype Demo

{{< iframe style="border: 1px solid rgba(0, 0, 0, 0.1);" width="600" height="700" src="https://www.figma.com/embedembed_host=share&url=https%3A%2F%2Fwww.figma.com%2Fproto%2FSbrBWJhKkBmtpccLrddLJY%2FAdv-Tech-mid-fi-app%3Fpage-id%3D0%253A1%26node-id%3D189-1310%26viewport%3D-123%252C-2%252C0.06%26scaling%3Dscale-down%26starting-point-node-id%3D189%253A1310%26show-proto-sidebar%3D1" allow="fullscreen" >}}

Click HERE or scan the QR code below if the demo does not load!

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09

Mobility

S-Scooter - A sustainable way to travel in the 15-minute neighborhood in Loughborough

鈥淲e are going to research the transportation methods and habits of the students living around Leicestershire, UK. So that design a sustainable way to optimize their traveling in the 15-minute neighborhood.鈥?As students at Loughborough University, we have found

  • sustainable mobility
  • scooter
  • smart mobility
  • interactive design
S-Scooter - A sustainable way to travel in the 15-minute neighborhood in Loughborough hero image

THE PROBLEM BEING TACKLED

Brief

鈥淲e are going to research the transportation methods and habits of the students living around Leicestershire, UK. So that design a sustainable way to optimize their traveling in the 15-minute neighborhood.鈥?/strong>

As students at Loughborough University, we have found that many students lack a suitable means of transport when traveling between school and town, or to the library for study.

So to solve this problem, our idea was based on the conception of an immediate, free public transport option for short distances to meet the flexible travel needs of the student population

An Affinity Diagram is created sourcing from interview, survey and observation:

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RESEARCH OVERVIEW, STEPS TAKEN AND METHODS

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RESEARCH HIGHLIGHTS AND KEY INSIGHTS

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IDEATION AND DEVELOPMENT STEPS

BRAINSTORMING
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  • The priority matrix method is used to reorder the ideas from the brainstorming refers to the coordinate.
  • Ideas that are allocated in the 鈥淪weet spot鈥?could be developed forward in the next step
MAIN FEATURES
SHARE

Users can rent e-scooters through the mobile app, unlock them with Lboro Student Card, and start their trips in Lboros

  • Setting Drop-Off Points as Charging Stations for Electric Scooters
  • Easily storage hooks and safety equipment provided (helmet)
  • Showing the CO2 consumption or carbon footprint/money saving for using sharing e-scooter.
SAFE

We are committed to the safety of students when students use this product and travel on campus.

  • Automatic speed reduction in certain areas such as pedestrian zones or crowded areas.
  • Night mode make sure students safety on road
  • Setting Speed Limit on Scooters when riding in campus
  • Sharing location with friends, always have accompany on road
SWIFT

A swift way of transport for short trips around campus. E-scooters are lighter and quicker.

  • The app can cooperate with the MyLboro app
  • Give a more accurate travel time at the time of departure
  • The e-scooter system helps students to reach campus facilities in every corner of the Loughborough campus.

HERO SHOT

鈥淲e believe, there is an opportunity to design an e-scooter sharing system for the student and staff living around the Loughborough campus that cultivates a more sustainable transport method so that they experience a sustainable and efficient transport style.鈥?/p>

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S-Scooter aims to provide students with a swift, safe, short-distance, sustainable shared transport experience with freedom and joy

STORYBOARD

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DESIGN DETAIL

Existing Problems

1. Illegal

  • E-scooters are illegal on the
  • roads and footpaths and banned from campus in general 2. Dangerous

  • Users not wearing helmets and lack other protective measures
  • Users keep high speed in congested ways
  • 3. Unconvenient

  • Finding scooters and paying for them is complicated
  • It's easy to get lost when you can't use your phone while using a scooter
Our Service

1. Legal

  • Cycle Optimised Protected Signals (CYCLOPS) are used to perfect the
  • problem of electric skateboard travel. This also applies at the Lboro campus, where we will be working with the local Council to develop our own mobility system for e-scooters. 2. Safety

  • Users are reminded to wear protective tools before unlocking
  • S-Scooter assesses safety credit for the user and offers driving
  • incentives accordingly

  • S-Scooter slows down automatically for users in heavy traffic
  • 1. Convenient

  • S-Scooter can be integrated with the My Lobro scheduling and payment system, enabling automatic appointment recommendations and student
  • card swiping for scooter unlocking, thereby enhancing user convenience.

  • S-Scooter offers AR / Voice navigation

NEXT STEPS

Our Business Proposition

As a start-up company, we need to conduct small- scale operational testing. To achieve rapid product iteration as well as brand promotion.

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Our Cost

APP Development

  • Initial structure of the App and subsequent maintenance.

Electric Scooters

  • Invest in quality scooters that are reliable and safe for the
  • customers.

Licenses and Permits

  • Aiming to obtain the necessary licenses and permits to operate
  • legally.

Marketing and Advertising

  • We need to promote our services to the target audience. The
  • method includes: Community operation for Loughborough University students, email AD and campus presentations

Scooters management

  • Hiring people for regular equipment maintenance
Timeline
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CHALLENGE TO TAKE FORWARDS LONG-TERM

How to ensure that users are safe when using our services
  • From the bike structure, add sensors to the vehicle to provide accurate safety alerts and helmet storage improvements.
  • Work further with schools to combine and demarcate lanes so that e-scooters and bicycles have their own roads.
  • If possible we would like to work with the Leicestershire authorities to promote e-scooters and improve tram regulations.
How we can improve our services to make them more user-friendly
  • Optimise vehicle scheduling in parking areas to meet the needs of most users in different areas.
  • Adding navigation information to the dashboard of the electric scooter for the convenience of the user and making it possible to connect it to a mobile phone.
How to keep our services running in the long term
  • Optimising the booking mechanism for the use of vehicles so that they can be fully utilised.
  • Add incentives for energy-saving behaviour, such as coupons, to encourage users to reduce car use and use electric vehicles more often over short distances
10

Sustainable Experience Design

Eco Circle - An APP that increases recycling rates for Uni-campuses in collaboration with TPXimpact

This project is a group work with three other students. The project is conducted in collaboration with TPXimpact, a digital transformation company based in the UK, supporting organisations to build a better future for people, places and the

  • industry project
  • sustainable design
Eco Circle - An APP that increases recycling rates for Uni-campuses in collaboration with TPXimpact hero image

Introduction

This project is a group work with three other students.

The project is conducted in collaboration with TPXimpact, a digital transformation company based in the UK, supporting organisations to build a better future for people, places and the planet.

Team Members: Xiangyu Xiao (me), Mingjin Yang, Wen Zhou, Yifan Shi

Within the group, we generally use the Scrum Framework to arrange our project, because Scrum is an agile development methodology, which can double the development efficiency of the team and maximize the role of the team compared to the development method under the waterfall process; It can shorten the development cycle and improve the efficiency of project delivery(Leaders and Sennett, 2022).

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Methods

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Under Scrum's project management framework and the design framework of the Double Diamond model (Kochanowska and Gagliardi, 2022), we use a combination of methods and tools to harmonize creativity and constraints

Problem statement

  • How might we apply circular economy principles to reduce waste on campus
  • How might we help reverse species loss by using restorative and regenerative approaches on campus
  • How might we facilitate more sustainable travel for students and staff to help reduce CO2 emissions

Project outline

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Secondary research

Literature resources

  • Video materials
  • Web information
  • University documents
  • Existing university strategies
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Problem statement

Why it鈥檚 important 锛?/strong>

  • Recycling is crucial to the future health of our
  • planet -the world鈥檚 natural resources are finite, and some are in very short supply.

  • 75% of waste is generally recyclable.So
  • schools make a huge impact when they recycle.

  • Waste reduction and reuse can save campus鈥?/li>

    money.

  • It promotes ethical citizenship in students- that
  • even the smallest actions matter and that their actions as consumers and recyclers can make a difference.

  • Recycling can also be a creative area which
  • has a huge opportunities.

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Primary Research-Interview

Age range

  • All participants age under 24.
  • (University students are just the group with awareness and willingness to take the action of environmental.)

Situation

  • Living on campus鈥?dormitory.
  • Already have the awareness of reduce waste

Gender

  • Female and male all included

Data analysis

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Key insights

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Persona

Persona 1: User Centred Persona
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Empathy map

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Final directions

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User need statement

FOR USER: As the Students living on campus dormitories in Loughborough University

Who don't realize their inadequate handling of waste

We need a way to help them learn how to properly reuse and recycle waste from circular economy concern aspect

So that they can further develop awareness in reducing waste on campus

FOR PLANET:

  • Which is facing land degradation, soil and water contamination
  • We need a way to reduce the burden caused by waste
  • So that we can build a planet-centred campus

HMW diagram

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Ideation method

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We have generated 30 different and used combination of method helps the group to generate more creative ideas.

Idea evaluation

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Three solutions

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UX vision statement (person+planet)

FOR USER

We believe, there is an opportunity to design an experience for students living in on-campus dormitories in Loughborough University

to deal with waste from circular economy concern aspect

which helps overcome unfamiliarity and inconvenience when recycling or reusing waste

so that students can learn practical knowledge to reduce and recycle waste on campus.

FOR PLANET

We believe, there is an opportunity to leverage sustainable practices and encouraging reuse and recycling

to lighten the planet burden caused by student dormitories waste

which helps reduce the pollution of the earth

so that planet can have an eco-friendly ecosystem and a greener future

Feature setting strategies

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1. External trigger Posters that stick around the bins to remind students that wastes also can be reused. 2. Internal motivation:

  • Give detailed recycle method suggestions. Repeat the tip that wastes can be reused as a priority.
  • Penalties: Demonstrate the harmful effects of failing to recycle properly and evoke users鈥?empathy.

Slogan: Don't throw it away, it can give you more.

Using AR technology to scan and get inspiration about reuse.
  • Motivation: Incentives-get reward for
  • reuse. Prove effective in changing behaviour. People learn more from positive feedback - the impact is more profound. (Larson et al., 2011)

  • Motivation: Social media effect:
  • Amplifying effects of social support and social participation.(Evans et al., 2022)

Form 30 days competition and rank system to encourage user continue the behaviour.
  • Motivation: Incentives-get reward
  • for proporate recycle in campus. Become the recycle star on campus! (Larson et al., 2011)

  • Motivation: Social media effect
  • inside uni: Amplifying effects of social support and social participation.(Evans et al., 2022)

Main features setting

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Risk assumption

Low risk but鈥?/strong>

  • What if the Supplier refused collaboration or found a reason not to support the reward (Med)
  • What if dormitory refuse to put up posters on the wall (Very low)
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Storyboard- Reuse & Recycle

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Storyboard- Reward for Eco Points

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Body storming

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Low-fidelity testing

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Site map iteration

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Mid-fidelity testing (heart model)

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Mid--fidelity

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Quantitative evaluation

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Iteration

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Poster

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Design System

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High-fidelity

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High-fidelity testing

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  • We invited five students living on campus dormitory to test the high-fi prototype.
  • High-fidelity prototypes give team members a clear idea of how the product will look and work before it ever
  • goes live.

Quantitative evaluation

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Qualitative -Likert Scale

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Business outcome

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Ethic consideration

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Reflection

Reflection on project: 1. 1In our project, we aimed to create a user-centered design. Through testing, we received positive feedback and users expressed a desire to continue using the app, aligning with our goal of long-term behavioral impact. 2. Users responded well to the app's incentives for recycling and reusing, particularly the ability to save money and redeem gifts. This feature could be further improved in future designs. 3. Our app, designed for Loughborough University, targets increasing recycling rates in halls of residence and reducing waste impact. Feedback suggests potential for scaling the app to reach a wider audience, particularly among students.

Reflection on objective factors:

  • User incentives
  • User knowledge and awareness
  • User capacity limitations
  • Research methods and data analysis

Future plan

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11

Experience Design

ONEARTH - Energy Saving APP for GenGame

ONEARTH is an smartphone app in partnership with GenGame energy. Based on a user-centered design approach, ONEARTH targets new parents who are short of money and time and encourages them to use smart meters to ensure the best living conditions for their family, allowing their baby to get the best start in...

  • Experience Design
  • APP
  • Energy Saving
  • Smart Meter
ONEARTH - Energy Saving APP for GenGame hero image

Energy Saving APP for GenGame

ONEARTH is an smartphone app in partnership with GenGame energy. Based on a user-centered design approach, ONEARTH targets new parents who are short of money and time and encourages them to use smart meters to ensure the best living conditions for their family, allowing their baby to get the best start in life.

THE BRIEF

WHY CLIMATE CHANGE

Climate change happens because large amounts of greenhouse gases are released into the atmosphere as a result of many human activities worldwide, including, most importantly, burning fossil fuels for electricity generation, heating and transport. Climate change can alter our energy generation potential and energy needs.

WHY IT MATTERS
  • The impacts of climate change are increasing in frequency.
  • People are at risk of overheating in their homes.
  • Extreme temperatures increasee the energy demand for cooling in the summer and heating in winter.

ROLE OF SMART METERS

WHAT ARE SMART METERS

A new generation of meters installed in homes across Great Britain at no extra cost. Unlike traditional meters, which simply register a running total of energy used, smart gas and electricity meters can record half-hourly price and consumption data and provide automatic meter readings to your energy supplier.

WHY ARE THEY IMPORTANT
  • They help users manage their energy costs.
  • Could help reduce the user's carbon footprint.
  • They can make switching energy suppliers easy.
  • Easy to understand.
  • Encourages better energy habits.

TARGET USER

New Parents

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COM-B MODEL

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PROBLEM STATEMENT

How might we design a mobile app that utilises smart meter data to encourage time and money-poor new parents to reduce their domestic energy consumption and engage positively with climate action

PROBLEM ASSUMPTIONS

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UNPACK ASSUMPTIONS

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SECONDARY RESEARCH

RESULTS
  • Sometimes they are frazzled because they have little experience taking care of children
  • Their finances are unstable, yet they have so much expenditure because it takes a lot of money to raise children
  • Even families that are struggling will still try to give their children the best things because of their love and affection for their child
WHAT IT MEANS
  • The app should not take up too much time, take up too much time and should provide straightforward guidance.
  • One of the key motivations for behaviour change is saving more money.
  • One of the key motivations of behaviour change is doing something good for their child.

REFINED ASSUMPTIONS

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KEY INSIGHTS

USER NEED STATEMENT

As new parents, who are restricted to limited time and money, we need a way to ensure the best living conditions for our family so that the baby gets the best start in life.

DESIGN PROCESS

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APP FEATURES

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CONTEXT SCENARIO

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STORYBOARDING

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BODY STORMING

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PROBLEM
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Round 1: Smart Control Scenario
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Round 2: Money Saving Scenario
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STORYBOARDING

Final Storyboard for the Smart Control Scenario
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Final Storyboard for the Money Saving Scenario
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SITE MAP

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THE VISION STATEMENT

We believe, there is an opportunity to design a mobile app to assist new parents who are financially constrained that encourages them to build energy-saving practices and helps overcome concerns about Oliver's future so that they achieve a more conscious lifestyle.

THE FINAL DESIGN

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PROTOTYPE

{{< iframe style="border: 1px solid rgba(0, 0, 0, 0.1);" width="600" height="700" src="https://www.figma.com/embedembed_host=share&url=https%3A%2F%2Fwww.figma.com%2Fproto%2F45jKjzUz05jVdazDP1zLIJ%2FF215512-22DSP831-CW2%3Fpage-id%3D0%253A1%26node-id%3D1-2%26viewport%3D738%252C205%252C0.09%26scaling%3Dscale-down%26starting-point-node-id%3D193%253A7177%26show-proto-sidebar%3D1" allow="fullscreen" >}}

Click HERE if the demo does not load!

  • Flow 1: APP Prototype for the Smart Control Scenario (Storyboard 1)
  • Flow 2: Design System
FINAL FEATURES
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DESIGN PRINCIPLES

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DATA SOURCES

Data sources and how they are being utilized in the application :

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ROLE OF AI AND PREDICTIVE MODEL

There are three implementations of AI in our application and they are as follows:

  • Smart Appliances
  • Smart Suggestions
  • Predictive Models

USER OUTCOMES

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BUSINESS OUTCOMES

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REFLECTIONS

ASSUMPTIONS
  • What if the banks refused collaboration or found a reason not to help with these services
  • We are assuming they decided to invest in smart appliances.
  • How effective will the predictive model be in helping change behaviour
HOW TO TEST
  • More secondary research on bank collaborations. Interview bank representatives.
  • Use smart meter data to provide recommendations alternatively. Track how many devices get connected to the app.
  • User responses to the features can be captured. Further user testing is required.
LOOKING FURTHER
  • Testing the AI prediction model and its personality to accommodate the users' behaviour.
  • Testing the effectiveness of the voice-enabled smart assistant.
  • Based on the app usage we can explore more features that can cater to their needs and enhance their experience.