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GSMD-500-F032 Grad Design Studio I

BuzzSteps

Project 4 – Inquiry

BuzzSteps

An interactive educational installation design for children to learn about honey-making process in a fun way.

The mind that opens to new ideas never returns to its original size.

Albert Einstein

Mediums:Adobe After Effects, Rhino 3D Modelling, Cardboard, Walnut Veneer, Monitor, Linear Polarizing Filter, 3D Printing

Project Specifications:
UX, Tangible Interaction, Industrial Design

Project Team Members:
Lilian Zhaotong Chen, Yingci Rebecca Zhong

Project quick summary

Overview

Buzzsteps is an interactive educational installation designed for children. Our project aims to create a fun, engaging and immersive experience about bees and the honey-making process.

Our design uses a polarized screen with an attached polarized filtered magnifier for children to follow the journey of bees and understand the process of honey production.


The technical inspiration

The polarizing filter

This is where our initial idea came from

An LCD polarizer is a filter that controls light waves. It’s designed to block light waves of a certain polarization while simultaneously allowing light waves of a different polarization.

Inspirations

Field Study

As we are using polarizing filter, the medium itself is relating to the key word : exploration, information chasing and playfulness with the screen.

Therefore, we went to science world to do a field study to see how children would interact with the installations there.

We gratefully acknowledge that Science World is located on the traditional, unceded territory of the xʷməθkʷəy̓əm (Musqueam), Sḵwx̱wú7mesh (Squamish) and səlilwətaɬ (Tsleil-Waututh) peoples.

Obervation

Experience over knowledge – parents hope their childeren to have fun
Digital interactive installation
Installations that projects people’s participations are more attractive compared to others that only has physical interactions.

Experience over knowledge


Before we enter the space, both of us agreed with a hypothesis that parents would want their little ones to learn new knowledges in science world. However, we quickly realized our assumption was incorrect. Instead, parents and children were more focused on enjoying time together, creating a memorable experience.While we are observing, we also noticed that children have a very short attention span and are primarily seeking new and exciting experiences rather than learning.

To cater to this, we decided to use interesting themes to engage them, focusing more on narration and storytelling. As we browse, I looked on an article about bee on the science world’s newsettler(refer to the article below: INSIDE THE SMALL BUT MIGHTY BRAIN OF BEES), and this led to the development of the theme: “How Honey is Made.” This approach aims to attract children’s interest by weaving educational content into engaging and interactive stories, making learning both fun and memorable.

The Science World’s Newsettler

INSIDE THE SMALL BUT MIGHTY BRAIN OF BEES

The article touched on an interesting fact that bees are not only able to find nectar sources, but also being able to find new homes if they’re forced out of their hive.

It also touched briefly on honey production and I feel like it is a great topic for us to explore. Especially considering the topic that is of interest to children, we wanted to tell a story like an illustrated book.

The insperitaion : ultraviolet light interactive installation

Touch screen that allows users to interact with and explore how different objects appear under ultraviolet light

This is an ultraviolet light interactive installation we played. While interacting with it, we sensed that there are not much children get to experience this installation. There is no directions and indications on how to engage with it, and the appearance of it is not attractive for children as it is a huge touch screen. It made us to reflect on our own design that we want to avoid all the problems this installation has and make our design friendly to children.

Process

Sketch

The installation appearance idea
Animation clips plan

Making(physical)

Remove the filter on the monitor
Remove the glue on monitor using WD-40
Testing out the screen
3D printing in progress
Overview of the parts
Cardboard + Wood veneer

Making(digital)

3D modelling by Rebecca
Video animation by Lilian

The result

Overview
Close up
Full video animation
Video demo of the final design

We buit a beehive house with a screen inside, with a door covering half of the monitor. On the door says “shy construction workers” with a visible polarized circile showing a bit content to attrct visitors. Without a polarizing filter, the public can only see a beehive with a title and a blank white screen along with buzzing sound of bees, it makes people curious and wanting to check the design out.

Reflection & Future steps

The project Buzzstep in the current stage, I belive has successfully engages children in an interactive and educational journey about bees and honey-making. Reflecting on the progress, it’s evident that the use of storytelling and interactive elements effectively captures the children’s interest, aligning with the initial observations at Science World.

For future enhancements, focusing on perfecting the animations to make them more captivating and educational is essential. Additionally, I would consider a wood appearance for the installation as it would add an organic, nature-inspired aesthetic that resonates with the theme of bees and honey-making. This approach not only aims to enrich the visual and tactile experience for children but also enhances the overall thematic consistency of the installation. The goal is to continue developing BuzzSteps into an even more immersive, educational, and visually appealing experience for its young audience.

Reflecting on the “BuzzSteps” project, it’s clear that a tight timeline brought some unique challenges, like not being able to fully craft the “door” for the “shy construction workers.” It’s a little reminder of how crucial early planning can be, especially for creative endeavors. Next time around, getting an early start on booking the woodshop sounds like a better plan. It’ll give me more time to bring those wonderful ideas to life, particularly for the physical aspects. The current version of the appearance is a bit fragile and needs a long time to set up for display. However, I’m sure the next version will be even more resilient and user-friendly! 🐝✨

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GSMD-500-F032 Grad Design Studio I

IMMERGE

Project 3 – Discourse

Project Specifications:
UX, UI(Figma), Service Design, Near Field Communication (NFC)

Project Team Members:
Lilian Zhaotong Chen, Yingci Rebecca Zhong,

Background context

Trade Exhibition/Show

Defination

A trade show, also known as trade fair, trade exhibition, or trade exposition, is an exhibition organized so that companies in a specific industry can showcase and demonstrate their latest products and services, meet with industry partners and customers, study activities of rivals, and examine recent market trends and opportunities.

Click for more info about trade show…

Problem space

Non-eco-friendly

Did you know that trade shows produce an estimated 600,000 tons of trash every year, as reported by Trade Show News Network?


The average material waste of an attendee is 3.5 lbs and only 26% of that waste is recycled. Further, when considering the carbon emissions of transportation to tradeshows, food waste, and booth materials, according to MeetingsNet, the environmental impact of trade shows is staggering.

Photo on the right by Alexander Grey on Unsplash

Design Brief


Problem: Excessive Brochures

  • Traditional exhibitions result in excessive waste due to printed brand materials. Attendees must juggle numerous brochures and materials, hindering their ability to have an immersive and engaging experience.
  • Struggle to find and recall specific product information, leading to a less efficient experience.

Goal

The design goal of IMMERGE is to enhance the trade show experience by enabling attendees to use NFC for on-the-spot personalization and information gathering, thereby reducing waste and improving engagement.

What is Immerge?

NFC, Enhanced immersive experience, Sustainable

  • NFC – tap for easy instant product information
  • Enhanced immersive experience – our service’s map function will automatically create a personalized route with all the product indications visualized on it for future documentations
  • Sustainable – turning datas digitally means no more paper brochure and paper wastes
App User Flow
Location and NFC settings
Exhibit collection pop-up page
At the exhibition, visitors can simply touch the products they like using NFC, and the app will instantly provide feedback and show product information.
Detail page query and Quick Notes editing
Home Page+ Edit your own brochure + Navigation

Reading response

As for this project we were asked to choose a reading that best resonate with our design, and the article we choosed is “Embodying Phenomenology in Interaction Design Research”.

Stienstra, J. (2015). Embodying Phenomenology in Interaction Design Research. Interactions, January-February 2015, 20-21.

“The greater commonality or generalizability is thus found in the subjectivity incorporated in the theory; within the ever-changing patterns; in the sense-making; in the hallmarks of being; in the phenomenology of perception.”

Stienstra, J. (2015)

This concept speaks to the idea that the universal appeal of a design lies in its ability to resonate on a subjective level with individuals, acknowledging and adapting to their unique perceptions and experiences within a dynamic environment.

The design of IMMERGE aligns with this by providing a platform that responds to the individual’s actions—where the act of engaging with NFC tags is a personal choice that leads to a tailored experience. Instead of presenting the same static information to all attendees, it allows each user to create a personalized path through the trade show, reflecting their interests and interactions. Our design acknowledges that each visitor’s perception and informational needs are unique and evolving, and by doing so, it embraces the phenomenology of perception, where the experience of the trade show is subjective and grounded in each attendee’s active participation and sense-making process.

Reflection and future steps

The part that I enjoyed the most is Near Field Communication (NFC) part as the NFC component of IMMERGE truly elevates the experience from mere observation to active participation. The act of tapping an NFC-enabled device imparts a physical element to the interaction with digital content, rendering it more engaging and memorable by anchoring it in a tangible action.

This platform innovatively renders data more captivating and creates a mutually beneficial scenario—exhibitors no longer have to worry about visitors wasting time collecting product information, and visitors enjoy a streamlined, interactive experience.

As for potential future developments, here are a couple of areas:

  • Fostering Connections: By adding functionalities that enable attendees to network with peers and industry experts, IMMERGE could extend its influence beyond the event, cultivating a persistent community linked to the trade show.
  • Cross-Contextual Adaptation: Taking the IMMERGE framework and transplanting it into varied settings like museums, art galleries, or retail spaces could significantly widen the impact of this immersive technology, offering customizable experiences in a multitude of public spaces.
  • Embed Audio to Figma prototype: Due to the constrain of Figma version, I wan’t able to emded audio using code. However below is an idea prototye.
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About me

Welcome to My Virtual Studio

  • BuzzSteps

    BuzzSteps

    The technical inspiration The polarizing filter An LCD polarizer is a filter that controls light waves. It’s designed to block light waves of a certain polarization while simultaneously allowing light waves of a different polarization. Obervation Digital interactive installation Experience over knowledge Before we enter the space, both of us agreed with a hypothesis that…


  • IMMERGE

    IMMERGE

    Design Brief Problem: Excessive Brochures Goal The design goal of IMMERGE is to enhance the trade show experience by enabling attendees to use NFC for on-the-spot personalization and information gathering, thereby reducing waste and improving engagement. What is Immerge? NFC, Enhanced immersive experience, Sustainable App User Flow Location and NFC settings Exhibit collection pop-up page…


  • Welcome to My Virtual Studio


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About me…

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GSMD-500-F032 Grad Design Studio I

Homelybite

A taste of home, no matter where you roam.

Team members:Lilian & Melody

Project 2 – Service design

Problem

How do we cope with homesickness while being away?

For the wanders, who are the individuals that pursue education in foreign countries, work remotely while moving from place to place, young adults move away from their parents’ home …

In our discussions with peers, we’ve found that those of us not originally from this area share moments that trigger homesickness. This could be an unexpected rainfall stirring emotions, or a particular landscape reminiscent of our hometowns. These experiences highlight the deep connections we have with our places of origin and how various sensory experiences can evoke feelings of longing and nostalgia for home.


Homemade food, especially recipes passed down from mothers, emerges as a comforting remedy for those experiencing homesickness. It represents a tangible and familiar link to home, providing both emotional comfort and a sense of connection to one’s roots and family traditions.

Hypothesis

Consuming hometown food can alleviate homesickness experienced by individuals living abroad.

After talking to our cohorts and review the survey results, we found that cooking and eating food from our hometowns especially using our moms’ recipes would helped us feel less homesick.

Design Brief


Opportunity

A recipe sharing app for family and friends in long-distance relationships

Goal

Our app aims to allow family and friends to connect, exchange recipes, and create lasting culinary memories, foster a sense of togetherness, alleviate homesickness, all while being physically apart.

What is Homelybite?

Craft, Share, Cook: Simplifying Home Cooking

  • Craft your very own homemade recipe
  • Spread the joy of your recipe with your loved ones
  • Cook easier with step-by-step recipe mode

Progress

Moodboard

We want our service to be healing, delightful and bond connections by food. The images are all relating to our main theme. We picked the colour palette from the moodboard and implement the colours to our mobile end.

Reflection & Future steps

Reflecting on our project, it’s clear that the concept of homesickness resonates deeply among those living away from their hometowns. The emotional comfort derived from familiar foods, particularly family recipes, is a powerful tool in combating this feeling.

During the food-sharing session, I realized the importance of considering diverse dietary needs, which I had overlooked. In the future, I will ensure to include options catering to different preferences and requirements, such as halal and non-dairy choices. This adjustment will make our gatherings more inclusive and considerate of everyone’s dietary restrictions and cultural practices.

Moving forward, we aim to expand our ‘Homelybite’ app, incorporating more diverse recipes and cultural stories. Additionally, we plan to organize more culinary sharing sessions, fostering a stronger sense of community and belonging. These steps will not only enhance our understanding of homesickness but also celebrate the rich tapestry of cultures and cuisines within our cohort.

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GSMD-500-F032 Grad Design Studio I

Floral Glow: Illuminate Scented Blossoms

An enchanting melody to illuminate your path forward.