ABOUT
This project is a study and manifestation of a concept intented to encourage people to build a habit for
savings.
PROBLEM SPACE/PHENOMENA
Like 67% of American college students who are unable to graduate within four years, prudent spending is
an essential life skill. With graduation delayed and financial independence out of sight, it can be an
overwhelming experience without proper preparation
to grow into the habit of saving for yourself in the future. Especially if someone lives a poorly
managed financial life, an unregulated environment like college is not very helpful. One of the problems
that I identified through initial
research is that many students accumulate debt during college, and this debt usually becomes a financial
burden for several years. Without a concept of savings, it becomes difficult to pay off the debt you owe
and maintain a stable credit
in the future (which is common knowledge for adults but may be new to young adults).
WHAT I WANTED TO DO
My goal was to reward users who habitually save and manage a healthy
financial lifestyle. A concept I worked with is "farming" and "growth." Investing resource into
something in order to create larger value is something people do all the time. Savings account people
open at the bank is an example. Stocks and real estate assets are another example. The biggest flaw for
monetary currency is that it is difficult to track and visualize your own stock. As a result, people
overlook the importance of minute savings. People easily dismiss corners that could have been cut tight.
But most importantly, it is important to establish a feedback loop that encourages the user to
consistently save money.
FIRST PROTOTYPE
My first attempt was in the form of a smart flower pot. I did a quick prototype to build a system in
which a person saves money everytime the plant is watered. I used RFID cards and readers as input
devices and made custom water sprayers using Arduino parts to create a conceptual design encouraging
financial awareness.
SECOND PROTOTYPE
I commissioned my second prototype to a CMU alumni artist Cindy Hsu(@og.skinman). It was an attempt to
achieve a better grasp of what kind of visual would appeal to the user. I noticed that a "collective"
(i.e. stock) appeals more than the individual. A flower garden has a different affect compared to the
individual flower, both of which are visually pleasing in different ways.
THIRD PROTOTYPE
Using a tutorial code from D3.js, I tried to render the same experience in a digital medium. I was
pleased but not satisfied with the outcome because I was not adept enough with the library to build
complex renderings bottom-up. Nonetheless, it still gets across the point that something about
"collection" is closely tied to growth (perhaps the metaphor of a "stock" rollsover from other
contexts).
ABOUT
This diagram documents the evidence and final outcome of a studio project in collaboration with UPMC.
PHENOMENA
In order to generate a more inclusive medical experience for blind and low vision patients who will
visit the new outpatient facility in Allegheny County, Pittsburhg, PA, our design group focused on how
we can fluidly incorporate a patient education service. A keyword our group highlited is "clarity" of
information. The goal is to uplift individuals with low health literacy to ensure an encompassing
medical consultation service.
ABOUT
(Above image is borrowed from CMU School of Design's curriculum)
This project is a documentation of a personal practice to expand approaches for design and endeavoring
to shape a framework for new ways of considering the world around us.
As our world accelerates into the era of hybrid environments(systemic spaces in which the digital and
physical coexist), we see a greater need to immerse ourselves in the interactions with new technologies.
Technology has evolved from a tool that aids existing activities into a social entity-
a force that influences our environment and ourselves
- that delivers experiences unique to its medium. Designing the ambience of the hybrid environment will
allow us to predict how such social forces will overlay in our existing environment.
AMBIENCE
The peripheral data that initializes context and meaningful substance to the world. Design that doesn’t
consider ambient elements will risk creating a solution that does not fit.
It allows pervasive communication by establishing a common currency in a social, cultural, and economic
context. Shared values that orient complexity and classify the abstract.
Ambience and peripheral thought process ifluences how we relate to other entties. We do not live and
work in silos.
TRANSPOSE WHAT YOUR GOING TO BUILD
While most designers design for the contextualized scenario, they should also think about designing from
the outside in.
Common digital applications have been built “for” the smartphone. But we do not stop to think to build
the smartphone itself, or the larger ecosystem of internet of things. When continuing this ladder, we
come to a point where the design is not really about an artifact but more about a vision that allows the
design to take on unconventional forms.
For instance, a designer is trying to build an web application for a collaborative workspace. Initially,
the designer asks questions regarding the artifact - “how should the UI look like?” The designer then
asks about the underlying systems and how this application will be integrated. Scaling another step, the
designer questions what it means to collaborate. Finally, when identifying the ambient level design
elements, the designer needs to look at the factors of the outside world that make up the inside world,
that is, identifying all the phenomena related to the definition of collaboration or maybe even
telepresence. Here is an example:
From this framework, designers can trascend the given context. and begin thinking about the ingredients
of the phenomena of collaboration. There are continents of untapped areas of design that do not even
exist yet `that are all interconnected to the problem spaces we are solving as of today. Our goal is to
rise above the surface design challenges and recognize the changes that can be made from a higher layer.
ABOUT
This is a virtual project for creating a male grooming platform.
PHENOMENA
Grooming is not just about buying the best product. Nor is it just about opening a freshly delivered
bundle of blades for your beard. There's more to grooming than making a platform more usable to male
customers. Establishing a grooming lifestyle is a meticuluous process that sometimes brews from going to
physical shops and testig products out. Generalizing that most men expect the opposite experience of
what Sephora or Bluemercury offers may be a major dismissal of a design opportunity that can grasp the
needs of males who are sensitive about their skin but express those concerns in different modes. This
project is
about transposing a classical ritual for many boys, dudes, guys, and men around the world into the form
of a digital environment.
THE ROLE OF PLAY
There has been a growing presence of beauty drugstores in urban centers not only back home in South
Korea (OliveYoung, LOHB, Watsons, etc...) but also in the states (Sephora, Bluemercury, Ulta, etc...).
These physical environments resemble much of children's playground. Testable products, various brands
that allow customization, visually appealing store layout, and the non-instrusive sales people make
such spaces a fun area to explore cosmetic products. My goal is to isolate the elements of "play" when
exploring
grooming products and apply the design elements into the form of a digital platform.
Simutaneously, it is also about making the experience of grooming a more personal and lasting
experience. Grooming is not really a choice for some people, while others do it just for the extra step.
Either way, much of the field observation demonstrated that there is a unequal representation of male
products in
such stores and that it is really difficult for men to orient themselves and behave naturally in such
environments. Applying the concept of a playground is an endeavor to break the stereotypes that enforce
classical gender roles and incite users to freely shop products that best represent the user's
lifestyle.