Design Pattern Matters
DESIGN PATTERNS ACT AS THE EVER CHANGING BUILDING BLOCKS OF TIME // A TRAJECTORIES TO OUR FUTURE
Perhaps the creation of the mouse for computers might be the perfect pattern for teaching society about interaction with software. Thus, a mouse is just a building block to this design pattern and a step for advancement. Interaction with mobility is the current pattern cycle in today’s world. It went from a simple four-direction trackpad to a precise capacitive touchscreen. Also, from simple drag and scroll, to multi-action gestural controls.
1000 Story Elevator
Thinking Holistically // But How can we tame Brian?
Entering in this 1000 story elevator with 50 other people will be a breeze. No lines will occur, and it will a large 360 degree view, thanks to the glass walls. Simply draw a circle with your finger anywhere on the glass to activate the control panel. There are four ways to select and discover floors: keypad, draw mode, smartcard and/or via smartphones. Usual employees and residents can simply tap their smartcard and/or smartphones for smart-select on their usual and favorite floors.
Class: Intro to Interaction
Date: September 2011
The Most Important Lesson
Understanding the boundary of design pattern is the key to success in today's interactive machinery. As society prioritizes efficiency as key, there's no doubt that 'at a glance' factor plays key roles for mobile design. Thus, design pattern constraints mobile layout into a one column grid. Designer's challenge is to prioritize and utilize the maximum potential of visual hierarchy, typography choice, as well as contrast on different devices and lighting situation to enhance ‘at a glance’ experience while acknowledging core tasks.
Class: Visual Interaction Design
Date: October 2012
Personal Smartfridge Designed Through Empathy
Smart refridgerator is not a new idea, it's a vision embed in our minds for years. Today, there are refrigerators sold with screens with upscale capability of tweeting from your fridge. It is important to note the difference between 'designing for people' and 'designing with people.' We created a customer journey map from the data we have gathered through a variety of design research methods. These methods are from observations of AEIOU, to intercepting interviews at grocery stores.
There is an opportunity to provide users (families and roommates) with a smart fridge that address the problem of overlooking, organization, and health.
Class:Foundation of Interaction Design
Date: Decumber 2012
The Cultural Airport of Tensions
A FRIENDSHIP JOURNEY OF THREE INDIVIDUALS FROM TWO DIFFERENT CULTURAL BACKGROUND
It is safe to assume that people with a common cultural background make friends easily. Based on my insights on this topic of cultural friendship, a person's cultural upbringing is critical for the development of individual values. Thus, this journey map shows three individual stories of Ben, Kathy and Nick from two different cultures - read along to find out how Ben struggles between the two different cultural tension under the Hierarchy of Friendship.
As two individuals with two different viewpoints clashes, it creates interesting opportunity for a stronger bond, through mutual respects and understanding. These friendships offer a unique perspective that one would never consider, influencing one’s decision making.
USING SYSTEM THINKING TO UNDERSTANDING AND GROUNDING A VISION, AND USING HIGH FIDELITY PROTOTYPES AIDED BY STORYTELLING TO CLEARLY COMMUNICATE AN IDEA.
The Adobe sponsored project utilized the most of my interaction design skills. Matt is external reviewer. He is invited to join a class presentation. He could access the classroom on his device from anywhere.
Matt has 3 Tasks:
- Easy access to Adobe's Classroom
- Stream Live or Playback student's presentations
- Evaluate and give feedback to students.
- Ability to check out user's profile (rather it is the students or other guest invited)
Class: Interaction Design: System
Date: March 2013