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Design Portfolio

Sanah ALI

Final year B.Des, IIT Guwahati


Interaction Design, User Centered Design, Healthcare, Learning sciences

goto: Final year thesis

Project 1

Beacon

Jan - May 2013

a tangible user interface to tackle vulnerability


Guide: Daniel Leithinger, MIT Media Labs
Project Members: Sanah Ali, Kiran Raj, Nishita Gill

EMER

GENcY

Abstract: The project was initiated as a part of the Tangible User Interfaces workshop by the MIT Media labs. The aim of
the project was to build a tool to tackle situations of critical vulnerability by the use of a tangible tool. A wearable bracelet
was developed to pacify a user in situations of critical emergency. The deliverable was a working prototype of two bands
that wirelessly communicate and aid a victim in overcoming vulnerable situations. The project involved User Research,
Ideation Maps, Scenario building and Prototyping using Arduino.

Wearable Computing, Tangible User Interfaces

Project 1

Beacon

a tangible user interface to tackle vulnerability


Critical

User research: Users were interviewed on various situations of


vulnerability. We then categorised the users in three categories
depending on their stage of vulnerability: Critical, Anxious, Comfortable.
The user was narrowed down to the Critical vulnerability domain.

Facing danger?
Attacked & No ones around?
Can we design an interaction system
based on direct & immediate feedback
to make you feel help is on the way &
you're going to be safe?

Anxious

Stressed out? Worried? Nervous?


Can we design an interaction system
to make you feel that your loved one is
holding your hand?

Comfortable

Step out of your comfort zone!


Feel Vulnerable!
Can we design an interaction system that can tell you its ok to feel vulnerable?
Can this interaction system tell you to calm down, relax & embrace your naivety!

Conceptualisation: Areas of research were rst outlined. After


dening user needs we designed the primary concept of the product.
Scenarios of use were detailed. Existing products in the domain were
identied and a benchmark map was drawn.

Wearable Computing, Tangible User Interfaces

Project 1

Beacon

a tangible user interface to tackle vulnerability


Concept presentation: The design concept was presented to
workshop mentors and fellow participants. The scenarios were
enacted. We gathered useful feedback from the rst pitch session.
Use cases and product sketches: Use case for the twin band
system was elaborated. We designed multiple use cases based on
user reviews. Key features of the product were listed. Initial product
sketches were drawn.

Wearable Computing, Tangible User Interfaces

Project 1

Beacon

a tangible user interface to tackle vulnerability

Prototyping: We used basic electronics and Arduino processing to prototype the product.

Product presentations: The working prototype was presented. The product idea received a positive feedback.

Wearable Computing, Tangible User Interfaces

Project 2

Cyborg for Desktop (amazon.com)

May - Jul 2014

user experience design of cyborg - kindle editor tool


Guide: Mr. Tom McDonald, Senior UX Design & Mr. Sridhar Godavarthy, senior SDE, amazon.com
Project Members: Sanah Ali
Abstract: The project was carried out as a part of my internship at Amazon Development Centre, Chennai. The project
involved development of the User Experience of a desktop based authoring tool for creating, editing and enriching kindle
content. Followed the Amazon User Centred Design methodology to deliver UX specication of the tool. Work involved
Usability Evaluation, User Research, Persona building, Scenarios, User Journeys, Wireframing and Visual Design. The
project was carried out in a multi-disciplinary team of software developers, operators, interaction designers and graphic
designers.

User Experience Design, Information Architecture

Project 2

Cyborg for Desktop (amazon.com)

May - Jul 2014

user experience design of cyborg - kindle editor tool

User personas: 5 personas were developed

Task ows: Tasks were divided in 6 categories and


task ows were made

Conceptualisation: Product attributes required several rounds of brainstorming and feedback

User Experience Design, Information Architecture

Project 2

Cyborg for Desktop (amazon.com)

May - Jul 2014

user experience design of cyborg - kindle editor tool

Paper prototyping: Low delity prototypes were developed. Rapid prototyping was done to test on users and
gather feedback

Wireframes

User Experience Design, Information Architecture

Project 2

Cyborg for Desktop (amazon.com)

May - Jul 2014

user experience design of cyborg - kindle editor tool


A UX specication document was delivered.
The document specied the detailed layout
of the tool and the wireframes of all features
included in the tool. Interactions were
specied with the document. A working
prototype was developed an tested with the
users. The project is ongoing in Amazon.

Wireframes

User Experience Design, Information Architecture

Project 3

Accessibility in smartphones (Samsung)

Aug - Dec 2013

designing innovation solutions for improving accessibility in smartphones


Guide: Professor Keyur Sorathia (IIT Guwahati)
Sponsor: Samsung Research and Development Center, Bangalore
Project Members: Sanah Ali, Huzefa Kanchwala, Ishpreet Batra, Tuhina Dargan, Arushi Singh
Abstract: Research project to propose innovative UX design solutions aimed at improving Accessibility of Samsung
Smartphones. Explore the domain of disabilities. The project submitted interventions in accessibility features for visually
disabled users, users with motor disabilities and cognitive disorders. Project involved User Research, Contextual Inquiry,
Design thinking, IA, Task ows, Rapid prototyping, Wire framing and Usability Evaluation. The project was carried out in a
team of 12 researchers in the Embedded Interactions Laboratory in collaboration with the Samsung Research and
Development Centre, Bangalore.

Accessibility, User Interfaces

Project 3

Accessibility in smartphones (Samsung)

Aug - Dec 2013

designing innovation solutions for improving accessibility in smartphones

Task ows

Accessibility, User Interfaces

10

Project 3

Accessibility in smartphones (Samsung)

Aug - Dec 2013

designing innovation solutions for improving accessibility in smartphones

Concept generation

Accessibility, User Interfaces

11

Project 3

Accessibility in smartphones (Samsung)

Aug - Dec 2013

designing innovation solutions for improving accessibility in smartphones

Concept generation

Accessibility, User Interfaces

12

Project 4

Sound in Learning

Jan - May 2014

research project to evaluate the benets of audio cues in learning


Guide: Professor Ravi Mokashi (IIT Guwahati) & Mr. Om Deshmukh (Xerox Research Center India)
Sponsor: Samsung Research and Development Center, Bangalore
Project Members: Sanah Ali, Akash Harlalka, Ankit Kumar, Jatin Bajaj
Abstract: A framework for using audio cues interspersed with the content to improve student engagement and learning
outcomes. Drew from cognitive theory of multimedia learning, modelling of working memory. Project involved Experiment
design, Interviews, Questionnaires, Statistical analysis. The project was carried out in collaboration with Xerox Research
Centre India.

Sound, Learning Sciences, Experiment Design

13

Project 4

Sound in Learning

Jan - May 2014

research project to evaluate the benets of audio cues in learning


With the aim of improving education, we wanted to work on something that can help students improve their learning. With
multimedia content being increasingly used in the context of E-learning, we tried to explore the possibility of sounds in
improving the learning. After getting insights from the several papers on cognitive theory of multimedia-based learning,
working memory model and application of sound in the lm industry; we prepared a framework in which we taught some
students using audio cues and checked their performance against those studying without any audio cues.
On a set of 20 freshmen engineering students, we demonstrate that the systematic use of audio cues led to a 37.6%
relative improvement in learning outcome and 44% relative improvement in long-term retention. Post-study interviews
establish that the students associated improved recall and engagement to the presence of audio cues.

Sound, Learning Sciences, Experiment Design

14

Project 5

CaptuRing

Jan - May 2014

a tangible imaging tool for eective brainstorming


Guide: Professor Keyur Sorathia (IIT Guwahati)
Project Members: Sanah Ali, Bhawna Agarwal, Neeraj Talukdar, Vikas Goel
Abstract: This project introduces CaptuRing - an adjustable tangible tool for designers to support and augment their
brainstorming process. The tool enables selective capturing of required information from a table top surface meant for
brainstorming, storing it and accessing the stored information using intuitive interactions. This provides a framework to
creatively build on each others ideas while eliminating the need of everyone being present at the same time in a design
oce. The project was carried out as a part of the course Tangible User Interfaces in my pre-nal year.

Publication: S. Ali, B. Agarwal, N.Talukdar, V.Goyal. CaptuRing - A Tangible Imaging Tool for Brainstorming
ACM proceedings (Indian HCI conference)

Tangible User Interfaces, Imaging

15

Project 5

CaptuRing

Jan - May 2014

a tangible imaging tool for eective brainstorming


The tool using exible shape
changing rings to selectively crop
images from a brainstorming
board. The rings are closed to
capture the images. Dierent
images are linked together to link
ideas. The board can now be
reused and the initial
brainstorming is stored in the
rings.

The processing language (JMyron


library) was used. Additionally, we
used the ReacTIVision technology
and Fiducial markers.

Tangible User Interfaces, Imaging

16

Project 5

CaptuRing

Jan - May 2014

a tangible imaging tool for eective brainstorming

Capturing as a tool allows for temporal discontinuity in brainstorming sessions, which can be of vital essence
especially in busy environmental settings where it is not always possible for all the members to be available for
discussion at the same time. The tool itself supports a workow wherein the participants can have access to
previous information, contribute ideas and opinions, and store it with ease for other participants. Thus, exibility is
provided in terms of time.

Tangible User Interfaces, Imaging

17

Project 5

CaptuRing

Jan - May 2014

a tangible imaging tool for eective brainstorming

Anonymity is another aspect which Capturing succeeds to address when it comes to generating, reviewing and
critique of ideas. It should be noted that the main essence of brainstorming still remains intact, which is to build up
on each others ideas by referring to information already stored in the CaptuRings.
CaptuRings provide is the exibility of space. Instead of a conventional whiteboard where space is limited,
multiple CaptuRings can be used to account for a larger number of ideas, which can then be easily brought into
the active frame of the table top as and when required for viewing.

Tangible User Interfaces, Imaging

18

Project 6

Savour

Jul - Dec 2013

an application to identify food in a foreign location


Guide: Professor Sharmistha Banerjee (IIT Guwahati)
Project Members: Sanah Ali, Tuhina Dargan, Shruthi Chivukula, Vishesh Kumar
Abstract: Savour is a food discovery and comprehension mobile application, designed for our 5th semesters Interaction
Design courses project. The course involved us carrying out every step in the Design process of a product up to making
low delity mockups. The interaction process involved user research, user analysis, interviews, personas, scenarios, card
sorting, information architecture, prototyping, wireframing, visual design and usability evaluation.

Cant understand the local food?

Food & Travel

Local
delicacies

Interaction Design

Authentic food in
a new place

19

Project 6

Savour

Jul - Dec 2013

an application to identify food in a foreign location

Tour Guides

Waiters

AFFECTED
Restaurant
owners

Co-travellers
Travellers
Foodies

Restaurant
Menu

Hotel
staff

Dont know
local language

USERS
People looking
for new food
Recently shifted
to a place

Activities Environment

Local people

Objects

INFLUENCE

Entrance

Reception

Interaction Design

Credit card

Cellphone

Packet

Food

Wallet

Bill

Reception

Table

Table

Restroom
Table

Read menu

Give order

asking about food


ingredients, spice level
advice

Eating

Waiter

Someone who is in the restaurant and


wants to get information on food items

asking about food


asking ingredients
socializing
observe their food
asking about food
socializing

Co-diner

Pack food

food
specifications

Diner
asking about food
asking ingredients
orders, bills

Pay bill

Socializing

Call waiter

Finding seat

understanding the food items


knowning the ingredients
deciding what u want

Users

Stakeholders: Users, Aected, Inuenced

Reception

Table
Table

Family Members

Travellers from the


same country/area

Cutlery

Menu card

Table/chair

Crockery

Handwash

AC/Music

Other diners

asking about food / cost


asking ingredients
orders, bills

Reception

Users, Activities, Environment, Objects, Interactions

20

Project 6

Savour

Jul - Dec 2013

an application to identify food in a foreign location


Cost

Helpless (language)

Spice level

Ingredients

Ambience

Hungry
Offers/discount

Allergies
What is this?

Waiters advice
Co-diners preference

Menu cards
Waiters

Order revision
Specilities
Specificaions Preparation
Reviews/ratings
Ingredients
Spice level

Offers/discounts

Where is that?

PIctures
Specials

Cost

Categories

Stuff other people get

Reads the Menu

Ask ingredients

Ask spice level


Ask co-diners preferences
Ask the waiter for advice/specialities
Nutrition value
Selects items

PAINS
PAINS
Nutrition value
Language barrier
Veg.Nonveg Nutrition value
Language barrier Allergies
Bad service
New names
Bad taste
Bad service

Food items
Specifications
Ingredients

Ask time
Gives order

Preparation

GAINS
GAINS

Good Menu card


No barrier
language barrier
Good Menu card
No language
Good service
Good Food Good Food
Good service

Empathy mapping
The Person already knows where to have and we will help him decide
what to have? The purpose of wanting to identify a food item, is to be
able to decide whether or not to have it. We need to choose and
prioritise factors, with this in mind.

Interaction Design

Insights of User Research

21

Project 6

Savour

Jul - Dec 2013

an application to identify food in a foreign location

Vinit Shah
Age : 34 years

Profession : Marketting executive

Frequent Traveller

About

What are they currently doing


about these problems?

Vinit is a young marketting executive from Gujarat who works


in an Indian MNC. He travels a lot on business trips. He usually
travels to US, UK, France and other European countries. He is a
bachelor and usually travels with colleagues. He stays in
hotels booked by the company.

User behaviour
He likes to explore food in a new place. He tries to find out the
local delicacies.
He is a vegetarian. He likes spicy food.
He prefers economical food. He does not spend a lot on food.
He eats in restaurants near his place of stay.
He generally goes with a localite to help him identify food.

Needs
He wants detailed information about vegetarian food available in a place.
He wants some help to know about new food(detailed) in a
place.

Contextual Inquiry

Interaction Design

Persona

22

Project 6

Savour

Jul - Dec 2013

an application to identify food in a foreign location

User interfaces
Wireframes were developed in Balsamiq Mockups. Post wireframing, User Interfaces were designed with visual
design principles. Heuristic evaluation was conducted on the User Interfaces to evaluate usability

Interaction Design

23

Project 7

The cracked egg

May - Jul 2012

a furniture design
Guide: Asad Firdosy (Director, Asad Firdos Design Studio, Nagpur)
Project Members: Sanah Ali
Abstract: Post my freshman year, I worked at the Asad Firdos Design Studio in Nagpur, India to design and manufacture a
furniture product. The product developed was an egg chair. The project involved product conceptualisation, prototyping,
ergonomics, manufacturing techniques, moulding and casting processes, jointing, cushioning, painting and nishing.

Ergonomics, Product Design, Furniture Design

24

Project 7

The cracked egg

May - Jul 2012

a furniture design

Concept: The concept behind the chair is the egg shell cavity. I wanted to develop a sitting place in which you can get
cozy into your own private shell, this ignited the idea of something exactly similar that nature has given us, an egg shell.
What attracted me was the unique way in which an egg cracks open. Also, sitting in an egg always fascinated me.

Ergonomics, Product Design, Furniture Design

25

Project 7

The cracked egg

May - Jul 2012

a furniture design

Metal frame and roping: For making a clay structure, an initial


metal frame was welded. The frame was then wrapped in ropes to
hold the clay. The jute roped were woven with synthetic ber ropes.

Prototyping: Scaled down prototype of the


model was developed with wires and paper
coating. Dimensions were decided after a
study of human body dimensions. Principles of
ergonomics play a huge role in product details
and ratio. The prototype served as a blueprint
for the nal product design.

Ergonomics, Product Design, Furniture Design

26

Project 7

The cracked egg

May - Jul 2012

a furniture design

Clay mould and Plaster of Paris: The round shaper of the egg was
made in clay with an inner metal and rope framework. To make the
mould of the nal egg, plaster of paris was coated on the clay. The PoP
was separated by metal plates for easy separation from the clay as it
dried. Dierent parts of the PoP were numbered and pulled out to have
a set of mould pieces.

Ergonomics, Product Design, Furniture Design

27

Project 7

The cracked egg

May - Jul 2012

a furniture design

Casting in moulds: Glass bre re-enforced plastic was used for casting. The PoP moulds were used for structure.

Jointing

Ergonomics, Product Design, Furniture Design

Cushioning

28

Project 7

The cracked egg


a furniture design

May - Jul 2012

Final product after nishing

Ergonomics, Product Design, Furniture Design

29

Project 8

Samsung Club

May - Jul 2013

a series of native android applications for samsung mobile


Guide: Ms. Priyanka Agarwal (Director, Fractal Ink Design Studio, Mumbai)
Project Members: Sanah Ali, Priyanka Agarwal

Abstract: Designed
wireframes and visual
designs for a series of 6
native applications for
Samsung mobile. The
application is now live in two
languages. The project was
carried out as a part of my
Sophomore year internship
at the Fractal Ink Design
Studio in Mumbai.

I was given the entire wire


framing and user journey of
the applications under the
guidance of my mentor.

User Experience, Information Architecture, User Interface Design

30

Project 9

Signage Design

Sept - Nov 2014

for the academic department of design


Guide: Dr. Prasad Bokil (IIT Guwahati)
Project Members: Sanah Ali
Abstract: Designed icons, sign boards, panels, plates and room signages for the Department of Design, IIT Guwahati

Icons.

Department of Design, IIT Guwahati

User Experience, Information Architecture, User Interface Design

31

Project 9

Signage Design

Sept - Nov 2014

for the academic department of design

2
Hanging sign board

Keep calm and make things.


Workplace

The sophomores.
B.Des II Classroom

1
Jack of all, Master of Design
M.Des I Classroom

G
0100 0000 0100
Computer Lab

Meet up & Talk.


Seminar Room

Display.
Exhibition Room

Staircase
Classrooms

Workplaces

Faculty rooms

Laboratories

Utilities

Map panel : Department of Design, IIT Guwahati

User Experience, Information Architecture, User Interface Design

32

Project 10

Eco

Sep - Nov 2014

a learning game for economic and ecologic sustainability


Guide: Professor Sharmistha Banerjee (IIT Guwahati)
Project Members: Sanah Ali, Vishesh Kumar
Abstract: In this paper we introduce and describe the conceptualization and design of Eco a game based on
communicating Ecological & Economic sustainability concepts to children. This project was carried out as a part of the
Usability Engineering project in our seventh semester.
Given the target of spreading sustainability education in an interesting manner to primary/secondary school children, we
chose the domain of educating players about making environmentally sound decisions, in tandem with nancial decisions
conveying how being ecologically aware and planning economically in the long term, often go hand in hand, and should
be prioritized over short term choices.

User Experience, Information Architecture, User Interface Design, Visual Design

33

Project 11

Sex-ratio in India

Aug - Oct 2014

data visualisation of sex ratio in states of india


Mentor: Dr. Prasad Bokil (IIT Guwahati)
Project Members: Sanah Ali
Abstract: The project was carried out as a part of the elective course Information Visualisation. The idea was to visualise
the sex ratio of the major states of India. Data visualising techniques for eective communication were used.

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929

922

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995
975
1001
985990
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SEX RATIO AT BIRTH


in Gujarat

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GUJARAT

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INDIA

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CHHATTISGARH

SEX RATIO AT BIRTH


in Chhattisgarh

SEX RATIO AT BIRTH


in India

Data visualisation

34

Project 12 - Bachelor Thesis Project

Wearable interventions in healthcare

Ongoing

thesis project on wearable interventions


Mentor: Professor Keyur Sorathia (IIT Guwahati)
Project Member: Sanah Ali
In my thesis project, I am working on a wearable device that uses persuasive technologies to motivate a patient diagnosed
with Impaired Glucose Tolerance (A pre-diabetic disorder) to eectively follow the lifestyle changes prescribed by the
physician. The aim of this project is to persuade users for recommended lifestyle changes to delay progression to Diabetes
Mellitus. A technology intervention is proposed to monitor real time vital data of the user and provide intelligent
suggestions for lifestyle interventions that aid reversion from IGT to normal. This data monitored in real-time by the use of
sensory monitors is to be reported to the endocrinologist. The device requires to have a reminder system to aid the user
in getting regular diagnostic tests to monitor Glucose levels. A Persuade - Monitor - Report - Remind system is suggested.
The project involves studying user behaviour and technology acceptance. After an extensive literature review, I have
conducted user and expert interviews. Post research analysis, I have designed the various parameters of the design
solution and the application of persuasive design. At this stage, I am prototyping the monitoring system of the wearable. I
plan to develop the tool by early March and test it for checking the eect on user behaviour.

Persuade
take prescribed
measures

Wearable computing, Healthcare

Monitor
progress

Report

Remind

to medical
expert

for regular
health checkups

35

Project 16 - Bachelor Thesis Project

Wearable interventions in healthcare

Ongoing

thesis project on wearable interventions


Impaired glucose tolerance (IGT) is a pre-diabetic state of hyperglycemia associated with insulin resistance and
increased risk of cardiovascular pathology. IGT patients suer from blood glucose levels higher than normal levels
but less than Diabetes Mellitus (DM). Timely correction of IGT delays the onset of Type-2 DM.

<7.8 mmol/L

7.8-11.1 mmol/L

>7.8 mmol/L

Normal

IGT

Diabetes

14% Indians

Research shows that for treatment of IGT,


Pharmacotherapeutic interventions such as
Metamorphin Troglitazone is less eective as compared
to lifestyle modication methods such as regulation of
sleep patterns, physical activity and BMI.
62

mn

Why wearable?

Empower

Trust

55% IGT patients

Privacy

Consolidate

Connect

Extant literature on the use of persuasive theories in conjunction with leveraging advantages of a wearable system was
reviewed. The continuous monitoring enabled by a wearable is used to identify triggers, at which introduce persuasive
interventions by an engine. There is lack of experiment on the content delivered by such an engine that learns upon the
users input, and utilises aective parameters to design such content.

Wearable computing, Healthcare

36

Reach out
Sanah Ali | Final year B.Des I Indian Institute of Technology Guwahati

!
!

Email:

Phone:

sanahaali@gmail.com
sanah@iitg.ernet.in
+91-8011-1196635

Address: Room C38, Subansiri hostel, Indian Institute of Technology Guwahati, North Guwahati, Guwahati Assam, India - 781039

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