On this page you'll find some projects I have taken part in. Use the tabs to look at different projects.
Summate
"Summate" was a project undertaken in the course "Media Technology and Interaction Design" in the fall semester of 2024.
Group Members
Laieh Jwella, Sabika Amalina, Jingwen (Lambo) Zhuang, Oskar Rebermark.
About
The project centered around the concept of interdependence in hiking.
Using the Double Diamond design framework, we explored logistical challenges faced by hikers, such as preparation and borrowing items.
We developed a mobile app prototype aimed at enhancing collaboration and organization among hikers by providing tools like customizable
checklists, gear tracking, and shared packing responsibilities.
User Testing
Our team conducted semi-structured interviews and a diary study with eight hikers to gain insights into hiking behaviors.
Feedback from a high-fidelity prototype was collected during usability testing, with users performing tasks and highlighting pain points.
The design was iteratively improved upon based on feedback through parallel prototyping and continuous refinement.
End Product
The project resulted in a mobile app prototype featuring a customizable checklist for trip preparation, digital gear inventory tracking,
and tools for requesting or borrowing items. It also allowed group collaboration by sharing packing responsibilities, ensuring all needs were met efficiently and seamlessly.
Here are are some parts of the prototype, click it to see the whole thing!
Summate prototype.
AIG Faces
AI-generated faces and real faces in gym websites was a project undertaken in the course "Human Perception for Information Technology" in the fall semester 2024.
This study investigated the differences in user perception when gym websites utilized AI-generated faces (AIG) versus real human faces.
By embedding both types of faces into a gym website's user interface, the study analyzed how each impacted the perception of three dimensions: wellness,
inclusivity, and socialization. Through a combination of quantitative and descriptive analysis, the project provided insights into the nuances of user responses to AIG content in visual design.
User Testing
A total of 30 participants aged 18-34 from diverse countries were recruited via convenience and snowball sampling. Participants were divided into two groups, each interacting with a survey featuring either real faces or AIG faces. They evaluated website content through Likert-scale questions and open-ended responses focusing on wellness, inclusivity, and socialization. The analysis included statistical testing (Mann-Whitney U) to compare user perceptions.
Conclusions
The study concluded that AI-generated faces could convey wellness and inclusivity on par with real faces. However, real faces were more effective in fostering a sense of social connection and relatability, while AIG faces were perceived as more culturally inclusive. The project highlighted the potential of AIG imagery in design but also emphasized the need for thoughtful application to address limitations like authenticity and emotional resonance.
If you want to have a closer look, you download the study as PDF below.
"NotDogs" was a project undertaken in the course "introduction to Graphic Design" in the fall semester of 2023.
About
This was the main project in this course, we were tasked with designing different elements for an imaginary product of our choosing. I chose to work with a 'mascot' and title for a vegetarian hotdog brand.
End Product
The project resulted in a food box for the imaginary product, which was presented together with the aim and design strategy for the brand.