About: Our project sparked from pre-existing research conducted by students and Prof.Kim Erwin at the Institute of Design in Spring 2013. Conducted with 16 self-identified Quantified Self members across 5 countries, this research was instrumental in identifying and creating an initial hypothesis about 4 distinct user types in the quantified self community.
Our efforts united to design for one of these specific user types called "Life Mission" trackers who track with the higher goals of achieving life balance and greater self awareness.
This project has been submitted for the CHI 2014 Student Design Competition.
Team: Knowl Baek, Minji Kim, Aaron Otani and Priyanka Marawar
Guide: Prof.Kim Erwin
About: Last summer I had the opportunity to work at the Strategic Innovation lab at Memorial Sloan Kettering Cancer Center in New York. Myself along with 3 other interns collaborated to envision the New Information seeking experience for the cancer patients and caregivers. After extensive research and analysis we formulated a set of design recommendations that would help improve the way people seek information. These led us to develop the experience that ensured thoughtful delivery of information which had encompassed three main information types Process, Navigation and Resources. The service model depicted the interconnectedness of the front end and back end ideas to make this experience possible.
We adopted various Co-design and Participatory design methods to engage staff and patients in the design process. These helped us incorporate their perspectives as well as get better insight into their lives.
Learnings: Co-creation design methods and workshop facilitation
Team: Priyanka Marawar, Jonathan Kalinowski, Beth Wernet, Deborah Koo along with the Design Innovation Group
About: Tuned In was developed through a Prototyping Interactions class with Prof.Anijo Matthew. This class started with exploring the future of urban way-finding for the city of Chicago as we learnt and played with various interaction design methods. I was particularly interested in bringing the knowledge that locals have about the city to tourists who visit the city.
Tuned In is a platform that does this through the medium of sound. Inspired by the metaphor of the message in a bottle, hyper local knowledge about interesting experiences in a neighborhood are captured by locals through a sound clip under 30 secs using a phone application. These clips then get filtered into various bottles around the city that become street installations and mediums for tourists to discover these experiences.
Guide: Prof.Anijo Mathew
About: Pano-India was designed as an entry into the Gates Records for Life Challenge. We conducted primary research talking to various Health care professionals, Peace corp workers, and mothers. We eventually chose to focus our efforts in India, where we conducted remote research with doctors and families in and around Mumbai.
Team: Maggee Bond, Sarah Ekblad, Katie Kowaloff and Priyanka Marawar
Our entry Pano-India was selected in the top 40 as a semifinalist for the Gates Records for Life Challenge.
About: This was the outcome of an academic project at the Institute of Design where we partnered with Memorial Sloan Kettering Cancer Center to design the future of their post treatment cancer care experiences.
Our group was working towards creating an experience for Breast cancer patients. This exploration led to Emocare which is a system of Ambient objects created to improve the emotional wellbeing of the breast cancer affected when they move home.These ambient objects become a part of the cancer affected's everyday life to enable behavior change.
There are three main components: Emospect, Emolight and Emoweigh. Collectively they help the cancer affected Introspect, Express and Communicate to improve their emotional wellbeing.
Learning: Working on a multicultural team, Provotyping in research, Prototyping for idea development and creating compelling communication.
Team: Priyanka Marawar, Aashika Jain, Min Lee, Wanning Ho
Read more about the project- Emocare report
About: The objective of this course was to design services using big data. The key ideology being failing to learn, we conducted consecutive experiments to develop a service.
The Chicago Murals Engine brings together students interested in mural art with Chicago's well known mural artists to create murals, in the neighborhood, that celebrate its history and culture. Murals that replace graffiti laden walls are known to reduce the instances of graffiti.
This service could find special application in troubled neighborhoods where there are many graffiti instances and students are vulnerable to violence. The act of painting murals could distract them in positive, constructive activities instead of getting involved in violent activities.
We used the city of Chicago open data to identify the high frequency graffiti spots. Overlaying additional datasets of high schools and traffic, we then identified sites that would be ideal for Chicago Murals Engine to help transform in collaboration with students, artists and businesses.
learnings: experiment design, experience prototyping, service design process, building business case
Bitewise was designed as a part of a one week course called Interactive Health machine with Aaron Marcus.
About: Bitewise is a mobile application that encourages people to adopt a healthier lifestyle. It helps people to recognize the correlation and pattern between their eating habits and emotional state. It encourages them to share their experiences and also provides tips. We used Information design and Persuasion design to design this application.
For: Young professionals in urban areas who want to keep healthy diet and lifestyle while juggling lots of responsibilities and social activities.
How does bitewise work?
Provides recommendations and tips about healthy, happy, and conscious food choices
Connects your friends and network of people to share delicious and healthy food experiences
Share your food choices and related mood changes as well as exploring those of your friends and network
Assess your progress of well-being against your friends and network
What is unique about bitewise?
Bitewise helps you measure the emotional and qualitative aspect of eating the right kind of food along with the caloric or quantified aspect of eating the right food. The happy meter (orange) is a measure of how happy the food made you feel, while the healthy meter (blue) is a measure of how healthy the food is for your body.
Learning: Personal building, Information architecture, Persuasive design method
Group: Priyanka Marawar, Keta Patel, Knowl Baek, Roy Lu
Read more about the project- Bitewise paper
This was an academic research project undertaken at the Institute of Design in collaboration with Herman miller to understand the emerging landscape of workplaces in the omnipresence of technology.
Work environments are changing. The Digital era has enabled new spaces of innovation. People are increasingly picking up on the notion of co working spaces, but how do they fit within the greater context of the emerging work environment? Spaces that support hackers, coworkers, collaborators and incubators all fit within a similar network, especially within the modern city landscapes. Through this research project we attempted to take a closer look at these new spaces of innovation to inform ways of thinking about the evolution of the workspace. Through this paper, we introduce, analyze and synthesize our data collected through primary and secondary research processes with the objective of forming a comprehensive understanding of the new forces at work.
Four different kinds of work environments where under the microscope. Co-working spaces, Design consultancies, Hacker spaces and In house innovation centers.
We used semistructured interviews, observatio, probes and co analysis methods in this research process.
The analysis led to 7 design themes and 7 actionable guidelines.
Learnings: Co creation process, Workshop facilitation, Using probes
Challenges: Working towards a common research goal with a large team where each individual had a specific role.
Faculty: Laura ForlanoGroup members: Priyanka Marawar, Kunitake Saso, Aashika Jain, Keta Patel, Paul Sheetz, Minji Kim, Stefania Sini, Chia-ling Yu
Read the paper to know more- The emerging landscape of workspaces in the omni-presence of technology
About: As a part of an observing users class at the Institute of Design, our team got the unique opportunity to immerse ourselves into the world of women boxers. We applied various research methods over the semester to unravel various surprising revelations.
We learnt, By fighting, tackling numerous barriers, these strong women are redefining the very sport of boxing in numerous ways. They swear by certain values which help them accomplish their goals and constantly push the limits.
Team: Paulina Carlos, Maggee Bond, Priyanka Marawar
Faculty: Prof. Ben Jacobson, Conifer
This was undertaken as a academic semester project during my graduate program in industrial design. The task was to apply the entire design methodology to a subject/problem of your choice.
About: Children are the people of the future. Hence it is necessary for them to be aware and practice of values of sustainability. This is a sustainability awareness kit for children in an Indian urban environments.
Here I explored alternative methods of inducing certain values in children by the “do and learn” method. Designed for a group activity where children indulge in collaborative learning in playful ways. The kit engages children when they make small toy like objects out of corrugated sheets (packaging material). These toys and hence the students become the characters of a story which is narrated by the teacher and students with respective action on the board. The scene created on the board is a demonstration of real life scenario which the children can relate to in their daily life. The story then slowly unravels the problem and how the children can contribute to solving the problem and hence making life more sustainable and healthy.
Key learnings: Design method adopted for system level problems, Insight into child psychology, Introduced to methods of story telling and play and learn.