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RESEARCH AND DESIGN PORTFOLIO

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01. SKINHALE

Can a tattoo be used to reduce stress?

I researched, prototyped, and tested wearable tattoos to be used as soma-aesthetic products. 

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Research Methods - Usability Testing, Deductive Qualitative Research

Field - Interaction Research, Wearable Development, Trauma-Informed Design

Contribution - Literature Review, Wearable Circuit Design, and User Testing

Problem

How can we reduce traumatic stress responses such as anxiety in humans?

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Solution

Design an on-skin wearable to support body-aware mindfulness exercises. 

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Impact

Increase the effectiveness of cognitive grounding and self-soothing techniques to mitigate traumatic stress in users.

Learning

Given that on-skin werables are not yet feasable, a speculative design research approach should be taken with trauma survivors. 

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02. COMFY

Can you feel sexy without dieting?

I conducted user research to understand the needs and desires of college freshmen.

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Research Methods - Double Diamond Design Process, User Interviews,

Field - Generative Research, Human-Computer Interaction, App Design, Body Positivity

Contribution - User Needs Research, Framing Design Problem and Solution, User Testing

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Problem

How can we prevent teenagers from going on extreme diets and following weight loss fads?

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Solution

Create a wearable that supports midful activities to increase body acceptance and confidence.

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Impact

Reduce emotional eating, promote healthy sustainable habits and increase confidence to wear any outfit. 

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Learning

The product needs to be tested in public environments to assess its social acceptability. Storyboard interviews are not enough. 

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Does cooking promote social bonding?

03. FLIPCOOK

I designed an assistive technology for older adults to cook and communicate.

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Research Methods - Focus groups, Literature Review, Deductive Qualitative Research

Field - Design Thinking, Phygital Product, MCI

Contribution - Literature review, UI Interface Design, Prototype Creation, User Interviews

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Problem

How can we increase psychological well-being and social engagement in older adults with mild cognitive disorder (MCI)?

Solution

Create a phygital cook book that allows older adults to cook family recipes alone or with others (remotely), while monitoring their safety.

Impact

Slows cognitive decline through brain training, fosters social bonding, promotes happy eating and increases life satisfaction. 

Learning

Product should undergo multiple rounds of usability testing to create simple and intuitive interactions.

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Why do parking meters need your licence number?

04. HAPPY PAYSTATION

I re-designed a parking meter that only needs you to pay.

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Research Methods - Human Factors Research, Usability Testing, Interviews

Field - Inclusive Design, Interaction Design, Older Adults

Contribution - User Insights, Prototype Design and Fabrication, User Testing, Paper Writing

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Problem

How can we re-design parking meters to make it easier for older adults to use it?

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Solution

Eliminate non-essestial steps in using the parking meter such that the user only has to pay for the parking spot.

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Impact

Reduces time taken to complete a transaction, increases user experience, reduces the error rate in using the parking meter.

Learning

Older adults seldom give negative product feedback. They blame themselves rather than the technology when something goes wrong.

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Can spaces be emotionally supportive?

05. DOME OF PEACE

I designed an interactive headboard that helps a couple mend their relationship.

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Research Methods - Literature Review, Morphological Charts

Field - Architecture Robotics, Human Robotics Interaction Design, Trust

Contribution - Product Design, Hardware Design, Fabrication

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Problem

How can we increase communication between couples?

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Solution

Design smart spaces that provide cool off zones for couples when overwehlmed by each other.

Impact

Downtime to think about a fight, allows couples to re-think their arguments.

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Learning

Spatial design is very passive and cannot create enough of a push to make people talk.

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ACADEMIC PAPERS

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Qualitative Scale Development

01. ACTIVE PROCRASTINATION SCALE

Development of Observational Measure of Active Procrastination in Academic Settings and Evaluation of its Validity and Reliability

This paper presents the development and validation of a self-report measure of active procrastination in an academic setting. The Active Procrastination Scale for Academic Setting (APSAS) was generated using prior research, focus groups, and student probing, and covers seven broad topics including a preference for pressure, intentional decision to procrastinate, ability to meet deadlines, outcome satisfaction, arousal delay and affect management. The study investigates the psychometric properties of APSAS by assessing its reliability and validity

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True Experiment Design

02. HUMAN AFFECTIVE STATES

Art Installations and their Effect on Human Affective States

Objectives: Affective State is the experience of feeling an underlying emotional state. Using different types of Art visuals, the moderating effect of sex on affective states is measured.

Design: We used pre/post true experimental design with Art Installation images (nature, inanimate, and abstract art installations) and Sex (male, female) as between-subjects factors to assess Affective States (terminal and pre/post-test difference).

Methods: 16 graduate school students (6 male, 6 female, mean age = 23.5) were shown Art Installation visuals in a dark room. Participants were administered the PANAS Gen Test (self-report of emotional state) and the Kimchi-Palmer Test (assessment of global-local processing).

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Hardware Prototyping Research

03. POKER MACHINE

Construction and design of a poker chip sorting machine

Poker can be a great game to play in small groups; however, some parts of the game can be tedious or confusing. Our project aims to provide a low-cost yet efficient chip sorting and converting mechanism for home poker games. To simplify the game, we aim to create a machine that assists with various aspects of playing poker. These aspects, in order of priority, are:
1. Chip handling (sorting, counting, and converting)
2. Card (dealing and shuffling)
3. Turn indicator

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