Cheers!

Spring 2021

By: Zee Salman (P) / prototype, digital image

Tactics: framing, argument

Many young adults often hang out with their friends outside, especially after a long day of hard work, school, or just to reconnect. But age restrictions are becoming harder to do so, especially around the great age of 21. With age restrictions and clubbing, people under 21 aren’t allowed to step foot into a club, regardless of who they are with. Oftentimes, friend groups get split apart or turned away because their friend is 20, and not 21. Better methods should be used to prevent the splitting of groups, especially when there are people who don’t want to drink anyway.

Introducing Cheers!

A coaster that helps get rid of those possible divides. There is currently a narrative of always assuming that young adults always want to drink when entering a club, which makes it hard to just enjoy the presence of loved ones. This creates a barrier and divides up groups, even if they just want to exist in the space with others. A Better way that could help regulate drinking without assuming that everyone in the group is drinking is using Cheers; The drinking coaster.

This coaster is feasible and would help reduce the drinking stigma by its discrete as well as its purposeful use. Just scan the RFID tag right in the center of the coaster on the menu on the table, and bartenders will know how many people in a party can and want to drink. This eliminates the need to even asking before someone enters if they plan to drink by asking for their ID. Just using Cheers, legal drinkers would be the only one who has access to the drink menu. That way, those who don’t want to drink don’t feel like they have to and those who can’t can still enjoy the company of their friends.

Grab a drink with your friends today, or DONT! No need to anxiously wait for your 21st birthday just to be in the same environment as your friends, and no need to live with the drinking pressure just because you can enter a scene. Being comfortable in a space surrounded by your loved ones is what’s most important. Cheers to that!

 

Mulch Monsters

A Speculative Product and Service by Ray Pai [C]

Mulch Monsters are automated composting machines that subvert the common perception of composting in homes. Food waste sent to landfills break down into methane, a greenhouse gas that depletes the ozone layer. An approach to reducing food waste is to encourage composting, which breaks food waste down into mulch. Mulch can be used in community gardens or for your own houseplants. That’s why Mulch Monster is framed as an opportunity to be health conscious and prosocial towards the community.

Mulch Monsters subvert the common misconception that composting smells bad, takes up too much space, and is labor intensive. Insted, it’s compact, automated, and educates users on how to reduce odors. In addition, it encourages behavior change by providing encouraging data through a supplementary app, which shows the quality of the mulch. Lastly, Mulch Monster is designed with the consideration of unintended consequences. With the concern that Mulch Monster makes throwing away food waste TOO fun, the supplementary app encourages users to produce quality mulch instead of large quanitites of mulch.

Origin

Taking the “i” out of iPhone

Spring 2021

By: Andrea Benatar (P), Mihika Bansal (E), Dorcas Lin (E) / CAD modeling, 3D renders digital campaign,

Tactics: Appeal to emotion, behavioral change, messaging, color

Origin is creating an alternative solution to ownership, one based around the benefits of sharing. We envision a future in which individually owned smartphones are no longer commonplace. The Origin Community Booths are an improved system of “phone booths” that emphasize the role of smartphones as vessels rather than an end-all-be-all source of knowledge. Within the phone booths, you can check-in and out a smartphone and log in with your designated credentials to access your desired information. Origin’s new campaign in 2025 disrupts against big tech by emphasizing how and why the technology industry has created harm (planned obsolescence, waste, etc.) while convincing individuals to think about their attachments to the everyday things they deem as valuable or important. For clarity, Origin isn’t looking to get rid of smartphones but we seek to reframe these devices as a shared experience. Check out the Origin booths and campaign below.

How it Works

  1. User finds a telephone booth with available phones
  2. User utilizes govt. issued ID to unlock phone
  3. User takes phone out
  4. User can access their information using a secure government login (login.gov)
  5. After they’re done, the user can return the phone to any station.

By not owning a phone you can ensure that you don’t add a smartphone to the already large amount of technological waste in this world. Additionally, we can end our dependence upon technology as an end-all-be-all source of knowledge, by only checking one out only when it’s needed in your day-to-day, and in turn, be more present in the moment. 

Each phone would be protected through Origin cases, and act as a reminder of this new system we are creating, when you see someone holding it, you know they are working towards a more sustainable future.  

We hope you join our Origin family.

AI.plant

A Tabletop Campaign by Emily Zhou [P]

AI.plant is a plant adoption campaign questions what it takes to feel fulfilled and how that differs from person to person. Expectations are shifting as younger generations are opting to remain child-free, instead devoting their love and attention to pets, partners, careers and interests. AI.plant pushes this into speculative territory by throwing AI-embedded plants into the mix, reiterating that your life decisions are yours alone, and only you get to decide your definition of fulfillment.

Nudge

Nudge: dine with joy

Angela Lee (C)Joseph Zhang (C), and Yoshi Torralva (C) / Dining service that encourages social, in-person dining

Tactics: behavior change, social proof, plain folk, emotional engagement, visual persuasion

Overview

As social media algorithms push recommendations based on who you know and what you like, social circles and, as a result people’s perspectives,  have become more siloed. In order to broaden people’s relationships and minds, we are proposing a dining service that offers in-person dining experiences at discount prices with the condition that you will be dining with 2-4 strangers. 

As communication designers, we relied on visual persuasion through color, typeface, and layout to create a lively, inviting mood. Studies have shown that people associate food with the colors red and yellow, so we opted for a warm color palette, paired with rounded type to evoke a friendly personality.

Social Media Campaign

We designed a digital campaign of posts and physical merchandise to launch this new service. These posts will be spread via Facebook and Instagram’s business advertisement and catered towards young adults in busy metropolitan areas. In our social media campaign, we relied heavily on the persuasive tactic of social proof by creating reviews, crowdsourcing images and quotes from real users, and telling their stories. We also leveraged the tactic of emotional engagement particularly through the quote posts, which piques viewers’ curiosity through a catchy line and also frames the service through real users’ stories. Furthermore, we use plain folks appeal through pop culture references (e.g. our screencap with Yoon Seri from Crash Landing on You), the use of colloquial language, and humor.

Other Collateral & Signage

To better design for behavior change, we have design visual cues for both users and non-users alike to remind them of the service offered; thus, we designed a takeout bag and signage for restaurants.

Surfaces

Langston Wells (C) and Emily Spooner (P) / interactive photography display, packaging and CAD Modeling

Tactics: framing, behavior change, subversion, visual persuasion

As many of our experiences with media like images, text, and videos become increasingly digitized, we are headed towards a future where auditory and visual experiences outnumber experiences derived from physical artifacts. Our work highlights the affordances of tangible artifacts in a world where individuals become more and more inundated with non-tactile, digital experiences.

This project presents a hopeful future by translating 2D digital images into a dynamic 3D relief that users can interact through desktop and wall mounted models, heightening digital experiences like photos and video viewing while aiding accessibility for visually impaired users.

Design —

When designing this product, we were considering accessibility from all angles, from ergonomics of the surface to the user experience to our packaging design. We wanted to frame our product within a commercial, everyday setting to represent a hopeful future in which the general public understands the value of tangible products and experiences, instead of marketing only towards the visually impaired.

The ergonomics of the surface focus on creating a comfortable range of motion for the user’s hand by scaling buttons and sliders within easy reach for smooth interactions. This scaling helps user’s build a mental model of their hand position for ease of navigation and use. Each material was carefully considered to create unique hand feels for the user to aid memory, such as a soft, small-cell foam hand rest and brushed aluminum buttons, each with distinct textures and temperatures.

The product is designed for two use cases: one as a desktop companion for browsing photos and the other as a dynamic, wall mounted display that would be generated based on the user’s selected photo. This secondary option gives the user as well as their friends, families, or guests the ability to experience the photos in the same way but at a larger scale, which can promote conversations and new experiences. By situating it within this context, we hope to enable behavior change through socializing the interactivity of this artifact, working towards a future of greater accessibility and integration of tangible artifacts into everyday technology.

User Experience —

Our user experience would be derived primarily from audio prompts on the user’s computer that would help them through setup and use. The first interaction with surfaces though would be through a braille embossed instruction sheet that directs users through the initial setup and onboarding of their surface.

Another aspect of the user experience ties into the portability of the surface’s design as the hinged stand on the back enables user’s to place it in an upwards or downwards position, allowing it to fit into luggage, backpacks, or briefcases when traveling.

Packaging —

Our packaging focused on making information visible and easily understandable for visually impaired users by focusing on high contrast graphics, embossed braille directions as well as text instructions for caregivers, family, or friends who may be assisting in setup, and uncomplicated opening mechanisms with clear, tactile visual cues like finger holes and security straps for extra protection. Our final packaging would not only have the braille embossed, but also icons and diagrams at varying levels of depth so users could understand the directions from self-initiated, tactile interactions.

Below are detail shots of the instructions and packaging.

Sledu

By: Janet Peng (P) & CeCe Liu (P) / furniture, CAD modelling + 3D renders

Tactics: subversion, framing

Our furniture company, Sledu, designs products that help individuals coexist with their pets. This product line will begin to radically revitalize the way we approach furniture, turning it from human-centered to animal-centered. Based on the furniture of today, this style will help humans understand their new place in the household alongside their pets or “spirit animals”. As pets transition from being more passive members of the household to becoming a family’s spirit animal who guides the household’s lifestyle and decisions, this furniture collection will persuade users to adopt this upcoming paradigm shift.

Dining table (eat)
Lounging couch (play)
Bed (sleep)