d ; ECOlivery

Overview

Ever since the Covid-19 pandemic, there has been an exponential increase in delivery in general as people start to avoid leaving their homes for safety. This includes food delivery as well, and one main problem with this exponential increase in food delivery is the excessive use of plastic containers. In fact, the majority of the plastic containers are actually not recyclable because of the contamination from food residue. This means that most of the plastic containers we have recycled are most likely being landfilled, which is a serious problem to start thinking about especially because we are using more delivery plastic containers than we ever had before. In this project, I wanted to do something that can persuade people to somehow participate in settling down this issue of excessive use of plastic containers that cannot be recycled.

Service

I designed a service where a delivery app creates their own eco-friendly package containers to sell as a monthly sponsorship. I’ve created my own delivery service called d ; ECOlivery, but this service can honestly be applied to any other delivery service apps as well. Restaurants will be buying the eco-friendly package containers monthly to use it for their food delivery, but this will also allow restaurants to earn sponsorship as well. 

In the app, there is a pop up to notify users that eco-friendly package container service is offered in the application, and there is a separate category just for stores that use eco-friendly packaging. By making a separate category, it allows users to look at what the “eco” category is once more. Restaurants that have bought the monthly eco-friendly package containers from the service app will be sponsored and filtered up to the top of the list for each food category, which will make people look through these stores (that bought and use eco-friendly packaging) first than any other stores in the app. 

The main method I’ve used is visual persuasion and framing, where I have offered specific visuals to make people learn about the eco-friendly packaging service (like the pop-up and separate category for “eco”). In fact, the whole concept of using the sales of eco-friendly packaging as a sponsorship to filter stores to be in the top of the list is also a method of persuasion that motives users to look at stores that they see at first glance.

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.

The Art of Parenting

Alice Cai (Communications), Annalisa Pao (Products)

We all remember the awkward day when we sat down and had “the Talk” with our parents. Or do we?

Many parents forego having what society has labeled “difficult” conversations about sex, gender, and sexuality with their children. This can be for a number of reasons: fearing that their child will lose their innocence, thinking that they might tell their child too much, believing that discussion of these topics might encourage their children towards unwanted experimentation, etc. While intended to be in the best interest of the child, this parenting style, which we have named the Connect-the-Dots approach, creates a rigid framework that a child is expected to follow. By not providing resources and open dialogue in the formative years of self-discovery, parents raise their child in a manner that presents numerous challenges with emotional and physical consequences.

About the Connect the Dots approach

Instead, we propose that parents should follow what we call the Blank Canvas approach. Rather than outlining a path, parents should provide the tools and foundation for their child to discover their own identity in a safe, happy, and healthy way. Parents do not have to be experts in every topic—they just need to provide an open, safe, and non-judgmental environment to have open conversations with their children.

^Explore parent and child testimonials on experiences with Connect the Dots approach and Blank Canvas approach.

Our interactive article is meant to persuade parents to provide their child with a Blank Canvas. It provides real stories of how children raised on the Connect-the-Dots approach were affected and provides insights into how some parents are tackling a Blank Canvas approach with their own children. The article also offers key organizations, educational articles, and comprehensive resource guides so that parents have a strong starting point to begin these conversations.

Resources and Articles for further reading

Interact with our prototype here: https://www.figma.com/proto/IQ6XEkcORTyC6dI8skvJY2/Destigmatize-Sex?node-id=4%3A28&scaling=min-zoom&page-id=0%3A1

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.

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)