Investigation of the aesthetic relationships between people and chairs, through a curated set of values, beliefs, and morals with the respect to time.

Objective: Investigate the depths and reach of aesthetic relationships between people and tangible things. Create a set of values, beliefs, and morals that are to be embodied in the tangible designed, using a 35 year window to relate the affect of what is being developed in the life spans of people and nature.

Exploration of Different Aesthetics

Universal Form

Universal: defined as “something for everything or everyone”

  • understood by all, but not ness. preferred by all.
  • for example: a universal remote would change…


E IV Studio Spring 2020

January 14, 2020 — February 27, 2020

Overview

Background: The Turing Test was developed by Alan Turing in 1950, and is used to analyze a machine’s ability to exhibit intelligent behavior equivalent to, indistinguishable from, that of a human. The Loebner Prize is an annual competition in artificial intelligence to award computer programs by judges to be the most human-like.

Project: Computers are advancing and progressing, but some argue that human’s ability to communicate is also regressing. We wanted to create an experience to visualize and reflect on the human-ness of conversations today. The process is…


An investigation into the process and methods of creating a branded environment. An exploration on how to reach a target audience, showcase the product and/or service, increase brand recognition, study site, scale, materiality, emotions, motivations, and impulses.

Overview

“Branded are living marketing experiences — less about the financial transaction and more about the emotional transaction.” — George Gotti, FutureBrand UXUS.

Tesla wants to pursue a pop-up shop model, and is interested in new ways of engaging with customers, without investing in a long term lease. …


Objective: Visualize an ephemeral phenomenon in the complex system of the city of Pittsburgh. Additionally, propose one positive change to the system that could come about if what you visualized is used to make system-wide change.

My Proposal: SMAP, a data visualization map to help reveal the 1. the “unseen” longer term consequences from smoking in unintended spaces, 2. recognize the extent of “safe spaces” and 3. facilitate community discussion by encouraging contribution to a communal database.

Initial Thoughts:

Brainstorming several topics I am concerned and would like to innovate upon:

  • Safety and security
  • Environmental issues and causes
  • Unintended use of space


For our final project, we ideated and designed a prototype addressing Construction Junction’s Employee Common Space’s most prominent pain points, based on research, analysis, and on field studies accumulated throughout the semester.

Problem Space and Research

Our mission at Construction Junction to investigate employee common spaces. In order to better understand how the common areas affected employee relations, perspectives about work, and interactions within the space, we conducted a number of research activities:

  1. Observation: We observed the personal and communal artifacts within the employee break room and conference room to understand employee personalities, work culture and interpersonal interactions.
  2. Cultural Probes: We created task journals…

Creating affinity diagrams and scoping out employee common spaces.

What is an affinity diagram?

An affinity diagram is a tool to help designers capture research-based insights, observations, concerns, or requirements on individual sticky notes, so that each design implication can be fully considered on its own, and each note can be manipulated and moved to make fluid and flexible connections and/or groupings. This kind of method enables teams to organize information in a system that allows open collaboration, flexible connections, and restructuring of perceptions.

Process:

As the third part of this four part project, my team and I gathered and organized our compiled research thus far…


Team 5: Jaclyn Saik, Danny Cho, Rachel Lee, Alice Fang, Vicky Zhou

What is a cultural probe?

A cultural probe is a technique used to inspire ideas in a design process; it serves as a means of gathering inspirational data about people’s lives, values, and thoughts.

Brainstorming:

Part of our brainstorming process was figuring out what our objective was. Through our research on employee common spaces last week, we discovered a lot of interesting clues into the employee culture. Because the place is so understaffed and the employees are extremely busy, a lot of the evidence we gathered in the common…


by Danny Cho, Alice Fang, Rachel Lee, Jaclyn Saik, and Vicky Zhou

Process

We went to Construction Junction twice to observe the common employee areas, once on Thursday (1/17), and once on Sunday (1/20). Due to the limited nature of our proposed space — the employee common areas — we had to gain permission to enter these private spaces and had difficulty in fully understanding the space without intruding into employee’s personal spaces. Throughout this process, we tried to study and document their common areas and personal relics and/or habits in the most truthful light without sacrificing confidentiality. However, needless to…


Environments Project 2: Hybrid Exhibit Environments

Project Brief: Create a pop-up (2–3 week) exhibition featuring an artist currently on exhibition at your client’s museum. The client wants at least one piece of the artist’s work to be on display, but they also want to use digital technology to enhance the visitor’s experience in ways they are not currently doing. Consider how technology can augment content, increase learning and/or make the museum experience more interactive.

E Lab: James Turrell Moodboard

Original Miller ICA Floor Plan and Elevation

E Studio: Parti Diagram (Iteration 2 & 3)

E Lab: SketchUp Process 1 & 2

E Studio: Parti Diagram (Iteration 4 & 5)

E Studio: Parti Diagram (Iteration 6)

E Lab: SketchUp Process 3 + Visualizations

E Studio: Final Parti Diagram

E Lab: Final Sketchup, Physical, and Visualizations

Final Reflection


Project 2 Reflection: James Turrell / Miller ICA Exhibit

Brief: Was there an existing exhibit that influenced your design, and how? How were the skills you developed in the first project similar and/or different from the second project? How were the skills you developed in the first project similar and/or different from the second project? Self-Reflection Meta-Cognitive Experience: What motivates you? What distracts you? What keeps you engaged?

When I think of an art museum, my mind first gravitates to the the MoMA as an archetype. I believe that the Museum of Modern Art in New York is a fine…

Vicky Zhou

Design & HCI & Physical Computing @ Carnegie Mellon University

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