AI and Design Vol. 2: Navigating the New Frontier - Morgenbooster
Pedro Nakazato Andrade | Portfolio
1. Pedro Andrade
Interaction Design Intern at Microsoft Research Asia
Beijing, China | Design
PORTFOLIO
“”
GOOD DESIGN IS MAKING SOMETHING INTELLIGIBLE AND
MEMORABLE. GREAT DESIGN IS MAKING SOMETHING
MEMORABLE AND MEANINGFUL Dieter Rams
www.pedroandrade.com contact@pedroandrade.com | +86 188 0128 2454 | Beijing, China
2. 3d model and render TUI service design
“When somebody asks me what is my
background I feel that I need to show product + interaction video scenario
some different areas. I don’t see this
diversity as a search for one specific
area, but as a growing process.”
technical detailing GUI user experience
3. RECOVERING
MOBILITY AFTER A
BONE FRACTURE
An orthopedic cast that records the muscle activity around the fracture
area and simulates the full recovery time of the patient
‘Bones’ is an orthopedic cast with
sensors for capturing muscle activity.
It is supported by a community-based
website for cast users and those
who track their mobility and recovery
achievements.
by
Pedro Nakazato Andrade
Advisor: Niels Clausen-Stuck
Copenhagen Institute of Interaction Design / 2010
* Thesis project at CIID
Picture by Jacek Barcikowski
4. Scenario 1: Starting
to exercise after cast
removal
The process of recovering
from a fractured bone
is not limited only to the
period spent with the
cast, but to the entire
mobility and muscle
strains recovery process.
During the cast period the
fractured limb loses huge
amounts of muscle strain
due to the inactivity of the
area. One of the causes
is that users start to
exercise the limb only after
removing the cast while
they should be engaged
in keeping the muscles
around the fractured area
active from the very first
day with the cast.
5. Scenario 2 (Bones):
Exercising from the
first day with the cast
Giving from the first day
with the cast a sence of
achievement according
to the amount of
exercises the user do.
The user can reduce up
to 20% of their mobility
recovery time.
6. Concept video presentation
After a fracture, the patient goes to the
Hospital to be analysed and receives the
proper treatment by their doctor. There
they are presented with Bones. Each
time the user turns on Bones, all the
muscle activity around the fracture area
is captured by electromyographic (EMG)
sensors and stored in the cast device.
7. Embedded on the band that goes
under the cast there are muscles
sensors (Electromyography). They
capture all the muscle activities
and store it in the cast device.
Instead of the traditional plaster the
cast is made of polycaprolactone
to be more light, thin and also allow
the user’s skin breath through the
material.
8. This information can be synced via wireless
to the user’s online profile where they have
a history of their activities as a simulation of
their full mobility recovery time according
to their progression and exercising routine.
On the website, Bones analyses the user’s
achievements and suggests specific exercises
in order to keep the muscles active around the
fracture area. Ultimately, using the Bones cast
will reduce the overall period of recovery time.
All the information collected from
the user goes to the community
based website of Bones where it
is available online to all. Doctors,
physiotherapists and new users
of Bones can consult and follow
the patient’s progress.
9. USING STORYTELLING
TO INFORM AND
INSPIRE Representing complex relationships,
new behaviors and attitudes are an
integral part of interaction design.
Creating video scenarios to capture a journey over time These can be represented through
many means including sketching and
making physical prototypes. However,
capturing a journey over time requires
a linear medium like video.
10. Bones: video scneario
Videos are a powerful tool for, in a short
time, tell a story and simulate an idea.
It is a fast prototype technique to first
learn more about your solution and,
afterwards, translate it in a more visual and
understandable way for your audience.
It also explain why ideas should be
prototyped, to what degree and how.
11. 1. Blueprint 2. Storyboard 3. Shooting 4. Video editing
and post-production
- Define context of use - Highlight interaction between user
- Define touch points and users in a and product/service (touch points) - Visual effetcs
time line - Define story, takes, locations and - Sound; music
props needed for making the video - Visual information
12. CAPTURING BEYOND
THE KEYBOARD
Reproducing the ritual of writing a personal letter on the computer
Scriba is an application that reproduces
the ritual of writing a personal letter,
capturing beyond the keyboard. When
you write a letter, what makes it personal
is not only the content you transfer with
words, but also the way you go through
the different steps to build it. It is a
process that allows to capture beyond
the media you are writing on, thanks
to the influences that the environment
around you and the time impress on the
content and your physical outcome.
by
Laura Boffi
Pedro Nakazato Andrade
Ishac Bertran
Copenhagen Institute of Interaction Design / 2010
* Project developed as part of the GUI course taught by Timm Kekeritz and Frank Rausch from Raureif Design Consultancy.
13. www.scribaletter.com
Scriba aims to make the user
experiencing the same process
while writing a personal letter on the
computer. On one hand, Scriba allows
you to focus on your letter by isolating
you from your computer environment.
On the other hand, it gives space to
temporal traces by a navigation bar
that counts your writing sessions as
dots and by leaving empty spaces as
time passed by between them.
14. Process
Pedro
Ishac
Laura
Scriba records the environment around
you by analyzing the light and the noise
by your computer microphone and
camera. If it recognizes you are writing
in a place that doesn’t help focusing,
the lines will start to become irregular
and bend. Writing a letter implies
reducing distraction and dedicating
time to the person you are writing to.
This is why even leaving traces of your
errors could be precious for building
the message of your letter.
16. SHARING INFORMATION
AFTER A CATASTROPHIC
SCENARIO
Tracking peoples location and status without telecommunications services
When natural catastrophes occur,
many people get separated from their
loved ones. Since the infrastructure
is destroyed it is hard to know if
your relatives and friends are safe.
Many times it takes days or weeks
before mobile telephone service and
internet access is restored, making
communication with separated friends
and family impossible. Refugee finder is
a mobile application that addresses this
by very challenge.
Elena Gianni
Jesper Svenning
Pedro Nakazato Andrade
Copenhagen Institute of Interaction Design / 2010
* Project developed as part of the Graphical User interface class with Brian Hinch and Matt Cottam (Tellart), Jack Schulze
(BERG London), Timo Arnall, Gianluca Bagnoli and Fabio Sergio (Creative Director at Frog Design). Picture by Matt Cottam
18. Concept video presentation
At the aid station (hospitals, Red Cross center etc.) the disaster
victims are registered with Refugee finder by an aid worker using
a mobile camera-phone. A photograph and basic biographical
information, along with time and place of registration, are stored
in the system. The information is then shared between the aid
stations and displayed for the public either at the aid stations,
the internet or on television broadcasts.
19. VISUAL FEEDBACK OF
ELECTRICITY USAGE
Designing a way to save energy
During the day we use several
electrical equipments like:
kitchen blender, iron and coffee
machines. What the user might
not know is how much power
these appliances consume
during the use. Coordinate the
necessary time of use and the
overtime is a difficult task.
by
Anders Højmose
Pedro Nakazato Andrade
Copenhagen Institute of Interaction Design / 2009
* Project developed in 24 hours during the video prototye class
20. Energize, an electronic socket,
provides a quick visual feedback,
giving to the user real time
information about the amount of
power that is being consumed.
How it works?
1. 2. 3. 4.
22. FAMILY SPACE AT
After one week of on-site research we delineate
our main fields of interest: Information Flow,
The Family At The Hospital and Logistics &
THE PAEDIATRIC
Procedures. As we went deeper into these three
areas during the insight and synthesis sessions
DEPARTMENT
as well as later on co-creation sessions with
staff and families we realised that the Information
Flow and Logistics & Procedures fields could
be encapsulated by The Family At The Hospital
Looking for design opportunities at the Hillerød Hospital field of interest. Since that time we have been
focused entirely on the aspects of family stay at
the hospital and started to see The Paediatric
Department as The Family Department.
by
Martina Pagura
Ishac Bertran
Jacek Barcikowski
Pedro Nakazato Andrade
Sebastian Rønde Thielke
Jesper Svenning
Copenhagen Institute of Interaction Design / 2009
* Project developed as part of the User Research class with Brian Rink (Designer/HF Specialist at IDEO,
Inc), Simona Maschi (Co-founder, CIID) and Joachim Halse (Post Doc Researcher, DKDS).
23. Findings
The Hospital and the outside world
HOME
FAMILY
WORK
FRIENDS
PATIENT
ACTIVITIES
HOSPITAL
Challange
How might we provide continuity to
social interactions and activities?
24. Findings
Different worlds
Comfort Medical
Assistance
Intimate Impersonal
Familiar Look and Feel Isolated
Cozy Aseptic
Spontaneous Waiting
Routine Activities Dependant
Challange
How might we reduce the gap between
living at the Hospital and at home?
25. Scheduling
Control of their time
PATRICK’ S
DAY SCHEDULE SC HED ULE
PATRI CK’ S DAY 8:02
6 00
8 00
1000
Concept NURSE NICOLINA TEST S
12 00
DOCTOR ANNA EXAMINATIO N
• Spark “family moments”
• Make the family feel in control of their time 14 00
• Minimize isolation from everyday life
• Foster flexible relationships 1600
• Active parents 18 00
20 00
The concepts were presented as a walk
through story of a regular day of the family
at the new Family Department. We started
with scheduling solutions that could make
the family feel more in control of their
time as they would be able to plan their
day accordingly to the hospital schedule.
The schedule may be provided via the
TV screen that every patient has in their
room. The same interface could be used to
enable parents to order meals for the family
making it more convenient than it is today.
26. Active parents
The awareness of the time windows can
enable parents to organize their free time
in the hospital and keep with their regular
activities like work, read or even going to
the gym and at the same time they are
always close to his child. The Hospital
provides spaces for this activities.
27. Video Conference
Communication with
friends at School
While parent has it’s own time, child can
communicate via video conference with his
friends at school using next function of the TV
based system. It could provide the child with
PATRICK’S S SCHOOL
PATR ICK’ SC HOOL
less feeling of isolation from the outside world
keeping his network still in contact and creating
an environment not centralized on his disease,
providing a better condition for the patient heals
faster.
28. Private space
Patient’s room
To give more privacy and also space for the
family the bedrooms and the bathrooms as well
are not shared and each bedroom has one
area for the patient and other area for medical
Familiy space equipment. With this system the patient and his
parents have space for more intimal activities like
a family dinner.
Hospital space
Private
bathroom
29. Long term activities
Provide challenging
activities that enable self
improvement and sense of
achievement
During his/her stay at the hospital the patient
can have long term activities which he/she can
continue after leave the hospital like: learning to
play guitar or a foreign language.
30. A NON INTRUSIVE WAY
TO COMMUNICATE
WITH YOUR CONTACTS
An ambient display of your closest and most important friends and colleagues
Drops is a non intrusive ambient display
of your closest and most important
friends and colleagues. Using physical
tokens representing your contacts you
can easily organise and select the most
fitting group for the current setting to
interact with. The tokens are designed
as precious personalised items and
are meant to be given to your closest
friends to symbolise and enhance your
relationship.
by
David Sjunnesson
Pedro Nakazato Andrade
Copenhagen Institute of Interaction Design / 2010
* Project developed as part of the Tangible User interface class with Vinay Venkatraman, David Gauthier,
Richard Shed, Jozeph Forakis and Jonas Norberg.
31. Video presentation
Requests
for attention
By stroking and poking the tokens you
can send short requests for attention
to your contacts or to just letting them
know you are there, creating a playful
break in the everyday home-office
routine or a more playful back and forth
interaction similar to a simplified pong
game.
32. The pokes are visualised using
discretely organically shaped light
at your friends side to easily melt Poke
into its environment creating an
ambient display of your contacts.
All interaction is conducted
through the surface of the physical
tokens hiding the interface and
enabling a truly unique experience
for the user.
Ambient Display 1
Ambient Display 2
Request for atention
34. AIR FILTER AND
CO2 STORAGE
A wear accessory which filters the air and stores CO2
to produce energy
W/Air is a “breathing” necklace which
filters the CO2 from the air, provides
O2 for the user and stores the CO2 as
a high font of energy to be reused on
everyday life.
The necklace is a sarcastic and provocative
concept, not a design solution, of a future
where we would reach a level of pollution
that would force us to look for a extreme
solution like W/Air.
by
Martina Pagura
Pedro Nakazato Andrade
Copenhagen Institute of Interaction Design / 2009
35. Project developed as part of the ‘Performative
Design. This was a creative workshop focusing
on the body within projected and far-flung future
scenarios. With the UN conference for climate
change on our doorstep, the students focused
on body-centric wearable design in the context
of climate, environment and sustainability. The
Goal was develop and explore the role of the
wearable artifact as a device for protection,
connection, enhancement, shelter and survival
within our own environmental future-narrative.’
38. INVESTING IN THE
FUTURE SUCCESS
OF STUDENTS
A service that brings students and investors together for their mutual benefit
‘Invest In Me’ is a service that allows
people to invest in the future success
of students. It brings students and
investors together for their mutual
benefit. Investment tools today are
systematized and impersonal. We place
our savings in the care of the bank and
never know what is done with it. What
if we could influence how our money is
used?
by
Gizem Boyacıoglu
Jesper Svenning
Sebastian Rønde Thielke
Shruti Ramiah
Pedro Nakazato Andrade
Copenhagen Institute of Interaction Design / 2010
* Project developed as part of the Service Design class with Chris Downs and John Holager from
Live|work.
39. ‘Invest In Me’ takes this idea and pushes it to its extreme
by allowing a person to invest in a specific person.
Investors pay the monthly loan interest for the student
they have selected. In return, once the student has a
professional job, the investor receives a percentage of the
students salary for a certain period. The student is able to
postpone his/her expenses until a point when they have
greater financial ability. The investor bets on the student
earning well and in turn, repaying well. One could say
that this system treats people as stocks. It was interesting
for us to see how people reacted to this idea. How much
of a personal relationship would they truly like to have with
their investment or investor? The ‘Invest In Me’ system
is flexible and at the extremes can be used to be purely
charitable or ruthlessly profit oriented. We wanted to see
whether people could balance these to see the possibility
of “charitable investments”.
40. Service blueprint
Discovery Joining Using the service Leaving
I saw an ad online and It was quick and easy, I created a detailed profile IIM matched me up I keep the investor Its 4 years and next
got interested like creating a Facebook with my CV, an essay and with an investor. We informed of my grades month is my last payment
profile my financial information negotiated and signed a each semester to my investor. I think in a
contract few years I could sponsor
a student myself
We renegotiated the deal I graduated with honours. I finally have a good job.
as I am extending my Now I’m hunting for a job. Next month I start paying
education by a year My investor is helping me back my investor
41. Service blueprint
Discovery Joining Using the service Leaving
I read in the bank I just filled out a form I browsed the student IIM matched me up with I get an update about Its been 4 years and next
newsletter about the on the IIM website. profiles on the IIM a student. We negotiated grades from my student month I receive the last
possibility of investing in My membership was website. I am a lawyer and signed a contract each semester payment. It has been a
students approved once the Bank myself and am searching profitable experience
confirmed my credentials. for a promising law
student to support
My student is extending My student graduated My student got a great
his education by a year with honours. Now he is job and my investment
so we renegotiated the searching for a job. I have seems to have paid off
deal introduced him to a few
people that might help
42. The process of creating ‘Invest in Me’
consisted of intensive, iterative experience
prototyping through which we were able to
simultaneously develop the birds-eye view as
well as the detailed mechanics of the service
interaction. Three rounds of user research
were done, using touch-point prototypes
appropriate to the goal of each round. The
first round was student-centric; aimed at
establishing whether students could see
clear financial benefits and were receptive
to the concept. The next round focused on
prospective investors to gauge whether the
concept sounded like a plausible investment
idea and whether their expectations from the
service aligned with those of the students.
The final round of experience prototyping
incorporated feedback from both investors
and students to address the overarching
concerns - how personal a relationship and
interaction are people open to and can
investors comprehend the idea of “charitable
investments”?
43. CARRAPIXO
SYSTEM
Modular furniture system
The Carrapixxxo System is an answer
to the constant need for change:
Aluminium semispheres attached
to the wall act as supports for our
changing lifestyles: Shelves? Drawers?
Wardrobes? Tables? Any layout is
possible, allowing total flexibility and
reversibility. 12 items, 250 different
sizes, infinite combinations.
by
Augusto Sebel
Camila Fix
Carlos Rutigliani
Felipe Rangel
Felippe Bicudo
Guto Indio da Costa
Paula Fiuza de Medeiros
Pedro Nakazato Andrade
Indio da Costa Design team
49. The main feature of this No-Break
YUP.E NO-BREAK
is that the user himself can change
the battery. As this product usually is
positioned under the desk the light
indicators and the On/Off button were
Facilitating the battery changing
repositioned from the front to the top of
the product, making easier for the user
to monitor its function.
by
Gustavo Chelles
Romy Hayashi
Bruno Castanha
Pedro Nakazato Andrade
Chelles & Hayashi Design team
52. PROMOTION MATERIAL
WITH AN ECOLOGIC
CONCEPT
A virtual and realistic image for presenting a design concept to a client
by
Pedro Nakazato Andrade
Agência Samurai