Izzan Bacharrudin Soedarsono Product, Experience, and Games Designer
Hello There ! The most valuable things that I learn from all works that Iâ€™ve done is how to recognize my the eagerness to learn. More work that Iâ€™ve done, it will increase my motivation and intrigue to learn new knowledge. For me, the design is not just a tool, but as a mindset that could tell us about how we face the problem by creating a question, understand the problem and ďŹ gure it out the solution with a testable prototype. And most importantly, it will create a question that needs to be answered. Also mentioning games as my main hobby, I decided to use my desirability to learn about games to become one of the additional skill that I can add to my design research skills. I believe that by understanding games design, where I learn to implement fun and engaging experience, can hone my design skills and makes differentiate with other. I believe that the combination of design research and games design can create unique possibilities to create an engaging experience and useful solutions.
FINAL PRESENTATION | 5.4.2018 | EXPERIENCE DRIVEN DESIGN 2018
Situational Awareness Platform Situational awareness platform
Type Experience Driven Design Course, as UI UX Designer Date 6 Week Project Design Goal How might we create a digital platform as a new ways to merge data sources and provide information in intuitive, powerful and visually impressive manner. Team Nina Lukin, Izzan Soedarsono and Agnesa Vavrinova for the Experience Driven Design Course 2018
Experience Driven Design Course This project comes from one course that I took in Aalto, which is Experience Driven Design class. The aim of this course how we develop digital experience based on client given task by putting XGoals (Experience Goals) as the main design drivers. We were given a task by Rolls Royce Marine, to design a platform to increase situational awareness or intelligent awareness in harbors combining new and existing data sources in a creative way. The platform would be an user interface providing all important information as well as new interesting data types which help to see harbor operations from different viewpoints and offer new insights on operations. Shared, well presented data is the bridge to increasing awareness of oneâ€™s surroundings.
Goals Rolls-Royce Marine is currently developing a new solution for various stakeholders working in harbour area, to increase their situational awareness on shore. It was our task to help imagine and visualize ways that would support such vision by developing a user interface that would provide dynamic data in an attractive and accessible way. The inspiration for this ambitious project comes from ship situational awareness, a product which Rolls Royce Marine has been developing previously. The goal of our UI is to showcase new ways to merge data sources and provide information in intuitive, powerful and visually impressive manner. UI will increase exchange of data between stakeholders and it will act as an objective and reliable source for knowledge. It would also act as an trust building element inspiring future data experiments for the harbor stakeholders. The double diamond structure provided a base to our project plan and thus we followed the 4 steps when designing our experience driven user interface. So, letâ€™s have a look at how we Discovered, DeďŹ ned, Developed and lastly at how we aim to Deliver the Intelligent Harbor to our client and in the future hopefully to the users.
Insight These are the insights that not only supported the importance of introducing new technologies to the harbour environment but also clariﬁed where are the weak spots and opportunities to design for better experiences.
Gathering Insights The context study in which we conducted interviews with the harbor management as well as with a researcher and two operator representatives provided us with strong evidence. When designing with Experience Goals in mind, it is crucial to understand how people feel and why they currently feel this way. To us, a way of pinpointing such feelings would help to set the experience goals, we mapped insights from interviews by using afﬁnity diagrams.
There is no real data share nor exchange of it between the operators because of business reasons – “information is business”.
At the moment there is no accurate information about the container location and time is wasted looking for speciﬁc containers in the exchange area.
It is crucial to know about the actions going on in the harbour in real time.
Synergy between operations is important.
There are multiple stakeholders to share data with every day.
XGOAL (Experience Goal) TRUST
Trust rose as a XGoal early on out of our research. As data is not shared widely, misunderstandings happen and communication can be a challenge. An objective, shareable information source would increase trust in the harbor site and beyond. Trust is also very closely related to conﬁdence, believing you can achieve and accomplish set goals. More accessible information in a convenient form helps to get new insights about your surroundings and help make better decisions.
Rolls Royce wants to spark creativity and exploration mindset to new data experiments. By providing a UI with new ways to show and share information, we aim to evoke the mindset for exploring - everything is possible when you implement new data types and algorithms.
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Info for common good. Sharing & having access to valuable data. Objective data sources help building trust towards other stakeholders. Trust encourages to free exploration. Trust builds over time.
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Using & fusing data in a new and creative way WOW-moments Exploration of new possibilities that users didn’t know existed Curiousness, what could this system provide for me? Exploring new opportunities, being curious and excited
User Scenario Harbor operator monitoring the harbor situation
Customer asking question about the current harbor situation.
Ensuring Cargo Flow is being unloaded and loaded as fast as possible.
Knowing the current situation to help making decision.
Delivering High Fidelity Prototype My role in this project is making the interactable UI prototype by using Sketch and Flinto. The UI provides new viewpoints on harbor processes in real time. You can ďŹ nd all important information as well as new interesting data types which help to see harbor operations from different viewpoints and offer new insights into operations. The UI aims to provide information in intuitive, powerful and visually impressive manner. This UI aims to increase exchange of data between stakeholders and it could act as an objective and reliable source for knowledge. All the included functions and properties build the situational awareness in harbor - you are able to see the condition from multiple viewpoints and get a good overall view of what is going on. By providing a lot of information, itâ€™s help user to accomplish tasks and optimize operations.
Conversation through Picture
Type Public Service Hackathon Course Date 6 Week Project Description Hackathon course that create a disruption of the current public service in Finland with digital solution to achieve better experience. Design Goal How could new technology (e.g. AI and IoT) and Innovations be utilized to improve the independent living of disabled people? Team Timo Ristola ,Henriikka Seittu ,Anttoni Salo, Wilhelm Ala-Krekola,Izzan Bacharrudin Soedarsono
Improving Independent Living of Disabled This course is organized in by Fjord Accenture and Aalto University. With selected public sector organizations (Defence Forces, Disability, and Human Resource Management) as the main topic. The aim of this workshop is to solving real-life digitization challenges of key Finnish public sector organizations. For this hackathon, I join with my team that come from different disciplinary to solve the problem about Disability. The design brief for this topic is how could new technology (e.g. AI and IoT) and innovations be utilized to improve the independent living of disabled people?
We went to Nursing Home to do or research and interview. The purpose of this visit is to know the real problems.
Ethnographic Research : Pictures as Language.
We went to nursing home for disabled people to ﬁnding more about the real situation in Rastilla, Helsinki. The summary is that our target customers have many different needs and problems in the three problem areas recognized. Some of the residents have more problems in daily routine communication while some have more problems in the access for services, especially in digital and online services. That is why all the solutions made for them needs to be speciﬁc and individual. On the other hand, in our observation we noticed that it’s is a difﬁcult to build a solution that would ﬁll all the different needs of the customers.
There are 3 main insight that we found from this research : ● Most of the residents is that they can communicate through pictures and colours. Pictures although must be linked to a context that is familiar to them so that they are able to bring together the meaning and context behind the picture. ●
Combining more than one communication method (like voice and picture) helped most of the residents to communicate.
Communication needs to be “produced” with the help of the workers because the workers have learned to communicate with the “own language” of the residents quite ﬂuent.
Possibility of the help from the workers can be utilized and taken into consideration in planning the digital solution.
Prototyping After we got insight from previous ethnographic research, we attend the 2 days hackathon for creating the prototype (led by Fjord by Accenture). What we had done in the workshop were persona creation, user experience journey, lean canvas, and design drivers. We thinking about how we can create a supporting communication tool for disabled people that easier to use and adaptable with each user personiďŹ cation. Also we thinking about how the concept scenario works and the feasibility in business perspective. The result of the hackathon become our brief / draft for creating the prototype. For this hackathon, I as designer create the apps prototype using Sketch (for visual assets) and Flinto (for animation / motion). The 2 day hackathon prototype will be our Minimum Viable Product (MVP) that can be used as test and references for next development.
The situation of the hackathon. We do brainstorming about our project such as Roadmap, Storyboard, Ideation, Prototype, etc. The Hackathon is facilitated by Fjord Accenture.
Bring ConďŹ dence As the ďŹ nal result, we create a prototype in apps that help disabled people communicate. Our main function in our concept apps is ability to translate pictures into a sentences. Also we consider about how the application looks and feels. Most of recent apps that help disabled people to communicate with pictures giving disabled people feel to handicapped for being using the apps. We want to giving conďŹ dence to them, to be proud for themself that even they are handicap, they are not different with others.
User choose the intention of the conversation in order to deliver the context of conversation
Choose the image that represent the conversation. The pictures is categorized by using the standard image and can be personalized by user.
After setting the pictures, the apps will translate the pictures into words.
“Conte” Dash 2018 Hackathon (Games Design Challenge)
Type Dash Hackathon 2018 Date 3 Days Hackathon
New Genre and Audience of Mobile Games ? The mobile games market is extremely competitive. There are hundreds of thousands new games each year entering the market. Still just a few genres dominate both top download and grossing charts. True innovation is rare, there are more copycats than original ideas. On this hackathon, me and my team do brainstorming and explore about what is the new genre of mobile games in the future. Is there any audience who is underserved in the mobile games space ? Could we extend new genres from categories that exist on PC, console or board games? How might we create a genre that can be suitable for user who want to play game in the meantime and have a new experience in narrative games. We believe with this new genre, we can create a new audiences, and also ﬁll the gap of lack of interactive storytelling games genre in mobile game
Narrative Games Making Conte gives people who write stories and keep them buried in their desk drawers the possibility to publish the stories in a game format for bigger audiences with instant feedback loop and in a fun way with a possibility to continue the story/write one chapter at a time. The game gives people who enjoy reading stories and playing story driven games the chance to combine these two. Itâ€™s a new genre for an underserved group of people. â—?
Conte makes it possible for designers, writers and artists to use their creativity and publish content in the form of a mobile game with minigames and other mechanics
Enables users to have non-repetitive gaming experiences through an array of new and interesting stories.
Line of Light at Flow Festivalâ€™18
Type Installation Alt.Ctrl Games Summer Workshop 2018 Date 1 Month Project Description Alternative Controller Game Installation on Flow Festival Team Jung Huh as Electric and Coder Izzan Bacharrudin Soedarsono as Product Designer
Alternative Controller Games Workshop Alternative Controller Games, or usually called Alt.Ctrl Games, is an exploratory game that using any alternative controller to play with it. In this summer, Aalto Media open a summer workshop with Alt.Ctrl Games. With our mentor Robin Baumgarten and Matti NiinimĂ¤ki, we learn about creating games that use combination between mechanical and electrical component, such as Arduino, LED Lights, and crank. Me and my team member, Jung Huh, create game called Line of Light. In the of the course, our Installation will be exhibited in Flow Festival 2018.
Line of Light The idea of this game comes up when we discussing in the park where our team saw some interesting activity where people feed some bird that hanging around. “Feeding”, or “Giving” is become the essential idea of this game. Inspired by this, we do brainstorming with “Giving” theme. Then, we decide that we create a game that similar with “Tug of War”, but with some modiﬁcation. Instead pulling, on this game we implement “Pushing” interaction, and instead we control power, in this game we control lights.. Line of Light is a 2 player installation games that using LED Strip as the main component and crank to control the light. There will be two games mode, which are : 1.
Tug of Light (Competitive Games) a. Tug of Light is a game where two players compete each other to win over the counterpart. Players rotate their own winder and the one faster gets to win.
Balance of Light (Collaborative Games) a. Balance of Light is a game where two players cooperate each other to aim the goal of keeping balance of the light within the area.
Line of Light at Flow Festival 2018 In the end of course, the result of the workshop will be exhibited on Flow Festival 2018 in Helsinki. The interesting insight that I learn from this work is understanding the playfulness on game that installed in public area. As game designer, this insight is give me a new insight about how to create of game that can be enjoyable on public area. I found that, in some public area, we need to create a game that easy to understand for player.
Game Analysis : Frostpunk Resource Analysis
Type Game Analysis Course Duration 2 Months Research Design Brief Game analysis in Frostpunk Game by 11bit studio. Role Researcher Link
Our ﬁrst meeting with client. To elaborate more what client wants, we facillitated a design thinking session and end with creating a rapid prototype. The prototype help me to understand what client message. We apply “Show don’t Tell” mindset in this workshop.
Game Analysis - Resource Management in Frostpunk The reason I choose Frostpunk as my game analysis topic because I want to discover moreover of the formula that determines the resource management game mechanics. This insight can beneﬁcially for me to learn about how to design the resource mechanic in the game that will build the game to be balanced. Balancing game with judging how resources can be achieved and consume are the skills that can be implemented for designing my own strategy games in the future. The formula behind the resource consumption and production is already balance and challenging. Different with another city simulation games, where the player possible to have unlimited resource and feel overpower. The twist event such as temperature drop, broken facility, and some unexpected event that can drop workforce efﬁciency (coup d'etat, protest, food ration being robbed, etc.) makes the game more challenging. For now, Frostpunk developer don’t have any signiﬁcant update that change the way of play. They only update some scenario that can provide an unique experience for player.
It’s Strange VR Games
Type VR Game (using Scrum Method, as 3D and Level Designer) Date 4 Sprint (8 Week) Project Design Brief Create a VR game that can give relaxing and meditative feelings. Role Level and 3D Asset Designer Team Izzan Bacharrudin Soedarsono, Muhammad Hanif, Elian Daiva, Tomy Herseta.
Description Developed for LeapMotion 3D Jam 2015, I was assigned by Labtek Indie as the part of a 5-people team, consisted of two designers & three developers. Within in 8 Weeks range, we challenged to make a VR Game, with zero experience about VR before. We were exploring our Leap Motion Controller & Oculus Rift to create a VR games using Unity. In this team, I’m take a role for design for the “starry” level and doing rendering process for each element. I’m doing UV mapping and set lighting to make an immersing atmosphere. The result of the jam is “It’s Strange”, an immersive VR game controlled with your hands via Leap Motion Controller. You will explore a strange world that you can interact with your hand. You can see your hand will transform into two kinds of hand, a branch-alike and alien shape. This application made by Unity 5, utilising Oculus Rift and Leap Motion for playing it. It’s Strange is designed to be relaxing and a meditative game.
My role in this project. For this project, my role was create Visual Concept, 3D modeling, and Level designer. In this game, there are 3 different level that has its own uniqueness feeling : Jungle / Forest, Underwater, Space Field. After 2 sprint (around 4 weeks), I assigned to create level for Space Field level. The target for this area is giving a eerie yet beautiful experience for user. All the assets is created using Cinema4D. You can play it (requires Oculus Rift with 0.5.0.1 runtime and Leap Motion) by downloading it on https://itch.io/jam/leapmotion3djam/rate/42820
Type Games Project Minor course Role UI UX Designer, Level Designer Team Gorkem I, Oskari L, Maimuna S, Izzan Bacharrudin Soedarsono
What is Soulshot ? SoulShot is a stealth and puzzle 2D platform game where you're a soul with possessing ability that has been awakened from a long slumber by grave diggers looking to steal and exploit your abilities. Your mission is to escape the castle using your possessing ability without being detected by the kniving diggers.
Visual assets in Soulshot, created by Gorkem.
SoulShot - Level Designers In this game, I responsible as level designer, where the main goal is deﬁning and experimenting the difﬁculty and playability of the games. “Possess and escape from the slimy hands of grave diggers You're a Soul sleeping away the rest of your life on the safe hands of gargoyles. You are special. You have the ability to possess and move small creatures and ancient things. But there are people who want to misuse your powers and want to capture you. You have to avoid getting into their slimy hands and move to a safer gargoyle to rest. You can move around for a limited time before you vanish into thin air…”
Visual assets in Soulshot, created by Gorkem.
Development process in creating level for Soulshot. Difficulty of the level is define by the position and movement of grave digger, and the other object position.
Ulik Ulin Arcade Cabinet Concept
Type Personal Research Project Date 2017 - ongoing Description This is my personal research project based on my interest in Games and Interaction Design. Design Drivers ● How might we recreate the role of Arcade Cabinet Game in Games Industry that can be still demanded in the future ? ● How might we redesign the form of Arcade Cabinet that can be relevant with recent trend ?
First prototype of the Arcade Cabinet concept using cardboard.
Let’s create Arcade Cabinet ! As an industrial designer and person who want to start learning to code who like games, I see arcade game is an interesting topic because of its combination of industrial, interaction, and game design. When we designing arcade games, we need to think about how the games work, how the player can control the game, and also what kind of the cabinet arcade that makes people intrigue to play. I want to choose Arcade Cabinet as the main topic for my personal project because I believe this topic is a good topic for me to learn furthermore about industrial, interaction and games design.
Process of rapid prototyping. In the ﬁrst I use laptop for the display, and the second prototype I use PC Monitor.
Create a software games using Unity. Coded by myself. The ﬁrst game is a Maze Ball Game, and the second one is a Music Player.
Arcade Software Prototype
I start by prototyping the arcade to achieve the Arcade game experience. I using cardboard for the frame, the laptop as the machine, and DIY controller board made by used cardboard. I use my own games for the demo with calibration of the controller (use key mapping software) From this prototype, I gather the feedback that most user who play in arcade feel different experience with the original one. They see this experience is kind of gaming experience that can be enjoyed by everyone, even one of my respond enjoy the game even she is not usually playing games. I found that by making an experience of arcade gaming can change perspective about the gaming itself, becoming more acceptable.
I decide to make my own games by using Unity 5.5 and Gameﬂow Plugin. I make two kind of game, one is Maze Ball and the other one is Playlist Player. Maze Ball game is a collaborative maze game that needs 2 players to ﬁnish the game. Each player has different level design that run simultaneously in same time, and need to cooperate to unlock the obstacle until reach to ﬁnish line. Jukebox is a software for the user to play music playlist. The user can choose the song using the controller to choose the playlist. The idea of this play- list comes up after interviewing a coffee shop owner, who needs some facilities to entertain customer by giving them chance to choose playlist in a cafe.
Results We gather feedbacks and insight from the exhibition. The audience reaction mostly are positive, because they think that the concept to port a local independent games into arcade is a unique way to present the game itself. These are insight that I receive from previous event : No age / status boundaries to enjoy the game. One of a unexpected result that come up is Arcade Cabinet can eliminate the paradigm that game is only for gamers. The shape of the physical games in cabinet is more inviting rather than only put console and television.
Testing the Concept To know what is the response of audience for this concept, I try to show the prototype in real situation. I made a collaboration with Independent Game Developer to join a Local Game Exhibition â€œGame Primeâ€? 2017 in Indonesia.. I ask permission to use one of their game to be port in Arcade Cabinet form.
Arcade Cabinet is a rare thing. The ďŹ rst things come up when people see this arcade cabinet : most of them believe that the game is not local made. This is interesting insight because there are lot of arcade games developer in Indonesia, but not in arcade cabinet shape. Create a communication and interaction in real life. Because the shape of Arcade Cabinet is in more engaging and inviting, it can create connection and interaction between people. For example in this picture, all the people are stranger, but connected because the games.
Second Prototype in Finland This project begins in designing the form of the arcade cabinet that has smaller size. Because I need to bring the prototype that can be ﬁt into baggage, I design this prototype that can be turn into ﬂatpack. To make this project feasible and can be easy to carry, the arcade cabinet parts should be divided and can be assembled on the exhibition location (Aalto University). All the wood part (using MDF wood) is made from Indonesia. In total, all the part split into 13 part; 2 bottom part, 4 side part, 2 back part, 1 control board part, 1 title board part, and 2 screen part. Every part is designed to be ﬁtted in large luggage size. The total weight of the cabinet is around 15kg.
Type Form Exploration Course Date 6 Week Project Design Goal How might we do form exploration of Electric Scooter by understanding the user to reveal the possibilities of new market for Meeko Company (Electric Scooter company).
Form Exploration Course Form Exploration course teach me insight about how to learn advanced skills in form giving and the aesthetical design of physical industrial products. In this course, I learn to identify the premises of form giving such as design strategy, brand positioning, trends, cultural differences in consumer preference and such not forgetting their personal insight. Every year in this course, student will collaborate with real client. For this year, my client is Meeko, an Electric Scooter company based on Helsinki. Meeko want to us to do some exploration about the development possibilities that can be done on Electric Scooter, to reveal the possibilities of new market for Meeko.
Findings To have deep understanding about the user, I made some desk research about Warehouse Manager. The things that looking up is about what is the main manager jobs and what the goal that need to fulﬁlled. Based on the research, there are several user scenario that need to be fulﬁl as Warehouse Manager : 1.
Support operations leadership team in daily operations management of the delivery station, including route assignment, leading meetings, and communicating with internal and external suppliers.
Build, optimize, and assign delivery routes on your shift.
Troubleshoot problems through to resolution, escalating as necessary.
Design Drivers Target Group : Warehouse (Area) Manager This scooter concepts will aims Warehouse Manager as main target market. Their role to support daily operation in warehouse, managing, and troubleshooting cause them to have high mobility. Recently they use segway for support transportation, but it’s not suit with the real case because its too heavy. They need a lightweight transportation, so they can easy to carry with.
One Handed Control Manager always do use several tools such as pen and paper or tablet to managing the warehouse workﬂow. Based on that, it will be game changing if manager can control the scooter with one handed. Lightweight Scooter Help user can carry it with less effort. Stabilize Make user make less focus on stabilize the scooter when using it. This feature will be enable manager to do cruising mode to monitoring the warehouse surrounding.
Style Inspiration I did a research that focus on user fashion style and the place where they will work (in this case, Warehouse). The result is the user mandatory to use working vest, but they use casual clothes to work. This fact inspire me to put a bright color on the scooter, to be more revealed. The scooter also needs to be same style like the other tools in Warehouse. Itâ€™s should be look understandability, professional and handy.
(1) Implementation of Color Variations. (2) Side View with model. (3) Close up of Detachable Battery as aesthetic element. (4) Folded Mode. 5) Detail of handle and display with battery condition interface.
Liku - Solo Travelling Wearable Gadget
Type Final Year Project, 2015 Duration 12 Months - Student Project Design Goal How might we provide information and create a mutual connection between tourist and local in Bandung city that can create a memorable holiday experience. Role Designer
Introduction Bandung tourism sector became an important economic factor, because there’s a lot of people who capitalize on this sector as a livelihood. Unfortunately, the improvement of public information is not as much as it’s still difﬁcult for tourists to obtain the information about the city, especially the local wisdom of local people. Study of user experience is used to determine the level of difﬁculty and satisfaction for tourist to access the infor- mation, by creating a better travel experience by designing a system as a personal tour guide in Bandung, tourist will be able to get to know the city deeper , by providing more information about local wisdom, which means the information comes from the local citizen .
Travellers Categories There are 3 main user that will be the critical part to make the system working. First one is the travellers, volunteer, and local vendor / owner. The main point of this system is connect- ing them through one HUB, which is Liku apps.
The locals who provide information about their places. They can give speciďŹ c information, for example as photography enthusiast, they can give information to traveller about places that will provide good photos.
According to how traveller planned they trip, there are two kinds of type, which are Free Independent Travellers (FIT) and Group Inclusive Tour (GIT). 1. Free Independent Travellers (FIT) A trip that only includes few travellers (usually less than ďŹ ve persons) who planned their own trip; time schedule and places. They want to separate themself with other travel trip that planned by travel agent. The aim of such method is for having privacy in their holiday . They usually use public transportation for commuting.
Traveller Person who accesses information about local content of their destination. With the information, they can decide which place they want to visit or what kind of local food that they want to taste.
2. Group Inclusive Tour (GIT) Trip planned by Travel Agent, from destination, tour guide, accomodation, etc. This kind of plan to ensure travel can only focus to enjoy the trip. For this project, i choose the FIT type because the travellers theirself are planning their own trip, and with the help with Liku, it can provide information for them.
Local Vendor Person who own and provide the content of tourism, such as food vendor stall, restaurant, coffeeshop, shop, etc.
Branding I create moodboard to be a references for styling of the concept.. We use pastel color to represent calmness of Bandung and young spirit. As you can see, this moodboard present how the user behaviour when they are travelling and the main color of Bandung scenery. From moodboard, come up some buzzword that represent for Liku visual references. These words are scenery, togetherness, technology, landmark, uniqueness, traditional, youth, and functional. Through these deﬁnition, I translate them into a Logo. Liku means “corner” in Indonesia. The reasonwhy i use this name is because this concept can help tourist to know the secret gem places or attractive in Bandung that usually hidden in the corner of the city.
Design Drivers After I did some interview with the stakeholder, there are some design drivers that need to be considered. 1. 2. 3. 4.
Young Tourist ﬁnd trouble to ﬁnd a interesting place that usually local coming in. They want to feel be like local Some recommendation places that suggested by media sometimes doesn’t same as like expectation. Backpacker tourist doesn’t want to bring too much stuff when travelling. Some tourist agree that Bandung has potential to be a food paradise destination based on local vendor. Unfortunately, some hidden gem is still secret and few people know about this. Only a few local people know this.
Based on this design drivers, comes up “HMW” : How might we provide information and create a mutual connection between tourist and local in Bandung city that can create a unforgettable holiday experience.
Prototyping This is the highlight of the process. The reason why i make wearable is to make travellers easier bring the device by wearing it. I use styrofoam for exploration and synthetic skin. The next process is use wood to make the sample body, in purpose to get exact dimension of the product. The ďŹ nal process is using 3D printing to print product with precise dimension. It need to be done in purpose to ďŹ t with the arduino that will be applied into the device.
Final Product The ďŹ nal product of Liku. There are two main devices, the bracelet and tagging device. The bracelet for keep the trip data of travellers inside the device, so make user easier to access this information. This also possible for travellers to share his data with the others.
The second device is the tagging device, for collect data from bracelet. This device is going to be used by the local vendor for collect the customer data. The travellers who tag their bracelet will get beneďŹ t depending by the local vendor, such as discount. These data can be use for local vendor to get contact, and can be use for government to know the population of travellers in one area. This insight can be useful for government to make a decision.
UI UX This is the Concept Art for UI UX in Liku apps. With using the previous moodboard as the references of styling, i use three main color that represent Bandung, which are green, blue, and yellow. Each color represent different function: Green for Information, Blue for Personal Trip, and Yellow for Scanning features.
UI UX Research
Design Thinking Facilitator, Researcher and Manager
Type Design Thinking Implementation Description In Labtek Indie, we use Design Thinking as starting point of the project to better understanding about client needs, create a report, and if necessary, we translate the report to user story for further development (for prototyping phase using Scrum) This is explanation about my role that implement Design Thinking during my career in Labtek Indie. All this projects is Client Based Project.
The situation where I responsible to maintain the workshop and support the participants for better understanding the concept of Design Thinking.
Design Thinking Facilitator In several project, I assigned to be Design Thinking Lead Facilitator. The target of this facilitation are : 1. Deeper understanding about the client needs / brief and proďŹ le. 2. Co-Creation process with rapid prototyping phase to have more clearer message / brief from client. 3. Translation from the result of workshop into User Story, where it can be use as design brief for development team in prototyping phase. Based what Iâ€™ve experienced with it, I learn about how to encourage them do participation when the workshop started. Also because every client has different context, I need to prepare the workshop module that suit with the client about what to need to be prepared when I conducting the Facilitation.
UI UX Research
Glimpse of experience to do interview and create insight from the result of interview.
Situation where I help trainee to help them a better understanding about Design Thinking method.
Design Research Manager
In some project, I assigned to be Design Thinking Researcher. In this role, itâ€™s about how implementing empathy to have deeper understanding with the problems. Usually as design researcher, my task is preparing for user interview, brainstorming with internal team, and creating reports. Most of the method that I used in this role is from what I learn from IDEOU Course â€œInsight for Innovationâ€?.
In this role, I responsible to do module quality check with another colleague of Design Thinking Facilitator and Researcher. I also decide what kind of module that can be done. I also responsible to conduct internal training about how implement Design Thinking method.
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