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INDUSTRIAL DESIGN

PORTFOLIO WEITING CHANG


Portfolio

Weiting Chang


CONTENTS


01

PROFILE

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02

PRODUCT DESIGN 9

03

EXPERIENCE DESIGN 39

04

VISUAL DESIGN 61


01/ PROFILE

PROFILE

WEI-TING CHANG INFORMATION LINE ID

waiting4true

PHONE

+886 983488861

MAIL

a0983488861@gmail.com

ADDRESS

10F.-1, No.35, Dazhong St., West Dist., Taichung City 403, Taiwan (R.O.C.)


WEITING CHANG PORTFOLIO

EDUCATION 2019

Master program

National Cheng Kung University group of cognitive and kansei design

2015

Bachelor degree

National Cheng Kung University department of industrial design

EXPERIENCE 2019

2018

2017

2016

Space designer

2019 NCKUID graduation exhibition-What if

Staff leader

2020 SPOSAD product design, space group

Intern

Astro Engineering Co., Ltd

Leader

Student association of design college

Promoting leader

School joint emotion design workshop

Visual designer

NCKU freshmen camp

Leader

Industrial design student association

Activity designer

ICPD international seminar

Captain

Basketball team of industrial design department

Visual designer

Camp of university life

LANGUAGE

PASSION

Chinese / English / Taiwanese

Design / Basketball / Filiming

SKILLS 2D

3D

Adobe illustrator

OTHER

Adobe premiere

Adobe photoshop

Adobe XD

Adobe indesign

Keyshot

Solidworks SketchUp

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02/ PRODUCT DESIGN

project 1

iCEKiMO

An ice machine from lean product development.

-2017

project 2

BARBECOOL

A deformable barbecue toolset.

-2018


WEITING CHANG PORTFOLIO

PRODUCT DESIGN

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02/ PRODUCT DESIGN


WEITING CHANG PORTFOLIO

An ice machine from lean product development.

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02/ PRODUCT DESIGN

LEAN PRODUCT DEVELOPMENT Lean Product Development, or LPD, utilizes lean principles to meet the ever-growing challenges of Product Development. Beginning with Allen Ward's study of the Toyota Production System, lean product development seeks to address the following issues in particular: Reduction of long development cycle times Reducing the high costs of development The need for more innovative solutions Reduction of production costs Redevelopment cycles In this project, we learned to go through all the design progress with the concept of LPD. We applied tools such as A3 reporter and methods like think-aloud protocol to make our product more realistic and closer to the user.


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DEVELOPING PROGRESS Identify customer value

Competitor analysis Strategy setting Idea sketch Prototype 3D modeling

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IDENTIFY CUSTOMER VALUE

USER TEST

02/ PRODUCT DESIGN

Asking our test-users to compelet a certain task while recording and observing all the interaction details between the user and product.


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USER INTERVIEW Ask users about the satisfaction/dissatisfaction of using the machine. After organizing the data, we list customer values based on observation and interview.

Amount hint

Shaving location

Ice size

Shaving stability

Usability

Ice filling dificulty

Basement space

Outlook

Components location

Weight

VALUE RANKING Using Google form to investigate user’s satisfaction and value about all the values listed. Redesign goal: high-valued and low-satisfied value.

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COMPETITOR ANALYSIS

COMPETITOR TABLE

02/ PRODUCT DESIGN

Find other ice machines that share a similar target group and function. List and compare their qualities in order to find the trend of the market and our strengths.


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CAUSAL MAP Component breakdown Dismantle the test product to understand all the components' function and their interaction. By doing so, we can list the parameters that influence ice shaving.

Map cunstruct With the data from customer value investigation and competitor analysis combining the parameters of ice machine. We constructed a causal map for better understanding the relationship of growth and decline among all the parameters to make a perfect design strategy.

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STRATEGY SETTING

02/ PRODUCT DESIGN

CUSTOMER VALUE Goal

Obstacles

Strategy

Amount hint Adjustable ice size Larger basement Usability

Extra components and technique lead to cost increases.

Reduce useless structure Redesign components

PERFORMANCE Goal

Obstacles

Maximize its power

Using a motor with higher quality leads to cost increases.

Strategy Find the ice thick of costumer’s need. Decrease thick ice size Decrease torque required Increase rotating speed Increase shaving eficiency


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02/ PRODUCT DESIGN

IDEA SKETCH


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PROTOTYPE & MODEL DEVELOPMENT

PROTOTYPE

02/ PRODUCT DESIGN

Use paper and PU to adjust outlook and find the best size and shape according to our product's goal.


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MODEL When the details were confirmed, we went on 3D building with solidworks and printed it out. After grinding, filling putty and spraying paint, the model is done.

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02/ PRODUCT DESIGN

3D RENDERING


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02/ PRODUCT DESIGN

DISPLAY In the design exhibition at the end of the semester, we displayed all the progress of making icekimo in order to show that we value every detail of the work instead of just the outcome. We also got lots of feedback from the visitors to the exhibition and planned to fix those problems in the future.


project 2

02/ PRODUCT DESIGN

BARBECOOL

Co-designer

Meng-Hsuan, Tsai


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PRODUCT RESEARCH This project, We tried to develop a product for crowdfunding platforms like FlyingV or Kickstarter. It's a great way for a start-up company to promote both its company and the products. Apart from other product design, this type of design requires more innovative ideas to catch the crowd's eyes.

02/ PRODUCT DESIGN

CONCEPT DEVELOPMENT After browsing through the hot designs and products from different platforms and brainstorming, we came up with a direction of deformable tools. It is pretty cool and eyecatching if we can turn a scissor into a pair of knives or other cooking tools.


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DEFINE TARGET USER Camping enthusiast Campers and hikers are often having trouble with bringing the fewer necessities as possible. With Food, drinks, clothes, cooking and camping tools filling their backpack, they are more likely to be tired and frustrated with the journey. A deformable toolset happens to fit their needs.

QUESTIONNAIRE SURVEY In order to understand the target group, we posted a questionnaire on certain social group pages online. The questions include their basic information and some habits or preference for camping. For example, which cooking or BBQ items will you bring to camping(figure below).

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STRATEGY SETTING Target user Camping enthusiast who BBQ with family or friends.

User's value

02/ PRODUCT DESIGN

Convenience & usability

Design goal How might we let the users bring as fewer tools as possible but doesn't a ect the quality of their BBQ times?

Design strategy A deformable cooking toolset that includes scissor, clip, shovel, and knife.


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IDEA SKETCH We tried to figure out what combination is the best and how the tools conduct with each other. Also, thinking about form style and if the sizes are appropriate to use.

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PROTOTYPE & MODEL

02/ PRODUCT DESIGN

Using paper to confirm the structure and the scale of the model.

Making the model with 3D printing in order to modify the details efficiently.


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PACKAGING DESIGN We used a drawer case to contain our product. The cardboard material made it natural and simple just like our toolset. Different images printed on each side of the case helped to illustrate our product and attract the customers.

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02/ PRODUCT DESIGN


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03/ EXPERIENCE DESIGN

project 1

SWEET LAND

Dessert making experience design

-2019

project 2

“WHAT IF” WORLD

An design exhibition space design.

-2019


WEITING CHANG PORTFOLIO

EXPERIENCE DESIGN

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project 1

03/ EXPERIENCE DESIGN

SWEET LAND

Co-designer

Meng-Hsuan, Tsai Li-Wen, Hsu Hsuan-Min, Hsu


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BACKGROUND

03/ EXPERIENCE DESIGN

COLLABORATIVE DESSERT MAKING DIY baking house is a rising business model that provides integrate material and equipment for customers to enjoy making dessert on their own. Through observation, we found out that customers often choose to make dessert together in order to have a more interesting experience and spare the cost. “Collaborative dessert making” has become a common phenomenon in the DIY baking house. However, the service provided now is mainly designed for one participant. The true need and expectation haven’t been satisfied yet.

DESIGN GOAL After going to DIY baking house and having interviews with the target users, we found their needs and define our goal.

Recreation for friends More fun Fun and interesting in the making process.

Closer Creates better interaction and connections between the participants.

STRATEGY We take gamification as our strategy. Accomplishment, meaning, and unpredictability in the gamification octagon were involved. We use stories to guide the participants in an easy way. It not only enhances their interaction and also increases the fun of the experience.

More possibilities Guide participants to put their ideas in the cake.


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PROCESS DESIGN Cake making process diagram The picture illustrates the cake making process. The title on the left means the rule of gamification we use in that step. Also, by adding some games into those steps, we want to bring more fun into the experience for the participants, and trigger a discussion between them.

Furthermore, we use the peak-end rule. It is a psychological heuristic in which people judge an experience largely based on how they felt at its peak(it’s the most intense point) and at its end, rather than based on the total sum or average of every moment of the experience. Finally, the gray block on the right represents the motion curve of the participants.

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INTERFACE DESIGN

03/ EXPERIENCE DESIGN

TABLET INTERFACE In our concept, all the stories, recipes, and games are provided through the tablet. The picture below is the story of “Dark Force�. We have our customers choose a character which related to a different skill that they can activate during making their cake. By doing so, they will easily fall into the plots. Also, it enhances their meaning(in the gamification octagon). During the cake making process, we use the rule of gamification to increase the chance of interaction and trigger a discussion between them by playing the games we designed. Via different decisions from the customers and the unpredictability in games, they can make their unique cake.


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GAMES In the process, we add some games to help to guide the participants to put their idea in the cake, enhance the interaction, and without a doubt, make it more fun!

Cake flavor select In this section, participants are given multiple choices that affect the story. Each answer leads to other choices and finally, the flavors which related to it pop out. The participants are encouraged to discuss and make a mutual decision.

Empowerment Unpredictability

Cake shape select In this section, participants are asked to classify the elements selected in the last section in order to find out which cake mold is the most suitable for them.

Empowerment Unpredictability

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PRODUCT DESIGN

03/ EXPERIENCE DESIGN

Twogether Twogether is a set of pastry tips that contains two pastry tips and a connector. We want to add more unexpected fun to decorating, considering it as the most impressive part of dessert making for most customers. The participants are able to connect two different paste with the connector. With two paste controlled respectively, the communication and chemistry between the users are required to make the perfect flower. We expect users to enjoy the teamwork of using it and the accomplishment of making a nice-looking work. The funny outcome during the process, if positive, is also included in our attempt. Furthermore, twogether also has different tip shapes to provide users with more creative options such as flat, flower, and round.

Prototype We took lots of time trying to make the connection more smoothly and also the better shapes of the paste. If the cleaning is easy and the production is possible are also the issues we concern. Through actual tests with a number of prototypes to refine, we finally confirm the size and the details inside the product.

Model making After confirming the details, we ground and sprayed to finalize the project. We also conducted user tests to gather feedback.


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BUSINESS MODEL Profit system There are three parts to the expenditure. The first one is the ingredients and the appliance: we control the cost by downsizing the cake and reducing the type of cake. The second one is the software development. We plan to outsource application development. The third one is the human resource. There will be two full-time staff to maintain the operation of Sweet Land. There are two parts to the revenue side. One is the expense of the customers who come to make the cake, the other is the cafĂŠ. We provide some drinks and our exclusive cake for our customers(people who do not make the cake can also take them home to enjoy).

Configuration At first, customers will select the story they are interested in and pay. Next, they will get a tablet with the story and all the instructions in it. They will follow the steps on the tablet to make the cake in the working area. After the cake is done, they are free to enjoy their work in the dining area.

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USER TESTING USER TEST

03/ EXPERIENCE DESIGN

We invited several participants to conduct actual tests, during the process, participants were asked to follow the tablet to make their cake. The space configuration, equipment, and procedure were as similar to our design as possible to get real feedback. We’ve been through several tests and improvements, and lots of unique cakes were made.


WEITING CHANG PORTFOLIO

INTERVIEW After the test, we also had interviews with them to find out what can be improved and check if we achieve the design goals set in the beginning. The interviews and the test process were recorded and made into a short film to illustrate our progress.

EXHIBITION EXPERIENCE During the exhibition, in order to let the visitors get our concept quickly, we set an experience zone where they can follow the tablet and make cakes. To enhance the authentic, we made myriad models of cakes, ingredients, and decorating items. It helps the visitors to understand the process immediately. Within fifteen minutes, they can build their cake and experience the fascinating characters of our project.

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03/ EXPERIENCE DESIGN

SWEET LAND We are looking forward to providing users more fun and satisfying experience. Also, we hope the happiness of making dessert can become a kind of recreation between friends, and attract more people to experience the fascination of dessert.


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project 2

03/ EXPERIENCE DESIGN

“WHAT IF” WORLD

Co-designer

May, Chen Ting, Su Hsing Ping, Lee


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CONCEPT DEVELOP IDEATION Our everyday life is brimmed with possibilities. Through fission, variation, and transformation, borns the world of “What If”. This is where the two worlds converge, the one we know, and the one we shape. Compare, redefine, and take a step back, just so we can figure out—What matters?

03/ EXPERIENCE DESIGN

We used post-it notes to discuss the concepts of the exhibition and what kind of experience do we want to create for the visitors. We first define the core concept, following the key goals we want to achieve, and then the possible execution.


WEITING CHANG PORTFOLIO

SPACE PLANNING SPACE MODELING After having a rough idea, we build a 3D model of the exhibition to discuss with the exhibition corporation, checking if the idea is feasible and within the budget. Through a few iterations, we confirm the space plan and started to develop the details, such as material, structure, and lights in it.

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EXHIBITION FEATURE

03/ EXPERIENCE DESIGN

DESIGN CONCEPT In order to convey the concept of “What if�, we want to create a new world for the visitors where they can interact with the designer freely. Through communication and interaction, visitors can understand the value the designers create. They are able to compare the differences before and after the designs, and furthermore, try to think of another possibility. We give each project a integrate and independent space so that communication is encouraged. Additionally, we also create an interaction zone for visitors to understand the design topic of each project in an interesting way.

01 Key vision wall With the gradual change of the lights, we realize our key vision and make it an attraction for the visitors at first sight. It is really eye-catching and makes our exhibition stand out from all the other schools.


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02 Design project zone Each project is built up with three walls to convey their concept. The first and last wall highlight the difference before and after the design while the middle wall illustrates the details.

03 Interaction zone We apply scanimation to this zone. Visitors can observe the visual change with their hands. The images moving are the background for each design project. We want to provoke visitors to an interest in design while playing.

04 Transection entrance We want to give visitors a feeling of going to another world. We use curtains to create the atmosphere in Tainan and a tunnel in Taipei.

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03/ EXPERIENCE DESIGN


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04/ VISUAL DESIGN

project 1

CUL

A set of graphic design & peripherals for the camp of university life.

-2019

project 2

FRESHMEN CAMP

A set of graphic design & peripherals for NCKU freshmen camp.

-2016

project 3

LINE STICKERS SKETCH

Line stickers about classmates in college.

-2018


WEITING CHANG PORTFOLIO

VISUAL DESIGN

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WEITING CHANG PORTFOLIO

Camp of university life at National Cheng Kung University

Camp of university life(CUL) is a camp for high school students to learn more about university department and the lifestyle of freshmen, so they get to make a better decision when graduating. As the visual designer of CUL, I made the poster and some peripherals for the participants and workers.

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WEITING CHANG PORTFOLIO

DM for recruitment.

Stage background of party night.

Drawstring pack as souvenir.

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project 2

04/ VISUAL DESIGN

FRESHMEN CAMP


WEITING CHANG PORTFOLIO

NCKU freshmen camp is a 3-day freshmen training held by Cheng Kung University. It's also the biggest camp in the school which involved 3312 participants. As the visual designer of this great event, I had the chance to show my works to the school and to all the people involved.

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A 132-page freshmen guide book.

Freshmen camp t-shirt design.


WEITING CHANG PORTFOLIO

Feshmen camp souvenir.

How a 3312-participant camp looks like.

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Line stickers about classmates in college. My college life is colorful and I appreciate all of my lovely classmates around.Together, we’ve done so many crazy things and achieved so much. “It would be pretty interesting If they can turn into some stickers on certain software when chatting with them.”Therefore, I started this project without a pause, hoping to make it as a gift to them by surprise.

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SKETCH

04/ VISUAL DESIGN

I worked on my notebook rst, trying to catch their charm.

ILLUSTRATING STICKERS With illustrator, I modi ed the lines and added more details for each character. And, most importantly, coloring them.


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MARKETING

04/ VISUAL DESIGN

After publishing my stickers online, my classmates changed their Facebook photo as a promotion to more people. The stickers were popular for the first few days as the selling report displayed.


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SKETCH

04/ VISUAL DESIGN

PRODUCT SKETCH


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ARCHITECTURE SKETCH

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04/ VISUAL DESIGN

CREATURE SKETCH


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Portfolio

Weiting Chang


WEITING CHANG PORTFOLIO LINE ID

waiting4true

PHONE

+886 983488861

MAIL

a0983488861@gmail.com

ADDRESS

10F.-1, No.35, Dazhong St., West Dist., Taichung City 403, Taiwan (R.O.C.)

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Wei-Ting, Chang PORTFOLIO  

Wei-Ting, Chang PORTFOLIO  

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