Module 1 Activity Research
Weekly Activity Template
Tina Ye
Project 1
Module 1
Throughout this project, I explored various interactive technologies such as Arduino sensors, Touch Designer, ProtoPie, and MakeyMakey, and learned how these tools can be connected to create interactive experiences and visual outputs. The main goal was to understand how physical inputs can influence digital responses. By experimenting with Arduino sensor and Touch Designer, I learned how to build circuits, interpret sensor data, and visualize that information in creative ways through real-time graphics.
Additionally, I explored WGSN website, which is a website that many designers will use to discover new ideas and getting new innovations by looking at different categories of articles. This helped me by researching current and future design trends related technology. This research guided me to think critically about how physical computing can be used to improve everyday life and emotional well-being.
Through these activities, I developed a stronger understanding of how hardware and software interact to form engaging user experiences. Moving forward, I aim to create an interactive project that visualizes human emotions or physical states. This direction will allow me to combine both creative storytelling and data-driven design, making technology feel more personal and expressive.
Research Activity
WGSN Consumer Trend Research
Researching the consumer trend is important because it helps designers to explore new ideas throughout the whole process and understand what are the products that they are looking for to help them in daily life. There are two categories that I had interest with when looking through WGSN website. Below are the attached photos describing the impacts, and why I chose them as the inspiration for this project.
WGSN Personas Research
Personas helps to understand the target audience that we might need to discover with, by knowing their requirements and questions about the category, which is also helpful for our research section. Based on the selected categories, we found two types of personas that we want to focus with and made some summaries. Below are the attached photos that are relevant to the personas we chose, and answering about their hevaviours and impacts.
HMI Research
According to the categories, I wrote some HMI statement to question myself whether if the category is useful to design for or not, this process is useful because it helps me to think about the problems that users are facing and what they want me to solve, it is also useful by questioning myself which can help me generate new ideas while thinking. Attached photos are the problems and considerations that I thought about.
Project Path
We are working in a group of three, and had a discussion about what we could make for each path, but we thought that a design path might be better by making something that is functional and can help users in their daily life. Also, the categories that we researched about are all towarding with design path, therefore we decided to make the project with a functional setup. The photos are examples of design path products we can make for this project and how the product might look like.
Project 1 Concept
Project 1 Concept
This project explores how real-time biometric data can be transformed into visual and auditory experiences that reflect users’ physical and emotional states while doing exercise. We are planning to design a wristband that detects heart rate, the system creates a sensory bridge between the body’s inner state and external media feedback.
When the user engages in calm activities such as yoga or stretching, the visuals may become soft and fluid, accompanied by slow, ambient music. During intense activities like running or boxing, the visuals shift to dynamic, high-contrast patterns and fast rhythms. If the heart rate rises to an abnormal level, the system triggers a gentle warning, this help users maintain awareness of their health and limits.
Beyond exercise, this project also investigates how heart rate changes can express emotional moments in daily life and how music or visuals can act as emotional mirror to the user’s inner world.