able. (Augmented Bench Learning Experiences) is a collection of physical and digital tools for remote novice electronics makers, using a mobile device. More information on the thesis show website.
Developed in A-Frame, AR.js, using ESP32.
Advisors: Katherine Moriwaki, Andrew Zornoza, Aya Karpinska, Louisa Campbell
Augmented reality Design & Development, Research
ARduino is a series of form explorations for modular augmented reality displays used during electronics making.
Created in Fusion360.
Advisor: Jason Aston
Augmented Reality Design, Data Visualization, 3D Modelling
Stuyvesant Cove Park, 2021
Working closely together with Stuyvesant Cove Park management for six months, the team developed a forageable plant handbook and a map showcasing all the amenities and wonders available in the park.
The project’s main goal is to make edible plants in the park easier to learn more about. Extensions of the project include plant information signages, wayfinding signages, and QR codes to facilitate access to both handbook and map.
The team conducted site visits and interviews with park stewards and veteran volunteers; distilled research insights into archetypes, then personas; tested design iterations using Usability Hub (navigation and 5 second tests), then conducted moderating testing with users through Zoom interviews.
The project is hosted on Notion and Google Maps both as working prototypes to facilitate testing, and for members of the park community to contribute information to. The site will be launched in the summer of 2021, and can be viewed here.
Solar One: Candace Thompson
Team: Chel Chan, Dae Young Kim, Yichan Wang, Joe Chung Advisor: Fei Liu
UX Research, UX Design
spARk is an augmented reality STEM learning experience that encourages learning systems through hands-on explorations. This builds upon similar prior projects like Math Heroes, which uses mental models as a tool for understanding complex abstract phenomena.
Across a period of 3 months, spARk was part of the NYC Media Lab’s first XR Startup Bootcamp and developed through the Lean Startup method, interviewing and testing with 100 stakeholders in all: students, parents, teachers, educational researchers, investors. A sample lesson on photosynthesis was co-developed with a middle school biology teacher, and tested with several students in his class.
Circular Rhythm Machine is a rhythm synthesizer that uses tangible pieces captured by an RGB camera to make music. Designed to forefront rhythmic patterns, the circular interface was chosen for its periodic movement.
Circular Rhythm Machine was part of a thirteen-week studio project involving research, feedback and iteration. You can more about the design process on the project Github Page here, and the paper here.