Cadence, an Immersive Media Exhibit
Interaction Design, Physical Product Design, Projection Mapping , Multi-Modal sensing
Cadence was a reactive audio-visual experience, designed as an immersive media exhibit for the NexNow fest at the University of Maryland.
Collaborators Aaditya Shete
Development
Concepts
Prototype
For the projection surface
Final Build
Redesigning iSchool Commons to Accomodate Graduate Assistants
Contextual Design, Qualitative Analysis, Affinity Mapping, Data Visualization, Design Research
This UX research studyl identified the need for flexible workspaces, better break-room amenities, and more natural lighting for graduate assistants. We proposed innovative designs, including open floor plan, to improve their working experience.
Check out the current state of the project here
Collaborators Stephanie Apollon, Antariksa Akhmadi, Yabing Yang
Timeline
Role
Goals
Constraints
Overview
Our research evaluated the space needs of groups within the iSchool to recommend future space reallocations.
Research Question
What are the privacy needs of iSchool graduate assistants in a shared workspace, and how might a space accommodate these needs while fostering community and collaboration?
Goal
To understand the balance between privacy, sense of community, and collaboration for iSchool graduate assistants.
:)
Study Design
Participants
Demographics
Graduate Assistants (GAs)- Research Assistants (RAs), Graders, Teaching Assistants (TAs)
Age: Minimum 20 Years of Age
Hours Worked Per Week: 20 hours
Specific Qualifying Criteria
Must be enrolled in the INFO College/iSchool
Must be employed by the university
Must be a graduate student
Data collection and synthesis
We conducted contextual interviews and focus group discussions with graduate assistants to gather qualitative data.
Data Collection and Transcription
The recorded interviews were transcribed using Revoldiv and Zoom
Initial Interpretation and Affinity Notes Creation
Key points were identified by reviewed and interpreting the interview notes.
Created affinity notes from the interpreted data in Google Sheets, representing each significant point.
Grouping and Diagram Assembly
Grouped the affinity notes into broader themes
Organized the grouped notes into an affinity diagram using Figma for visual representation.
Results
Key points were identified by reviewed and interpreting the interview notedfs
Wall Walk and Model Creation
Wall Walk Engagement and Feedback Collection
Carried out a wall walk involving teachers, learners, and various stakeholders to share preliminary results.
Gathered responses and ideas, helping us gather feedback for topics such as bookable study areas and safe storage.
Based on interview insights, the Space Matrix helps depict spaces categorized into quiet/open, quiet/closed, noisy/open, and noisy/closed.
This User Journey Map illustrates a typical graduate worker’s experience, highlighting emotional states throughout the day.
The Identity Model represents the graduate assistants’ perceptions of their roles, enjoyment, and workspace needs at the iSchool, showcasing common characteristics and needs despite different job types.
Feedback Interpretation and Design Visioning
Discussed feedback to determine which ideas to keep, learn more about, or discard.
Developed design visions based on feedback, including concepts like greenhouse-style indoor greenery, re-divided workspaces, and a reservable room system.
Music Playback Interface in Augmented Reality
Imagine an augmented reality audio-playback interface that transforms your surroundings into an interactive music studio. Walk around your room and see virtual instruments and effects seamlessly integrated into your space. Adjust EQs with hand gestures, place new loops by grabbing floating icons, and manipulate tracks in a dynamic 3D environment. This immersive interface turns music performance into an engaging adventure, making every session a journey through a landscape of sound.
Personal Project
In Situ AR Concept, Design Ideations
Spacial Design, Visual Design, UI Design, Augmented Reality
A collection of preliminary sketches that capture the early stages of conceptualizing the project. These drawings illustrate how the AR elements would interact with real-world environments.
Each sketch represents a step in exploring design possibilities, spatial relationships, and user interactions. This visual journey highlights the transition from abstract ideas to tangible design solutions.
Below are some rough gesture controls I had created for this project. These controls were based mainly on speculation and current practices.
Clips Control Window
This window lets the user launch and control all the audio/MIDI clips in the session, with the playing clip's waveform color-matched to its channel.
To play a clip, hover and pinch to select, then release to play; selecting and pinching a "play row" button triggers or stops the entire row, and clicking the plus button in the top right adds additional tracks.
Mixer Window
This window presents a Pioneer DJ-style mixer setup with labeled channels and controls.
Adjust EQ knobs by hovering and rotating your wrist while pinching your fingers; the knob changes appearance when not in the default position.
Adjust EQ knobs by hovering and rotating your wrist while pinching your fingers; the knob changes appearance when not in the default position.
Pinch and drag the volume fader up or down to adjust the channel’s volume.
Effects Rack Window
The effects racks closely resembles the one found in Ableton Live, where a user can add different effects and control their parameters using the on screen macros.
Forget Me Not - A Persistent Reminder App
Forget Me Not is a reminder app designed for students and young professionals to manage tasks and goals amidst distractions. It minimizes input burden with a persistent widget, voice input, and location-based notifications. Interactive notifications and a warm color palette provide visual feedback and motivation. Developed using user-centered design, the app was iteratively improved based on user feedback to enhance usability and effectiveness.
Collaborators Sharvonne Sisco
User Interviews
Phone Story Scenario
This project presents a speculative narrative set 30 years in the future, told entirely through the perspective of a detective's phone screen. The story unfolds as the detective navigates various custom-designed apps to solve a mysterious biovirus outbreak caused by an evil witch. The detective's journey is driven by app interactions, notifications, and in-app functionalities, immersing the audience in a high-tech detective thriller.
Self-Tracking and Visualization
This project involved developing a self-tracking system to monitor and enhance personal productivity. Using various tracking tools and techniques, the project aimed to identify patterns, set goals, and measure progress over time to optimize daily productivity.
Indian School of Business
This project involved developing a self-tracking system to monitor and enhance personal productivity. Using various tracking tools and techniques, the project aimed to identify patterns, set goals, and measure progress over time to optimize daily productivity.
Usability and Accessibility Testing
This is a collection of usability and accessibility studies conducted for the course INST 631 Intro to Human-Computer Interaction. The projects include a manual accessibility inspection of SouledStore.com, a user-based usability evaluation of Spotify’s desktop app, an automated accessibility evaluation of SouledStore.com using the ANDI tool, and an expert review of Spotify’s playlist functionality. These studies utilized various evaluation methods, including heuristic analysis, user testing, and automated tools, to identify usability issues and provide actionable recommendations for improvement.
Manual Accessibility Inspection of SouledStore.com
This manual accessibility inspection of SouledStore.com identified significant WCAG 2.2 violations, including issues with navigability, keyboard operability, and labeling inconsistencies. The evaluation was conducted using the VoiceOver screen reader on macOS Ventura, highlighting the need for a logical tabbing order, better keyboard accessibility, and consistent headings and labels.
Accessibility Testing, Manual Evaluation, WCAG Compliance, Usability, Screen Reader, Web Accessibility, User Experience Design
Automated Accessibility Inspection of SouledStore.com
An automated accessibility evaluation of SouledStore.com using the ANDI tool uncovered multiple WCAG 2.1 and 2.2 violations, such as insufficient text contrast, lack of meaningful alt-text for images, and poor keyboard accessibility. The findings highlighted the need to improve text contrast ratios, provide appropriate alt-text, and ensure all interactive elements are keyboard accessible.
Accessibility Testing, Automated Evaluation, WCAG Compliance, Web Accessibility, ANDI Tool, User Experience Design
Spotify Usability Evaluation- Heuristic Review
Usability Evaluation, Expert Review, Heuristic Analysis, UX Design, Nielsen’s Heuristics, Interaction Design, Usability Improvements
An expert review of Spotify’s desktop app evaluated the listening experience within playlists using Jakob Nielsen's 10 usability heuristics. The analysis identified strengths in system status visibility, consistency, and minimalist design, but also highlighted issues with error messaging, user control, and feature labeling. Recommendations included improving labeling, adding revert options for queue changes, and providing detailed error messages.
Spotify User Testing
Usability Testing, User Research, Task Analysis, UX Design, Remote Testing, User Interviews, Interaction Design
A user-based usability evaluation of Spotify’s desktop app involved remote testing with five participants, focusing on playlist-related tasks. The study revealed issues with search functionality, confusion between playlist and song repeat features, and difficulties with queue management. Recommendations included clarifying repeat functions, adding hover labels, and improving queue management.