We hope to provide a concept of "Internet of Things" for pet owners to have a daily monitoring. It mainly focuses on three kinds of devices - Food, Litter Box, and Water scale. The data that is collected by the devices each day and combined into a general data and monitor of any little changes of the cat’s health condition show within one mobile application. It compares and analyzes those data to help pet owners to more understand which helps to reduce the risk of any issues happening.The smart home devices will record the data about cat and notify owner, so it would reduce owner’s stress cause our device will be part of taking care cat role. The owner just needs to check the status by their phone . Also we hope the owner can establish a habit of taking their cats for regular physical examinations.
Our project includes a mobile application and an interactive device. The mobile application measures the social media addiction level of users, and then provide a relative social media usage quota based on the addiction level. For the quota, we call it "INK". The smart devices are used to shift users' attention from their mobile phones to other activities that they are interested in. The goal of our project is to help them accustomed to staying away from using smartphones.Why do we use “INK” to be our design metaphor?Because we think that the behaviour of scrolling smartphones is like printing. The content on social media is generated like paper printed out from a printer. Daily social media usage quota will be provided to users according to users’ conditions as ‘ink”. The contents on social media are like to be printed out by printers. So when the ink has run out, the content is hardly visible, like printed with a low ink printer.
Love has always been a tough topic, especially for young people. The Hongkong federation of youth groups interviewed over 3000 people in relationships between 13-23. We found that most of them argue with their partner 1-3 times a month and their sources of relationship advice are often unreliable.Wave is an interactive visual novel that helps young couple with communicative issues. The whole system includes a hologram bottle for each partner and the application. The bottle detects emotion changes in the user and visualizes it holographically. It can also receive hologram activities. The app displays emotional changes of both partners and supports mini-games and exercises, virtual rewards, and personalization options.
28 consists of an app and a device for people who don’t care much about skincare to build up a skincare habit of healthy skincare. We integrate the skincare habit with the user's daily routine which is teeth-brushing. They can gradually build up a skincare habit while doing their daily routine. With our app, users can analyze their skin problems and receive information about relevant skincare products.
Love has always been a tough topic, especially for young people. The Hongkong federation of youth groups interviewed over 3000 people in relationships between 13-23. We found that most of them argue with their partner 1-3 times a month and their sources of relationship advice are often unreliable.Wave is an interactive visual novel that helps young couple with communicative issues. The whole system includes a hologram bottle for each partner and the application. The bottle detects emotion changes in the user and visualizes it holographically. It can also receive hologram activities. The app displays emotional changes of both partners and supports mini-games and exercises, virtual rewards, and personalization options.
Our project includes a mobile application and an interactive device. The mobile application measures the social media addiction level of users, and then provide a relative social media usage quota based on the addiction level. For the quota, we call it "INK". The smart devices are used to shift users' attention from their mobile phones to other activities that they are interested in. The goal of our project is to help them accustomed to staying away from using smartphones.Why do we use “INK” to be our design metaphor?Because we think that the behaviour of scrolling smartphones is like printing. The content on social media is generated like paper printed out from a printer. Daily social media usage quota will be provided to users according to users’ conditions as ‘ink”. The contents on social media are like to be printed out by printers. So when the ink has run out, the content is hardly visible, like printed with a low ink printer.
In Hong Kong, people send 110,000 tonnes of textiles to landfills every year, meaning that on average we throw out around 1,400 t-shirts every minute. Minimalism is the new trend around the world which encourages people learn different decluttering series on clothing. Our vision is to improve the consumption habits of the teenager 18-26.The goal is to build a slow fashion community that cultivates their members to be more mindful of what fits them the best.
"In Hong Kong, people send 110,000 tonnes of textiles to landfills every year, meaning that on average we throw out around 1,400 t-shirts every minute. Recently, Minimalism is the new trend around the world which encourages people try to learn different decluttering strategies on clothing. In this project, we introduce people to these declutter strategies and support them to develop a decluttering habit from their wardrobes. Our vision is to improve the consumption habits of the teenager 18-26. The goal is to build a slow fashion community that cultivates their members to be more mindful of what fits them the best."
Rapidly aging population and shortage of elderly healthcare service at present. Regarding elderly’s psychological well-being, geriatric depressive demand public concern. In this relation, there would be a corresponding rise of depressive problems in elderly person. Major depressive disorder may lead to devastating consequences such as cognitive decline. As most of the depressive symptoms are related to elderly’s activity pattern which is defined as actions that the same individual consistently performs within the same activity. Collection of elderly’s vital signs and early follow up might also indicate other underlying health problems. Early follow up could possibly be prevented. Habits Log pilot assistive technology the RFID to tracking activity pattern and innovative design solutions to facilitate elderly and caregivers detecting the health of the elderly for follow up.
In nowadays, communication problem becomes serious within families. However, it is a long term problem and without an exact solution to solve it. So through our design, we hope families can build the communication and environment they comfortable with and to reduce the chance of having communication in the future. In our design, we want the families to build up an outgoing, motivating and mutual relationship when the kids' age of 6 to 8. It is the best time that kids building a habit and receiving value through daily life.
Dogmily aims to provide dog & owner activities. Like, Daily Mission, Dogmily Time, and Daily Tricks. These activities provide an interactive dog-family time for the dog(s) and family members to build a harmonious family relationship with the affectional bond. Daily Mission include daily caring activities and intimate activities with dogs. These missions will randomly send to different family members and let each of them try to take care of the dog. They will reward dogmily points and also a sweet ‘Thank you Message’ from the dog.Dogmily Time provides an interesting monthly theme for dog-family activities, like Doggy Movie Night and Picnic Day.Daily Tricks provides different kinds of tricks for dogs with voice navigation and let the user have some basic training or funny tricks with their dog.
Most of communities in Hong Kong are lack of strong connection between District Councillors, residents, and the community. Our research and observations show that young people nowadays actually do care about their community and are willing to contribute if there is a comfortable way. Hence, we hope to provide a gamified mobile platform that can enable residents, district councilors, and the community to build a stronger connection.‘Cobuild’ provides an interesting way for residents to express their opinions and participate in contributing comfortably and effortlessly. They can begin to rebuild their own unique community with the help of the district councilor by using this application.
28 consists of an app and a device for people who don’t care much about skincare to build up a skincare habit of healthy skincare. We integrate the skincare habit with the user's daily routine which is teeth-brushing. They can gradually build up a skincare habit while doing their daily routine. With our app, users can analyze their skin problems and receive information about relevant skincare products.
In nowadays, communication problem becomes serious within families. However, it is a long term problem and without an exact solution to solve it. So through our design, we hope families can build the communication and environment they comfortable with and to reduce the chance of having communication problems in the future. In our design, we want the family to build up an outgoing, motivating, and mutual relationship when the kids' age of 6 to 8. It is the best time that kids building a habit and receiving value through daily life.
20 days of dyslexia is an interactive experience package that simulates what it is like being dyslexia. By going through the 20-days game package, children can, day-by-day, having more understanding on dyslexia and train up their empathy towards people that may differ from them. The game package contains an interactive storybook and an experience game that can play on the tablet. A storytelling approach will be used to introduce different difficulties of dyslexia and then, children can experience those symptoms and hardships through a first-person view game section. Dyslexia characteristic will be used as game rules, so when kids trying to win the game, they are actually getting along with dyslexia. In order to provide an equal and harmonious learning environment to dyslexic learners, it is important for every child to build up empathetic understanding about dyslexia.
This project aims to help pet owners monitor their cat’s physical changes and health conditions. Based on the idea of "Internet of Things" (IOT), the project mainly focuses on devices that collect data from three items - Bowl, Litter Box, and Water container.Our devices collect data each day and combine them into a general data feed, in order to monitor of any little changes of the cat’s health condition. Data is show in a mobile application. It helps pet owners to monitory, compare, and understand their cats' status which helps to reduce the health risk.
CoBuild aims to help young people to connect with their own community and other residents nearby. The direction of our design is to reform our community and connect to it because It is important to maintain a good relationship with your community as we are all living together and we should try our best to participate in it and contribute to it. As It is difficult for young people to participate in community activities and making decisions with the management system nowadays. An online mobile platform can be created for them as they usually like to express their opinions on different online platforms and their involvement in their own community can be increased.
Hong Kong intergenerational relationships are getting worse in recent years. Many young people & parents feel helpless when they are in conflict. They will choose to evade each other. However, this behaviour estranges their relationship even more.Shall We Talk is a training game which helps young people & parents to learn the skills of managing daily conflicts. While playing the game, it will enhance their interactions and communication with each other. It can help them to understand each other’s thoughts & feelings, so to build a stronger relationship.Unlike other existing design solutions, we believe that conflict can make your relationship stronger. It's because conflict doesn’t make the relationship bad; how people manage the conflict does. Our design solution focuses on helping people to prepare for the conflict instead of helping them to avoid it.
Dogmily aims to provide dog & owner activities. Like, Daily Mission, Dogmily Time, and Daily Tricks. These activities provide an interactive dog-family time for the dog(s) and family members to build a harmonious family relationship with the affectional bond. Daily Mission include daily caring activities and intimate activities with dogs. These missions will randomly send to different family members and let each of them try to take care of the dog. They will reward dogmily points and also a sweet ‘Thank you Message’ from the dog.Dogmily Time provides an interesting monthly theme for dog-family activities, like Doggy Movie Night and Picnic Day.Daily Tricks provides different kinds of tricks for dogs with voice navigation and let the user have some basic training or funny tricks with their dog.