Design with Warmth

Creating a warm home for people through design

I am a current 3rd year Industrial Design Student at Georgia Tech. During my time here, I've learned just how expansive and fascinating the world of design is. GT has always kept me humble and hungry. There's so much to learn and so many fun projects to work on.

These are some of the projects that I've worked on these past few years. As a person and designer, I've always strived to be someone that brings warmth to others. I hope to one day be able to design humane experiences and products that make people feel at home.

Hikari: A Warming Light

Alleviating SAD

Hikari is a therapeutic light and heat source that helps comfort people struggling with seasonal depression.

Role: Design
Duration: 4 weeks

Limited daylight and cold weather saps away energy causing people to feel sad. Traditional light therapy may help alleviate symptoms, but does nothing to help comfort people who feel depressed. People feel better with warm, cozy things - like beds, blankets, and hot chocolate - and are naturally attracted to those things during the winter.

Warm and cozy environments help comfort people when they feel down.

Hikari offers a completely customizable experience. Users can adjust brightness, hue, and temperature, as well as set times when they want Hikari to light and warm up. Instead of blasting users with 20-60 minutes of 10,0000 lux of white fluorescent light, Hikari aims to give people a warming companion - someone that helps wake you up in the morning, and a warming light that helps put you at ease during those cold, winter nights.

Marble Homes

Teaching kids basic physics

Marble Homes is marble run game designed to teach kids about how rolling marbles can interact with basic shapes.

Read my full write up on Core77 here.

Role: Design
Duration: 3 weeks

Kids can choose which house they want the marble to go home to, and then create a path out of basic shapes to get the marble home. Kids learn about how each shape can uniquely manipulate the path of a marble.

The different house designs expose kids early to the diverse range of homes and environments where people live.

The game is meant to focus the child's attention on manipulating the shapes on the board. To keep that focus, I limited the amount of options in other parts of the game such as how the ball is dropped and where the goals could be.

Square pegs are meant to teach kids about the characteristic properties of each shape. If the kids could configure the shapes in unlimited orientations, they would most likely rotate the squares to make more triangles, and perhaps not even utilize the circles. By constraining the orientations of the shapes, kids will creatively think about how they can use squares and circles in conjunction with triangles to create the path to their home.

Chick-fil-A User Study

Ethnographic Research at Hartsfield Jackson

Role: Design Research
Duration: 4 weeks

As a part of our User Centered Design course at Georgia Tech, in teams of 4, we conducted research on the Chick-fil-A experience for a specific group of people at the Hartsfield Jackson Airport. We were to use needfinding techniques and frameworks to discover insights about how Chick-fil-A could improve their experience in an airport environment.

Below are the slides that we presented to Chick-fil-A executives. Additionally, we created an ethnographic film containing live interviews from Chick-fil-A customers as well as people in the airport, that cannot be included due to legal reasons.