Liliana Rodriguez Portfolio_Aug_2018s
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Dr <strong>Liliana</strong> <strong>Rodriguez</strong><br />
PhD Design School<br />
Loughborough University<br />
MA Interaction Design<br />
Domus + Ivrea<br />
www.lilianarodriguez.co.uk<br />
lulugaia01@yahoo.co.uk
User participation in<br />
the development of<br />
HIV<br />
self-testing services<br />
Martin Fisher Foundation/ Brighton and Sussex Medical<br />
School, Brighton, UK 2017-18<br />
BMJ Innovation Award 2018 winner<br />
(British Medical Journal)<br />
My role: Service & Interaction Designer<br />
Interdisciplinary team: Medical experts + Developers +<br />
Service & Interaction Designer<br />
Funded by PHE (Public Health of England)<br />
This project is a pilot service to promote HIV<br />
self-testing among MSM using saunas in Brighton.<br />
The service includes the introduction of a<br />
vending machine distributing HIV self-test kits, a<br />
campaign and a community service to increase<br />
awareness of self-testing.<br />
We held co-design workshops with community<br />
volunteers, and a local LGBT community.<br />
The workshops utilised service design tools such<br />
as personas (the process of creating ‘characters’<br />
to theoretically explore individual’s thoughts and<br />
behaviors), the construction of user journeys, and<br />
mock-ups for the design and likely interaction<br />
with the vending machine.<br />
MSM men that have sex with men<br />
INTERACTION<br />
digital + physical touch points<br />
Digital +<br />
Physical<br />
SERVICE<br />
CHI<br />
Computer Human Interaction<br />
USER EXPERIENCE<br />
Interdisciplinary Team
The Digital Memo<br />
Wall<br />
C3RI – Sheffield Hallam University (SHU),<br />
UK(2012)<br />
My role: Service & Interaction Designer<br />
Interdisciplinary team: Developer + Interaction<br />
Designer<br />
Funded by HEIF and the AHRC<br />
The digital memo wall (DMW) is a multi-screen<br />
creative app for capturing and evaluating public<br />
feedback and engagement at art, design, and<br />
research events.<br />
The DMW can be used to gather both qualitative<br />
and quantitative information. It is a useful tool for<br />
the development of a mixed approach to data<br />
gathering for designers, engineers, social scientists,<br />
ergonomists and others.<br />
The DMW is a further development from the graffiti<br />
walls (GWs). GWs were part of the Lab4Living<br />
‘Field Lab’ at SHU. GWs were seen as a powerful,<br />
unique and novel tool for eliciting information<br />
from participants, making possible for them to act<br />
anonymously and interact with previous visitors,<br />
creating narratives.<br />
C3RI Cultural Communication and Computing Research Institute<br />
Knowledge exchange funding – HEIF<br />
Arts and Humanities Research Council AHRC<br />
SHU Sheffield Hallam University<br />
INTERACTION<br />
digital + physical touch points<br />
Digital +<br />
Physical<br />
SERVICE<br />
CHI<br />
Computer Human Interaction<br />
USER EXPERIENCE<br />
Interdisciplinary Team
Ask4 Energy Monitor<br />
Tool<br />
My role: Digital Service & Interaction Designer<br />
Developed by an interdisciplinary team @ C3RI – SHU<br />
2011-12<br />
Client: Ask4<br />
The tool is an on-line service touch point (TP) that<br />
provides users with enough knowledge, so they can take<br />
conscious and informed decisions about how to interact<br />
intelligently with energy sources within their living space.<br />
One of the biggest issues that Management of Tenant<br />
Units (MTU’s) faces is to reduce energy consumption.<br />
Ask4 developed a system of monitoring energy consumption<br />
at each distribution board within their buildings. However,<br />
Ask4 needed to develop an effective method of<br />
presenting the information gathered by the monitoring<br />
system to their users (students), in order to encourage<br />
them to reduce their energy consumption.<br />
The digital touch point of the service is located in the Ask4<br />
student intranet (student portal). An initial banner on the<br />
home page attracts the user’s attention and appeal to<br />
their emotions in order to engage them. After clicking on<br />
the banner, users are directed to the energy monitoring<br />
panel. This TP is divided into three main sections: The<br />
conceptual design; the data (and history of energy usage<br />
for the building), and the intelligent knowledge, which gets<br />
personalised according to the students own energy<br />
consumption.<br />
Each section holds the same information but illustrates it<br />
in different ways, re-enforcing the message and helping<br />
users to engage and learn by using the service.<br />
C3RI Cultural Communication and Computing Research Institute<br />
SHU Sheffield Hallam University<br />
INTERACTION<br />
digital touch point<br />
Digital SERVICE<br />
saving energy<br />
social media<br />
user ENGAGEMENT<br />
USER EXPERIENCE<br />
Interdisciplinary Team
Key2Health<br />
My role: Digital Service & Interaction Designer<br />
Interdisciplinary team @ C3RI –SHU, UK<br />
(2011-12)<br />
Client: Westfield<br />
The brief required the development of a digital<br />
touch point (DTP) – to be used within the website<br />
that help users to explore a range of issues associated<br />
with their health and well-being.<br />
The service aims to support users in understanding<br />
how to gain the most from their own “Health<br />
and wellbeing package”, whilst also supporting a<br />
behavioural change in relation to their diet, health<br />
and exercise.<br />
The experience was defined to motivate users by<br />
providing them with a set of options and choices<br />
about health and wellbeing. The user was<br />
presented with three sets of cards: Eat well; Move<br />
Well; and Feel well. Users select according with<br />
their priorities. The user then is assigned a level<br />
of relevance, using a ruler system which was<br />
linked to the client’s health services and offerings.<br />
Users are able to prioritise areas in terms of<br />
importance, readiness, and confidence.<br />
C3RI Cultural Communication and Computing Research Institute<br />
SHU Sheffield Hallam University<br />
INTERACTION<br />
digital touch points<br />
Digital SERVICE<br />
user personalisation<br />
health customisation<br />
USER EXPERIENCE<br />
Interdisciplinary Team
I –Flow<br />
My role: Service & Interaction Designer<br />
Milan, Italy 2006<br />
I-Flow is a service that offers free movement in a<br />
designed urban playground as a physical activity<br />
to energise commuters.<br />
I-Flow is a digital + physical service for a community<br />
of users that like to exercise while on the<br />
move. The system allows the user to get fitter<br />
throughout a series of physical activities and<br />
tasks. The system helps the users to build up<br />
confidence and strength.<br />
The system consists of designated I-Flow zones,<br />
easily identifiable by a series of digital and physical<br />
touch points. The users can identify and add<br />
more zones into the system. As the community,<br />
zones and urban playground grow, the system<br />
become stronger and more challenging.<br />
The Master Memory of the system can be access<br />
on the move, allows the I-Flow user to compare<br />
his/her performance with others members of the<br />
I-Flow community.<br />
I-Flow won a design and research award at<br />
Siena Design Project 2006<br />
INTERACTION<br />
digital + physical touch points<br />
Digital +<br />
Product SERVICE<br />
energy social media<br />
URBAN Environment<br />
USER EXPERIENCE<br />
Interaction Design Team<br />
Award WINNER