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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

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