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Data to Knowledge
Masters Thesis Project, Carnegie Mellon University
Summary:
This project approaches the problem of medication management as an information design
challenge. I developed a product system to increase information flow between elderly
outpatients, physicians, pharmacists and emergency responders.
The system’s graphical and physical user interfaces work together to organize and deliver
complex data in a clear manner with the goal of avoiding dangerous medication errors.
Designed to magnetically attach to a refrigerator when at home, the portable device allows
a user to scan over-the-counter medicines to check for contraindications, reminds the
user of scheduled doses, helps organize and share dosage history with health care
professionals, and assists with the physical task of opening pill bottles.
Awards: 2002 Industrial Design Excellence Award, IDSA, BusinessWeek
"Great depth of research with clear graphics and an easy-to-use interface for those with
minimal dexterity" -ISDA, IDEA Judge Panel
Patient skills assessment tool
Role: Senior Experience Architect, Head Designer, dbaza, inc.
Summary:
This tool helps health care providers assess the degree to which patients can apply what
they have learned about their disease to real-world situations. The product presents the
user with a scenario depicting a diabetes-related health challenge, and the user explores
options in a virtual environment in order to discover the optimal resolution.
This product provides a rich testing environment that tracks patient performance,
highlighting problem areas for the health care provider.
Dramatic Televison Control
Role:
Member of two person concept and design team, Carnegie Mellon University
Summary:
This concept for a television remote control engages the user in a theatrical interaction
with the television. Volume control, channel changing and accessory access for the TV are
controlled through inherently meaningful gestures performed by the user while holding
the device in one hand. These distinct movements are translated into function commands
by various “off the shelf” technologies embedded in the remote device.
This design is part of a broader exploration of ways to enrich user experience by shaping
technology to conform to psychological human factors rather than forcing users to learn
and conform to technology driven characteristics.
Online Personalized Stock Portfolio
Role:
Designer
Summary:
As pedestrians wear a path across a grassy short cut, evidence of a landscape’s history
become apparent. At a glance we can deduce such knowledge as how frequently the path
is traveled or how recently it has been used. This is the concept behind the information
display for this web site.
The dots representing individual stocks leave traces behind that reveal trends in value
fluctuation. At a glance the user can see stock history, direction of performance, frequency
of activity, performance relative to other stocks and overall portfolio status. This concept
provides an instant qualitative appreciation of stock performance rather than purely
quantitative analysis.
dbaza's Diabetes Education for Teens
Role:
Senior Experience Architect, Head Designer, dbaza, inc.
Summary:
This product helps adolescents master the self-management of their chronic illness in the
face of complex social and environmental challenges. This educational tool lets teens with
type 1 diabetes explore the effects of diet, insulin, exercise and general health on their
blood glucose levels. The product encourages the user to manipulate these factors within
real-world contexts that reflect constraints facing kids at school, at home and while out
with friends.
Museum Docent, Carnegie Museum of Art
Role: Exploratory team member, Carnegie Mellon University
Summary: The Carnegie Museum of Art teamed with CMU to conceptualize a
system that would bridge the physical museum space with the virtual space of the
museum website. An important goal was to expand the museum experience for school
children by connecting classroom instruction, web site research, museum field trips and
dialogue with other students around the country.
Our solution allowed the Carnegie Museum visit to begin virtually with students browsing
the museum website, making notes about exhibit items, and customizing their upcoming
visit. Upon arriving at the physical museum, a handheld computer linked this virtual
experience with the physical experience, acting as a personalized way-finder through the
exhibit.
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