Download - Safinah Ali - Student Portfolio
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Sa!nah ALIFinal year B.Des, IIT Guwahati
Interaction Design, User Centered Design, Healthcare, Learning sciences
Design Portfolio
goto: Final year thesis
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Beacona tangible user interface to tackle vulnerability
Wearable Computing, Tangible User Interfaces
Project 1
2
User research: Users were interviewed on various situations of
vulnerability. We then categorised the users in three categories
depending on their stage of vulnerability: Critical, Anxious, Comfortable.
The user was narrowed down to the Critical vulnerability domain.!"#$%&'
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Conceptualisation: Areas of research were !rst outlined. After
de!ning user needs we designed the primary concept of the product.
Scenarios of use were detailed. Existing products in the domain were
identi!ed and a benchmark map was drawn.
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Beacona tangible user interface to tackle vulnerability
Wearable Computing, Tangible User Interfaces
Project 1
3
Concept presentation: The design concept was presented to
workshop mentors and fellow participants. The scenarios were
enacted. We gathered useful feedback from the !rst pitch session.
Use cases and product sketches: Use case for the twin band
system was elaborated. We designed multiple use cases based on
user reviews. Key features of the product were listed. Initial product
sketches were drawn.
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Beacona tangible user interface to tackle vulnerability
Wearable Computing, Tangible User Interfaces
Project 1
4
Prototyping: We used basic electronics and Arduino processing to prototype the product.
Product presentations: The working prototype was presented. The product idea received a positive feedback.
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Cyborg for Desktop (amazon.com)user experience design of cyborg - kindle editor tool
Guide: Mr. Tom McDonald, Senior UX Design & Mr. Sridhar Godavarthy, senior SDE, amazon.com
Project Members:Sa!nah Ali
Abstract: The project was carried out as a part of my internship at Amazon Development Centre, Chennai. The project
involved development of the User Experience of a desktop based authoring tool for creating, editing and enriching kindle
content. Followed the Amazon User Centred Design methodology to deliver UX speci!cation of the tool. Work involved
Usability Evaluation, User Research, Persona building, Scenarios, User Journeys, Wireframing and Visual Design. The
project was carried out in a multi-disciplinary team of software developers, operators, interaction designers and graphic
designers.
User Experience Design, Information Architecture
Project 2
5
May - Jul 2014
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Cyborg for Desktop (amazon.com)user experience design of cyborg - kindle editor tool
User Experience Design, Information Architecture
Project 2
6
May - Jul 2014
User personas:5 personas were developed Task !ows:Tasks were divided in 6 categories and
task "ows were made
Conceptualisation:Product attributes required several rounds of brainstorming and feedback
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Cyborg for Desktop (amazon.com)user experience design of cyborg - kindle editor tool
User Experience Design, Information Architecture
Project 2
7
May - Jul 2014
Paper prototyping:Low !delity prototypes were developed. Rapid prototyping was done to test on users and
gather feedback
Wireframes
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Cyborg for Desktop (amazon.com)user experience design of cyborg - kindle editor tool
User Experience Design, Information Architecture
Project 2
8
May - Jul 2014
Wireframes
A UX speci"cation document was delivered.
The document speci"ed the detailed layout
of the tool and the wireframes of all features
included in the tool. Interactions were
speci"ed with the document. A working
prototype was developed an tested with theusers. The project is ongoing in Amazon.
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Accessibility in smartphones (Samsung)designing innovation solutions for improving accessibility in smartphones
Guide: Professor Keyur Sorathia (IIT Guwahati)
Sponsor:Samsung Research and Development Center, Bangalore
Project Members:Sa!nah Ali, Huzefa Kanchwala, Ishpreet Batra, Tuhina Dargan, Arushi Singh
Abstract: Research project to propose innovative UX design solutions aimed at improving Accessibility of Samsung
Smartphones. Explore the domain of disabilities. The project submitted interventions in accessibility features for visually
disabled users, users with motor disabilities and cognitive disorders. Project involved User Research, Contextual Inquiry,
Design thinking, IA, Task "ows, Rapid prototyping, Wire framing and Usability Evaluation. The project was carried out in ateam of 12 researchers in the Embedded Interactions Laboratory in collaboration with the Samsung Research and
Development Centre, Bangalore.
Accessibility, User Interfaces
Project 3
9
Aug - Dec 2013
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Accessibility in smartphones (Samsung)designing innovation solutions for improving accessibility in smartphones
Accessibility, User Interfaces
Project 3
10
Aug - Dec 2013
Task !ows
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Accessibility in smartphones (Samsung)designing innovation solutions for improving accessibility in smartphones
Accessibility, User Interfaces
Project 3
11
Aug - Dec 2013
Concept generation
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Accessibility in smartphones (Samsung)designing innovation solutions for improving accessibility in smartphones
Accessibility, User Interfaces
Project 3
12
Aug - Dec 2013
Concept generation
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Sound in Learningresearch project to evaluate the bene!ts of audio cues in learning
Guide: Professor Ravi Mokashi (IIT Guwahati) & Mr. Om Deshmukh (Xerox Research Center India)
Sponsor:Samsung Research and Development Center, Bangalore
Project Members:Sa!nah Ali, Akash Harlalka, Ankit Kumar, Jatin Bajaj
Abstract: A framework for using audio cues interspersed with the content to improve student engagement and learning
outcomes. Drew from cognitive theory of multimedia learning, modelling of working memory. Project involved Experiment
design, Interviews, Questionnaires, Statistical analysis. The project was carried out in collaboration with Xerox Research
Centre India.
Sound, Learning Sciences, Experiment Design
Project 4
13
Jan - May 2014
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Sound in Learningresearch project to evaluate the bene!ts of audio cues in learning
With the aim of improving education, we wanted to work on something that can help students improve their learning. With
multimedia content being increasingly used in the context of E-learning, we tried to explore the possibility of sounds in
improving the learning. After getting insights from the several papers on cognitive theory of multimedia-based learning,
working memory model and application of sound in the !lm industry; we prepared a framework in which we taught some
students using audio cues and checked their performance against those studying without any audio cues.
On a set of 20 freshmen engineering students, we demonstrate that the systematic use of audio cues led to a 37.6%
relative improvement in learning outcome and 44% relative improvement in long-term retention. Post-study interviews
establish that the students associated improved recall and engagement to the presence of audio cues.
Sound, Learning Sciences, Experiment Design
Project 4
14
Jan - May 2014
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CaptuRinga tangible imaging tool for e"ective brainstorming
Guide: Professor Keyur Sorathia (IIT Guwahati)
Project Members:Sa!nah Ali, Bhawna Agarwal, Neeraj Talukdar, Vikas Goel
Abstract: This project introduces CaptuRing - an adjustable tangible tool for designers to support and augment their
brainstorming process. The tool enables selective capturing of required information from a table top surface meant for
brainstorming, storing it and accessing the stored information using intuitive interactions. This provides a framework to
creatively build on each others ideas while eliminating the need of everyone being present at the same time in a design
o#ce. The project was carried out as a part of the course Tangible User Interfaces in my pre-!nal year.
Publication:S. Ali, B. Agarwal, N.Talukdar, V.Goyal. CaptuRing - A Tangible Imaging Tool for Brainstorming
ACM proceedings (Indian HCI conference)
Tangible User Interfaces, Imaging
Project 5
15
Jan - May 2014
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CaptuRinga tangible imaging tool for e"ective brainstorming
Tangible User Interfaces, Imaging
Project 5
16
Jan - May 2014
The tool using "exible shape
changing rings to selectively crop
images from a brainstorming
board. The rings are closed to
capture the images. Di$erent
images are linked together to link
ideas. The board can now bereused and the initial
brainstorming is stored in the
rings.
The processing language (JMyron
library) was used. Additionally, we
used the ReacTIVision technology
and Fiducial markers.
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CaptuRinga tangible imaging tool for e"ective brainstorming
Tangible User Interfaces, Imaging
Project 5
17
Jan - May 2014
Capturing as a tool allows for temporal discontinuity in brainstorming sessions, which can be of vital essence
especially in busy environmental settings where it is not always possible for all the members to be available for
discussion at the same time. The tool itself supports a work"ow wherein the participants can have access to
previous information, contribute ideas and opinions, and store it with ease for other participants. Thus, "exibility is
provided in terms of time.
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CaptuRinga tangible imaging tool for e"ective brainstorming
Tangible User Interfaces, Imaging
Project 5
18
Jan - May 2014
Anonymity is another aspect which Capturing succeeds to address when it comes to generating, reviewing and
critique of ideas. It should be noted that the main essence of brainstorming still remains intact, which is to build up
on each others ideas by referring to information already stored in the CaptuRings.
CaptuRings provide is the "exibility of space. Instead of a conventional whiteboard where space is limited,
multiple CaptuRings can be used to account for a larger number of ideas, which can then be easily brought into
the active frame of the table top as and when required for viewing.
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Savouran application to identify food in a foreign location
Guide: Professor Sharmistha Banerjee (IIT Guwahati)
Project Members:Sa!nah Ali, Tuhina Dargan, Shruthi Chivukula, Vishesh Kumar
Abstract: Savour is a food discovery and comprehension mobile application, designed for our 5th semesters Interaction
Design courses project. The course involved us carrying out every step in the Design process of a product up to making
low !delity mockups. The interaction process involved user research, user analysis, interviews, personas, scenarios, card
sorting, information architecture, prototyping, wireframing, visual design and usability evaluation.
Interaction Design
Project 6
19
Jul - Dec 2013
Food & Travel
Cant understand the local food?
Local
delicacies
Authentic food in
a new place
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Savouran application to identify food in a foreign location
Interaction Design
Project 6
20
Jul - Dec 2013
USERS
AFFECTED
INFLUENCE
TravellersDont know
local language
Family Members
Local people
Tour Guides
Waiters
Hotel
staff
Travellers from the
same country/area
Co-travellersRestaurant
owners
Foodies
People looking
for new food
Recently shifted
to a place
Restaurant
Menu
Diner
Waiter
asking about foodasking ingredientsorders, bills
understanding the food itemsknowning the ingredientsdeciding what u want
asking about foodingredients, spice leveladvice
foodspecications
asking about foodasking ingredientssocializing observe their food
asking about foodsocializing
asking about food / costasking ingredientsorders, bills
Co-diner Other diners Reception
Someone who is in the restaurant and
wants to get information on food ite ms
Read menu Pack food
Call waiterFinding seat
Give order
Pay bill
Entrance
Reception TableReception Table
Reception
Table
AC/Music Crockery
Wallet Bill
Credit card
Food
Cellphone Packet
CutleryObjects
Environm
ent
Users
Activities
Table
Socializing
Table
Table/chair Menu card
Eating
Stakeholders: Users, A$ected, In"uenced Users, Activities, Environment, Objects, Interactions
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Savouran application to identify food in a foreign location
Interaction Design
Project 6
21
Jul - Dec 2013
Insights of User Research
Hungry
Cost
What is this? Where is that?
Ingredients
Allergies
Menu cards
Waiters Categories
SpecialsCost
PIctures
Food items
Reads the Menu
Selects items
Ask the waiter for advice/specialities
Ask ingredients
Language barrier
New names
Nutrition valueGood Menu card
Good serviceNo language barrier
Good FoodBad service
Veg.NonvegAllergies
Bad taste
Ask timeAsk spice levelAsk co-diners preferences
Gives orderPreparationNutrition value
Ingredients
Spice levelHelpless (language) Ambience
Waiters advice
Co-diners preference
Order revision
Specilities
Preparation
Ingredients
Reviews/ratings
Spice level
PAINS GAINS
Hungry
Cost
What is this? Where is that?
Ingredients
Allergies
Menu cards
Waiters Categories
SpecialsCost
PIctures
Offers/discounts
Food items
Reads the Menu
Selects items
Ask the waiter for advice/specialities
Ask ingredients
Language barrier
New names
Nutrition value Good Menu card
Good service
No language barrier
Good FoodBad service
Veg.NonvegAllergies
Bad taste
Ask timeAsk spice levelAsk co-diners preferences
Gives orderPreparationNutrition value
Specications
Ingredients
Stuffother people get
Spice levelHelpless (language) Ambience
Waiters advice
Offers/discount
Co-diners preference
Order revision
Specilities
Preparation
Ingredients
Reviews/ratings
Specicaions
Spice level
PAINS GAINS
Empathy mapping
The Person already knows where to have and we will help him decide
what to have? The purpose of wanting to identify a food item, is to be
able to decide whether or not to have it. We need to choose and
prioritise factors, with this in mind.
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Savouran application to identify food in a foreign location
Interaction Design
Project 6
22
Jul - Dec 2013
Contextual Inquiry
What are they currently doingabout these problems?
Vinit Shah
About
Age : 34 years Profession : Marketting executive Frequent Traveller
Vinit is a young marketting executive from Gujarat who works
in an Indian MNC. He travels a lot on business trips. He usually
travels to US, UK, France and other European countries. He is abachelor and usually travels with colleagues. He stays in
hotels booked by the company.
User behaviour
He likes to explore food in a new place. He tries to nd out the
local delicacies.
He is a vegetarian. He likes spicy food.
He prefers economical food. He does not spend a lot on food.
He eats in restaurants near his place of stay.
He generally goes with a localite to help him identify food.
Needs
He wants detailed information about vegetarian food avail-
able in a place.
He wants some help to know about new food(detailed) in aplace.
Persona
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Savouran application to identify food in a foreign location
Interaction Design
Project 6
23
Jul - Dec 2013
User interfaces
Wireframes were developed in Balsamiq Mockups. Post wireframing, User Interfaces were designed with visual
design principles. Heuristic evaluation was conducted on the User Interfaces to evaluate usability
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The cracked egga furniture design
Guide: Asad Firdosy (Director, Asad Firdos Design Studio, Nagpur)
Project Members:Sa!nah Ali
Abstract: Post my freshman year, I worked at the Asad Firdos Design Studio in Nagpur, India to design and manufacture a
furniture product. The product developed was an egg chair. The project involved product conceptualisation, prototyping,
ergonomics, manufacturing techniques, moulding and casting processes, jointing, cushioning, painting and !nishing.
Ergonomics, Product Design, Furniture Design
Project 7
24
May - Jul 2012
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The cracked egga furniture design
Ergonomics, Product Design, Furniture Design
Project 7
25
May - Jul 2012
Concept: The concept behind the chair is the egg shell cavity. I wanted to develop a sitting place in which you can get
cozy into your own private shell, this ignited the idea of something exactly similar that nature has given us, an egg shell.
What attracted me was the unique way in which an egg cracks open. Also, sitting in an egg always fascinated me.
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The cracked egga furniture design
Ergonomics, Product Design, Furniture Design
Project 7
26
May - Jul 2012
Prototyping: Scaled down prototype of the
model was developed with wires and paper
coating. Dimensions were decided after astudy of human body dimensions. Principles of
ergonomics play a huge role in product details
and ratio. The prototype served as a blueprint
for the !nal product design.
Metal frame and roping: For making a clay structure, an initial
metal frame was welded. The frame was then wrapped in ropes to
hold the clay. The jute roped were woven with synthetic !ber ropes.
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The cracked egga furniture design
Ergonomics, Product Design, Furniture Design
Project 7
27
May - Jul 2012
Clay mould and Plaster of Paris: The round shaper of the egg was
made in clay with an inner metal and rope framework. To make themould of the !nal egg, plaster of paris was coated on the clay. The PoP
was separated by metal plates for easy separation from the clay as it
dried. Di$erent parts of the PoP were numbered and pulled out to have
a set of mould pieces.
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The cracked egga furniture design
Ergonomics, Product Design, Furniture Design
Project 7
28
May - Jul 2012
Casting in moulds: Glass !bre re-enforced plastic was used for casting. The PoP moulds were used for structure.
Jointing Cushioning
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The cracked egga furniture design
Ergonomics, Product Design, Furniture Design
Project 7
29
May - Jul 2012
Final product after "nishing
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Samsung Cluba series of native android applications for samsung mobile
Guide: Ms. Priyanka Agarwal (Director, Fractal Ink Design Studio, Mumbai)
Project Members:Sa!nah Ali, Priyanka Agarwal
User Experience, Information Architecture, User Interface Design
Project 8
30
May - Jul 2013
Abstract: Designed
wireframes and visual
designs for a series of 6
native applications for
Samsung mobile. The
application is now live in two
languages. The project was
carried out as a part of my
Sophomore year internship
at the Fractal Ink Design
Studio in Mumbai.
I was given the entire wire
framing and user journey of
the applications under the
guidance of my mentor.
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Signage Designfor the academic department of design
Guide: Dr. Prasad Bokil (IIT Guwahati)
Project Members:Sa!nah Ali
Abstract: Designed icons, sign boards, panels, plates and room signages for the Department of Design, IIT Guwahati
User Experience, Information Architecture, User Interface Design
Project 9
31
Sept - Nov 2014
Icons.
Department of Design, IIT Guwahati
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Signage Designfor the academic department of design
User Experience, Information Architecture, User Interface Design
Project 9
32
Sept - Nov 2014
2
1
G
C la ss ro om s Wo rk pl ac es F ac ul ty ro om s L abo ra to ri es U ti li ti es
Staircase
Map panel : Department of Design, IIT Guwahati
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Ecoa learning game for economic and ecologic sustainability
Guide: Professor Sharmistha Banerjee (IIT Guwahati)
Project Members:Sa!nah Ali, Vishesh Kumar
Abstract: In this paper we introduce and describe the conceptualization and design of Eco a game based on
communicating Ecological & Economic sustainability concepts to children. This project was carried out as a part of the
Usability Engineering project in our seventh semester.
Given the target of spreading sustainability education in an interesting manner to primary/secondary school children, we
chose the domain of educating players about making environmentally sound decisions, in tandem with !nancial decisions
conveying how being ecologically aware and planning economically in the long term, often go hand in hand, and shouldbe prioritized over short term choices.
User Experience, Information Architecture, User Interface Design, Visual Design
Project 10
33
Sep - Nov 2014
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Sex-ratio in Indiadata visualisation of sex ratio in states of india
Mentor:Dr. Prasad Bokil (IIT Guwahati)
Project Members:Sa!nah Ali
Abstract: The project was carried out as a part of the elective course Information Visualisation. The idea was to visualise
the sex ratio of the major states of India. Data visualising techniques for e$ective communication were used.
Data visualisation
Project 11
34
Aug - Oct 2014
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Wearable interventions in healthcarethesis project on wearable interventions
Mentor:Professor Keyur Sorathia (IIT Guwahati)
Project Member:Sa!nah Ali
In my thesis project, I am working on a wearable device that uses persuasive technologies to motivate a patient diagnosed
with Impaired Glucose Tolerance (A pre-diabetic disorder) to e$ectively follow the lifestyle changes prescribed by the
physician. The aim of this project is to persuade users for recommended lifestyle changes to delay progression to Diabetes
Mellitus. A technology intervention is proposed to monitor real time vital data of the user and provide intelligent
suggestions for lifestyle interventions that aid reversion from IGT to normal. This data monitored in real-time by the use of
sensory monitors is to be reported to the endocrinologist. The device requires to have a reminder system to aid the userin getting regular diagnostic tests to monitor Glucose levels. A Persuade - Monitor - Report - Remind system is suggested.
The project involves studying user behaviour and technology acceptance. After an extensive literature review, I have
conducted user and expert interviews. Post research analysis, I have designed the various parameters of the design
solution and the application of persuasive design. At this stage, I am prototyping the monitoring system of the wearable. I
plan to develop the tool by early March and test it for checking the e$ect on user behaviour.
Wearable computing, Healthcare
Project 12 - Bachelor Thesis Project
35
Ongoing
P j 16 B h l Th i P j
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Wearable interventions in healthcarethesis project on wearable interventions
Wearable computing, Healthcare
Project 16 - Bachelor Thesis Project
36
Ongoing
Impaired glucose tolerance (IGT) is a pre-diabetic state of hyperglycemia associated with insulin resistance and
increased risk of cardiovascular pathology. IGT patients su$er from blood glucose levels higher than normal levels
but less than Diabetes Mellitus (DM). Timely correction of IGT delays the onset of Type-2 DM.
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Research shows that for treatment of IGT,
Pharmacotherapeutic interventions such as
Metamorphin Troglitazone is less e$ective as compared
to lifestyle modi!cation methods such as regulation of
sleep patterns, physical activity and BMI.
Extant literature on the use of persuasive theories in conjunction with leveraging advantages of a wearable system was
reviewed. The continuous monitoring enabled by a wearable is used to identify triggers, at which introduce persuasive
interventions by an engine. There is lack of experiment on the content delivered by such an engine that learns upon the
users input, and utilises a$ective parameters to design such content.
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Sa!nah Ali | Final year B.Des I Indian Institute of Technology Guwahati
Email: [email protected]
Phone: +91-8011-1196635
Address: Room C38 Subansiri hostel Indian Institute of Technology Guwahati North Guwahati Guwahati Assam India 781039
Reach out
mailto:[email protected]:[email protected]