Hi, I'm Vivi, a UX designer, animator, and illustrator based in Bay Area and Pittsburgh.

Currently, I'm a fourth-year at Carnegie Mellon University studying Time Based Media Art and Human-Computer Interaction. I've studied and worked on projects that combine my design, storytelling, and animation interests.

In my free time, I enjoy dancing and learning how to skateboard.

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Bigger Badder Buggier

visual development of online buggy racing game

Family care

app prototype that coordinates caregiving within a family

Animation

animation reel and short films

Illustration

selected illustrations and character drawings

Single snack

satirical snack redesign mockups

Family Care

My Role : UX, UI design
Team Members : Virginia Qian, Kristy Tsai
Duration : 4 Weeks

Overview

Family Care is an app prototype that helps coordinate caregiving within a family, including health-related responsibilities as well as general family tasks.

While most existing apps focus on Caregiver responsibilities, our app allows the Care Receiver to have more agency in taking care of themselves. In addition, our app will make it easier for Caregivers to manage multiple groups and Care Receivers. This will foster better coordination among family groups.

Research

We conducted online interviews through phone calls and Zoom. In addition, we did a competetive analysis.
These were are main takeaways from our interviews and competetive anaylsis:

Caregiver Wants

  • medication reminders

  • doctor appointment reminders

  • easy way to coordinate between multiple carerecievers

Care Reciever Wants

  • more input taking care of themselves

Wireframing

We started with three main sections: home, calendar, and chat. The homepage has two screens: the dashboard and the profiles.

Features

  • reward system for Care Recievers

  • request help system for Caregivers

User Testing

We gave tasks for users to complete. and instructed users to think aloud about their process while they navigated our prototype.

Feedback

  • users thought that dashboard & notification were too similar

  • users wanted clear distinction between Care Reciever and Caregiver

  • users felt like the app was more of a calendar app, and not focused on caregiving

Solutions

  • simplifly and combine dashboard and notifications

  • distinguish homepage for Care Reciever and Caregiver

  • add features related to medication and caregiving tasks

Color Prototype

After the first user testing, we implemented design changes for our color prototype.

We redefined three targeted users in the family group:

1. Care Reciever who has medication needs
2. Caregiver
3. General Family Member

Revised Features

  • distinquished home screen for Care Reciever and Caregiver

  • added health trackers for caregiving focus

  • Care Reciever homepage displays healthtracker and achievements

  • Caregiver homepage displays health updates and events

  • Caregiver mangages and appoints health trackers

Final Screens

Care Reciever Screens

Care Reciever can update Health Trackers and view their Achievements. Care Reciever can respond to mood trackers set by the Caregiver and earn daily rewards

CareGiver Screens

Care Recievers and Caregivers can switch between and manage different groups. Caregivers can see updates and requests from their Care Reciever and other group members.

CareGiver Screens

Caregiver can view and manage events from all group members.

CareGiver Screens

Caregiver can view and update group member's profiles. They can manage health trackers and view achievements.

Single Snack

Skills : Design, Prototyping
Duration : 1 Week

Overview

I made satirical mockups for individually packed snacks. I wanted to explore the impact and implications of a singular snack being separated from the rest. I made a tag yourself meme and posted it to social media platforms.

I based the packaging on the original snack packaging. I maintained the color palette, main elements, and logos. I changed the logos from a plural word to a singular word (ie. m&m's to m, Ritz to Rit). The packaging was inspired by SD card packaging, with a small plastic compartment for the single snack.

Meme Format

I rearranged the packaging into a tag yourself meme format. I posted this meme on Facebook groups and Instagram.

On a walk

fall 2020 animation short film

Animation Demo Reel 2021

On a Walk

Skills : Storyboarding, Visual development, 2D Animation
Duration : 2 months Fall 2020

Overview

This was my 2020 Fall animation project. It follows a character living in a space who finds a sparkly item that grows plants.

Concept Art

I tested different brushes and styles. For the final animation, I used a thin brush and kept the lineart simple and reductive. I chose this style because it was easier to keep consistent when animating. I wanted to explore different ways to use space, and how much I can convey with fewer lines.

Storyboard

My storyboard and script went through many iterations and cuts. At first, it had more locations: dream, apartment, plant shop, memory space, and then back to the apartment. I cut out the beginning and the middle parts to simplify and streamline the story. The final locations are the apartment, outside, back to the apartment.

First storyboard

Revised storyboard

Animatic

I started animating scenes as I continued iterating the storyboard. Hence, my animatic has some shots that are finished, while other scenes are still in the storyboard stage. I collaborated with Michael Wong for the sound design and music. I noted the timing of the sound cues.

Character art

Bigger Badder Buggier

My Role : Concept Artist, Texture Artist, UI Artist
Duration : 16 weeks Spring 2021

Overview

Bigger Badder Buggier is a web racing game that celebrates over 100 years of Buggy History at Carnegie Mellon University. I was the Concept Artist for Buggy Builders, an interdisciplinary class-based indie studio. I developed the game's visual style, created concept art, made textures, and drew screens for the UI.

We wanted the art direction to be different from the Buggy Allstars game last year. So I went with a brighter color palette and bolder shapes. Since the game this year is more surreal and imaginative, I explored how to exaggerate the environments. I drew backgrounds, characters, and props with simple shapes overlayed with some soft grainy textures. I chose this visual style since it was easier to transfer to the final 3D environment. The final game used low-poly models with hand-drawn textures to mimic the concept art.

Visual Developement

Props

UV Textures

UI Screens


Bigger Badder Buggier / Family Care / Animation / Illustration / Single Snack