AI Bill Negotiator

Empowering Children in Marginalized Communities Through Motion-based Language Learning

category

The AI that calls your internet service provider and negotiates a better rate

Role

year

Tools

Friend Locator

Mobile App, Accessibility, 2023

Project Info

Helping students with visual impairments identify and locate their peers in a large classroom environment

PROJECT TYPE

App Design, Accessibility

TEAM

2 designers, 2 researchers, 1 project manager

YEAR

Oct - Dec 2023

ROLE

My role focused mostly on product design but I also got to work on research roles such as interviewing users and usability testings.

Audience Appeal

Connecting Students with Visual Impairments and Sighted Students

Our challenge was to create inclusive solutions that foster a connected and collaborative classroom environment for both students with visual impairments and sighted students. This includes students with visual impairments who need tools to connect and collaborate with their peers, and sighted students who seek ways to engage with and support their classmates more effectively.

Leo Huang

Primary Persona / Partial Sight

Integrating the Friend Locator interface within Canvas app

The Friend Locator feature aims to enhance social connectivity on campus, and users have expressed a strong preference for integrating it into an existing campus app, Canvas, instead of requiring them to download a new, standalone application.

Enable Friend Locator Feature in Canvas App

This feature is embedded within the Canvas app, with the updated Canvas landing screen. To accommodate users with varying levels of visual impairments, the feature supports both text view and map view options.

Add a Friend

Users can privately add friends without sending notifications to the added individual.

Navigate to a Friend

Once a friend is added, users can navigate to their friend’s location using accessible features tailored to their needs. The navigation includes step-by-step guidance with options for both text view and map view, accommodating users with different levels of visual impairments.

Accessible Design System

Our Accessible Design System prioritizes inclusivity by adhering to WCAG 2.1 AAA standards, ensuring usability for both partially sighted and blind users. Key features include high-contrast color palettes, scalable typography, ARIA-compliant labels for screen readers, and intuitive keyboard navigation.

Reflection

Balancing Inclusivity for All Students
Implementing location-sharing features that are crucial for visually impaired students raised privacy and usage concerns for sighted students. Achieving this balance required careful design and iteration to ensure that all students felt included and respected.

Inclusive Use of the Platform
I learned that designing the platform to facilitate interaction between users with visual impairment and sighted users, rather than isolating users with visual impairment within their own group, was essential. This approach prevented isolation and fostered a truly inclusive community, ensuring that all users benefit from an equitable experience.

Limitations
Recruiting participants with visual impairments was challenging, and further steps would require extensive coordination with external organizations to improve usability testing reliability. Additionally, expanding the use case beyond classroom environments to include large events like career fairs and school festivities would further enhance the platform's inclusivity and usability.

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Educational Software

Empowering Children in Marginalized Communities Through Motion-based Language Learning

Media Facade

Interaction Design

Background

Addressing Educational Challenges in Rural Areas

Recognizing the educational disparities prevalent in rural areas while serving as an elementary school teacher in underdeveloped town of South Korea, I witnessed firsthand the unmet needs of numerous children. After school hours, I dedicated my time to those left behind by working parents. Despite the government's provision of additional classes, the school lacked essential resources and teachers, leaving students without adequate support systems.

Oryang Elementary School, Geoje Island in South Korea.

Project Initiation

Startup Seed Funding

In 2014, leveraging significant support from the South Korean government for aspiring young entrepreneurs, I presented a business plan for an education tool that could be implemented in public schools. After securing initial funding, I assembled a team consisting of two developers and two designers. Leading the project from conceptualization to implementation, we successfully managed a six-month timeline with a budget of $50,000.

This project is sponsored
by the Smart Venture Institute of the Korean government.

Core Concept

Engaging in Physical activities while learning English Vocabularies

Addressing the educational challenges prevalent in rural areas, the project aimed to revolutionize learning by combining traditional physical activities with Computer-Assisted Language Learning (CALL). Drawing from the proven effectiveness of Total Physical Response (TPR) in English education, especially with early learners, I developed an interactive English learning program that integrates bodily movements with motion sensor technology.

Prototyping

Developing an Experiential Vocabulary Learning Program with Kinect and Unity

Designed for early learners, the program encourages active class participation by engaging various sensory channels and seamlessly integrating alphabet and vocabulary learning. Unlike conventional English content that relies solely on passive observation and device interaction, this program enables learners to actively experience vocabulary learning through physical movement. I developed the experiential vocabulary learning program utilizing motion-sensing technology, specifically Kinect, and used Unity to implement the software.

A to Z Alphabet Friends : The alphabet characters are designed to make learners more familiar and engaging.

Activity Modules

The program has been designed to be compatible with various display devices and offers learners an interactive learning experience that allows them to move their body freely in space. The program's theme is "Dolla at the Zoo," where the main character, Dolla, embarks on a journey to find the missing animals in the zoo. Throughout the story, learners participate in experiential activities to assist in locating the missing animals. Through these physical activities, learners complete target vocabulary as part of their mission-based learning. The learning content is structured for beginners in English, aiming to teach them the alphabet and beginner-level English words through engaging stories.

BASKETBALL

The target words include 'elephant' and 'trunk,' and learners engage by selecting basketballs labeled with letters and shooting them into the hoops in the correct sequence to spell each word. Participants initiate the activity by raising their hands, and once their hand positions are detected on the screen, they proceed to shoot the lettered basketballs into the hoops.
PINWHEEL

When participants wave their hand over the letter, the windmill spins, completing the word. The target words include 'lion' and 'tail'.
BALLOON

This is a face-mapping activity. To complete a word, participants place their hand on the balloon with the corresponding letter, causing the balloon to pop.
MAGICAL BASKET

In this activity, you fill the basket with bananas to help find monkeys. The target vocabulary is 'monkey' and 'banana'.
Participants stand in front of the screen and touch the basket, then the system recognizes their hand movements, causing the basket to move accordingly.
SPEECH RECOGNITION

This activity helps enhance listening and reading abilities. As you shout out the names of animals you've learned, the corresponding animal appears. It's a way for kids to review and summarize what they've learned through hands-on experiences together.
Designing with Kids

Usability Testing

I conducted trial lessons to assess the impact of a responsive vocabulary learning program, integrated with physical activities, on the vocabulary acquisition, interest, and motivation of early learners. The study involved eight students from 1st and 2nd grades in elementary school. Experimental lessons were conducted from January 6th to January 14th, 2020, utilizing the responsive vocabulary learning program. Both pre-tests and post-tests were administered, along with post-interviews.

For data analysis, qualitative data from learner speech and post-interviews were transcribed and analyzed using NVivo. Additionally, pre-test and post-test scores underwent Wilcoxon tests in SPSS 25. The findings revealed a positive impact of the responsive English vocabulary learning program, integrated with physical activity, on learners' vocabulary acquisition, interest, and motivation.

The program consists of five interactive modules, each focusing on two target vocabularies.

Qualitative Data Analysis

The data collected through experimental classes and all interview sessions were transcribed. The data was coded thematically and was analyzed using NVivo 12. Of the total 231 utterances during the classes, 116 were included in the coding.

For data analysis, qualitative data from learner speech and post-interviews were transcribed and analyzed using NVivo. Additionally, pre-test and post-test scores underwent Wilcoxon tests in SPSS 25. The findings revealed a positive impact of the responsive English vocabulary learning program, integrated with physical activity, on learners' vocabulary acquisition, interest, and motivation.

The NVivo analysis of speech during the lessons

Project Takeaways

Lessons Learned
• Prioritizing sales and marketing strategies is essential for profitability. Focusing solely on development proved insufficient.
• One set of content was insufficient to generate profit.

Moving Forward
• I would develop sales and marketing strategies to promote the content more widely and utilize it in various spaces such as children's museums or private institutions.
• I would have tried to secure initial investment in order to recruit more developers.



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Empowering Children in Marginalized Communities Through Motion-based Language Learning

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Seattle City Light

User Testing, Prototyping, 2024

Friend Locator

Mobile App, Accessibility, 2023

Friend Locator

Mobile App, Accessibility, 2023

Mobile Application

Real-time Consumer Feedback Mobile App

category

The AI that calls your internet service provider and negotiates a better rate

Role

year

Tools

Brief Description

Test Your Ideas Here!
Polket is a platform that facilitates direct consumer participation in decision-making processes for small businesses, including startups, to help them make informed judgments throughout the product development and marketing stages.

Context

In this self-initiated project, Pollket began with my experiences as a designer in a medium-sized publishing company. While working as a content editor for a publishing company, I encountered the challenges of decision-making processes and the difficulty of predicting what customers want, from minor decisions like changing the company logo to major ones like publishing textbooks. To address this, I came up with the idea of a platform that connects consumers directly with businesses.

"How might we test ideas with real-time feedback from the potential customers?"

Problems

The existing market had drawbacks for small businesses, such as high costs and lengthy time requirements, making it challenging for them to utilize. The Polket platform connects businesses in need of consumer feedback with their target consumers in real-time, enabling visual feedbacks. This allows small and medium-sized businesses to gather feedback from target consumers at all stages, from ideation to product development, launch, and marketing. Pollket reduces the difficulty and uncertainty of making decisions, from minor choices like changing the company logo to significant ones like expensive product production, by predicting what consumers want at every moment and connecting them directly with businesses.

User Research

This study was designed to investigate and analyze customer responses for the validation of startup ideas in early-stage ventures. The goal is to provide foundational data for refining products and establishing marketing strategies.

1. Target Audience: Marketing professionals from medium to large-sized companies
2. Method: Semi-structured interview
3. Participants: 8 individuals
4. Duration: Dec 13th - 30th, 2022

Design Solution

Business Model

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Empowering Children in Marginalized Communities Through Motion-based Language Learning

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Seattle Tool Library

Designing a Better Workshop Reservation Experience

Project Info

PROJECT TYPE

Web Application Design, Branding, Service Design

TEAM

1 Designer

YEAR

Jan - Apr 2024

ROLE

My role focused mostly on product design and branding.

Audience Appeal

Empowering the Community Through Sustainable Tool Sharing

The West Seattle Tool Library’s mission is to provide everyone in the community with access to tools and knowledge, enabling them to build and create sustainably. The primary audience consists of West Seattle residents who need occasional access to tools for DIY projects, repairs, or small-scale construction. The secondary audience includes community organizations, schools, or other groups that require tools for specific projects or events.

A Creative Playground for Makers

We designed the West Settle Tool Library brand to spark creativity and empower users to craft their own unique experiences. Every detail, from the visual identity to the user interface, is designed to communicate simplicity, creativity, and reliability.

Simplified Onboarding

The previous workshop landing page only included a description with no clear login button, creating friction for users. By adding a prominent login button on the first screen, we streamlined the process, enabling users to easily access their accounts and proceed with registration, enhancing overall efficiency and user experience.

Optimized Reservation Flow

We simplified the booking process by clearly separating workshops and classes, enabling users to easily reserve their sessions. This clear distinction improves the overall user experience, reducing confusion and enhancing accessibility.

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Empowering Children in Marginalized Communities Through Motion-based Language Learning

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AI Bill Negotiator

COMO-SKT Tower

category

The AI that calls your internet service provider and negotiates a better rate

Role

year

Tools

ss

ss

Related Work

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Educational Software

Empowering Children in Marginalized Communities Through Motion-based Language Learning

Media Facade

Interaction Design

Friend Locator

Mobile App, Accessibility, 2023

Project Info

Helping students with visual impairments identify and locate their peers in a large classroom environment

PROJECT TYPE

App Design, Accessibility

TEAM

2 designers, 2 researchers, 1 project manager

YEAR

Oct - Dec 2023

ROLE

My role focused mostly on product design but I also got to work on research roles such as interviewing users and usability testings.

Audience Appeal

Connecting Students with Visual Impairments and Sighted Students

Our challenge was to create inclusive solutions that foster a connected and collaborative classroom environment for both students with visual impairments and sighted students. This includes students with visual impairments who need tools to connect and collaborate with their peers, and sighted students who seek ways to engage with and support their classmates more effectively.

Leo Huang

Primary Persona / Partial Sight

Integrating the Friend Locator interface within Canvas app

The Friend Locator feature aims to enhance social connectivity on campus, and users have expressed a strong preference for integrating it into an existing campus app, Canvas, instead of requiring them to download a new, standalone application.

Enable Friend Locator Feature in Canvas App

This feature is embedded within the Canvas app, with the updated Canvas landing screen. To accommodate users with varying levels of visual impairments, the feature supports both text view and map view options.

Add a Friend

Users can privately add friends without sending notifications to the added individual.

Navigate to a Friend

Once a friend is added, users can navigate to their friend’s location using accessible features tailored to their needs. The navigation includes step-by-step guidance with options for both text view and map view, accommodating users with different levels of visual impairments.

Accessible Design System

Our Accessible Design System prioritizes inclusivity by adhering to WCAG 2.1 AAA standards, ensuring usability for both partially sighted and blind users. Key features include high-contrast color palettes, scalable typography, ARIA-compliant labels for screen readers, and intuitive keyboard navigation.

Reflection

Balancing Inclusivity for All Students
Implementing location-sharing features that are crucial for visually impaired students raised privacy and usage concerns for sighted students. Achieving this balance required careful design and iteration to ensure that all students felt included and respected.

Inclusive Use of the Platform
I learned that designing the platform to facilitate interaction between users with visual impairment and sighted users, rather than isolating users with visual impairment within their own group, was essential. This approach prevented isolation and fostered a truly inclusive community, ensuring that all users benefit from an equitable experience.

Limitations
Recruiting participants with visual impairments was challenging, and further steps would require extensive coordination with external organizations to improve usability testing reliability. Additionally, expanding the use case beyond classroom environments to include large events like career fairs and school festivities would further enhance the platform's inclusivity and usability.

Related Work

View All

Educational Software

Empowering Children in Marginalized Communities Through Motion-based Language Learning

Media Facade

Interaction Design

Stimma

Conversational AI, UX Strategy, Product Design

Project Info

Stimma is an AI agent built for the consumer, designed to save time, money, and hassle by calling customer service lines and resolving issues on behalf of users.

PROJECT TYPE

Conversational AI, Consumer Product, UX Strategy, Project Design

TEAM

1 designer, 5 developers, 4 finance/project managers

YEAR

Jan - Apr 2025

ROLE

UX/UI Design l Visual Design l Branding

Customer service is a nightmare.

Whether canceling a service, appealing a charge, or generally attempting to resolve an issue, consumers must brace themselves for a labyrinth of phone menus, unproductive “conversations” with AI agents, long hold times, and irritating transfers between departments.

Stimma is an AI agent that calls customer service lines and negotiates better rates.

Customers provide their details to Stimma and receive a notification once the negotiation is complete. In the long-term, Stimma will add more general virtual assistant capabilities, such as appointment scheduling and airline negotiations.

Stimma is already saving customers time and money.

We’ve successfully negotiated savings for internet subscribers across Comcast, Quantum Fiber, and Spectrum. Users saved an average of $16 per month.

"Wow! Stimma feels too good to be true! I can’t believe that you saved me $25 on a bill where I already have a great deal."

Happy Customers

Related Work

View All

AI Bill Negotiator

The AI that calls your internet service provider and negotiates a better rate

Friend Locator

Helping students with visual impairments locate their peers in a large classroom