Re:cap | Zidi Xia


Music creation is always an emotional process. Musicians and songwriters find inspiration in various ways such as keep a journal, leave the house and let the world inspire them… How could design help music lovers to record their to-go idea, and helps them to develop their ideas?


Re:cap is a mobile sketchbook app for musicians, focusing on simple editing and recombination tools to refine your music sketches.


This project is an attempt for me to design an app for musicians and instrument players. From user research to market research, I had been finding core pain points for instrument players who has recording habit, and exploring what music means to them. One of the most valuable aspects of this design project is finding out the unique design opportunity and then accomplish it.

As a flute player, this project also fulfills my own wish. I even hope this app could be developed and to be used in daily life. I enjoyed the design process and hope to keep going to develop my skills in an interdisciplinary field.

Zidi Xia

Hello! I’m Zidi, an interaction designer who loves coding and music. I study interaction design at Emily Carr University of Art and Design, Vancouver, BC. My previous design experience includes UI/UX design, prototyping, digital products for the web and mobile, game design and working with hardware. I also interested in front-end, back-end development. As a designer with a background in music and performance, I have always been passionate about music, technology, and interdisciplinary design.

Contact Me :

Us | Katherine Zhang

Us is an online service that will allow users to participate in user research and give user feedback in exchange of goods, as well as building an ongoing relationship with brands each participant use frequently.

Problem Space

In a lot of my informal conversations with developers, designers and users, I asked them about the current feedback system for mobil apps. I can’t help but question the current way of giving and receiving feedback for products that have been put out in the world. I found inefficient feedback buttons that left the users hanging when they have encountered a problem, and how it is the only way for the users to get back to product they use. I believe there are needs to be more efficient ways of bridging two groups of people. I was inspired by the idea of bring power back to the users, as a challenge to the current human-centred design method.


I sent out an online survey to students in Emily Carr University who is in different year and major. I also sent them to facebook to get to know a wider range of participants. Because I did not count their age group, gender, job title or any private information, so the result is very vague.

Understanding the 39 online survey answers in relation with my in-person interview with 3 Emily Carr Students, I got the conclusion of the biggest motivation for people to participate in user research is because they want to improve their own experience of using the product.

Other than formal interview, I joined workshops and event during the semester to expand my network and research my topic. Those workshops and meetups allows me to connect with people in the industry including designers, business owners and researchers. I am able to chat with them about my project, I gain new perspectives and got to know how the industry is doing user research and what will be valuable for them.


I spent times to think around the ethical problems in design world, and I want to share my voice by focusing the features of the project closely related to connection building as a new perspective of user testings.

People who are interested in giving feedback to an App will register as participants, they will have different tests recommended to them based on their profiles. When they complete a test they will grant an impact point for that company, they can use these points to exchange products.

If a company want to use my website to gather user feedback, they will first register themselves as Researchers. They will be able to post each testings as a recruiting post with participant requirements and selected incentive method (either privately or on platform). They can also choose to contact participants based on their approval. If they have an ongoing relationship developed with a participant, they can get more direct feedback.


This project has been a project for me to grow and explore, finding my true passion and career path as a designer. During my design process, I found interesting perspectives, I want to keep exploring the relationship between users and designer as a future thesis. In the future, I want to explore more design solution around understanding the meaning of user testings and thinking more about design ethic in their design works.


An interaction designer graduated from Emily Carr University, dedicated to create visually pleasing designs while focusing on inclusivity, meaningful impact and emotional connections.

Passion lies in creating human and earth centric design solutions for contemporary problems. Always looking for fresh insights while exploring possibilities.

hi.lo | Michelle Chan

This responsive digital platform aims to integrate family-centered care into diabetes management by demystifying the illness for young patients and empowering them with agency, while encouraging parents to provide the appropriate type of care and support.


Understand the needs of the patients and their families

and hear out their concerns, experience and feedback

Employ participatory design methods

to involve the users as part of the design process

Integrate research findings into the digital platform

by creating a set of values to abide by




Redefine “child-friendly” content

Instead of patronizing cartoons and characters, employ accessible and engaging visuals.

Promote engagement in the diabetes community

Forming a community allows child patients to know theyare not alone and parents to share their tips and advices.

Encourage transparency and honesty

In other words, don’t sugar coat things.

Put the child in the middle of their own health journey

Let them be the main participant in their diabetes management.

Encourage caretakers to engage and support

Show them ways they can guide and help their child in an appropriate and non-invasive way.

Provide customizability + tailored content

Every person’s case is unique- narrowing and filtering down the material can reduce confusion and information overload.


Video Prototype


This project was an opportunity for me to explore many elements of designing a product. From participant recruitment and market research to participatory design and creating a platform with 3 responsive device screens, I think I explored quite a number of product design aspects.

The values that I had formulated from this round of research was very crucial to the project. I was excited to see that I was able to lay out the core fundamentals for designing for childhood diabetes management. I think the values really help set the goal for the project.

Michelle Chan

As a process-driven design practitioner and researcher, I am always looking for new ways to research and design to solve real-world problems. My goal is to formulate innovative methods that consider design-thinking and interdisciplinary collaboration. Throughout my career, I hope I can make important changes that will shift the health design culture.

As a student, I strived to explore types of art and design practices. I used each project to learn something new and develop my process of designing. I found passion in elements in interaction design that I loved, such as service design and design research.


IRIS is an online system that provides a user-friendly, accessible auditory interactive layer for sites of banking institutions. The inclusive system allows for a secure and private experience by incorporating web knowledge authentication, Face and Touch ID. IRIS takes advantage of emergent technologies like voice user interfaces and will ultimately incorporate the latest artificial intelligence software. 


As a child growing up I’ve always questioned how my uncle Marcus perceives the world. He was born with a vision disability in the late fifties in San José, Costa Rica and with limited access to technology, medical, psychological and pedagogical advancements, his life hasn’t been the most lenient. Nonetheless, he’s one of the happiest individuals I’ve ever met.

This is my story of how User Experience Design can raise the technological bar for the promotion of independence and inclusivity for populations living with visual disabilities.

How can design and biology merge to improve the quality of life of its users and enhance human interactions by creating dignified experiences?


The framework of the IRIS system is constructed upon four main pillars, user experience, accessibility features, employment, and community engagement. Through the applicability of user experience design tools, IRIS reduces the friction between design and disability and incorporates accessible features that are embedded into its operational system.


As part of a pre-study, diverse interviews were done with experts in the field. This phase of the study was done in collaboration with an organization called “Nueva Luz” which is based in San José, Costa Rica.

Additionally as part of the pre-study, and before the user testing was held, several interviews were carried with Cirsa Alvarado, the director of the User Experience Design team at BAC International Bank. Alvarado is responsible for UX strategies in Latin American.

Diverse questions were sent concerning the inclusivity initiatives and programs that the bank runs at a regional level. An analysis of the different digital channels was done and it was concluded that users with vision disabilities don’t have the same access to these platforms as sighted people. A chart was created to understand the different limitations in Digital and Non-Digital services based on the different types of disabilities.


During the work, an analysis of interviews and user testing was held with users with visual disabilities. The primary objectives were to investigate the contextual auditory information regarding financial transactions, an exploration of the existing digital tools that are currently being used and the possibility of the implementation of voice user interfaces. The findings of the study concluded that multimodal interfaces expedite the process by combining voice, haptics, and quality visuals.

The process of the interviews started with a transcript that served as a starting point for the user data analysis. Later, the most relevant feedback was written down in post-it notes and different thematics were drawn in terms of similarity. The thematics were drawn by chronological order depending on the interviews that were carried.


It was concluded that the following thematics were predominant in almost all the interviews:

The goal of this qualitative study was to identify and understand the pain points of users with visual disabilities regarding their administration of personal finances. Moreover, empathize with how they’ve attempted to relieve their struggles with existing tools and gather insights about VUIs and haptics.



Through the analysis of data, conclusions were made per different concept functionalities. The future iteration of the concept can accommodate different types of visual disabilities, incorporating a multimodal function with a haptic system of voice, vibrations, sounds, and high-quality inclusive visuals.

Since some users indicated that they had low vision, feedback will also be included taking into consideration the use of visual interfaces. IRIS is designed inclusively for users with low vision following the “GOV.UK, Home Office Digital, Data and Technology (DDaT)” guidelines. Originally, the layout of the screens was designed with a high contrast mode, bold and readable text. The system also applies a combination of colors, shapes, and text and follows a linear logical layout. Buttons and notifications are put in context.

In the case of users with no vision at all, the system runs solely on voice, sounds, and vibrations. The users are provided with an integrated auditory feedback like the sound of a piano key indicating a successful transaction. If a user is stuck or needs to go back in the process the user is instructed to give a verbal command for the system to repeat itself or go back several steps.


IRIS is a cloud-based service that allows for the development and design teams to work on it on the fly with bug fixes, updates, and service expansions. The marketing structure of the service is shared with more than one financial institution making a split development cost.

The system is designed to be marketed with a Year One Exclusivity by giving the first banks that acquire the service exclusive pricing. The license of the system is sold as a Monthly Subscription, including service & maintenance costs, making IRIS innovative and inclusive by raising the bar of user experiences in the banking fields.


IRIS service is mapped out in a user journey to demonstrate the vision of the project by communicating the possible concept stakeholders, user pains, needs or possible outputs. The user journey also served the purpose of identifying functionality levels, dependent on the level of visual disability. This User Experience tool helped define user flows and the overall information architecture.


The proposed concept would be satisfying to be executed in the future since it would eventually become a very necessary technological solution for populations with visual disabilities, and a design breakthrough that would make me feel personally accomplished.

IRIS will create autonomy, independence, and inclusivity for a population that has been excluded from dignified digital experiences. Having the empathy to understand the struggles that people with disabilities face day-to-day ignited the need to design for those in vulnerable conditions. I felt driven to use my design skills and talent to create a platform that facilitates the banking experience for so many users. IRIS will change and enhance the quality of life with its vision of User Experience Design.


Ignacio Barboza is a UX / UI designer currently based in San José, Costa Rica. He designs for private and commercial projects within the digital realm and incorporates interdisciplinary practices.

With an educational background in London, England, and Vancouver, Canada, Ignacio designs UX solutions that often improve the quality of life of its users.

Producing empathetic experiences, Ignacio’s work situates in a unique space by having a personal engagement with inclusive design, design for disability and health design. On-brand, deeply rooted in hot Latino flare.

Get Well | Bronwyn Proctor

Find a naturopathic doctor, meet with them remotely, and manage your records, completely online.

Scroll and click through the Get Well prototype above.

The Need

More and more people are choosing a more integrative approach to healthcare, and the complementary and alternative medicine market is growing fast. The market size is estimated to be $296.3 billion by 2027, and within that, naturopathy is one of the fastest growing therapies over the past two decades.

Virtual care, also called telehealth, is all the ways doctors interact with their patients remotely. The Canadian healthcare industry is looking at ways to shift towards providing more virtual care options. This focus will help to provide faster access to health care, and meet patient demand specifically for virtual healthcare.

We know the market is growing, more and more people are seeking out naturopathic care, but the discovery and delivery of care is not as accessible or convenient as it could be.


Finding a naturopathic doctor can be a confusing process and there is no easy way to try out a provider before committing to an expensive initial visit.


Your provider choices are limited by location. If you want to see someone with specific experience, or you live in a remote area, accessing care becomes difficult.


Delivery of documents and records from practitioner to patient are often not digital, or buried in email attachments. Keeping track of your own wellness progress can be overwhelming.

The Solution

Get Well gives patients of naturopathic care everything they need in one place. Find a naturopathic doctor, meet with them, keep all your records organized – all in one place.

Complete an intake questionnaire and choose from a filtered selection of naturopathic doctors.

Meet with your naturopathic doctor virtually with video, audio, or text visits.

All your records are organized and safe in your patient portal.


As I was wrapping up this project, that I had been exploring for eight months, the world changed in a big way. When I started researching and interviewing people about virtual health in 2019, many people weren’t sure what it was. Some services were beginning to become available for conventional medical services, but there were definitely no options for complementary or alternative healthcare.

Now, with this global health crisis preventing people from accessing their chosen healthcare regularly, many practitioners are looking for new ways to continue to care for their patients.

While this period of time is mostly difficult and overwhelming, I’m excited about the future of health and wellness, and I’m excited to keep working in this field of design.


I believe design is about understanding people and their needs. I’m continually trying to reflect this belief in my work, and keep empathy at the core of my process.

Every: Celebrate Your Every Moment


Technologies like smartphones are always in our hands, stealing our attention away from whatever we were doing and continues to communicate time as a matter of optimization rather than a matter of a balance. Opposing this paradigm, Slow Design is a design philosophy that encourages people to do things at the right time and the right speed to reposition the focus on their individual and socio-cultural well-being. 

Our grad project, Every, was designed based on the Slow Design principles to:

(1) separate from the immediacy and chaos of current technology
(2) encourage reflexive and diverse lifestyles
(3) celebrate slowness as a positive socio-cultural value.

Every Concept Video was produced and edited by Joohee Chung and Neung Gwon.

What is Every?

Every is a cross-national lifestyle brand that propels to help people retrieve the moments and values they missed through a series of three everyday design artifacts: Every Hue, Every Voice and Every Moment.

Every Hue is a lamp that stores the colour of the natural light in the user’s room from 24-hours ago and displays the distinctive colour pattern movements on its screen. Every Voice is a personal voice recorder that enables an interesting exploration of past-self by revisiting the user with a message recorded from the past, ranging from couple weeks to several years ago. Every Moment is a set of a camera and a screen that only develops the last picture taken over a 72 hour period when the camera is mounted on the platform. When a certain number of pictures are accumulated over time, Every Moment creates a distinctive pattern with the representative colour of each picture.


Every separates users from the immediacy of technology by creating a stark contrast with design artefacts that are only dedicated to one function. The Reason why Every is distinct from most of other contemporary design artefacts is because these three everyday objects are meant to transition and grow with the users while also presenting the new meanings derived from their everyday life. This was made possible through our consideration on Slow Design, which expresses narrative of time, progression, and change through design. The three artefacts of Every are never the same, yet are continuously growing by accumulating the user’s everyday in a form of audio, picture and a colour. 


Every was able to get a design validation from a Slow Design specialist, Dr. William Odom. His feedback allowed us to dive deeper into the physical interaction with each object to enrich the experience with the slow technology. With his guidance, we were able to experiment with the scale of time and incorporate data accumulation into each design artefact to encourage more meaning making.

Joohee is excited to take the project even further through a collaboration with Dr. William Odom and Masters / PhD candidates from the Everyday Design Studio at Simon Fraser University.


Joohee Chung is a recent graduate of Emily Carr University, holding a Bachelor of Design and specialty in Interaction Design. Coming from both Korean and Canadian backgrounds, Joohee is interested in inclusive design that invites the users and designers to coalesce their vivid stories into one. 

Her design practice is executed through the following four pillars: learn how to repeat, unravel the invisible, answer to the why’s and know how to play. As an interaction designer, she focuses on the field of Expressive Design to celebrate reflexiveness and slow life as positive socio cultural values. She is excited to explore design possibilities that encourage intimate exchange of personal values, a spark of new interpretations and creativity.



As am alumnus at Emily Carr University Art and Design, Jiyeon Lee achieved a Bachelor’s degree in Interaction Design. Jiyeon is passionate about experience building as she thinks design as a system not just how it looks. 

Her design inspirations start with qualitative research and analysis. From this research, she sees the details of what people need and synthesizes insights from their needs. She articulates both the emotional and rational bases for design. She is not afraid of failures and always be open to different perspectives and new ways of creating an experience.


TEDxConnect is a digital platform to help bridge the gap between TEDx attendees, speakers and volunteers. TEDxConnect can be used before, during and after the event through several in-product features within four categories: the event guide pages, connection games, discussion board and reflection pages.


Opportunity Space

Because TEDx is a one day event, it is difficult for organizers, who volunteer for over eight months, to engage with the public throughout the year due to their heavy work load.

  • Organizers spend a large amount of time on the day of the event making sure everything is running smoothly.
  • Speakers may be too nervous on the day of the event, and might therefore talk to friends and family rather than to connect with the rest of the audience on a personal and more impactful level.
  • Attendees may have a lack of confidence to go up to a speaker or organizer in person to network with them.

Due to these unfortunate “day of” circumstances, I realized that TED and TEDx’s values of “sparking conversation, connection and community” (TED) end up unresolved in a larger scale.


The initial research I conducted on TEDxEmilyCarrU explored my findings through surveys, feedback forms and interviews, and how I organized this data using different mapping techniques.

More about my research and process can be found in my medium article here:


Through year-long research, prototyping and testing, I created a platform where each page is designed with the intent to help the user connect easily to another user, share their ideas, understand everything happening at the event and stay mindful through reflections. Watch the introduction video here:


Moving on in this project, I would love to add more interactions within these existing features. Now that I have tackled awkwardness in person, how do I tackles awkwardness online? For example, what if someone doesn’t know how to start a chat conversation? Can I create a randomized way for suggested phrases to introduce yourself or create good opening sentence? I also want to think more about the communal spaces such as the discussions or game board.

Another important part I want to focus on is safety and privacy. Though I have started to work on this a little in the sign up process and messaging pages, I want to think about the specifics of what people can see and what can be done about it. There could be many shady people out there, but perhaps my trust in the TEDx community exceeds what might be reality. I need to give people control of their data and these are the first steps in doing so.

A fun thing I wish I could work on is how you create your own avatar or illustration on the app. You could choose your own background, clothing, body features or more to mimic your lifestyle. This can be a fun way of getting to know others as well.

I’m very happy with how far this project has come along in the past eight months and I hope to see it grow even more!


An interaction design graduate from Emily Carr University of Art and Design who’s focused on service design, human centered design, user-interface design, graphics and illustration.

Having lived in India, the Netherlands and China over the past 22 years, I take pride in incorporating my cultural background in design practice. With the ability to speak 5 languages, I empathize with those who feel the need to express themselves through thoughtfully designed interactions.

Leadder | Janice Chen

What is Leadder?

“Leadder” is a phone application to create a community mainly for both junior and recent grad designers to build up design skills and work experiences at the same time. It is to provide companies a high-quality design, with an acceptable budget to clients by having a mentorship system. The phone application will be mainly targeted to recent grad designers, schools, and companies to provide an opportunity space for them to look for help and job opportunities while shifting themselves from a student to an entry designer. This also gives them an opportunity to look for a team for any individual work through the features that is provided by Leadder such as the mentor and co-op system; which increases the level of satisfaction between recent graduate student designers, schools, and companies.

Opportunity Space

This application is intended to guide students to start seeking help and co-op opportunity to find their way out. By creating the phone application, I hope either to make it as a plug in update or application for school use purposes to benefit both school and recent grad students. It is to reduce the chances of students having great portfolios but bad skills, reduce the chance of mismatching job for students, and also to encourage students to be more proactive by providing them a starting point to start with in the co-opportunity.


I have interviewed with students in different design fields and majors: industrial designers, communication designers, interaction designers, film artists, communication designers, visual artists, and lawyers.

I was having a hard time looking for mentor help or any professionals that I can interview with. After talking to the Instructors, they have recommended me to interview with the career centre. I have finally decided to interview the career centre since they have provided services that are similar to my final idea.

Clickable Prototype Link

Feel Free to try the prototype for Leadder

Text on the button

I feel lucky that I got great friends starting to help and user test within my site maps and draft prototype.  The more I research the more problems that I found within the services that we have. Thinking back of what interaction designers propose which is to make people’s life easier, I am thinking that I should start making the designer’s life easier first. For Leadder, the main concept is to guidance the recent graduate designers to start, leading them to a place where they should begin with, providing tips for them, making sure there are still professionals to help them even they have graduated from the institute, and hoping they will become a leader for themselves or a team in the features. This is why I have named the phone application ‘Leadder’. 

Janice Chen

I am passionate about different opportunities, especially in user interface design. I love coding and I will continue learning javascript, Html, and CSS.

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About the designer

Philip Cheung is a recent graduate from Emily Carr University. He has worked as a designer for a variety of companies including WIC Marketing and nSite BMS. Philip is involved in the startup community via Vancouver Startup Week, where he volunteers as a graphic designer. Some of his notable skills include UI/UX, project management, and brand strategy.

Portfolio Site

InterPulse | Allison Chan


An interactive art installation where people create a collaborative visualization of their heartbeats.

How can we use our biometric data in more meaningful ways to create social connections?

The Interconnection of Our Pulses

The user has the power to change the visualizations using their heartbeats, emphasizing that simply being alive and existing has an impact on the world we live in.

“You are an aperture through which the universe is looking at and exploring itself.”
– Alan Watts

Our biometrics can be used to remind us of more meaningful information than our biological measurements, like the intangible interconnectivity of our existences that is a social and spiritual phenomenon in itself.

Problem Space

click to enlarge

Current Usage of Biometrics

Biometrics are taken by the technologies that we use everyday, like facial recognition to unlock our phones and fingerprint recognition to go through airport security.

They have made identification of people easier, but they also categorize us into databases, and create separation in people, identities, and the connections we have with one another.

So how can we use biometric data in more meaningful ways for social connection?

Rethinking Biometrics

Ethical Issues

Inequities can be heightened for marginalized demographics when there are biases in which biometrics are collected in databases and how they are used.


Static biometrics are built with the Caucasian, male, and able-bodied standard, discriminating those of other races, genders, ages, and abilities.


There is an unequal power balance between the people who use technology versus those on which the technology is used.


Placing value on using our static biometric data for identification fragments our identity into specific body parts.

Design Opportunities

These design opportunities use dynamic biometrics to examine the ethical issues.


Using biometrics that are universal amongst all individuals makes the design more inclusive, as the data is more easily accessible from everyone.


When biometrics are always dynamic and changing, people have more opportunities to make their own unique interpretations about it.


Allowing people to make their own interpretations also shows they have value other than just their specific body parts; in their stories and beliefs as well.

Alternative Model of Biometrics

The current model based on the issues ends narrowly with quantitative information that categorizes people and their identities.

The alternative model I created uses the design opportunities and leads to an open-end that moves towards qualitative information: aspects of our identities that are more abstract and can’t be put into numbers.

Visualization Iterations

In the final sketch, the movement and colours of the particles are based on data from the heartbeats of the users. Both users’ data are combined to emphasize the idea of interconnectivity.

The particles are used to create a cosmic/astral aesthetic, connoting the interconnected and outer-worldly sentiment.

Programming With Arduino & Processing

The heartbeat data sent to the pulse sensors are picked up by Arduino, and sent to Processing to be drawn into a visualization.

Under the current circumstances that forced the physical production of this production to come to a halt, I will finish building the device when campus reopens. I will be adding LED lights, sounds, and hopefully one more pulse sensor.


Social connection in InterPulse happens in the figurative sense, and not forcing it physically or literally. Designers can create ways to make social connections, but what are the connections that are already inherent but overlooked? What are the intangible aspects around us to which we have forgotten our connections?

As biometric technologies continue to advance and merge the lines between human and the machine, it will become increasingly more important to question the impact of the machine on us, us on the machine, and us on the world that is around us.

Hey there, I'm Allison Chan!

I’m an interactive designer– pushing the boundaries of interactive art + new technologies with interaction design.

Design, to me, embraces the intangible complexities of human diversity as tangible opportunities. In other words, I love designing ways for people to share their individuality and different perspectives with each other.

From my exhibition experience at Science World, I hope to continue making public work that builds meaningful connections between people.

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