Obesity in USA

Data Analysis & Visualization to understand obesity distribution and identify the leading characteristics associated with adult obesity in the United States.

Team Work - Statistics and Visualization

This project is a four-person team project with team members including Joe Hoeltke, Andy Lim, Matt Miller and me.

 

The following report will discuss topics that will assist in identifying the leading
characteristics associated with adult obesity in the United States. We have confidence that
the findings and information provided to all the health professionals in this room, your teams and Rochester Regional will be able to identify new potential partners and regions.
The data set provided by the USDA has been analyzed and below is an outline of the
key findings we’ll be covering:

1. States Most Prone to Obesity;
2. Three Suspected Causes Leading to Obesity;

    a. Fast Food Restaurants;
    b. Smoking;
    c. Low Income with a store greater than 1 mile from them;
3. Exercise and Obesity;
4. Highly Correlated Causes of Obesity.

1. States Most Prone to Obesity

Role

 
 
 

More than one-third (34.9% or 78.6 million) of US adults have obesity, what are the leading characteristics?

 
 
 

01. OVERVIEW

Design Goals

To promote the experience of new students to understand the community and participate in the campus community.

Problems encountered:
- Finding the community students are interested in
- Understanding the actual situation of the club and past events
- Due to strangeness/social, being timid/sorry to join the community
- Finding like-minded people and creating interest groups

Problems encountered:
- Finding the community students are interested in
- Understanding the actual situation of the club and past events
- Due to strangeness/social, being timid/sorry to join the community
- Finding like-minded people and creating interest groups

Process

Research

- External Research

- Contextual Inquiry

- User Journey Map

- Interview

- Competitive Analysis

Design

Ideation

- Concept Design

- Concept Selection

- Concept Iteration

Testing

- Heuristic Testing

- Task Testing

- SUS Score

- Iteration

Final

- Wireframes

- Abnormal Situation 

- Hi-Fi Interface 

- Design Documents

- Design Guide

 

02. RESEARCH

Research Goals

1. Better understand the needs and scenarios of target users: New students who arrive at the school at the beginning of the new semester, are not familiar with the community and need to find the community to join in.

2. Learn about the whole experience of searching, understanding, and joining the community.

3. Identify unmet needs, issues that need to be addressed, and possible design opportunities.

Methods

1. External Research

2. User Journey Map

3. Semi-structured Interviews

4. Competitive Analysis

5. From Research to Design Opportunity

 

Online Research

I first investigated online how the students searched for and joined the clubs they wanted to join. After that, I summarize the problems encountered in these experiences and record the common problems here.

User Map Analysis

 

After completing the online research, I figured out the entire process of searching, understanding and joining the community. I have summarized the entire experience process into a user experience map, making the entire service and the various touch points more clear.

Semi-structured Interviews

 

From the above research, I learned about the entire process of joining the community. In order to understand the needs and problems in more depth, I conducted 3 interviews. The content of the interview is mainly about the methods and tools used in understanding and joining the community, what problems, psychological changes and demands, and possible suggestions.

 

Through interviews, some outstanding problems and appeals were discovered.

Core Requirements & Problems

- Can't intuitively understand the community through text or posters, such as previous events, corporate atmosphere

- When I want to join a community, I feel strange, unable to integrate and have social barriers.

- I don’t know what to do when I create a new community, I don’t know what the requirements are.

Competitive Analysis

Based on the results of previous studies, I conducted a competitive analysis.

 

Through competitive analysis, I found that some of the problems I found and did not find have been well solved, and there are some problems that need to be solved or not optimal designs. At the same time, I also listed the main functions of the competing products.

 

 

Official School/ University Website

 

Application

Social Platform

Selected Common Functions

 

1. be able to post

2. be able to follow clubs

3. be able to join in activities

4. be able to search clubs

5, be able to add an event to schedule

 

Problems

1. The place where everyone shares information is too deserted and the participation is not high.

2. Text-based community introductions do not allow users to fully understand the community.

3. The association lacks classification and is difficult for users to browse.

 

Conclusions of Research

Final Goal of Users

To discover your interests and work with like-minded people

Requirements / Problems / User Cases

1. A clearer understanding of the community and its activities,

2. Help people discover interests

3. Reduce the psychological barriers for users to integrate into new groups

 

Design Opportunities / Solutions

Design software to help new students better understand the situation of the school community (introduction, past activities, evaluation) to help them discover their interests, decide to choose those communities, and integrate into the group.

 

03. DESIGN

 

Ideation

Through previous research, I identified three major design opportunities and our design goals. At the beginning of this design phase, I will look for possible solutions based on these three design opportunities.

 

Concept Design 

Design 1 - Video-based Platform with Recommendation Algorithm

 

The video-based sharing platform provides users with suggestions for student clubs and related activities by analyzing the actions (likes, dislikes, analysis, time of stay, comments) of users as they browse content.

 

The advantage of this solution is that the easy and active form of video can help users reduce the strangeness of the community. Past event videos can also help users to more intuitively understand the actual situation of the club's past activities.

 

In addition, the video platform is supplemented by a recommendation algorithm to help users discover their own preferences, and it also provides users with suggestions without affecting the user's operation.

 

One of the biggest challenges of this program is how to accumulate the first batch of platform content.

 

In addition, how to deal with the relationship between the shared content and the published activities also needs to be considered.

 

Design 2 - AI (Correlation) Clubs Advisor

 

AI Clubs Advisor help users discover the communities they like by letting users choose the items they like and then analyzing them through artificial intelligence correlation.

 

One of the advantages of this solution is that it helps users explore the communities they are interested in. People tend to choose things they are familiar with, so they also have a narrow choice when choosing a community.

 

However, the algorithm does not lie (when the prejudice of training content is negligible), it can help users discover more interests themselves, including those they have not been exposed to before.

 

The big challenge of this program is how to get the first training objects. And the number of training objects needed can be large. A possible approach is to use an unsupervised learning approach to obtain a higher quality correlation model with as few training objects as possible.

In addition, privacy issues may become prominent due to the interests and circumstances of individual users.

 

Design 3 - GIS-based AR Camera

 

Augmented reality cameras help users view the activities that take place on campus in an immersive way, giving them an intuitive picture of what the community is doing.

 

The advantage of this solution is that the sharing of activities is embedded in the real scene through augmented reality. Make users feel new and interesting, and enhance their sense of participation and participation. The whole process is like a trip to treasure. At the same time, combining the shared content with the actual space can also improve the authenticity of the content and help the user to better understand the community.

An obvious challenge is that augmented reality is still immature, with limitations in terms of hardware, accuracy, and capacity, especially considering the conditions of multiple floors in the room.

 

In addition, if there is too much content recorded in the same place, how to help users to classify and browse is also a problem.

 

Concept Testing and Selection

After selecting the three main design options, I looked for two users to do a simple test and evaluation. After understanding the user's visual evaluation through a qualitative screening, I conducted a quantitative selection of the three designs through different weight consideration factors.

 

Concept Iteration

Taking into account the feedback of participants and quantitative screening, the design - video platform-based software was selected as the basic framework of the design. And design 2 - artificial intelligence adviser was designed to be the interaction process when the user first logs in. Design 3 was merged to being a secondary function when searching activities were nearby.

Basic Framework: Design 1 - Video-based Platform with Recommendation Algorithm

 

Beginner's guide:Design 2 - AI (Correlation) Clubs Advisor

 

Secondary Function: Design 3 - GIS-based AR Camera

 

 

Wireframes

Browser and search organizations

Create a new organization

Beginner Guider - Find Clubs

Browser shared videos

Use AR Camera to look for posts

Special Situation

broken network and refresh

 

loading

 

partial loading

 

Beginner Guide

 

04. Testing

 

Usability Testing

Heuristic Testing

After completing the wireframe prototype, I started the usability test. The test is divided into two parts, test and task test. In the first test, I found a possible problem than the 15 design guidelines.

Task Testing - SUS Score

In the second part of the mission test, I invited three students to conduct usability testing. All three students successfully completed the task, despite some cognitive problems. After the three students completed the test, I calculated the sus score. The score is 67, which is on a good level. Finally, in the open small interview, three students discussed their suggestions and thought it would be a fun and useful design to help them enjoy the community life better.

 

Iteration

Through the usability test, I re-adjusted the design of the page according to the feedback results. The big change is the organization list page. The user feedback user list page is clearly classified, but the community icon is too small. If there are a lot of clubs in a category, it will look very difficult to find. According to this problem, I designed the icon page in different levels in both the horizontal and vertical directions, and made the icon larger, so that the icon is more clearly seen by the user.​

 

05. Final Design

 

Hi-Fi Interfaces

Organization List Page

The organization list page display is a collection of all campus organizations. The user can search for the organization on the organization list page, and the page will also intelligently recommend the user according to the user's previous operation.

Organization Details Page

Users can view an organization's introduction, past published events, published videos, and event sharing videos posted by members of the organization on the organization details page.

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