🎶 SDP1: Designing a Somatic Music Companion
Somatic Design Project 1 – Maker Lab II
👥 My Team
Nicolas Choo, Omar Malik, Maddy Leveck, Kaya Kanashiro, Alex Capolongo
1. Project Overview
In SDP1, our team conceptualized the early design of a handheld, portable music tool intended to support beginners in music learning and transcription. Drawing from our shared interest in music, we focused on bridging the gap between novice musicians and the often complex world of composing. The device emphasized somatic interaction, featuring touch-based haptics, audio playback, and visual accessibility. This foundational project laid the groundwork for what would later become Composi—a more advanced tool explored in SDP2. SDP1 focused on creating a concept that was inclusive, sensory-rich, and easy to use on the go.
2. The Design Challenge & My Role
The design challenge was creating a music learning and transcription tool that truly benefited novice musicians, not experts. Initially, the target audience was unclear—composers didn’t need it—but we refined the concept to focus on accessibility and education. I contributed to ideation, research, and defining somatic interaction methods that would inform the mockup. Our biggest technical challenge was deciding how to integrate features like motion haptics, audio feedback, and accessibility tools into one device while differentiating ourselves from software-based competitors like FL Studio or BandLab.
3. Design Process
We began by exploring somatic interaction: how we could use touch, motion, audio, and visual feedback to create a truly engaging learning tool. From day one, we knew we wanted the device to be portable and user-friendly—something smaller than an iPad but more interactive than sheet music or traditional music apps.
Our mockup included tactile buttons (with Braille), color-contrasted sheet music, and a touchscreen interface for drag-and-drop note editing. We iterated on physical form through sketching and low-fidelity prototyping, debating how to blend accessibility (AODA/WCAG compliance) with interactive usability. Motion haptics were introduced to let users zoom, edit, and scroll naturally.
Challenges included how to merge hardware and software concepts and defend the project’s necessity when compared to popular DAWs. After feedback from peers during the informal sharing session, we clarified that our audience was amateur musicians and positioned the product as an inclusive, educational companion—not a professional production tool.
What worked was our thoughtful integration of multisensory feedback. What didn’t was our initial audience messaging. The process helped us think more critically about accessibility, interaction design, and educational tech.
4. Final Evaluation & Reflection
SDP1 helped us define the core principles of embodied, accessible design in a musical context. Audience feedback pushed us to refine our message and think deeper about users' needs. Through this project, I learned to connect somatic feedback with real-world interaction patterns and think about design beyond screens. This project became the springboard for SDP2, where we built on these insights with real hardware and software integration. I left this phase with stronger empathy for diverse users, and a deeper commitment to designing intuitive and inclusive tools that bridge learning gaps.
🎼 SDP2: Composi – Embodied Transcription for Creative Learners
Somatic Design Project 2 – Maker Lab II
👥 My Team
Nicolas Choo, Omar Malik, Maddy Leveck, Kaya Kanashiro, Alex Capolongo
1. Project Overview
In SDP2, our team brought the vision from SDP1 to life through the creation of Composi, a physical-digital prototype that helps amateur musicians transcribe, edit, and share music. Using an Arduino-powered device with tactile buttons and a touchscreen, Composi records music and transforms it into editable sheet music through a connected web application. Users receive AI-powered suggestions and can explore music communities through Wi-Fi and Bluetooth connectivity. Building on our somatic research in SDP1, we enhanced touch, motion, and auditory feedback systems to ensure accessibility and inclusivity across varying user needs.
2. The Design Challenge & My Role
Composi aimed to solve the problem of accessible music learning by translating physical musical input into digital sheet music. Our focus was on making this process simple, inclusive, and somatically intuitive. My responsibilities included user research, UI/UX prototyping in Figma, and helping with hardware interface design. We faced major challenges with Arduino integration—code that appeared logically correct would fail in execution—and syncing real-time input between the device and app. I collaborated on debugging, mapping user flows, and testing the product to support a smoother somatic experience rooted in our SDP1 learnings.
3. Design Process
We began with deeper user research, identifying needs from amateur musicians who wanted easier ways to record, understand, and edit their own music. Building on SDP1, we carried over principles of embodied design, visual accessibility, and motion interaction. Our early mockups turned into a mid-fidelity prototype with tactile and auditory feedback, powered by Arduino.
The Figma interface featured drag-and-drop note editing, genre filtering, and AI-generated suggestions. Our somatic design was enhanced through tactile buttons, audio cues, and motion-based touchscreen gestures—zoom, scroll, drag. These multisensory inputs made the tool feel more intuitive and engaging.
We encountered setbacks with hardware-software communication. Despite careful planning, the Arduino code failed during testing, and syncing lag created disjointed user flows. We overcame this through iteration, testing, and adjusting our feedback mechanisms. Our instructional video, created using accessible design principles (subtitles, visuals, audio cues), was a major success and praised during our sharing session.
Our design process worked well when focused on user education and accessibility, but required more time and refinement for hardware reliability. Overall, the experience taught us to adapt somatic theory to real-world implementation.
4. Final Evaluation & Reflection
Composi emerged as a strong prototype rooted in inclusive, embodied interaction. Our final product demonstrated how technology could meet people where they are—through senses, intuition, and accessibility. Feedback highlighted the clarity of our instructional design and the educational potential of the tool. From this project, I learned how to merge physical interaction with digital systems, how to iterate under technical constraints, and how to center accessibility throughout the process. The transition from SDP1 to SDP2 helped me evolve into a UX designer who values multisensory engagement, critical accessibility, and real-world impact.
Project Title: "Remembering Bernice" – Film Poster Design
Overview
"Remembering Bernice" is a film poster created with a bold, vintage-inspired aesthetic. The design draws from classic screen printing techniques, combining halftone textures, distressed elements, and a striking red color palette to evoke a sense of nostalgia, mystery, and energy.
Concept & Inspiration
Inspired by retro thriller posters and underground zine aesthetics.
Emphasizes handcrafted details with a grunge overlay to enhance the raw, immersive feel.
Uses a mix of typewriter-style fonts and hand-drawn elements to create a DIY, editorial vibe.
Design Process
Research & Moodboarding
Analyzed vintage posters from the 1970s & 1980s.
Focused on films that balanced comedy and surrealism.
Typography & Layout
Chose a distressed, typewriter font to reinforce the nostalgic feel.
Placed text in a dynamic, slightly chaotic arrangement to reflect the film’s possible themes of memory and distortion.
Imagery & Composition
Applied halftone effects on the main character to emulate old print techniques.
Integrated hand-drawn star doodles and textured cracks to add energy and imperfection.
Used red, cream, and black to create a high-contrast, eye-catching look.
Final Execution
Designed using Adobe Illustrator
Focused on print and digital adaptability, ensuring the poster works across platforms.
Reflection
This project allowed me to experiment with analog-inspired textures while maintaining a modern design approach. It challenged me to balance bold typography, illustration, and photography, all while conveying the essence of the film.
Arngren Automotive Website Redesign
Overview
Arngren is an automotive company specializing in a diverse range of vehicles. While their previous website provided basic functionality, it lacked modern aesthetics, clear navigation, and an engaging user experience. My goal in this redesign was to create a more visually appealing and user-friendly interface while improving accessibility and branding consistency.
Challenges & Objectives
Outdated Design: The previous design felt cluttered and lacked a structured layout.
User Experience: Navigation needed improvement for easier browsing of vehicle collections.
Brand Identity: The website needed a stronger brand presence with a modern and cohesive look.
Call-to-Actions (CTAs): The site required more engaging and clear CTAs for conversions.
Redesign Highlights
✅ Modern UI/UX Design: A sleek, professional look using a structured layout and engaging visuals.
✅ Improved Navigation: A clear and intuitive menu for better user flow.
✅ Enhanced Branding: A balanced color scheme and typography to align with the company’s identity.
✅ Stronger CTAs: Bold, well-placed buttons for "Shop Now," "Browse Our Collection," and "Learn More."
✅ Better Visual Hierarchy: A cleaner and more spacious layout to highlight key information effectively.
Final Outcome
The redesigned website now offers a more immersive experience, featuring high-quality imagery of vehicles, well-defined sections, and an elegant combination of colors. The new design enhances usability, aligns with modern web standards, and improves overall engagement with potential customers.
Food Bank Brochure Design
Project Overview:
I designed a trifold brochure for Open The Homes Foodbank, a community-driven organization focused on alleviating hunger. This brochure aims to raise awareness about food insecurity, provide key statistics, and encourage community support through donations and volunteering.
Design Approach:
Color Scheme & Typography: I used warm, inviting colors (red, yellow, and orange) to evoke feelings of compassion and urgency while ensuring high readability. The typography balances bold headlines with easy-to-read body text for clear communication.
Visual Hierarchy: I structured the content into well-defined sections: About Us, Mission, Hunger Statistics, and Contact Information. The design guides the reader’s eye smoothly across the brochure, enhancing engagement.
Imagery & Icons: Carefully selected images and icons emphasize the food bank’s mission and visually support the message of giving back to the community.
Tools Used:
Adobe Illustrator & Canva
Grid layout for balanced composition
Custom graphics and data visualization
Outcome:
This brochure effectively communicates the food bank’s purpose, statistics on hunger, and how individuals can contribute. It serves as a functional print and digital marketing material for outreach efforts.
GMP1 Project
My role: Hack a traditional box and improve the usability and accessibility of the box
Team size: 4 people
Project Overview
For our “hacking the traditional box” project, we created a customizable, wearable storage box that combines functionality and style. Designed for accessibility, it can be worn as a purse, briefcase, or tote bag and features adjustable compartments to fit items like electronics, gym gear, or other essentials. The box is lightweight, durable, and modern, ensuring it’s both comfortable to carry and visually appealing. Our goal was to design a practical storage solution that adapts to individual needs while doubling as a stylish accessory for everyday use.
1.0 Goals
4.0 Conclusion
Problem
The problem we addressed was the lack of versatile storage solutions that combine functionality with style. Traditional bags and boxes often have fixed spaces, forcing users to adapt their belongings to the design rather than meeting their unique needs. Many options focus solely on practicality, overlooking aesthetics and comfort for everyday use. This leaves users struggling to find storage that fits their essentials while aligning with their personal style and lifestyle.
Aim & Objectives
Inspiration
2.0 Design and Production
Goals: Design an accessible, lightweight, and durable box with multiple carrying options (handheld, backpack, or shoulder strap). Include customizable dividers, secure clasps, velcro straps for loose items, and an extra compartment for attachments. Use accessible colors, textures, and loop-shaped handles for ease of use. Ensure practicality by keeping the box compact while accommodating everyday items.
Demo Model
Details about prototype and production methods
Material List
Inside Layout
3.0 Conflicts & Solutions
Conflicts at hand
Solutions
The aim of the project is creating a functional, compact method of storing items and organizing space within a box (like a bag). Making the box as adaptable as possible to different situations in order to fit the user’s needs is our main objective.
Our prototype combines two shoe box bottoms as the outer layer, wrapped in textured construction paper for visually impaired users. Cardboard handles and a clasp are added using glue, while tape assembles the box. Inside, customizable compartments made with slitted cardboard allow users to adapt the design to their needs. The box offers versatility with various carrying options: as a tote bag with a strap or a briefcase for a classy look. This fashionable, customizable design empowers users to tailor the box to their style and functionality, making it both practical and accessible for diverse preferences.
The essential material needed:
Cardboard - For the main structure of the box.
Velcro Strips - For adjustable internal dividers and to tie down loose items.
Clasp Locks - Durable clasps for securing the box closed.
Extra materials for Added Functionality:
Fabric Straps - For creating different carry options (like a shoulder strap).
Magnetic Closures - For an alternative way to secure compartments.
Plastic Clips - For modular add-ons or attachments.
Final Prototype
Our toughest challenges began with transforming our initial mockup model into a functional prototype for testing. We faced difficulties in ensuring the materials used were durable enough to support the design's intended versatility and functionality. Aligning the compartments internally while maintaining a snug, removable fit required precision and several adjustments.
Challenges of the prototype
Sizing of the boxes
Amount and size of the dividers
Stability of the dividers
Texture of materials for accessibility
Measurements
Material Availability
We addressed these challenges by carefully determining the appropriate box size, ultimately selecting two size 8 shoe boxes. This provided ample interior space while maintaining a manageable size for use as a briefcase or backpack. For the dividers, I designed four versatile options, allowing users to customize the interior based on their needs. The set includes one large 20-inch divider, two smaller 6-inch dividers, and one 3-inch divider. To enhance stability, I used double-layered cardboard and added precision-cut slits, ensuring the dividers fit securely while remaining adjustable.
When it came down to materials, our focus was making it texturly for accessibility purpose for the visually impaired. We also needed to make sure we had enough materials, as this was a first time design project. We went with using textured construction paper and creating designs around the box as it had a different texture than cardboard and allows users to feel the texure throughout. With the amount of cardboard, we were able to find enough scrap cardboard through our homes and workplaces.
Additional changes that were made:
Initially, we used size 10 shoe boxes, but after assembling them, we realized they were too large for portable use and better suited for stationary purposes. Additionally, the original single-layered dividers proved too thin to effectively separate items, lacking the stability needed to hold stored objects securely. We also faced challenges with the divider measurements, as some were not appropriately sized to fit the box’s dimensions. To address this, we improvised by repurposing the smaller dividers, ensuring a functional and adaptable design. These setbacks allowed us to refine our approach and improve the box's practicality and usability.
Through this project, I gained valuable insights into designing with accessibility as a central focus, challenging me to approach design from a new and inclusive perspective. I learned the importance of iterative thinking, progressing from an initial concept and mockup sketch to creating a tangible, hands-on prototype. Each phase of the process emphasized critical problem-solving, refinement, and user-centered design. Presenting the final prototype further honed my communication skills, showcasing the evolution of an idea into a functional solution. This experience highlighted the importance of adaptability, creativity, and empathy in the design process, leaving a lasting impact on my approach to design.
Key Takeaways
GMP2 Project
My role: demonstrate the concept of “critical making through solving a social issue of concern
Team size: 4 people
Project Overview
Our group has decided to create a mask that can combat the social issue of air pollution. Even though we might not be aware of the air pollution around us, there are several harmful chemicals and air pollutants that we encounter on a daily basis that we breathe in that are damaging our health. With this conflict at hand, our solution was to create a mask with air purification technology built in for our users to breathe cleaner air. We have already seen an immediate rise in users wearing facemasks due to the COVID-19 pandemic. Our air purification technology is similar to the water filters that Brita uses, and our masks will be a subtle circular piece that will ingest the pollutant air the user breathes and filters through before ingesting into the users lungs. Another thing our group took into consideration is the difficulty of breathing with the medical face masks.
1.0 Design and Production Methods
2.0 Conflicts and Solutions
Problem
Air pollution is a pressing social issue that affects millions worldwide, leading to severe health problems such as respiratory diseases, heart conditions, and reduced life expectancy. Those living in highly polluted areas often rely on medical masks for protection, but these masks can make breathing difficult, particularly for individuals with pre-existing respiratory conditions or during prolonged use. The challenge is even greater for vulnerable populations, such as the elderly and children, who struggle with limited airflow through traditional masks. This underscores the urgent need for sustainable solutions to reduce pollution and innovative designs for protective gear that prioritize both safety and comfort.
Details about prototype and production methods
The development of the mask prototype was structured in five key stages, each focusing on creating a functional, comfortable, and accessible product. The process began with the Base Layer, utilizing a disposable face mask lined with soft cloth. This layer provided a foundation for the prototype, prioritizing user comfort during prolonged wear.
Next, a Filter Pocket was introduced, designed with cardboard and mesh. With these materials it allows for an accessible way to replace filters, thereby extending the product's usability and ensuring its adaptability to various needs.
The Outer Shell added structural integrity to the design. Cardboard was used for the durability aspect, the shell was reinforced with duct tape to ensure reliability and keep the components securely attached.
In the Assembly phase, the filter pocket was attached to the base mask and enclosed within the reusable outer shell.
Finally, the Testing stage refined the prototype for optimal comfort, efficiency, and adjustability. Each iteration focused on improving the user experience, culminating in a mask designed for accessibility,and ease of use,
Conflicts at hand
3.0 Conclusion
Our greatest challenge for this project will be creating a small pocket which will allow the user to insert and remove filters in the mask when it requires a replacement.
We designed the filter holders with a detachable front, ensuring effortless replacement. This allows users to easily tighten or loosen the holders when changing filters, providing both convenience and functionality.
Through this project, I developed the ability to adapt to unexpected challenges, particularly when it came to improvising with available materials. As a team, we had to modify our production methods to account for variations in the materials used to create the mask. This required innovative problem-solving to ensure the design remained functional and user-friendly. One key focus was making the filters easily replaceable, which involved rethinking and refining our approach to meet user needs effectively. This experience not only enhanced my adaptability but also reinforced the importance of teamwork and creative problem-solving in overcoming project obstacles.