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SipAware
Put a cap on excessive drinking!
Project Overview
There is much attention to obesity and overconsumption of food in the world. However, we often don't think about how much we drink on a daily basis. In this project, I redesigned an existing object, a glass cup, to challenge users to think differently about their consumption of drinks and be more aware of access to certain drinks in the world.
Process
Object Analysis
Redesign​
Storyboards
Hi-Fi Mockups
Animations
Role
Critical Designer
Tools
Figma
Adobe Illustrator
Object Analysis
Object Analysis
Before redesigning, I first critically analyzed and familiarized myself with the designs of existing glass cups. I looked at basic design decisions, such as size, color, and texture of the glass cup, and speculated the reasonings behind these decisions. In addition, I also noted the critical values, capturing the economic and social values, as well as, the emotions associated with the glass cup.
Sketches
I first started by sketching out ideas as to how I could redesign the glass cup to create conversations and challenge conventional usages.
Redesign
Statement of Intent: SipAware is designed to make users think differently about their consumption of drinks and make users more aware of access to certain drinks across the world.
Target User: Any individual who drinks beverages on a daily basis
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people who want to know what they’re drinks are made up of
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people who struggle with self-control when consuming beverages
Cost: $139 (extremely expensive than a regular glass cup)
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use of technology (sensors) in the cup
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makes people realize how drinks taken for granted, such as safe drinking water, “cost a lot” (are not readily available) in many countries
Final Sketches
After narrowing down my redesign idea, I sketched final designs, for both the glass cup and an app designed to complement the cup.
Design Decisions + Reasonings
Storyboards
I then created four case studies to show the uses of my redesigned glass cup in different scenarios:
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Drug spiking
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Alcohol consumption
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Drinking water
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Coffee and sugar drinks
Hi-Fi Mockups
I then created hi-fi mockups of the glass cup with the most common drinks, as well as for the app interfaces.
Animations
Finally, I created four animations that illustrate the four case studies above.
Learnings & Retrospect
In redesigning a cup, I created an alternative function, where I challenged to societal purpose of a basic household item. In doing so, I also tried to create behaviors of healthy drinking and mindfulness and conversations about the dangers of over drinking and accessibility of drinks taken for granted.
Through this redesigning for fictional values project in my Experience and Interaction class, I learned that design isn't always just about creating something functional, but also about creating conversations and challenging conventional standards, even if your design is unpopular among society.
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