4. 4
Cuddle cloth
Commonly, babies have irreplaceable cuddly
toys they become attached to. The Cuddle Cloth
is a concept toy thought to enhance the joyful
experiences parents and babies share while the
child is discovering the world.
The cuddle cloth follows the development of
the child. Over time, it releases three different
possibilities of play related to the baby’s
development stage. Once the baby shows to the
cloth he/she learned that specific skill required
to play the new modality, a new possibility of play
becmes available to the baby all the time.
Master’s program project
May 2015
Group: Cynthia Bravo; Kristina Ignatova;
Line Øgendhal
My role
Participation in the concept development
and arduino coding. Prototype construction
(electronics and sewing).
The first experience released, on
the early months of the baby life,
gives to the cloth a heartbeat
when they are sleeping and
the lights are off. Afterwards,
when they are more conscious
about action and reaction, this
heartbeat pounding rhythm
follows the squeezing/ rumpling
the baby makes on the cloth. At
last, when their motor skills are
more refined and creativity is in
focus, the cuddle cloth allows
the children to explore colours
by connecting the strips’ buttons
together and receiving every
time a different colour on the
owl belly.
5. 5
A light sensor, a pressure sensor and
conductive buttons can bring different and
intriguing outputs for the baby through
heart beats (vibration motor) and colourful
lights (LEDs). The prototype was controlled
by an Arduino board.
6. 6
Enlightened water
Enlightened water is an interactive product
concept inspired by Dr. Massaru Emoto’s research
on how different external influences affects the
shape of water crystals patterns. This conceptual
product plays with the idea of enhancing water by
exposing it to the influence of those patterns. They
were depicted on a 16x16 LED panel.
To get the “energized water” one should spin the
wheel where the LED mandala is fixed. According
to the number of times it spun, a different pattern
– with a different meaning – appears on the
panel. The glass of water should be placed on top
of it to “absorb the energy of the patterns.
Master’s program project
December 2014
My role
Development of the concept, cardboard and
electronic mock up, and coding in collaboration
with the professor Vangelis Lympouridis.
7. 7
This prototype was built using a X-OSC board (programed with
Max MSP 7), a 16x16 LED panel, a bend sensor and a roulette
made out of: cardboard hexagon shell, wood platform and Lego
wheels.
The interaction is fairly simple: every time the wheeled platform
is spun, the bend sensor is flicked by touching the wall of the
shell. X-OSC (previously programed with Max MSP 7) receives the
signal and transmits a pre-designed pattern to the panel.
9. 9
Designing an exhibit-like
interactive experience
for senior leaders’
engagement
It is a challenge to engage senior leadership of large
companies in participatory design projects. My master
thesis work explores the process, outcomes and learnings
of designing an exhibit-like interactive experience for
engagement of high-level stakeholders with design
research content.
The case study was developed in collaboration with at an
American material-handling equipment manufacturer
present in more than 80 countries.
Master’s thesis project
June 2016
My role
The whole project was developed by myself with the
participation/ engagemnt of the company’s employees. I
conducted: field Research, facilitation, concept creation,
prototyping, experimenting, and writing. In addition to that
I did the project management with constant contact and
negotiation with the company’s design research director.
Experimenting the final concept with the company’s senior executives and exhibit sections overview.
10. 10Field research: interviews
with the aid of tangible
tools; content structuring
workshops; exhibition
design co-creation
workshop;
Final exhibit mock-up
The final concept of exhibit-experience took
shape as a three-section interactive exhibit.
Though this prototype was an experiment
to study top-management engagement,
the context to which it was designed was
their annual executive gathering, a three-
day event with executives from around
the globe. The participants could engage
freely with the exhibit. Yet, it was designed
to trigger them to leave their contribution,
making the exhibit evolve over-time. Ideally,
the exhibit would happen in many editions,
each one unfolding other aspects of the
approached topic. The whole experience also
encompassed an invitation and a final teaser
of the next edition of the exhibit.
11. 11
This project featured the paper “Design Thinking & Lean: an
assertive and human approach to software development”
authored by me and Isabel Adler. Published in the proceedings
of the 4th Participatory Innovation Conference. Available at:
sites.thehagueuniversity.com/pinc2015/submissions
This project aimed at collaboratively
developing a mobile solution for a retail
company’s furniture assembly service. Prior
to this project, all the assembly work orders
were proceeded on paper, what opened space
for many faulures in the process and a bad
user experience for the technicians.
Through a human centered and collaborative
design process, we created a well-accepted
mobile app concept that guided the assembly
technicians throughout their workday tasks
In a five-week project, we were able to gather,
analyze, and specify the requirements the app
and deliver an interactive prototype of the MVP.
Professional Project at MJV
December 2013
My role:
Part of: Company and User research,
workshop creation and facilitation, analysis
of the workshop results, part of the overall
prototype conceptualization and User testing.
Coordination and development of the final
report, visualizations and graphic support
pieces during the project,
Mobile assembly App
Paper prototyping
12. 12
The mobile app project was developed within five weeks, involved
14 different areas and 15 users from different assembly centers
in São Paulo. It can be dissected into four main phases: immersion
in the context, features gathering and prioritization, development
of app’s flow and screens and prototyping.
Pictures from: 1. Understanding company’s relevant logistics
processes flow; 2. Observing assembly technician in his
work routine; 3. Analysis of the research; 4. collaborative
workshops; 5. prototyping; 6. final flow of the app.
1.
2.
3. 4.
5. 6.
13. 13
Candy Story
A design thinking circuit
At SAP Forum, one of the largest technology and
business event of Latin America, I developed a
Design Thinking circuit to run at the MJV Business
and Innovation stand. The goal was to introduced the
fair participants to the approach the consultancy has
to innovation projects. There, the participants could
experience the four main phases of this approach:
immersion (empathy); analysis (definition), ideation
(collaboration), prototyping (tangibilization).
Professional Project at MJV
2013
Idealization and content development: Cynthia Bravo;
Saulo Oliveira; João Rocha; Larissa Raposo
My role:
I was the leader of this project coordinating a team of
three innovation designers. Thus, I was part of: creating
the concept, content and structuring the dynamic of
the circuit. The production of the stand, negotiation
with various stakeholders and the direction of the
activity during the three-day event was also under
my responsibility. On the day of the event a team of
approximately 15 people helped facilitating the activities.
14. 14
The circuit was based in a fictional case study
called “Candy Story”. It described the Incredible
Candy Factory’s story, a market leader in selling
candy to children that now faced the challenge of
diversify its market and also target adults. To do so,
the participants, in groups, immersed in the Design
Thinking process, learning more about immersion,
analysis, ideation and prototyping. By the end of the
circuit, even though the participants may not have
created an assertive solution, they have experienced
the potential of this approach.
15. 15
Design thinking training
An insurance company, that had recently structure their
innovation department, had the challenge to spread
innovation culture across the company. To reach such
a goal, representatives of each area were chosen to
be trained to become “innovation agents”. Between
November 2012 and October 2013 five groups took this
training, three of which were taught by me with the help
of one facilitator.
Professional Project at MJV
2012 and 2013
Idealization and content development: Isabel Adler;
Cynthia Bravo
My role:
I was part of the idealization, content and teaching
programme development; conducting the training and
coordinating the other facilitators of my team.
16. 16
In a 48 -hour-course the participants had theoretical and
practical classes on Design Thinking. In a first moment, students
learned about themes such as: strategic design, service design,
Design Thinking, its tools and applications. After the introduction
project-based classes were held, discussing theory while
improving their practice.
The projects developed in the classes brought up challenges
from the company itself. At the end of the training, the group had
a basic knowledge of Design Thinking, how to run a project using
such approach and have developed possible solutions for internal
challenges of the company.
20. 20
Design Thinking
Inovação em negócios
Graphic design development of the book ”Design Thinking:
Inovação em Negócios”. A book that presents Design
Thinking stages, techniques and tools, illustrated through
genuinely Brazilian cases to inspire and help in the work
towards innovation.
The first edition’s graphic design project was developed
by Renan Cammarosano. The project presented on this
portfolio was almost completely redesigned, preserving
some typographic styles and color palette.
Professional Project at MJV
2012
Graphic Design: Cynthia Bravo; Renan Cammarosano
Collaborators: Cynthia Bravo; Luiza Xavier; Daniela
Kamachi; Bruno Medina
My role
Editorial and Cover design. Image curation. Development
of the “MJV Press” logo. Writing of one of the cases.
www.livrodesignthinking.com.br
www.designthinkingbook.co.uk
21.
22. 22
Design of three symbols for the series
“Parques Estaduais” composed of twelve
logos for a number of Rio de Janeiro’ State
Parks.
All the symbols speak the same graphic
language which usually consists of a scene
composition displaying the main elements
of the park’s fauna, flora and topography.
The logos are written in Futura and the
name of each park is emphasized by color,
size or both.
Internship project
July to October 2008
My role
Creations of the composition, vector
drawing and brand manual for the three
developed logos following the branding
guidelines.
Parques Estaduais
Other symbols of the series
23. 23
Catalogue 210 x 210mm
Graphic project of “Paisagem”, an
exhibition from the artist Anita Fiszon.
This project attempts to highlight the
artist’s work by creating a subtle dialog
between the colour choices and the
natural materials used by Anita in her
pieces: sand, iron, natural fabrics, mineral
pigments and so on.
Internship project
December 2008
My role
Concept and layout development for
the exhibition invitation and catalogue
following the museum standards.
Paisagem
Invitation 150 x 210mm