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Hi there!~


I’m Yuanrui Li, an Interaction x Industrial Designer working across digital and physical experiences.

Currently I’m building my design practice in Stockholm, Sweden.

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Hi there!~


I’m Yuanrui Li, an Interaction x Industrial Designer working across digital and physical experiences.

Currently I’m building my design practice in Stockholm, Sweden.

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emBreath - breathing trainer


For individuals who are suffering from COPD, emBreath helps them regain breath control and embrace an active lifestyle with confidence.

emBreath - breathing trainer


For individuals who are suffering from COPD, emBreath helps them regain breath control and embrace an active lifestyle with confidence.

 
 

OUTLINE

emBreath is a 4-month individual Master Thesis done during the spring of 2017 at The Oslo School of Architecture and Design in collaboration with Philips Healthcare in Eindhoven.

OPPORTUNITY

Chronic Obstructive Pulmonary Disease (COPD) refers to a collection of lung diseases that result in breathing difficulties. In some cases, its symptoms can be reduced by engaging in breathing exercises regularly. But the know-how problem and the dangerous consequence of over-exertion during exercises make patients fear of taking action.

OUTCOME

Through combining the considerations of its natural shape and simple and clear interaction process, I designed emBreath, which could guide users through breathing exercises. With multi-modal real-time feedback, users can understand, learn and practice breathing exercises intuitively. The safe and motivational exercises empower users to regain control and confidence in their breath.

Shortlisted

Shortlisted

 
Industrial design

Industrial design

 
 
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FightHPV


 

Fight HPV is an educational game to teach the main concepts about the Human Papillomavirus (HPV) and to raise awareness about its prevention.

iOS and Android versions available. 

 

FightHPV


 

Fight HPV is an educational game to teach the main concepts about the Human Papillomavirus (HPV) and to raise awareness about its prevention.

iOS and Android versions available. 

 

OUTLINE

This is an educational game to teach the main concept about HPV and to raise awareness of its prevention.

It's a 6-month side-project during my studies, in collaboration with The Cancer Registry of Norway.

My contribution was to define the visual language of the app, design game characters, and make animations.

OPPORTUNITY

The main target groups of this app are teenagers and young adults. The concept of HPV and its prevention was been integrated into puzzle gameplay, therefore people could understand the concept through playing the game but not only memorize it.

OUTCOME

We decided to use cartoon characters for the whole visual image, to deliver the concept without stress. More detailed info about each term is also included in the app for further reading.

This app was tested in secondary schools in Norway, Iceland, and Zambia. It received a lot of positive feedback from both students and teachers. It could be downloaded on App Store and Google Play.

 
 
 
 
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OarZpot


Self-training system on racing shells.

OarZpot


Self-training system on racing shells.

 
 

OUTLINE

Oarzpot is a sports device dedicates to improve rowing athletes' techniques and performance.

I participated in the whole process of product development, and responsible for the industrial design and manufacturing design of the device, and interaction design of the related app.

OPPORTUNITY

The recording and analysis of motion in rowing are long-existing problems. A coach can only guide rowers by following them on a motorboat. There are tons of invisible details about the move of oar and blade are hidden under the water.

Based on the mature motion sensor technology, we had a concept of integrating strain gauge, gyro, and accelerometer on the oar to capture the whole track of each stroke. Then visualize this data and present it to rowers and coaches in real-time, helping them to improve techniques and performance.

OUTCOME

After 2 years of development, we fulfilled the primary requirement, and keep update new features for the product.

The first generation of the product has been launched in 2017. we got a broad range of orders and interests from the Norwegian national team of rowing, the Norwegian rowing association, rowing clubs, and individual rowers worldwide.

 
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Flow - measured breathing


Training more effectively to push lactate threshold

Flow - measured breathing


Training more effectively to push lactate threshold

 
 

OUTLINE

This is a breathing sensor mainly aiming at stamina sports. It could capture users' breathing data and help them train more effectively.

I participated in the whole process of product development and marketing, and responsible for the branding design, VFX design, and interaction design.

OPPORTUNITY

During stamina training, the sensor on a chest belt can capture users' breathing data, provide them with real-time feedback, and help them stay in the sweet spot of exercise intensity, which improves their Lactate Threshold.

This is a whole new concept. The main challenge is how to let people quickly understand this concept, and recognize it as a high-tech brand image.

OUTCOME

After 1 year of development, the first generation of the product has been launched in 2018. We keep working on new features and expand the new market for this product

 
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Remote-controlled Mining Interface


Bring the rock breaker on the table.

Remote-controlled Mining Interface


Bring the rock breaker on the table.

 
 

OUTLINE

This is an interaction design project for a remote-controlled rock breaker in a mining environment.

It's 10-week teamwork at Umeå Institute of Design, in collaboration with rising ICT AB and Boliden AB, fall 2015. Built together with Ben and Justyna.

My contribution was to recognize the core problem from research, ideate the solution of interaction design, and build interactive prototypes.

OPPORTUNITY

Automation and offsite control in the mining industry is currently an important trend as it improves efficiency and flexibility, and reduces accidents. However, currently the disconnection between perception and control results in high inefficiency.

How to use interaction design to bridge to gap became the main goal in our project.

OUTCOME

Through redesigned the hardware and software user interface, we simulated a giant view mode for the operator to control a rock breaker on the table, which makes remotely controlling a mining machine as simple and intuitive as a kid play toy in the sandbox.

 
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AVO - augmented ping-pong


How sound and light bring ping-pong more fun.

AVO - augmented ping-pong


How sound and light bring ping-pong more fun.

 
 
 

OUTLINE

AVO is a set of ping-pong equipment that brings the game more fun by adding new ways of interaction.

It is the result of a 2-week long sound design course at Umeå Institute of Design in 2016. Built together with Eduardo, Yi-Ting, and Ahsen.

My contribution was to ideate the core concept, built interactive prototypes, made the concept video, and made mock-ups of the product.

OPPORTUNITY

Ping-pong is a game that has intensely rhythmic sounds. That's how it got the name. Focusing on this context, We could make the game more fun by giving the players altered feedback and enhanced new game modes.

OUTCOME

After validated the feasibility of measuring the position of ball landing, we built multiple rapid prototypes to test ideas. Based on that, we developed many interesting game modes and a new audio interface.

 
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nume - personalized nutrition


Ever questioned how the food you eat affects you?

nume unlocks what food means to you.

nume - personalized nutrition


Ever questioned how the food you eat affects you?

nume unlocks what food means to you.

 
 
 

OUTLINE

nume is a nutrition tool-kit to improve people's nutrition intake loop.

It is the result of a 12-week long project at Umeå Institute of Design in 2016. in collaboration with Microsoft. Created together with André, Joanna, and Lene.

My contribution was to find design opportunities from field research, formulate ideas into the whole concept, and define systematic design language.

OPPORTUNITY

We all know that we are what we eat. But the meaning of those nutrition facts on the food package is often confusing, also, getting feedback from the food we eat is always delayed. How could people know if they eat rightly?

We found that people are more likely to make decisions if they get instant feedback or suggestions. And a personalized suggestion that fits their preferences and needs could make it easier to take action. Which we saw as an opportunity for design.

OUTCOME

nume creates an actionable plan for user to comprehensively improve their nutrition intake loop, through the instant feedback from the food we eat, diet suggestions based on personal preferences, and printed supplementary nutrition pills. She promotes the perception of nutrition intake and encourages people to eat healthier.

 
Finalist

Finalist

 
Students finalist

Students finalist

 
Awarded & Presentation

Awarded & Presentation

 
 
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VimScore - Digital training guide


VimScore - Digital training guide


OUTLINE

iQey wants to help their users become more healthy and fit by providing a more comprehensive training plan, which includes four fundamental factors: endurance, strength, flexibility, and balance.

I worked closely with the product manager and developers and provided the wireframe, low-fi prototype, visual and micro-interaction design.

OPPORTUNITY

iQey has a huge database. After a few simple parameters a user input, the database can provide multiple training plans which all fit his/her situation. After he/she completes the workout and saves the record, it will give an updated training plan the next time.

 OUTCOME

I tried to use color and icon to emphasize these four basic capacities and educate their importance. Because they are the biggest difference compare to other apps on market. I also gave it a light-weight layout and card-swipe interaction, which make users have an effortless experience.

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Shift - electric mobility experience


Interface for immersive driving experience

Shift - electric mobility experience


Interface for immersive driving experience

 
 

OUTLINE

This is an interaction design project for envisioning the future mobility experience for an electric vehicle.

It's a 5-week teamwork at Umeå Institute of Design, in collaboration with Volkswagen in 2016. Created together with Akansha and Sami.

My contribution was to draw the story, define the core concept of interaction, and make the whole animation.

OPPORTUNITY

Along with the quick development of display technology, people are always connected to the network and enormous information even while driving. We tried to find a unique perspective through a gap between these technologies to provide people a chance to re-enjoy the moment of 'off the grid'.

OUTCOME

What if the vehicle still performs its core function? A pure driving experience might be a bold answer. The Shift concept focuses on providing a pure driving experience to the driver. The interface offers the choice to unplug from the world and enjoy driving.

 
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Industrial design


During 2009 - 2014, I mainly worked as an industrial designer and a design manager in one of the top design consultancy in China. The experience of working across different industries gave me a strong understanding of manufacturing and engineering requirements and constraints, and solid communication skills to both clients and colleagues.

Industrial design


During 2009 - 2014, I mainly worked as an industrial designer and a design manager in one of the top design consultancy in China. The experience of working across different industries gave me a strong understanding of manufacturing and engineering requirements and constraints, and solid communication skills to both clients and colleagues.