
Nicole Ke Chen PONG, Ph.D
Senior UX researcher at National Centre for Scientific Research (Cnrs)
Salaire / Taux journalier
Lille, France
Freelance, ouvert au CDI
Expertises
À propos
Introduction
I am a senior UX researcher combining a methodological foundation with hands-on UX research in qualitative + quantitative approach & design experience in various domains from fashion design in VR, electric car charging system, video game production and audiovisual TV program production. Background in French literature, my multidisciplinary knowledge of computer science, robot empathy, video game design and audiovisual production build up a widespread methodologies based on humanity and technology. They concretely cultivate my empathetic listening mindset and sharp eyes to observe the full spectrum of human experience in order to trigger the crucial insights to meet business goals on the highly-evolving markets. Throughout my 7+ years of professional experiences in UX research and 7+ years in audiovisual production, I have been working with City hall of Lomme to promote Virtual Reality (VR) to citizens, helping CNRS to innovate VR in fashion design industries, contributing game design production and user testing to Ubisoft, promoting good electric car driver behaviour for G2Mobility. All my research and design production achievements highlight the international recognition in User-Centric Innovation.
Expérience de travail
Senior UX Researcher
Centre national de la recherche scientifique
mars 2022 - mars 2023
1 an 1 mois
Villeneuve-d'Ascq, France
This project is positioned within a framework of collaboration between the University of Lille and the city of Lomme (EPICC agreement). The VIP2 proposal sets up a communication infrastructure and the logic of prototyping and participatory design that the University of Lille and the city of Lomme wish to develop together. The VIP2 aims to show invisible but useful data to the citizens of Lomme who visit and use the city's Media Library’s services, and to design new techniques for interacting with this data, in order to then analyse the feedback from these citizens. - Project goal: Propose an interaction model with MR devices (tablet & VR helmet) for the citizen of Lomme for their usage of the MediaLibrary. - Stakeholder: City Hall of Lille - Team organisation: collaboration with 10 persons from 4 teams; Team Mint (CNRS), Team Pirvi (CNRS), Le-Trinum (City Hall of Lille) & Media-library of Lomme (City Hall of Lille) : - Involved member profiles: project leader, project manager, post-doc researcher (Nicole Ke Chen Pong), development & technical manager, developer, librarian, workshop planner & initiators - Responsibilities: Project management (stakeholder communication, presentation, or cross team coordination) Leading research activities via Design Thinking approach (user interview, user journey map & user testing) Research data analysis implementation - Achievements: Acculturation of stakeholders about the benefits of Virtual Reality Data collection on stakeholders’ preferences on visual data in the Virtual Reality Workshop organisation and execution for Media-library on the end-user data collection. Proposing features in Mixed Reality application for Media-library
Senior UX Researcher
University of Lille 1 Sciences and Technology
avr. 2021 - mars 2022
1 an
Villeneuve-d'Ascq, France
Promoting the design of a virtual reality and tablet application for professional communication in the textile industry, this project aims to develop an innovative digital service for the textile sector, which will eventually be offered by CETI (Centre Européen des Textiles Innovants) to different kinds of fashion design professions in this sector, such as stylists and modelists, etc. This service is based on a collaboration and co-design solution between the various designers or project management in the Fashion Design industry. - Project goal: Designing a Mixed Reality solution (tablet & VR helmet) to meet different online meeting needs in the fashion industry. - Stakeholders: stylists, modelists, textile supplier, product line manager, project manager, technical manager, retailers, from invited fashion industries - Team organisation: collaboration with 10 persons from 3 teams Team Mint (CNRS), Team Pirvi (CNRS) & CETI - Involved member profiles: project manager, post-doc researcher (Nicole Ke Chen Pong), team lead, technical development manager, developer - Responsibilities: Project management (stakeholder alignment, planning, general communication, presentation, or cross team coordination) Leading research activities via Design Thinking approach (user interview, persona, user journey map & user testing) User interface design proposals - Achievements: Acculturation of stakeholders about the benefits of Virtual Reality Executing Design Thinking activities (14 user interviews and 4 workshops) to obtain the deliverables below: Group user insights (org, production workflow, needs, pain points) Persona (14 types) User Journey Map (28 maps) Proposing application features that combines with tablets to interact within VR environment basing on user insights 5 User testing sessions ( participants panel, protocol, execution, restitution reports)
Research Assistant
Univ Paris Diderot
sept. 2014 - juil. 2016
1 an 11 mois
Paris, France
Empathetic interactions are essential for successful communication between humans, but also today between humans and robots. Are we, users of a machine, able to lend our emotions, our thoughts and our intentions to this machine? - Project goal: Examining human empathetic sentiments in the scenario where a robot is abused or pampered - Stakeholder: college students majored in computer science and in psychoanalysis - Team organisation: Medicine and Society Research Center, Central Paris; Project supervisor, research lead and research assistant - Responsibilities: Participant panel management Survey execution Data analysis proposal & statistic analysis Publication writing - Achievements: Communication & reporting to project supervisor and research lead Create & manage a panel of 700+ participants from multiple university campus in France (Paris, Nantes, Angoulême, Montpelier) Statistic analysis Publication submission writing
intern designer
G2Mobility
avr. 2012 - oct. 2012
7 mois
Sèvres, France
G2GAME is a serious game developed on smartphone platform that gathers users’ daily driving data transmitted by a charging infrastructure access device located in G2Mobility electric cars. The game offers to explore a virtual city, promotes and rewards good driving behaviours by providing helpers (“kind elves”) beautifying the game environments and protecting monuments that users have revealed according to their daily miles, and punishes bad driving behaviours by increasing the attacks of evil elves on houses. - Project goal: create a game to promote good driving behaviour in electric vehicles. Stakeholder: Electric vehicle drivers & G2mobility - Team organisation: collaboration with 8 persons from 2 organisation; Cnam: Lab Cedric (Research Lab of Computer Science and Communication), 4 involved members: Lab supervisor, PhD student, game design intern (Nicole Ke Chen Pong) & programmer intern; G2Mobility: 4 involved members: CEO, commercial director, CTO & project manager - Responsibilities: Leading research activities via Design Thinking approach ( secondary research, user interview, survey, shadowing, user testing,) Leading game design activities (Level design, reward system design, enemy system design) Charging user interface design - Achievements: Field research and shadowing execution in collaboration with EDF France Charging interface design proposals based on collected user insights Conducting secondary research in understanding what are the initiated anxiousness while driving with a electric car Implementation of a game that helps to promote good driving behaviour.
Game Design Teacher / Lecturer
Asia University, Tatung University
sept. 2009 - juil. 2011
1 an 11 mois
Taiwan
Approximately 800 hours of lectures (groups of 60 students) open to students which are in 2nd to 4th year of university. Theoretical course in brainstorming, narrative conception, look & feel & message from games, ergonomic controllers, practical work, paper prototyping, and end of year project. Responsible for the creation of course materials, the pedagogical approach, teaching, evaluation and follow-up of students. - Course goal: Teaching in Game Design, re-orient students in developing game concept and habituate in team working. - Responsibilities: courses + speech content creator/writer/executor - Achievements: - Game course design based on Design Thinking approach: - Game research (primary/secondary) to understand end user insights and define game strategy to the target group - Ideation via collective role play to obtain game ideas & development - User testing best practice on how to observe players while they are playing (play-test fundamental, flows and questionnaire) - Publication from this course: Applying a grammatical structure to practice game design on non-computer games (please refer to page 8)
Lead Game Designer
Funfia
oct. 2009 - mars 2010
6 mois
Taiwan
game « Dian Mo » Conception Phase and origin of the idea : « Dain Mo », published in 2010, PS3 PlayStation Network Japan Dain Mo is a commercial realization of "L'Allumeuse", my 1st year mini-project of the ENJMIN Game Design master project. The concept is to remove the humanoid side of the avatar by replacing it with an object that the player is used to handling in their daily life. I believe players are capable of project their feeling even with an object non-humanoid but they are familiar with in their daily life. The player embodies a desk lamp in love with a wall lamp living in another office and seeks to join her. The hero must move around by recharging his battery from time to time at electrical outlets in order to be able to light his way. Different office supplies with own characteristics prevent it from moving forward or recharging, creating a cute horror game atmosphere. - Project goal: Publishing the 1st cute survival horror adventure game on Japanese market Stakeholder: PlayStation Networks (PSN) Asia - Team organisation: Team size: 6 persons (CEO, art director, game designer- Nicole Ke Chen Pong, PSN development team) - Responsibilities: Stakeholder management, Game concept development, Game production development - Achievements: - Realisation of the game concept - Weapon system and enemy design - Multi-player combat system proposal - Game trailer
Level Designer Intern
Ubisoft
avr. 2008 - oct. 2008
7 mois
Paris, France
- Concept Phase of « Red Steel 2 » : level design & weapon design Study of the design space, field study and proposed solutions after observing players’ reactions and behaviour for the use of a grapple. Red Steel 2 is a first-person action game on Wii that offers a mixture of firearms and traditional Japanese swords, controlled by the Wiimote, in a western style of look and feel. - Production Phase of « I AM ALIVE », level design, published in 2012 Realisation of 2 maps in stealth game mode among the 11 maps validated for the polishing phase. I AM ALIVE is a 3rd person action-adventure game where the player takes on the role of one of the few survivors of a major natural disaster who is trying to find his wife and daughter. The player must manage both classic climbing phases as well as confrontation phases where he must assess the best action as quickly as possible, save his ammunition, and take up various challenges. - Project goal: Level design in concept phrase (Red Steel 2) & production phase (I am alive) - Stakeholder: UBISOFT France - Team organisation: Red Steel 2 (20+), I am alive (60+), Multi functional teams - Responsibilities: - Concept phase: conducting game research, design activities & testing - Production phase: conducting play tests & dev documentation - Achievements: - Red Steel 2 - Grapple weapon analysis (field study, test review and solution proposal) - Level design map 3 validated - I Am Alive - Significant deliveries on map design & implementation (2 of 11 maps) - 3 types of play tests executed and delivery of dev documentation
Journaliste & Screenwriter for TV series and TV Program
Chinese Television Station
janv. 2000 - mai 2003
3 ans 5 mois
Taiwan
THE REALISED PROJECTS IN CTS: Screenplay Writer 01- 09 2001 The Love in Ping-Tong (愛在屏東) - Responsible for the entire screenplay. - TV series in drama divided in 22 episodes by Da-Ai Televisoin Station - Based on a true story of a Buddhist Cheng Yen 01- 04 2002 Meteor Garden (流星花園) - Responsible for 4 screen writes out of the 31 episodes. - Programs diffused by CTS Taiwan. - Screenplay is based on Japanese comics - This TV series is selected as the most popular one in 2002 http://www.cts.com.tw/prog/drama/meteorgarden/ 06-08 2002 Marmalade Boy (橘子醬男孩) - Responsible for 5 screen writes of the total screenplay - Programs diffused by CTS Taiwan. - Screenplay is based on Japanese comics Television program editing 03 2000 - 09 2003 Memorandum of Taipei – Taipei Taiwan - Short programs broadcasted between the commercials and the news - Presenting the interesting parts of each profession in Taipei citizen life
Formation
University of Lille 1 Sciences and Technology
Doctor of Science, Computer Science
2016 - 2020
4 ans 1 mois
Résultat : Interacting with signifier-less designs: the case of swhidgets
At the heart of this thesis is a common but problematic situation that users of digital systems in their daily interactions: to interact with the system, users need some knowledge of an interaction possibility, some piece of information about the interface, but this information is not provided in the context in which they need it. I analyzed the fundamental notions required to define affordances, signifiers and semiotics. I defined signifier-less designs, provided observations of this type of design in user interfaces, and of this design deserves more attention from HCI research. I propose a model of user discovery and adoption of interaction techniques, relying on 3 dimensions. I provided then the notions of Degree of Knowledge and Source of Knowledge derived from this model, that can be used in experiments to evaluate how well the participants know an interaction technique and how they discover it.
University of Paris VII: Denis Diderot
Doctor of Philosophy (PhD), Psychoanalysis
My PhD subject will focus on the empathy observed from interactions between human and robots.
Ecole National du Jeu et des Médias Interactifs Numériques
Master, Game Design
Activités et associations : Video Game < Game design> 03 – 06 2007 L’Allumeuse - Mini project in the first year of Master - This project is done by team work of 4 students in 3 months - See details on : http://www.allumeuse-game.fr
Conservatoire National des Arts et Métiers
Research Master, Design et développement des objets, médias et espaces numériques
The training in this master enables the acquisition of theoretical and practical tools of mediated human interaction. It contains an important introduction to scientific research in further Phd project.