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Shreya Gupta | Mdes IN 15-17


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Source: India,   IDC IIT Bombay

Date: 2015-2017 

Medium: Photograph

Credits: IDC


Detailed Description

Shreya Gupta is a Strategic Design and Researcher at Loop. She received her M.Des in Interaction Design from IDC (IIT Bombay) in 2017. Prior to that, she got her Bachelor of Architecture from the FACULTY OF ARCHITECTURE, UPTU,LUCKNOW. Her previous work experiences are: Trainee at Kembhavi Architecture Foundation (2012), Architect at FlYingseeds design studio(2015), Scriptwriter at Camera and Shorts (2016), Ethographic Scholar at Institute of Medical Sciences, Banaras Hindu University (2016–2017), Graduate Teaching Assistant at Indian Institute of Technology, Bombay (2015-2017, UX Designer at Barnes & Noble Education, Inc.(2017-2018), Research Consultant at Taru Leading Edge (2018), Design Manager at Haplo Health (2017-2019), UX Research Consultant at Cartoon Mango (2019), Teaching Faculty at Srishti Manipal Institute of Art, Design and Technology (2019-2021), Design Research Consultant at Catapult Design (2021-2022), Design Consultant at Quicksand Design Studio (2021-2022) .


Related Links:
https://www.behance.net/shreyamukta


Reference Links:
http://ddsidc.com/2017/portfolio/shreya/


Projects

Ethnographic Study of a Labour Room

Healthcare is one of the most challenging issues the country faces today. Primary, secondary, and tertiary healthcare centres are all buckled under the pressure of too many patients and too little staff. The government allocates, arguably, a poor share of financial resources to the health budget each year. Consequently, the functioning of health centres has always been a source of curiosity for researchers and policymakers as to where precisely it is lagging. It is interesting to understand the functioning of a tertiary health centre, i.e., a hospital, in order to know how such budget allocation actually affects the patients and other stakeholders in the health sector.

Narrowing down to gynaecology, the country has one of the worst maternal mortality rates in the world. It was 174 per every 100,000 live births in 2015. As a result of poor maternal health, the child mortality rate is also one of the lowest in the world and is comparable to those of sub-Saharan countries. As per the 2016 census, it is 40.5 per 1,000 live births.

The major result of such poor statistics is the rampant sexism that is practised across the country. States like Uttar Pradesh and Bihar, which are poor and also house people with retrogressive mindsets, fare especially poorly because they do not feed and take care of the girl child properly. Resultantly, the mothers as well as the infant girls pay the price in health due to poor social setups.


Learning to Make a Documentary Film

The aim of the project was to handle the pre-production for a documentary film on the theme of "Autowallahs in Mumbai".

My task was to hunt for interesting characters that captured the essence of the issues and problems faced by this demographic and extract interesting stories from the people selected.

The aim of the project was to tell the untold story of a group of immigrants in Mumbai who are visible to everyone and are an essential part of the transportation sector but are rarely acknowledged for their efforts and sacrifices.


Persuading People to Eat Healthy

Non-communicable diseases would become the leading cause of death in the world by 2030. Most of these diseases are caused by poor dietary habits, addictions to tobacco and alcohol, and a sedentary lifestyle. The aim of the project is to focus on people's dietary habits. What people eat in their 20s determines the likelihood of them contracting lifestyle diseases in the subsequent decades.

The idea is to persuade people to eat healthy. The target group is IIT students, who are young adults in their 20s. They have the opportunity to get into a healthier lifestyle before they enter the working phase. The design solution focused on making healthy food more visible.

While most students believe that the mess food is healthy, a lot of them confess to having unhealthy lifestyles due to erratic routines, skipping meals, etc. Some believe that there is a dearth of healthy food on campus. As a matter of fact, the mess councils in all the messes have to abide by certain nutritional standards while designing their menus. This implies that the messed-up food is predominantly healthy and balanced.

So what could be done in order to promote a healthy diet? The design solution focused on charting a merit list of food items during each meal as per the user’s BMI. This means that for an underweight user, the menu would look different from that for an overweight user. The healthiest food suggestions occupied the green spot, while the unhealthiest ones occupied the red spot. The healthiness of the food items is defined by calculating the protein, carbohydrate, and fat content of each.

While research shows that people modify their food consumption if they are exposed to the caloric or nutritional content right before they make purchase decisions, it is ambiguous as to where the appropriate trigger lies in the case of food that is not directly purchased, such as in a hostel mess. The project attempts to solve the problem of the visibility of healthy foods as well as the viability of the health prompts so that the user can be persuaded into making healthy food choices.


Interactive Retelling of Midnight’s Children

The project aims at retelling the story of Salman Rushdie’s Midnight’s Children in an interactive medium by translating the events described in the book into spaces. The intention was to immerse the reader in the life of Saleem, the protagonist, so that the story could evoke empathy and nostalgia. Thus, virtual reality was chosen as the form. A mansion was designed that is an abstraction of Saleem’s mind. Each room in it is an event or a memory that shaped his life. Artefacts from the book were recognised as connecting these events and rooms with each other. The user experiences the VR mansion from Saleem’s perspective and travels from one room to another using these artefacts as teleporting devices.