I always believe that the type of design should not be limited to a specific scope, which will lead to limited ability and aesthetic appreciation and no better progress. So I am constantly asking myself to try some new fields and new challenges.
I HUNGER FOR YOUR TOUCH - FIRST STAGE
This project is composed of two briefs: Industry Practice and Self Initiated Projects. The purpose of the whole project is to help autistic people overcome psychological barriers, and make them start trying feeling, communicating and contacting others.
Different people have different hands, the length of the fingers is different, the size of the hands is different, and the position of the callosities is different. Even one person in different moods will have different gestures, and different strength of the handshake. Through these subtle changes, audience can feel and distinguish different people. This project in first stage is simulate the feeling of handshake and different gestures througth purely touching. Because different gestures can reflect different emotions, the simulated handshake can help autistic people feel others even without the presence of another real person and avoid their fear of strangers. It is a Psychic communication through touching.
I HUNGER FOR YOUR TOUCH - SECOND STAGE
The exhibition design provides an exhibition space for the series of models in the first stage and simulates the existence of crowds. The design of the entire exhibition combines the concept of the natural environment and the urban crowd. Helping autistic people simulate contact with others in a relatively relaxed environment, perceive other people's emotions, and talk their inner thoughts. This prompted autistic people to begin to adapt slowly to interact with others. The overall atmosphere is sunrise in the forest, including the choice of materials, the shape of the display stand, the setting of the lights and the setting of the sound.
WE ARE WHAT WE EAT
This project is Generative Form. The purpose of this project is to bring the problem of microplastics into people's field of vision and attract attention, so as to prevent microplastics from causing unpredictable damage to the human body in the future and enhance the awareness of environmental protection. I chose to recreate the experience of microplastics entering the human body through the process of our daily diet, because it is inevitable. The reason microplastics have not been discovered before which is they are too small for us to see them. So my main design philosophy is to turn this invisibility into visibility.
According to the instructions, the audience selects the molecular dishes corresponding to the ingredients they want to eat, and composes different combinations of ingredients. What kind of combination will come up is decided by the audience follow the instruction, everything is random.
All materials are edible and the audience can distinguish between ingredients containing microplastics and no microplastics through differences in taste (with biscuit crumbs or not, sweet or bitter). In this way, the intention of recreating the process of microplastics entering the human body into the human body is achieved. And let the audience can clearly feel the presence of microplastics in food from both visual and taste.
This is a brand visual identity design about a video game which simulates police arresting criminals. A major feature of the game is the use of a GPS positioning system to restore the living environment around the player. Realize the consistency of the game environment and the real environment. So the design mainly combines the map image and the digital sense of video games, and uses a large area of black and white contrast to reflect the confrontation between the police and the criminals.