Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
In nowadays, communication problem becomes serious within families. However, it is a long term problem and without an exact solution to solve it. So through our design, we hope families can build the communication and environment they comfortable with and to reduce the chance of having communication in the future. In our design, we want the families to build up an outgoing, motivating and mutual relationship when the kids' age of 6 to 8. It is the best time that kids building a habit and receiving value through daily life.
For many years since the colonial government, the unlicensed hawkers have been facing struggles to survive as selling things on the street is illegal. The government’s rules and the monopoly of the shopping mall are the root problem causing the decline of the street market culture. People do not have much understanding of the livelihood and cultural value of those hawkers, some of people might even think that they should not sell things on the street which is an illegal activity.
A.M. market is a cultural promotional campaign that we want the general public to change the misunderstanding of unlicensed street market culture. The ultimate goal of the project is to encourage people to discover the attractiveness of midnight and dawn market through promoting Hong Kong tourism and improving the images and experience of street market culture.
IKIMONO - a bacteria-based air purifier which is nonelectric. The design concept corresponds to a speculated future air has been polluted future based on current situation. The application of biotechnology and biomaterials has been popularized. The design would bring user into the context of speculated future by present daily necessities from the future physically by using bacterium-based air purifier. By applying the methodology from speculative design, it aims to critical the current situation and guide people to reflect on it. Further, proposing a practical solution by new way of product making with real function by using bacterial cellulose. Explore the possibility in product application by using the original characteristics of different bacteria. Ultimately, developing a new eco-friendly material that could make in product without industrial manufacturing.
I am interested in how community-specific narratives ad art practices whose aim is to serve communities can be better aligned for bottom-up community organisation. In order to understand the social mechanism of narratives and art practices specific to communities, the idea of “small stores” becomes crucial. Small stories are small talks happening in fleeting moments, which are nor freestanding, nor can be seen asa self-contained unit of narrative. However, they are heavily relevant to the immediate surroundings. It is in these particular characteristics and frames of all stories that I search ways for narratives and art practices to facilitate more effective and authentic social impact, and ultimately re-structuring of communities. As the unforeseen pandemic disturbs the livelihood and forces us to change our boundaries, the idea of community is reassessed. What sort of community do we want to live in? how can the new ways of organising community be practiced?
I am interested in how community-specific narratives ad art practices whose aim is to serve communities can be better aligned for bottom-up community organisation. In order to understand the social mechanism of narratives and art practices specific to communities, the idea of “small stores” becomes crucial. Small stories are small talks happening in fleeting moments, which are nor freestanding, nor can be seen asa self-contained unit of narrative. However, they are heavily relevant to the immediate surroundings. It is in these particular characteristics and frames of all stories that I search ways for narratives and art practices to facilitate more effective and authentic social impact, and ultimately re-structuring of communities. As the unforeseen pandemic disturbs the livelihood and forces us to change our boundaries, the idea of community is reassessed. What sort of community do we want to live in? how can the new ways of organising community be practiced?
Since the industrial age, people are relying on ever-increasing technology to fulfill their needs. This philosophy brought us lots of drawbacks and an unmanageable amount of waste, not to mention the value of craftsmanship being progressively forgotten. This project aims at rethinking the basic relation between objectives and means and ultimately recapture simple ways to build for a better and simpler tomorrow.
Its development explores weak material’s potential in the fabrication of one of the most archetypal and universal construction component ever, the brick. Mostly experimental, it proposes recycled cardboard as the basis to create brick-related elements and how this strategy could minimize waste while suggesting new construction logics and outcomes.
This project began with previous research into adjustable arch centering. The designer studied the framework for brick arch construction to increase the plasticity, interpreted as formal expressive capability, of brick structures. This project contains two main parts: first is further development of adjustable arch centering with a transformable tool design allowing construction of linear, arched spaces at different heights and radii. The second phase was to apply this tool on a site and program.The design of adjustable centering combines small, adjustable units. To construct a long, arched space requires only 3 layers of the adjustable centering.The designer chose Kat Hing Wai Walled Village as an experimental testing site. Site analysis suggested a small community library as a plausible testing facility. The final design outcome presents the spatial quality of a library designed in linear, arched spaces.
Hong Kong is a fast-paced city. This lifestyle leads to stress and pressure. Mindfulness is an essential tool to help identify the inner causes of suffering, and also profound peace of mind that is acquired with liberation.
The target audience of my project would be primary school students. The main reason is that it is better to learn mindfulness when they are young because children absorb knowledge better in their childhood, to improve their resilience.
The objective of my project is to create a campaign which can promote mindfulness for the primary school student and change the stereotype of mindfulness.
The law is suppose closely related to people's daily lives. But peoples feels serious and difficult to know. In the word of the square, the law is very "off the ground", which means that it does not know that people are suffering. The purpose of this work is to bring the law to the ground with various creative methods in order to draw the public's attention to the law, expecting to achieve 3 main goals, firstly, I would like to strengthen the relationship between the public and the law. secondly, hoping the public could think about legal issues. thirdly, to cultivate the habit of the public voice.
The law is suppose closely related to people's daily lives. But peoples feels serious and difficult to know. In the word of the square, the law is very "off the ground", which means that it does not know that people are suffering. The purpose of this work is to bring the law to the ground with various creative methods in order to draw the public's attention to the law, expecting to achieve 3 main goals, firstly, I would like to strengthen the relationship between the public and the law. secondly, hoping the public could think about legal issues. thirdly, to cultivate the habit of the public voice.
The project is specified in Hong Kong comedy. It is a film festival showcase how food and taste create magical power in Hong Kong comedy, which includes comedy effects and how food used in comedy reflects daily life of different social classes. Why Hong Kong is being Hong Kong is how its own culture shape the city. Comedy has a undoubtable and undeniable effect in shaping Hong Kong’s image.
It is a film festival that aims to promote Hong Kong comedy and local food culture. The project cooperates with Broadway circuit which is located in Yau Ma Tei. Thus, to promote food culture in the Yau Ma Tei district.
Behind the laughter, there are always something more.
The purpose of this thesis project is to explore the possibilities of reformulating the theatre typology, primarily using linear spatial qualities to create an east meets west performance space. Thus, this thesis develops a cultural amalgamation through designing a new type of theatre typology that incorporates cultural, linearity and the communal.
In order to do so, based on the historical research on western theatres and the local theatres from the thesis’ capstone research component, various iteration and typological combination were extracted from the existing theatres. Thereafter the fragments are decomposed and tested within other combinations. From the exterior to the interior, the various spatial propositions incorporates and illustrate the dual means through which cultural fragments of both western and eastern theatre merge.
We hope to provide a concept of "Internet of Things" for pet owners to have a daily monitoring. It mainly focuses on three kinds of devices - Food, Litter Box, and Water scale. The data that is collected by the devices each day and combined into a general data and monitor of any little changes of the cat’s health condition show within one mobile application. It compares and analyzes those data to help pet owners to more understand which helps to reduce the risk of any issues happening.The smart home devices will record the data about cat and notify owner, so it would reduce owner’s stress cause our device will be part of taking care cat role. The owner just needs to check the status by their phone . Also we hope the owner can establish a habit of taking their cats for regular physical examinations.
My research examines how physical artifacts can support the interactive process of engaging with a narrative and the motives, factors, and mechanisms that lead to its enjoyment. It contributes a fully implemented design case, Letter to Jose, to the repository of interactive digital narratives and the limited body of works of tangible narratives. Letter to Jose is an interactive non-linear narrative inspired by the exchange of letters between two brothers: Jesus-a young medical student-and Jose-an air recruit. In a physical/ digital hybrid form, Letter to Jose is presented as three interactive, physically unfolding story worlds that combine unique paper mechanisms with different visual, performative, ad auditory modes. Finally, my work contributes towards an authoring model that considers the relationships between physical artifacts, their characteristic and functions in the experience, and how the narrative structure affords the intervention of physical manipulation.
This study aims to identify how VR experiences impact the learning of a specific emotional dimension on adolescents (responsible decision-making RDM) and identify which cognitive and experience elements have incidence in the design of the learning experience. Based on literature and theories of VR and learning sciences, we conducted an experiment using VR on learning sessions with a control group based in ethical and emotional situations using the SODAS method to learn responsible decision making. Results show that the VR group gets a higher score after the sessions, and qualitative and quantitative data reveals that learning timing, cognitive articulation, learning attribution, cognitive load, and specific emotional dimensions might be impacted by emotional learning experience. The analyses provide helpful information for the further design of cognitive experiences on VR technology.
As social media has played an important role during recent societal events such as political campaigns and movements such as Black Lives Matter, it becomes necessary that social media provides a safe and responsible environment. This research aims to propose design interventions that can induce users’ socially responsible behaviour in social media/ By adopting approaches of design for behaviour change, this study focuses on three areas: (1) protecting privacy, (2) raising awareness, and (3) controlling abuse. Specifically, this research has three research questions: (1) what are the key principles and interventions to induce socially responsible behaviour? (2) what are user’s needs and implications around those key interventions? (3) how effective is each of those interventions? To investigate the answers, three studies have been conducted. The first study was service research and expert review. The second study consists of iterative series of participatory design workshops. For the last study, user diary and quantitative analysis will be conducted. The outcome of this study will be sets or prototyping and guidelines around the three areas.
As social media has played an important role during recent societal events such as political campaigns and movements such as Black Lives Matter, it becomes necessary that social media provides a safe and responsible environment. This research aims to propose design interventions that can induce users’ socially responsible behaviour in social media/ By adopting approaches of design for behaviour change, this study focuses on three areas: (1) protecting privacy, (2) raising awareness, and (3) controlling abuse. Specifically, this research has three research questions: (1) what are the key principles and interventions to induce socially responsible behaviour? (2) what are user’s needs and implications around those key interventions? (3) how effective is each of those interventions? To investigate the answers, three studies have been conducted. The first study was service research and expert review. The second study consists of iterative series of participatory design workshops. For the last study, user diary and quantitative analysis will be conducted. The outcome of this study will be sets or prototyping and guidelines around the three areas.
In Hong Kong, people send 110,000 tonnes of textiles to landfills every year, meaning that on average we throw out around 1,400 t-shirts every minute. Minimalism is the new trend around the world which encourages people learn different decluttering series on clothing. Our vision is to improve the consumption habits of the teenager 18-26.The goal is to build a slow fashion community that cultivates their members to be more mindful of what fits them the best.
Crescendo Imagery explores visual storytelling methods and experiential narratives, addressing the limitation of photography and embodying subtle sentiments of protest experience. The design project narrates the Anti-ELAB protests from diverse perspectives, outside of the scope of mass media, balancing the repetitive impression of sensational images and emphasising the value of personal documentation. Exploring the boundaries of traditional communication media and experimental narration, this project hopes to communicate to a broader audience, enriching their understanding of the Anti-ELAB protests, and to encourage others to explore forms of personal documentation.
Tacit knowledge, as it is well-known, is inherent and embedded in the act of design. Yet, it is this intrinsic nature that makes it challenging to articulate and acquire in design education. Spatial understanding as a component to tacit knowledge in interior design is an area that is not fully investigated. This explorative research aims to study interior design students’ process of tacit knowledge acquisition in the context of the interior design studio. Constructivist theories were applied to obtain a holistic understanding of tacit knowledge construction through three perspectives of teaching, learning and studio interactions. The position of design as a dialogue, and Donald Schon’s reflective Practice theory served asa basis for the inquiry.
Tacit knowledge, as it is well-known, is inherent and embedded in the act of design. Yet, it is this intrinsic nature that makes it challenging to articulate and acquire in design education. Spatial understanding as a component to tacit knowledge in interior design is an area that is not fully investigated. This explorative research aims to study interior design students’ process of tacit knowledge acquisition in the context of the interior design studio. Constructivist theories were applied to obtain a holistic understanding of tacit knowledge construction through three perspectives of teaching, learning and studio interactions. The position of design as a dialogue, and Donald Schon’s reflective Practice theory served asa basis for the inquiry.
‘Sequel’, signifies the ability of this product to have a ‘second life’ as it is rentable and reusable. This modular furniture designed for furniture renting companies leased to their customers. By using the same basic components, the company or the tenant themselves can easily assemble common household furniture. The variants are easy to manage as they can be taken apart to clean, deconstruct when not needed, and the parts are easily replaceable. An intuitive press and lock joint component works by pressing the two circles on the side and inserting it into another component. There is also a hook that conjoins two rails in a perpendicular manner. Releasing the two circles will lock the two components in place. The younger generation would want to seek a better quality of life by enjoying appreciating good designs and following current trends. Therefore, multiple materials can be used to bring out different design aspects of furniture which allows customers to create their own style.
In nowadays, communication problem becomes serious within families. However, it is a long term problem and without an exact solution to solve it. So through our design, we hope families can build the communication and environment they comfortable with and to reduce the chance of having communication problems in the future. In our design, we want the family to build up an outgoing, motivating, and mutual relationship when the kids' age of 6 to 8. It is the best time that kids building a habit and receiving value through daily life.
This project aims to help pet owners monitor their cat’s physical changes and health conditions. Based on the idea of "Internet of Things" (IOT), the project mainly focuses on devices that collect data from three items - Bowl, Litter Box, and Water container.Our devices collect data each day and combine them into a general data feed, in order to monitor of any little changes of the cat’s health condition. Data is show in a mobile application. It helps pet owners to monitory, compare, and understand their cats' status which helps to reduce the health risk.
Music Images is a music education and planning company.Due to the Hong Kong fast culture, a lot of parents and children only focusing on getting highest grading results in a shortest limit of time without noticing the quality of music education.Therefore, we would like to recall how process matters in children's learning to the parents and general public.There would be a series of three advertising videos, followed by roadshow ads and a website game page.
2020: Tang Priest’s Journey to the West borrows the storyline of Tang Xuanzhang’s (Tang Priest) classical historical odyssey to the Western Regions as a probe into the question of what “context” means in today’s world. The project contains a series of imagination of the monk’s movable device at different time points of his journey. As the monk’s journey proceeds, his installation is continuously expanded, demolished, or partly replaced in respond to the change in his contexts, namely, climate of his geographical location, the events he encountered, and the volume of sacred objects accumulated. At the end of the story, the mobile pod at the beginning settles down as a permanent residence, as the Monk’s journey comes to an end. Going through all stages of the Monk’s life, this installation is like a direct reflection of his life story.
Documentary of traditional industryWith the time goes on, there are various of the traditional industry are facing marginalized and be eliminated by the times. The traditional industries are important social context, they have their own cultural value and unique skills, which have taken root in Hong Kong many years ago. In order to raise public awareness in the traditional industry and local culture aspect, we are going to create a "documentary of the traditional industry of Ngau Tau Kok Market'', in order to record down the story, history, cultural value, product, tools and so on. In our social project, we found out 7 potential old industries to create a documentary. Taking Ngau Tau Kok market as the context, we conducted a series of field visits and interventions to the old shops. The project has record down the background history, stories, tools, products and relationships of the six old shops in Ngau Tau Kok Market by communication and information collection process.
Based on research, 80% of food in Hong Kong is imported which has implications for the associated environmental footprint. Therefore, the project proposes a design which encourages the community to develop a local sustainable system within residential buildings in Hong Kong.To support the autonomy of regional food supply, agricultural elements and alterative ways of energy production are created and integrated within the existing fabric of public housing. In addition, spatial compositions of domestic households are reconfigured and designed to facilitate a communal collaboration system for the increase of small households in dwellings. The cycle of food production is linked with the daily routine of the residents creating an interdependent living system.Illustrated in a narrative way, the design tells the story of a new communal engagement and the longing for a harmonious residential community working together to build a sustainable environment for the future.
College is a particularly important time for establishing and intervening in long-term health behavior patterns. However, young Chinese generations' eating behavior is not healthy enough, with the improvement of living standard, fewer fruits and vegetables, frequent breakfast skipping all result in an increasing rate of obesity. To educate college students to start a healthier eating habit, we created "Green Foodie", to provide a convenient way for college students to practice a healthy lifestyle and increase their responsibility towards themselves and society. We designed a combination of tangible interaction components and mobile application to suggest a suitable portion of food combination for college students. We also took advantage of multiple kinds of activities to engage college students to be persistent in this platform. We hope that college students can use this system to explore more healthy food and make a contribution to sustainability as well.
This project is a picture book baking class that allows special education needs students and mainstream students to learn and create stories together with handmade cookies. This integrated education not only provides a platform for students to learn how to make handmade cookies but also learn from the picture book and create their own story. The class will start by arranging both SEN students and mainstream students to form groups and listen to a picture book together. Each group of students needs to create a four-grid-comics base in the storyline of the picture book by handmade butter cookies. They also need to use the template of dialogue balloons to tell the story. Their work will sell as a charity. People who buy the product are supporting this kind of education and show appreciation to student's work. Besides, the handmade cookies show in comics way that can give meaning to the audience. This is an innovative way of storytelling. People buy cookies and buy a story.
28 consists of an app and a device for people who don’t care much about skincare to build up a skincare habit of healthy skincare. We integrate the skincare habit with the user's daily routine which is teeth-brushing. They can gradually build up a skincare habit while doing their daily routine. With our app, users can analyze their skin problems and receive information about relevant skincare products.
The Found Image has traditionally been accidentally discovered. It exists because it was noticed and deemed worthy of attention. However, the found photo is an altogether uncertain object. It holds a multitude of potential meanings, investing each person to bring their own meaning to it. It has the potential to reveal to the looker their own predispositions, their own habits of looking. This work employs the concept of found photographs and extends it towards the field of design. Traditionally, designers have tried to mitigate the risk of encountering such ambiguity of meaning and use. Therefore, my research investigates the increasingly uncertain way that photographs exists in the world, and how they invite meaning- making from the world around us. With so much revealed y photographs, emus also ask what is concealed as a result. Therefore, I ask you to show me something unseen. Let’s see what becomes found. To start, here are some pretty photos of the already found.
Temperature of Bluebird is the most considerate pen that have thermoregulation and heating function. It can brings you wellbeing through different temperature.
To imagine, in a snowy day , you drinking a cup of hot choco . Or to imagine, how your mother hugs you. Than you can know how the temperature brings you wellbeing . It just like someone is supporting you.
The warmth in your hands makes us able to write flexibly in winter ; the cold material also makes us happy to adopt it in the hot summer.
For the physical wellbeing, warmth can help the circulation of blood works better.
This is the new direction and standard of the future stationery.
I am listening the people shouting; Sounds of falling debris; Bullets shot in the air.
I gather all these emotions, To evoke memories from the sounds, Triggering one’s imagination through these fragments.
This won’t be the whole picture of the events, Nobody knows the whole picture. It is only a piece of the puzzle among the many stories, collected into my recordings.
No matter how distressing or unpleasant, this is part of our story, and shapes who we are.
Listening to sound archives
The accessible toilet is an absolute necessity for the people living with a disability and mobility issue. Its design features enable them to use the toilet as independently and safely as possible. Conventionally, the designing practice of accessible toilet is about compliance with the design guidelines, including a long list of dimensional standards and regulations. But to the physically impaired, such practice is flawed due to its inadequacy of designing a toilet that could adapt the needs of the physically challenged group. Based on this insight, the project introduces a brand-new practice of creating a more user-friendly accessible toilet design, by presenting the scenarios of using the accessible toilets to observe the user's interactions with the items in the accessible toilet. Followed by a summarization of the user’s concern, the goal of the project is to encourage us to think about “How the users use?” when designing accessible facilities.
Majority love being flattered, but not flattering others.Why do not people flatter others? Flattery could make others happy through compliment. However, people in Hong Kong often assume this action as a negative way. Most people will predict that flatterers were aiming to achieve a purpose when they compliment others. In view of this, people in Hong Kong seldom compliment boss, or even others because they are afraid that their flattery or compliment is assumed as a negative way. Actually, a suitable flattery can have a positive influence on you and others.What if we flatter others by one word to achieve win-win. Consequently, it might make others delighted as well as we get successful. You can easily achieve success, if you could flatter boss, co-workers, girlfriend or even friend.
Have you ever experience your parent's death or divorce when you are studying in middle school? More than half of the teenagers that are living in a public house or rental house as a single-parent family in Hong Kong. These family are also the second big poverty group through the research.
These teenagers might need to face lots of challenges such as studying, family argument and peer pressure. However, most of them might not share their mental suffering with others in the first few months. These might affect their future with deviant behaviour such as taking drugs, participating in Triad as some extreme cases.
We hope the design with the school promotion, social media and souvenirs can help the teenagers relieving their negative emotion and trigging their thoughts through the concepts of “searching help”, “sharing thoughts” as well as ""separating the attention"" after becoming the teenagers in a single-parent family.
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
"Frank is in his late 20s and he tries to find real love on dating apps. He gets a date and he is going to meet the girl in a bar called “Heaven”, but the girl never shows up. Frank meets a Mystery Man in the bar, the Mystery Man gives him a tarot card reading. The card reveals that he will find love soon. Frank walks out of the bar and it is already morning. He looks at the tarot card in his hand and thinks of the words said by the Mystery Man. Suddenly, his phone rings and he starts getting different dates: a cute girl with a sweet personality, Aimee; a shy girl who likes to play games, Yuna, and a sexy and pretty girl, Camille. Frank is unable to resist any of them and goes on all the dates. He had some lovely moments with the girls and experienced a passionate night. But things became terrible. Every choice he makes will lead to different consequences…"
Is it totally a dream? The game scenes and objects adopt Chinese Millennium art style, which will bring back to that classic era. Welcome to the mystical dream tour! Our final year project, Tiny Vision, has been already put on Steam.
There are posters about movie and stars, a world map and award papers arranged in order. You will also find out familiar models such as KFC toys, Xinhua dictionaries which you must own before. All the details of each room restore the appearance of an ordinary family in the millennium perfectly. Tiny Vision is full of memories of that era. In addition, game design is also very retro. The interactive elements in the game have less click prompt, which means that players need to constantly explore each corner of the room, extracting useful information and putting them together. That is how to get over those challenging puzzles. Come and have a try!
Academic terminology can be overwhelming to novice researchers. One website that helped me to get started was SAGE research methods. This poster portrays multiple terms and their parent-child relationships, as I saw the on the site on July 2020.
This is a thesis project concerning renovation frequency, material history, and time.Buildings and spaces are often renovated earlier than the end of their useful life. This renovation entails stripping history away, totally replacing it with new material. This project looks for a way to respond to material history and glorify previous work.The project contrasts time frames through context and program, infilling a series of old buildings with high end retail. Material-intensive interventions meant to last for decades contrast with retail spatial programming, in which immediate and continuous exchange is all that matters.
閱界 means “reading border” and also sounds as “crossing border”. As the name implies, this work hopes to guide viewers to ponder the border and explore the stories it beholds.
To explore the meaning of the border, I visited the village that straddles China and Hong Kong: Sha Tau Kok. Here, I have come into contact with all kinds of residents that each had their unique experiences of the border, leading me to understand the impact of the border on people's culture, history, and even identity.
These works show the residents' thoughts on the border in the form of illustrations. They illustrate different perceptions of the border and attitudes of living in a border town. Those stories hope to nourish a sense of border, allowing Hong Kong people a new perspective not only on Sha Tau Kok, but on the experiences of living in Hong Kong.
Hong Kong has more than 90.000 families living in subdivided units (SDU), single room 10 square meter apartments. They are shared on average by 3 people with little to no privacy. Among them are over 37.000 elementary school children between the age of 6 to 13 years. For their daily studies they have to utilize their environment with all its limitations. This leads to ergonomical compromises, such as no back support, too low sitting surfaces, too high table plates or crouched corner positions. Comfor:t:able is set up in a way to transform formerly unused space in a better way. The chair can be used as a neck and kneeling pillow when it's not in use and the differently sized cushions allow adjustments to childrens growth. The table element has two configurations, a sociable small tea table which can be positioned on the bed between two people for leisure activities, and secondly a study table that tucks half away under the bed, occupying less room into the public space.
Ulcerative Colitis.
It means ‘ulcers’ that exist in the ‘colon’ or the large intestine of the body.
UC is the disease of the future. It is predicted that over 1.5 million people in Hong Kong will be suffering with UC by 2025.
Along with intense physical pain, UC patients lose the ability to control their urge to defecate. It is common for them to have accidents which is the cause of patients being subjected to public humiliation and mental trauma. Quality of Life (QoL) in UC patients is very low as the condition affects them both psychologically and physically.
Taggle simply needs to be stuck onto the inner side of the users underwear. It detects the fullness of the patient’s bladder using ultrasound technology and alerts the user 10 minutes before they need to use the restroom. It’s discreet and seamless working makes the user feel in control of their life and gives them a confidence boost.
Ethnic inclusion has to be achieved cognitively, meaning one acquires cultural knowledge and awareness to include another ethnicity; and physically, meaning you have the skill to interact with another culture. This project, Cultural Run (文化快步), aims to minimize the problems of Pakistanis’ unaccepted local identity and misconception, provide a better alternative to existing cultural tours, and encourage Chinese-Pakistani interactions to enhance the target audience, Chinese secondary school students’ cultural competence and achieve the ultimate goal of ethnic inclusion.
Muse is an experimental design project studying the musical perception of human through three installation experiences. People are encouraged to interact with the installations and explore the music visually with their own perception. We try to understand how people understand music here.
The name ‘Muse’ is taken from the inspiration of Greek mythology. The Greek goddesses of art & music are the Muses. They are known as one entity, though there are actually 9 of them and each is unique in their own way. It resonances with the concept of perception as perception could be understood universally to some extent, though still unique among each of us.
With the background of inferno written by Dante and the drawing “the abyss of hell” by Sandro Botticelli, a modern version of inferno based on hong kong will be shown. The landscape will be the deconstruction and reconstruction of the drawing “the abyss of hell” and details of drawing will be photography of hong kong.The title seven sins and three rings comes from the peom content. Dante divided the inferno as 10 zones including seven sins (lust, gluttonous, greed, wrathful, heratics, violence, and fraud) and three rings as connections to sins (limbo, great barrier and waterfall, well of gaints).Based on the world view from the poem and photos of Hong Kong, an axonometric inferno is built together with a mandala as an exit of inferno. Further more, 5 set of design resolutions(limbo, lust, gluttony, greed and link) with details such as axonometric drawing, patterns, lighting, music are constructed together through 360 videos.
Facing totalitarian, is violence the only way out? What is waiting for the avenger after the revenge? Salvation, Hope, or Reincarnation of despair. 8 years ago, a barber was blamed to be drug possession by a police officer and sent to jail for 8 years. After 8 years, the barber has released from prison, he follows the leads and found out the police who charged him, he met the police daughter by some chance and found out she also hates her father, she knows all the crime her father commits and disgusts the action her father did to her. They plan a kidnap in an abandoned school and make the police confess, however the barber cannot hold his anger when he hears the word from the police...
We are the Generation Y, as we born and grow up with the Hong Kong Administrative Era, we are the creature of the era without experiencing any era shifting. It is no doubt that we have the sharpness vision on elaborating our current era and values in Hong Kong. “2020” is an authorship project to represent our vision, aims to provide an alternative vision for Hong Kong citizens to coexist in current Hong Kong. Substitutes into the young generation's vision to elaborate on the Hong Kong values in Hong Kong Administration Era (1997-2047). “2020” is a project through 22 Hong Kong individual values, to create 22 conceptual explorations, to clarify people could base on individual values to influence Hong Kong society, to figure out G(Y) imagination to Hong Kong values and future.
20 days of dyslexia is an interactive experience package that simulates what it is like being dyslexia. By going through the 20-days game package, children can, day-by-day, having more understanding on dyslexia and train up their empathy towards people that may differ from them. The game package contains an interactive storybook and an experience game that can play on the tablet. A storytelling approach will be used to introduce different difficulties of dyslexia and then, children can experience those symptoms and hardships through a first-person view game section. Dyslexia characteristic will be used as game rules, so when kids trying to win the game, they are actually getting along with dyslexia. In order to provide an equal and harmonious learning environment to dyslexic learners, it is important for every child to build up empathetic understanding about dyslexia.
This research aims to investigate children’s conception of and behaviours during a design process for implications on future pedagogies in creativity development. A mixed methods approach was adopted for a three-part empirical study on how children conceived design (1057 research subjects); their design process as co-experienced by their parents (10 families); and their behaviour during an adult-non-directed design task (nine 9-year-old children). Findings reveal that children conceive design as both a process (constructive and social) and a product (with specific purpose); and as human efforts to alter and anticipate changes for desired results. Children’s design processes are individualised (uniquely different from each other); improvised (playful, concurrent and in an intuitive combination of 2D/3D making, thinking aloud and testing); and ideating with hands (children’s preferred way to generate ideas is to ‘think-while-tinker’ with tangible materials through 3D Make/Model).
This research aims to investigate children’s conception of and behaviours during a design process for implications on future pedagogies in creativity development. A mixed methods approach was adopted for a three-part empirical study on how children conceived design (1057 research subjects); their design process as co-experienced by their parents (10 families); and their behaviour during an adult-non-directed design task (nine 9-year-old children). Findings reveal that children conceive design as both a process (constructive and social) and a product (with specific purpose); and as human efforts to alter and anticipate changes for desired results. Children’s design processes are individualised (uniquely different from each other); improvised (playful, concurrent and in an intuitive combination of 2D/3D making, thinking aloud and testing); and ideating with hands (children’s preferred way to generate ideas is to ‘think-while-tinker’ with tangible materials through 3D Make/Model).
漁民。娛聞 (Fishermen and those things) is a collection of books introducing the life of fishermen in Sha Tau Kok, a mysterious place to many, where people live in harmony with human warmth. After getting along with these fishermen in Sha Tau Kok, I found that although the fishery industry has been declining in this place, the fishermen have brought out an alternative, yet fascinating life. The text and images of the collection vividly revealed their daily life, ranging from the interesting operation of mariculture rafts to their fishing expertise, and from their unique ways of life to a variety of stories behind. By getting to know them more through the books, you will find that fishing is no longer just a profession, but also an entertainment and family fun. The book could bring you a new concept of fishery and fishermen.
"Have you ever lost your temper to your parents? Especially when you are teaching your parents to use the smartphone, the temper suddenly like a nuclear bomb falling, and “Boom” eventually blowing everything into smoke. Communicating with parents is not a battlefield full of flames. The relationship between children and their parents is like the closest stranger, like a distanced friend, and an enemy in war. The ""Shorten the longest distance"" advertising proposal explores the relationship between parents and children from the online shopping of senior consumers, and uses ""distance"" as the theme to express the gap. It is hoped that the audience can actively change the way they communicate with their parents through HKTVmall Lite."
In Hong Kong, 80% of food is imported from China and only 8% is produced on local farmland resulting in low self-sufficiency. Consequently, food supply, green spaces, and a clean air environment will be the main issues of our future.This narrative project is designed to showcase an innovative farming strategy for a sustainable habitat within an urban area of Hong Kong. It is the story of a new farming community formed by different characters, depended on each other’s skills and knowledge and their collective search for alternative farming solutions by occupying and using existing buildings for their design creations in order to grow and produce food for themselves and their neighbourhood. A street in the Sham Shui Po district of Kowloon serves as an example to develop and design a future vision of co-operative farming opportunities for our society.The story of how food can be grown in and on existing buildings, transforming their form and the entire streetscape, as well as the relationship between the inventions and characters actions is designed as a game - Guerrilla Planter - which allows to participate, to engage with, play with, and learn about the possibilities of self-supporting farming and sustainable living systems within an urban setting for a new vision of renewable resources in the future.
This is a narrative project using water as the element with all its different characteristics to create spatial components and configurations to construct a living system in, on and under the sea.
The design is about the interiority of space and the body experience of it in relation to the notion of water and its many functions. Water is an essential element used for different purposes to create and develop a habitat on sea. All living creatures require water to grow and reproduce. Water is the origin of life.
Water floods are predicted to have a major impact on our future living conditions affecting coastal areas where people live. As there will be not enough terrain for people to all live on land in the future, the government supplies several bubble-cells systems as home shelters on sea. Since living on sea is challenging, teenagers with a healthy body are sent to live in those water habitats. Although the living spaces and resources might be limited, the youngsters engage with the changing circumstances of living on sea and explore the created features of water and its various behaviour.
These days, it is common to see women at the public toilet or transport are secretly filmed or even be sexually harassed or tracked, but most of the girls choose not to report and remain silence. It is a common phenomenon which is not just happens to one girl. When they give up their right to speak out, they are perceiving themselves an physical object, like an orange, a chair, and a computer. That call self-objectification. This study aims at designing a set of advertisement campaigns, targeting 16-30 years old women who concern about sexual harassment issues. By creating resonance with Dove, courageous woman are empower to speak out and not to perceive themselves as an physical object without the right to voice out when suffering from sexual harassment.
"This project provide solution for the needs of camera operating. SKATE gives them a very reliable support and let them do the one thing that they are professional on, which is camera handling instead of Segway controlling. With a three-point ground contact and a moveable seat that the height can be adjusted by the user, the camera operator do not have to worry about the balance in any speed on rough ground surface. They could be easier to shoot their video in different height, angle and path. "
BackgroundSurviving indie music in Hong Kong is tough. The local policy does not provide support for performance venues. Indie musicians believe live houses or festivals are the only way to gain exposure. Meanwhile, they perceive the lack of opportunity to perform affects their career. Therefore, Vans as an important icon to street culture took this opportunity to connect the brand with independent music street performances.ObjectiveTo help unestablished indie musicians in Hong Kong to expand their fanbase StrategyGet 'startup' indie musicians Who think music is doom in HK To perform more outdoor By telling them stages and audience are anywhere MechanicsIn this campaign, Vans transforms various street walls into the performance stages and invites indie musicians to perform in the public. Indie musicians can scan the wall to check-in, and the walls would link to the online platforms so that audience can connect to the indie musicians’ Spotify and listen to their music.
RoleRoad offers global travellers with local experience packages through a persona roleplay app with interactive technology. Hong Kong tourism has used ‘Shopping paradise’ as a promotion strategy for many years. Because of the popularity of online purchasing, shopping in Hong Kong is losing its advantages. There is an urgent need for creative change. RoleRoad believes that storytelling through a local persona in a first-person perspective is the best way to immerse yourself in a comprehensive and entertaining experience. After arriving in Hong Kong and downloading our app, travellers can choose stories of Hong Kongers. They will become the main character of the story, walkthrough local locations, shops, restaurants, and experience local life from a local perspective. Through RoleRoad, we hope to create new and fun Hong Kong travelling experience to global travellers, promote local brands and facilitate the recovery of Hong Kong tourism.
"IT’S TIME is a time management App for new graduates and newbies of workplaces to adapt to new environments leisurely. By training users' habit of doing time schedules in advance, IT’S TIME helps users save more energy on overcoming the struggles of entering new environments, which also decreases the possibility of newbies quitting their first job. IT’S TIME is designed based on task decomposition, visual clue and motivation theories to train users’ time management habits and logic to solve these problems. By using functions of backward algorithm, chart builder, visual clue, working hours evaluation and reward system of IT’S TIME, users can easier to plan, easier to adjust, and even easier to do as scheduled. "
Living in the hustle bustle in Hong Kong with the world's longest working hours, the creative industry has been developing creative output as relaxation therapy. Meanwhile, they have been signaling the pressing dilemma of their mental health issues due to the public’s lack of appropriate recognition of their value, irregular workload and working hours, and inadequate financial rewards, as they have always been neglected by the society and are not on their own initiatives to change. Proposing deep play relaxation tailored for the creative industries, d-66 project encourages to develop unique relaxation habits in 66 days to enhance mental wellbeing on their own initiatives. The project contains an app and 6 relaxation kits for different work natures. Users can find their 'oasis type' among 240 combinations with the app that suggests a specific plan with a kit of creative relaxation tools, track their daily tasks and transform from a fatigued d-66 to an energetic d-0.
"For urbanites, dealing with high pressure is a topic that has been discussed all year round. The society advocates various anti-stress methods and advocates combating stress, but we have all ignored how to coexist with stress. In fact, we only need a change in mentality. ""90% perfect classroom"" is an advertising plan specially created for the deskone upstairs self-study room. It advocates that urbanites should reserve 10% room as pressure-relief space. For self requirements, it is meaningless to pursue perfection, do the best in everything, and force yourself to a dead end. The goal is to set at ninety marks out of a hundred, which is to reserve a fault-tolerant space. For students who are struggling to study hard day and night, and working class that strive to work hard, coping with pressure is a lesson that needs to be learnt. "
This project proposes a future scenario where our home products predict and manipulate us for the betterment of our lives. The motivation behind this project was to speculate how technological advances would happen inside our homes, where autonomy is not the main drive in innovation, but well-being and predictive controls.
HIM, a hard boiled stuntman, who's enjoying his peaceful retirement life wth his beloved puppy""popo"" .
Till one morning, HIM walking his dog, buying his meal as usual.
While his disaster has come -A car rush into his lovely "popo" and blend it into a chunk of flesh...
Here comes with the notorious billionaire - Danny
Encountering the siege of gangsters, dueling with the cyborg killer. Can HIM take his revenge successfully?
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
Close to 800 000 people die by suicide every year; that’s one person every 40 seconds. In Hong Kong, according to a voluntary organisation, in the first 3 month of 2019, 20 teenager aged 15- 24 had already taken their lives. Odd enough, death is still a taboo, that people don’t want to talk about. Especially when death is inevitable.Study has shown that nearly 50% of the suicides cases committed suicide within two months after suggesting suicidal. In other words, even in identifiable cases, we still failed to prevent suicide.The aim of this project is to implant suicide precaution thoughts, by positively experiencing suicidal thoughts. Consider this campaign as a vaccine or a fire drill of mind, the key of suicide prevention is to experience it beforehand, then gain the upper hand.
Death is a universal forbidden topic that appears all over the world. In western developed countries society, such as Americans also views death as a denial culture (Aries, 1974). This denial phenomenon seems to affect Chinese society as well. Negative emotions and horror are easily spread among people's thoughts because of the mystery of death. The influence of communication about death maybe underestimates by people.
“Hello, Death” is a project that invites the public to know more and investigate the “taboo” topic Death. The project aims to raise awareness and rediscover the value of death. To reduce the misleading concept which is caused by the traditional culture. Through this project, readers may view death from another perspective. A variety of presentation methods such as illustration, publication, and web design will be applied within the project. Illustrations are used to present the afterlife imagination of different people.
"In Hong Kong, people send 110,000 tonnes of textiles to landfills every year, meaning that on average we throw out around 1,400 t-shirts every minute. Recently, Minimalism is the new trend around the world which encourages people try to learn different decluttering strategies on clothing. In this project, we introduce people to these declutter strategies and support them to develop a decluttering habit from their wardrobes. Our vision is to improve the consumption habits of the teenager 18-26. The goal is to build a slow fashion community that cultivates their members to be more mindful of what fits them the best."
Ever experienced the moment where you are annoyed of being ALONE? Annoyed from interruption? Even annoyed with the society? Spotify Premium Family now allowing users to connect with others.Introducing a family can be unrelated in which free users could switch to Premium account by seeking their ideal ‘informal-family member(s)’ to share the premium family subscription. Encourage users to create their own ‘family’ by approaching their surrounding people or even strangers, gathering a maximum of 6 members to enjoy the Premium Family. With Spotify, we are related if we were unrelated. Develop the bonding between each other, “Be my family member” is use to crystallise the bonding in a light-hearted way, adding a value to connect people in these days when the society is split.
Emotions are integral to human existence. The impact emotions leave on student motivation and engagement is gradually being recognized in academic settings. Traditional classrooms provide an opportunity to exhibit and assess these intangible aspects of human behavior, but it is always challenging for online students to express their emotions on video conferencing platforms. In this project, we have explored the various limitations faced by the students to connect emotionally with their classmates or the teachers and how distanced they feel in developing a community of learning in an online environment.
We drew inspiration from the Community of Inquiry model and created a design concept that empowers students to record their emotional state and provide feedback to teachers in creating a motivating learning climate. It also offered students a better emotional presence by creating avatars and enhance their virtual social presence (we called it LOREE).
The phenomenon of homelessness has always been existing for years in Hong Kong, the general public tends to blame on them, e.g. homeless people are lazy, not being hardworking, so they would stay on the street. However, these accusations simplify the reasons. The macroeconomic situation usually the culprit that forces underprivileged people to move to street living. The philosophy of this project is hoped to get primary and secondary schools to hire homeless people as a janitor by building their positive image, which could give them a job and a place to live, also a second chance to live their second life.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
This design-led research project looks into the phenomenon of communication and expression in the diasporic family relationship, particularly between Filipino domestic workers and their kin. The research also looks into material culture and the meaning of the “balikbayan box” metaphor as a design prompt, leading to the creation of design guidelines and a concept development for Bukas, a tangible product linked with a mobile interface that facilitates meaningful daily communication for migrant Filipina workers and their families through a material artifact.
Streamage is an innovative desktop stage designed for professional content creators and video streamers. As an interactive, productive and inspiring tool, it provides users the satisfaction on the psychological level in a complete package with high flexibility for their daily works, which allows them to further express enthusiasm toward their hobbies, while maintaining a sustainable and enjoyable career. With the integration of innovative technology and an interactive user experience, Streamage has reimagined the possibilities of future work.
Love has always been a tough topic, especially for young people. The Hongkong federation of youth groups interviewed over 3000 people in relationships between 13-23. We found that most of them argue with their partner 1-3 times a month and their sources of relationship advice are often unreliable.Wave is an interactive visual novel that helps young couple with communicative issues. The whole system includes a hologram bottle for each partner and the application. The bottle detects emotion changes in the user and visualizes it holographically. It can also receive hologram activities. The app displays emotional changes of both partners and supports mini-games and exercises, virtual rewards, and personalization options.
Each piece of the clue interlocking with each other. Piece together a shocking conspiracy. The ripples aroused, attracted various obstructions from political and business circles. Sweat, tears, and blood blend together. The sea submerged the city, desire buried the conscience. The benefits are current, and nature is full! Everyone wears a mask of hypocrisy, and trust is fragile like a bubble. After all, who is credible?
Documentary of traditional industryWith the time goes on, there are various of the traditional industry are facing marginalized and be eliminated by the times. The traditional industries are important social context, they have their own cultural value and unique skills, which have taken root in Hong Kong many years ago. In order to raise public awareness in the traditional industry and local culture aspect, we are going to create a "documentary of the traditional industry of Ngau Tau Kok Market'', in order to record down the story, history, cultural value, product, tools and so on. In our social project, we found out 7 potential old industries to create a documentary. Taking Ngau Tau Kok market as the context, we conducted a series of field visits and interventions to the old shops. The project has record down the background history, stories, tools, products and relationships of the six old shops in Ngau Tau Kok Market by communication and information collection process.
Global warming, the greenhouse effect, rising sea levels, and the nightmare of the end is quietly coming. It is inevitable that Tin Shui Wai will eventually become the first city to be submerged by water in Hong Kong as it is sited in low-lying former mud-flat areas in the New Territories. Several floods in the past history show this.
This project depicts the story of the citizens of Tin Shui Wai after the disaster from the perspective of a storyteller. When almost everything is suddenly covered by the coming flood, it will stimulate the most primitive instincts of human beings. They have only one purpose ""To survive."" No gas and kitchen boiler heating, oil lamps replaced electric lamps at night, and buckets throwing into the ocean replaced tap water source. Scenes were recorded and transformed into image expressions. This is a story full of tension, reminding us of perseverance, indestructible courage, and the power of hope. Before the tragedy comes, may this story wake us up.
IT’S TIME is a time management App for new graduates and newbies of workplaces to adapt to new environments leisurely. By training users' habit of doing time schedules in advance, IT’S TIME helps users save more energy on overcoming the struggles of entering new environments, which also decreases the possibility of newbies quitting their first job. IT’S TIME is designed based on task decomposition, visual clue and motivation theories to train users’ time management habits and logic to solve these problems. By using functions of backward algorithm, chart builder, visual clue, working hours evaluation and reward system of IT’S TIME, users can easier to plan, easier to adjust, and even easier to do as scheduled.
Is it totally a dream? The game scenes and objects adopt Chinese Millennium art style, which will bring back to that classic era. Welcome to the mystical dream tour! Our final year project,
Tiny Vision, has been already put on Steam.
There are posters about movie and stars, a world map and award papers arranged in order. You will also find out familiar models such as KFC toys, Xinhua dictionaries which you must own before. All the details of each room restore the appearance of an ordinary family in the millennium perfectly. Tiny Vision is full of memories of that era. In addition, game design is also very retro. The interactive elements in the game have less click prompt, which means that players need to constantly explore each corner of the room, extracting useful information and putting them together. That is how to get over those challenging puzzles. Come and have a try!
Under the advancement of technology, transitional designs are replacing by technology. We pay bills by using an e-wallet. We listen to music by using an app. Communication design gradually becomes homogeneous and emotionless.
However, graphics are like a container of emotion, giving people an enrichment of the inner mind and connecting each other in society. So, this project aims to explore the possibility of how graphics can take a stake in a technology-driven society.
Emo-flow is an interactive graphic design approach combined emotion and data. Based on audiences’ data, 25 emotions visualised into graphics for designers as a reference to create graphics. This design project takes an art project (to promote artists who in the field of music, writing and drama) as a background. The design approach would be applied to the promotional items (e.g. tickets, posters and leaflets) for the project’s activities.
"Is it totally a dream? The game scenes and objects adopt Chinese Millennium art style, which will bring back to that classic era. Welcome to the mystical dream tour! Our final year project, Tiny Vision, has been already put on Steam.
There are posters about movie and stars, a world map and award papers arranged in order. You will also find out familiar models such as KFC toys, Xinhua dictionaries which you must own before. All the details of each room restore the appearance of an ordinary family in the millennium perfectly. Tiny Vision is full of memories of that era. In addition, game design is also very retro. The interactive elements in the game have less click prompt, which means that players need to constantly explore each corner of the room, extracting useful information and putting them together. That is how to get over those challenging puzzles. Come and have a try!"
This project aims to provide new opportunities for Volkswagen in 2040 by turning the company into a technology service provider. For the customers who want to own a vehicle. Volkswagen would deliver a customised vehicle which will be unique to customers identity, made possible due to 3d printing facility while the drivetrain platform comes on demand. For those people who do want to own can a rent a shared id pod. This flexible architecture allows Volkswagen to serve different customers and being a service provider provides a recurring income to the company. It is only possible for Volkswagen since its the oldest brand in China and customers in Shanghai have a liking for German products. Additionally, the range of brands owned by Volkswagen Group allows the brand to deliver unique pods based upon customer choice of brands like Audi, Bentley etc.
The project explores spatial design through multiple religious, using dome and ceiling components as the primary design elements. Focusing on 8 religions, this project develops the side-by-side spatial expression of each religion confined to the qualities of ceiling and domes, whilst mixing material use, lighting conditions and color theory. Deriving inspiration from religions architecture, modernist and contemporary forms, new ceiling propositions are developed, focusing on the ceiling tectonics, disassociating the convention of the plan within the pantheon of world religions. By placing emphasis from the eye-level and upwards, ceiling and dome design takes on a contemporary feel, illustrating new material and spatial possibilities.
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
CoBuild aims to help young people to connect with their own community and other residents nearby. The direction of our design is to reform our community and connect to it because It is important to maintain a good relationship with your community as we are all living together and we should try our best to participate in it and contribute to it. As It is difficult for young people to participate in community activities and making decisions with the management system nowadays. An online mobile platform can be created for them as they usually like to express their opinions on different online platforms and their involvement in their own community can be increased.
The pressure cannot be covered, but it can disappear. Studies found that when our brains are stressed, the brain might trigger our fidgeting behaviour to offload that stress. However, fidgets are assumed by onlookers to be bored, impolite, or not paying attention. Fidgeting movements are also a distraction for others. Therefore we need to take another way to offload our stress instead.Horoyoi's 3% low alcohol content allows you to relax and eliminates the fidgets. It helps you to relieve stress without getting disliked by onlookers.
Nowadays, it's hard to help the world even if we try to. The act of charity can be said to be a complex struggle between the heart and the brain – we feel for the less fortunate and want to help the world improve, but we want to do it within our means and for our money to go to the most deserving organization. Every day, we are plagued with aggressive marketing tactics, an overload of information, and a lack of confidence as to how our money is being used.My proposed solution is a more comprehensive and functional charity-comparing platform, Clarity in Charity, that is engagingly informative while also providing a fair chance to every charity to advocate their respective causes without bias. Different than other charity comparing platforms currently on the market, I have integrated certain features into this platform that promotes critical thinking and encourages users to fully understand the background of charitable causes as well as their personal donation philosophies.
Although acne is considered to be a ‘cosmetic’ issue, it has a substantial negative emotional effect which is often overlooked. Neoma is a system of products consisting of a mindful light, smart applicator and a smart tablet. This system helps the user to incorporate mindfulness in their daily acne-care routine seamlessly. Depending on the user’s skin analysis & dermatologists recommendation, the smart applicator indicates correct amount of product to apply in each use. The mindful light guides the user through Voice User interface during the routine. Finally, the smart tablet connects the user to a larger acne community, track dermatologist and psychologists appointments, seek guidance from professionals online and learn more about psychodermatology from the comfort of the user's home.
RoleRoad offers global travellers with local experience packages through a persona roleplay app with interactive technology. Hong Kong tourism has used ‘Shopping paradise’ as a promotion strategy for many years. Because of the popularity of online purchasing, shopping in Hong Kong is losing its advantages. There is an urgent need for creative change. RoleRoad believes that storytelling through a local persona in a first-person perspective is the best way to immerse yourself in a comprehensive and entertaining experience. After arriving in Hong Kong and downloading our app, travellers can choose stories of Hong Kongers. They will become the main character of the story, walkthrough local locations, shops, restaurants, and experience local life from a local perspective. Through RoleRoad, we hope to create new and fun Hong Kong travelling experience to global travellers, promote local brands and facilitate the recovery of Hong Kong tourism.
Current grocery stores and markets are using primitive consumer reward systems like membership cards and bundle purchases. Is there a more complete process for bringing benefits to both consumers and brands? And that leads me to make use of better technology, big data, and hyper-personalization.Buyology is a near-future speculative project inspecting the combination of big data and consumerism. It is about a grocery store scenario and how technology helps our buying decisions. Tackling with choices, prices, and sales, Buyology aims to create new thinking towards purchases and big data.
HIM, a hard boiled stuntman, who's enjoying his peaceful retirement life wth his beloved puppy""popo"" .
Till one morning, HIM walking his dog, buying his meal as usual.
While his disaster has come -A car rush into his lovely "popo" and blend it into a chunk of flesh...
Here comes with the notorious billionaire - Danny
Encountering the siege of gangsters, dueling with the cyborg killer. Can HIM take his revenge successfully?
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
IT’S TIME is a time management App for new graduates and newbies of workplaces to adapt to new environments leisurely. By training users' habit of doing time schedules in advance, IT’S TIME helps users save more energy on overcoming the struggles of entering new environments, which also decreases the possibility of newbies quitting their first job. IT’S TIME is designed based on task decomposition, visual clue and motivation theories to train users’ time management habits and logic to solve these problems. By using functions of backward algorithm, chart builder, visual clue, working hours evaluation and reward system of IT’S TIME, users can easier to plan, easier to adjust, and even easier to do as scheduled.
The project proposes to introduce a self-enclosed material life cycle into an existing place. During the research stage, I have been working on the potential reuse of food waste to generate usable surface and membrane. The results made me question the life cycle of waste and its potential as a building material. The Yau Ma Tei Wholesale Fruit Market was opened in 1913. Through time, it slowly turned into a place where improvisation and appropriation became prominent strategies of development, hence a relatively chaotic and globally inefficient aggregate of architectural and systemic outcomes.
Turning the Yau Ma Tei Wholesale Fruit Market into an experimental subject, the project explores the identification, sorting and use of all waste material, either already “digested” by the context or newly generated, to improve or create objects and spaces that can benefit its users. In parallel, the project seeks to rethink the market plan and occupation strategy to optimise this “self-enclosed” cycle. The ultimate aims are not only material or ecological as the whole process introduces alternatives solutions also at economical and community-living levels to our harmful current logic of production/consumption/disposal.
Human beings rely on plants for survival, which is an inseparable relationship. Nowadays, we don’t need to cultivate in a farmer anymore. However, as the business model changes, urban people are less motivated to interact with plants.
My project FLOWERY IN CITY is hoped that the plant-related knowledge and application can blend into different design approaches to promote human-plant interaction and plant motives. So that urban residents can feel and experience a variety of benefits that plants bring to us during our daily life, Besides, let user visually identify the varieties of local house-plants and wild plants, also encourage people respect plant diversity and raise awareness.
Three strategic landfills in Hong Kong will be saturated by 2020."Hong Kong is facing a landfill-saturation issue and its potential extension to the urban areas. In an attempt of response, the Hong Kong government has established three waste-to-energy facilities in Hong Kong since 2013. But this is not enough to solve the problem. The problem stems from the landfill logic itself that is, like a burial post, burying waste under the ground for an indefinite time, without thinking about what’s next.Rethinking the countermeasures implemented by the government may be a hint of what tomorrow can propose and achieve. Could waste be transformed into useful resources under the promotion of futuristic visions and technologies? What if the landfills no longer bury the waste but swallow it, sorting it for storage and potential re-use? What if the landfill “eats itself” in the very end?"Landfill Overflow ? OVERHAUL !" is a project rethinking the future landfill system through radical “underground” infrastructural design. Beyond structural exploration aiming at the creation of a “digestive system”, it provides spaces for different facilities, such as incineration and power generation, factories and laboratories, etc…
Our project includes a mobile application and an interactive device. The mobile application measures the social media addiction level of users, and then provide a relative social media usage quota based on the addiction level. For the quota, we call it "INK". The smart devices are used to shift users' attention from their mobile phones to other activities that they are interested in. The goal of our project is to help them accustomed to staying away from using smartphones.Why do we use “INK” to be our design metaphor?Because we think that the behaviour of scrolling smartphones is like printing. The content on social media is generated like paper printed out from a printer. Daily social media usage quota will be provided to users according to users’ conditions as ‘ink”. The contents on social media are like to be printed out by printers. So when the ink has run out, the content is hardly visible, like printed with a low ink printer.
There is a Chinese idiom, ‘養兒一百歲長憂九十九’, meaning that nursing kids for 100 years, worrying about them for 99 years. It is normal for parents to worry about children, but to arrange everything in order to prevent them from experiencing failure, it is over-protection. In fact, caring less is the best way to make them grow faster and more. Meanwhile, sons and daughters also hope not to be controlled by their parents in adulthood and pause between years of study to explore the world.Gap Year is common to hear but usual to be taken by HK students. However, gap year allows students to break through. The project ‘Keep your eyes away from your kids’ reminds parents that it is time to free their sons and daughters. At the same time, it reminds sons and daughters to explore the world in adulthood. While the imagined client, EF is an educational agency that offers tailor-made gap year program which eliminates the misconception about gap year of doing nothing.
Is it totally a dream? The game scenes and objects adopt Chinese Millennium art style, which will bring back to that classic era. Welcome to the mystical dream tour! Our final year project,
Tiny Vision, has been already put on Steam.
There are posters about movie and stars, a world map and award papers arranged in order. You will also find out familiar models such as KFC toys, Xinhua dictionaries which you must own before. All the details of each room restore the appearance of an ordinary family in the millennium perfectly. Tiny Vision is full of memories of that era. In addition, game design is also very retro. The interactive elements in the game have less click prompt, which means that players need to constantly explore each corner of the room, extracting useful information and putting them together. That is how to get over those challenging puzzles. Come and have a try!
This project is inspired by the excessive use of disposable plastic nowadays. If we keep the lifestyle of relying on disposable plastic, the marine refuse will remain in a high amount. After that, the density of micro-plastics in the ocean will be getting higher and higher, seafood, including commercial fish, will be contaminated by micro-plastics. As a result, clean fishes from today with fewer amounts of micro-plastics will regard as valuable and rare in the future.
Love has always been a tough topic, especially for young people. The Hongkong federation of youth groups interviewed over 3000 people in relationships between 13-23. We found that most of them argue with their partner 1-3 times a month and their sources of relationship advice are often unreliable.Wave is an interactive visual novel that helps young couple with communicative issues. The whole system includes a hologram bottle for each partner and the application. The bottle detects emotion changes in the user and visualizes it holographically. It can also receive hologram activities. The app displays emotional changes of both partners and supports mini-games and exercises, virtual rewards, and personalization options.
As the years passed, Grandpa Nam’s memory faded away, dreams are the only thing he relies on. He looks for the whereabouts of a mysterious woman in his dream everyday. Grandpa Nam met a young man called Nam in the confession room. Nam could not face his wife's suicide. The memory is painful to him, but grandpa Nam envy him. Grandpa Nam suffered from the blank memory, but Nam yearned for it. They tried to change each other's mind into what they imagined. A choice burdened with heavy morality and courage. One day, grandpa nam accidentally entered the parallel space of the wheat field, and was shocked to realize that Nam was himself. Grandpa Nam finally knew he was affecting the life of his past (Nam). If grandpa Nam escaped, he would continue to be in the cycle of losing his memory. This time he will choose to face or repeat the mistakes. No one knows.
The teleport phone booth enhanced people's living style but it has aroused security doubts. Man has to find his daughter, Ching by all means. He was involved in this undercurrent. Each piece of the clue interlocking with each other. Piece together a shocking conspiracy. The ripples aroused, attracted various obstructions from political and business circles. Sweat, tears, and blood blend together. The sea submerged the city, desire buried the conscience. The benefits are current, and nature is full! Everyone wears a mask of hypocrisy, and trust is fragile like a bubble. After all, who is credible?
Hong Kong intergenerational relationships are getting worse in recent years. Many young people & parents feel helpless when they are in conflict. They will choose to evade each other. However, this behaviour estranges their relationship even more.Shall We Talk is a training game which helps young people & parents to learn the skills of managing daily conflicts. While playing the game, it will enhance their interactions and communication with each other. It can help them to understand each other’s thoughts & feelings, so to build a stronger relationship.Unlike other existing design solutions, we believe that conflict can make your relationship stronger. It's because conflict doesn’t make the relationship bad; how people manage the conflict does. Our design solution focuses on helping people to prepare for the conflict instead of helping them to avoid it.
This research is a design project aimed at promoting fitness training. Fitness exercise is a physical training exercise. The purpose of this design is to hope the beginner has an easier medium to learn fitness training, which will attract their attention and interest. The design project includes adding additional fitness teaching in the park and supplementing the elements in the current teaching board of the park. There wish arouse citizens' awareness of fitness training and expand the possibility of teaching board design. Secondly, to increase the fun elements beginner, the fitness training method is designed as a card game in my project. I hoping to make beginners understand fitness through the interaction of cards.
HIM, a hard boiled stuntman, who's enjoying his peaceful retirement life wth his beloved puppy""popo"" .
Till one morning, HIM walking his dog, buying his meal as usual.
While his disaster has come -A car rush into his lovely "popo" and blend it into a chunk of flesh...
Here comes with the notorious billionaire - Danny
Encountering the siege of gangsters, dueling with the cyborg killer. Can HIM take his revenge successfully?
The elderly population is growing fast in Hong Kong, according to statistics by the government. In just 20 years, it will double to 2.44 million. Yet, the number of adults will drop to 4.28 million. The elderly have to take care of themselves more often, since there will be less adults per older person. An electric wheelchair is a great tool to help the elderly to travel.
Swift is an electric wheelchair specifically designed for the elderly in Hong Kong. It is small and agile so it can pass through tight spaces with its omni-directional mecanum wheels. Swift’s wheels can be extended outwards, so it becomes steadier when travelling on inclined floor.
Globally, there were around 950 millions of elderly. Ageing population is getting serious, and you will also get old someday, pain and mobility-impaired are the ageing symptoms you may faced. Are you willing to spend your remaining time with the current walking device? Ageing is inevitable. And what is your choice? Mate, a fashionable and trendy walking device has been designed. A mate walking with, a new experience with walking device. Fully connected with smart device, and follow up your walking journey as your personal guard.
Our project includes a mobile application and an interactive device. The mobile application measures the social media addiction level of users, and then provide a relative social media usage quota based on the addiction level. For the quota, we call it "INK". The smart devices are used to shift users' attention from their mobile phones to other activities that they are interested in. The goal of our project is to help them accustomed to staying away from using smartphones.Why do we use “INK” to be our design metaphor?Because we think that the behaviour of scrolling smartphones is like printing. The content on social media is generated like paper printed out from a printer. Daily social media usage quota will be provided to users according to users’ conditions as ‘ink”. The contents on social media are like to be printed out by printers. So when the ink has run out, the content is hardly visible, like printed with a low ink printer.
This set of products is design to change the “NEET”, a group of people not in education, employment, or training, that hate their lifestyle but cannot change the situation.Taking advantage of NEET's long-term investment in gaming habits, I design three different products to gradually divorce them from their existing lives step by step, aim to 1) rebuild self-confidence, 2) rebuild new social interpersonal support, and 3) create the chance to user to change existing surroundings by apparently as a Parkour learning tool.
Hong Kong can be a stressful place to live in, especially for our youth. Young people of today have firm beliefs in values that they cherish and are constantly caught in a struggle between the values of the previous generation and the values of popular culture.
Young Protestants, just like average young people, face the same struggles in contemporary society. The distinction between Protestants and average young people is the faith they carry in God and the application of faith in their daily lives.
This project (Stories of faith) aims to open the eyes of the public on the journey of faith by the Protestant youth of Hong Kong. Through their testimony in school, work and daily life, these stories testify their dreams and vision. Everyone’s story is special, yet collectively located in the same home known as Hong Kong. I hope these stories will be a light of inspiration and comfort to you, the audience.
Most of communities in Hong Kong are lack of strong connection between District Councillors, residents, and the community. Our research and observations show that young people nowadays actually do care about their community and are willing to contribute if there is a comfortable way. Hence, we hope to provide a gamified mobile platform that can enable residents, district councilors, and the community to build a stronger connection.‘Cobuild’ provides an interesting way for residents to express their opinions and participate in contributing comfortably and effortlessly. They can begin to rebuild their own unique community with the help of the district councilor by using this application.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
BetterBuzz is a phone and life balance project that helps people build their own personal sense of digital wellbeing, focus on quality experiences, and improve their concentration. This project also helps the audiences to understand the cause behind through design solutions. Moreover, it encourages people to focus on important issues rather than phone. Ultimately, to promote phone and life balance.
Language is co-existing with the society, it will inevitably change with the community culturally, historically, socially, and politically. Hong Kong Cantonese witnesses rise and fall of the city, experiencing constant changes of words and phrases over time emotionally, from threatening, playful, sarcastic, to expressive. With the advancement of technology, trendy idioms produced frequently but subsequently replaced by new ones. The life cycle of the words and phrases is short, just like the lifetimes of disposable products.
The project “Can-tonese” adopting disposable can as identity symbolizes the short lifespan and constant emotional transformation regarding Hong Kong Cantonese words and phrases. Aims to provide a fresh perspective and experience in perceiving Hong Kong Cantonese. By highlighting the emotional changes, emphasizing the “fast dialect” phenomenon, to raise public awareness of Hong Kong language and cultural value.
‘What we need to fear is fear itself’ said Franklin Delano Roosevelt. Though we may want to deny, a research on the September 11 attacks pointed out that, instead of the attack itself, the increase of death rate is more likely caused by the fear of flight - people try to replace flight by car, but overlooking that, the possibilities of car accidents is actually much higher.
Fear is subjective. Even things that not likely to happen, or not existing, still, they may cast a strong fear on us, and some even lead to phobias. While we commonly thought fear only related to negative feelings, Fear-sualise provides a solution to play with it, and, take back our control.
The followers is an ironic story about the rise of the social networking industry. How it affects young people's life and value. The animation Combined 2d and 3D animation technology in one. Can you separate which part is 2/3D ? Our active character KiKi is social media influencer, she is playful but desperate for attention. The story start with kiki found everyone is disappear when she went to supermarket. and the she began to release her true self. Do whatever she want in the city. at that moment she doesn't care about how other people's existence. but soon she found out the hottest girl in social media, she is so jealous that to beat that girl and become the top hit star on the social media app. but when she got there for a seconds.. a ordinary chicken beat her more easily on the social media become the top star... and she give the chicken a like and felt herself like an idiot. Kiki: Okay... Ain't we the followers too?
RoleRoad offers global travellers with local experience packages through a persona roleplay app with interactive technology. Hong Kong tourism has used ‘Shopping paradise’ as a promotion strategy for many years. Because of the popularity of online purchasing, shopping in Hong Kong is losing its advantages. There is an urgent need for creative change. RoleRoad believes that storytelling through a local persona in a first-person perspective is the best way to immerse yourself in a comprehensive and entertaining experience. After arriving in Hong Kong and downloading our app, travellers can choose stories of Hong Kongers. They will become the main character of the story, walkthrough local locations, shops, restaurants, and experience local life from a local perspective. Through RoleRoad, we hope to create new and fun Hong Kong travelling experience to global travellers, promote local brands and facilitate the recovery of Hong Kong tourism.
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
Do you have a father?Father absence is under a certain degree of concern in western countries. However, the issue has vanished in the patriarchal Chinese context. Fathers in Hong Kong love to use "busy" and "not good at communication" as excuses for missing in the growth of their children. They underestimate the role and responsibilities of fathers and caused the children’s physical and mental defects.In “Seven Daddy Sins”, the bad impressions of fathers are exaggeratedly presented. By purchasing AXA Precious Mom and Child Insurance, we hope all daddy-to-be will think more and treat their father identity seriously. People love to defence for mistakes, but you can choose to be honest in front of your child.
IT’S TIME is a time management App for new graduates and newbies of workplaces to adapt to new environments leisurely. By training users' habit of doing time schedules in advance, IT’S TIME helps users save more energy on overcoming the struggles of entering new environments, which also decreases the possibility of newbies quitting their first job. IT’S TIME is designed based on task decomposition, visual clue and motivation theories to train users’ time management habits and logic to solve these problems. By using functions of backward algorithm, chart builder, visual clue, working hours evaluation and reward system of IT’S TIME, users can easier to plan, easier to adjust, and even easier to do as scheduled.
IT’S TIME is a time management App for new graduates and newbies of workplaces to adapt to new environments leisurely. By training users' habit of doing time schedules in advance, IT’S TIME helps users save more energy on overcoming the struggles of entering new environments, which also decreases the possibility of newbies quitting their first job. IT’S TIME is designed based on task decomposition, visual clue and motivation theories to train users’ time management habits and logic to solve these problems. By using functions of backward algorithm, chart builder, visual clue, working hours evaluation and reward system of IT’S TIME, users can easier to plan, easier to adjust, and even easier to do as scheduled.
As a human we often have a lot of desires, we cannot control ourselves completely rationally. There are too many things that we cannot change or control. There is so much pressure from the outside world. Sleep may not solve the problem, not to mention that the current problem is not able to feel sleepy. Therefore, our sophisticated Body and our pure Soul are often in a state of conflict when it comes to the time to go the bed.The idea of the project is to describe our body and soul can be separated. While the Body is not really to rest, the Soul can still rest first.
An Alternative Perspective: Exploring the Nodes among Ordinary Community Living
The wet market where everyone would go in daily life involves many interactions and relations. However, by its closed community, outsiders are less easy to get involved in various small communities; people are less likely to find the nodes among their community.
This community project aims at relations-building, and also to provide an alternative perspective from mainstream discourse to explore the Fa Yuen Street market. By conducting several engagement methods, we have designed pleasant relations and developed a community network that allows us/outsiders to immerse deeper into the community. In addition, during different engagement processes, it induced more valuable values to the project, such as market operations, hidden rules, stakeholders' duties, etc...
This project aims to introduce an immersive design to elevators through cinematographical elevators. Elevators nowadays have been treated as a confined isolator, its sole purpose is merely transitional. At the same time, the complex demands of urban living make it increasingly imperative to apply a sophisticated approach to the behavioural aspects of the passenger experience. There is a need to balance the design and vertical transportation systems with improvements for people that fundamentally change behaviour to lower anxiety, increase convenience and improve efficiency. The goal should be to provide a natural interaction with the passengers and the elevator itself for a safe, secured, efficient, convenient and personalized experience. And to achieve this goal, movie elevators are the tools for me to revitalize the experience as it is often magnified in movies through different techniques. By applying reverse engineering, experience in movie scenes could be brought to the reality and the experience could be enhanced.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
Dogmily aims to provide dog & owner activities. Like, Daily Mission, Dogmily Time, and Daily Tricks. These activities provide an interactive dog-family time for the dog(s) and family members to build a harmonious family relationship with the affectional bond. Daily Mission include daily caring activities and intimate activities with dogs. These missions will randomly send to different family members and let each of them try to take care of the dog. They will reward dogmily points and also a sweet ‘Thank you Message’ from the dog.Dogmily Time provides an interesting monthly theme for dog-family activities, like Doggy Movie Night and Picnic Day.Daily Tricks provides different kinds of tricks for dogs with voice navigation and let the user have some basic training or funny tricks with their dog.
Rapidly aging population and shortage of elderly healthcare service at present. Regarding elderly’s psychological well-being, geriatric depressive demand public concern. In this relation, there would be a corresponding rise of depressive problems in elderly person. Major depressive disorder may lead to devastating consequences such as cognitive decline. As most of the depressive symptoms are related to elderly’s activity pattern which is defined as actions that the same individual consistently performs within the same activity. Collection of elderly’s vital signs and early follow up might also indicate other underlying health problems. Early follow up could possibly be prevented. Habits Log pilot assistive technology the RFID to tracking activity pattern and innovative design solutions to facilitate elderly and caregivers detecting the health of the elderly for follow up.
A baby girl Sze, a three years old girl, first getting into the sea, but she cries loud because of fear. She almost gets drowned in the beach and starting to lose her mind. She awakes under the water. When she gets lost the underwater world, a water flow appeared in front of her. Following the sound and water flow, Sze finds an old man. The old man makes Sze remember her mother and tall her to get back home.
‘Connection’ is a project to raise awareness on dynamics within youth romantic relationships, focusing on behaviours & conflicts between partners. It attempts to encourage youth to love better, as research identified that unhealthy, or abusive relationship behaviours persist among youth. Patterns formed continue into adulthood & so educating youth can help in healthy self development. The project’s purpose is to encourage self reflection on their own relationships to encourage positive changes.
There are three components to this project: interactive web-based game, postcards & stickers. The website would enable visitors to live out stories of relationships based on true experiences of their peers. Their decisions would determine the outcome of their relationship. Since love has been misinterpreted in relationships, the postcards and stickers will show a warped concept of this ‘love’ as well. They can be scanned through the Artivive app to reveal a hidden, more toxic message.
The teleport phone booth enhanced people's living style but it has aroused security doubts. Man has to find his daughter, Ching by all means. He was involved in this undercurrent. Each piece of the clue interlocking with each other. Piece together a shocking conspiracy. The ripples aroused, attracted various obstructions from political and business circles. Sweat, tears, and blood blend together. The sea submerged the city, desire buried the conscience. The benefits are current, and nature is full! Everyone wears a mask of hypocrisy, and trust is fragile like a bubble. After all, who is credible?
Dogmily aims to provide dog & owner activities. Like, Daily Mission, Dogmily Time, and Daily Tricks. These activities provide an interactive dog-family time for the dog(s) and family members to build a harmonious family relationship with the affectional bond. Daily Mission include daily caring activities and intimate activities with dogs. These missions will randomly send to different family members and let each of them try to take care of the dog. They will reward dogmily points and also a sweet ‘Thank you Message’ from the dog.Dogmily Time provides an interesting monthly theme for dog-family activities, like Doggy Movie Night and Picnic Day.Daily Tricks provides different kinds of tricks for dogs with voice navigation and let the user have some basic training or funny tricks with their dog.
The project is about creating a holistic experience based on sensorial identity, flexible identity, emotional dimension, interaction, and storytellings. The best way to experiment with these elements was to create a fictitious country. The country called, ‘Republic of GaOn’, which means the center of the world, and created city identity along with the characteristic of the country. The core value is to understand and respect cultural, historical, and environmental aspects and embrace the diversities. Additionally, Storytelling must contain a connection with the real world. Therefore, storytellings and the architectures are all influenced by existing countries, yet including fiction, to let people sympathized and believe it is actually the existing world and city. Project is not only to discover the importance of how to execute the communication methods, but also it is important how much designers understand and well project the city’s life, and people’s life.
This research explores the role of design support change now and transformation for the longer term in a way that is both healthy for humanity, society and nature: as it is nature that provides our living conditions and these are being devastated. This leaves in question the survival of humanity. This research considers an alternative industrial model, that of the circular economy as the basis to transition towards different ways of living and working. in this project the relationship of our foos system is explored as it has been proven that the current way we grow, process, transport our foods, as well as our understanding of what foods are beneficial for us and our environments in also broken: leading to high incidence of health related issues as well as some 40% of all foods grown being wasted: a monumental needless toll on our environment and out personal health. What we eat is directly linked to the health of our environments which support our lifestyles as we know them today.
‘What happens if I living in the future? ‘ Technology has emerged in our daily life. We are so satisfied with what the internet can give, but seems we left the 'real' behind. A future that is appreciated to live in. Perhaps, an inclusive public transport would be the start to connect to the 'real'.'Double-decker bus' is one of the important public transport in Hong Kong. However, the problem of increasing special needs users in the future might cause restrain for people to enjoy their journey in the future. Therefore, a well designed inclusive public transport is important in the future.
It is common for every child to separate from their parents when they grow up. As we spread our wings, we also left our parents alone with their empty nest. Can we use design to promote communication between children and parents, thereby strengthening the bonding between family members?Dailbox is a long-distance communication device, aims to guide users to put down their phones and start a new face-to-face conversation every night. When the users put their phones on the Dailbox for charging, it will connect with another Dailbox automatically. This project saw the potential of holographic projection in the coming future and trying to create a brand-new chatting experience for the users. Dailbox combining 2D holographic projection and real-time facetime function provides a brand-new conversation experience for the users. It can also record the conversations every time, and replay if the users would like to check their treasured memories in the future, in a holographical way.
As Hong Kong is situated on the waterfront, climate change and resultant sea level rise will seriously affect the city, contributing to greater land shortages and storm events. While land reclamation is the normative response to land shortage, this project proposes to rethink the perception of living on the sea, through an investigation of domestic space, live-work arrangements, and construction technology.This project depicts a future settlement scenario in 2047, before which a new aquatic squatter settlement forms near Lantau Island. The designer explores a boat builder’s house as a deep exploration of spatial qualities, mixed use spatial programming, and construction technology as a sophisticated evolution of the boat construction vernacular. The resultant research explores construction supply chains, relationships between technology and ergonomics, and improved construction techniques.
The reason is young adults would buy ready pack or instant food in supermarket because of convenience. But they are not willing to eat those foods. In fact, there are many ways to cook conveniently, such as following the recipes that provided from the Hong Kong Market and cooking tips and experience from the stall owners. Hong Kong Market can show "You can have better food in a same time" in this project.
Documentary of traditional industryWith the time goes on, there are various of the traditional industry are facing marginalized and be eliminated by the times. The traditional industries are important social context, they have their own cultural value and unique skills, which have taken root in Hong Kong many years ago. In order to raise public awareness in the traditional industry and local culture aspect, we are going to create a "documentary of the traditional industry of Ngau Tau Kok Market'', in order to record down the story, history, cultural value, product, tools and so on. In our social project, we found out 7 potential old industries to create a documentary. Taking Ngau Tau Kok market as the context, we conducted a series of field visits and interventions to the old shops. The project has record down the background history, stories, tools, products and relationships of the six old shops in Ngau Tau Kok Market by communication and information collection process.
This project concerns the relationship between space and visual perception. Space and how it is perceived are essential elements for environmental design and architecture. Perception relates to an individual’s viewpoint as a unique and subjective phenomenon. This project elaborates how human capacities enable sensory contact with the world around us.The project explores this idea through pure geometry, particularly regular polyhedrons, reflective surfaces, and translucency. These phenomenological explorations deliver unexpected viewpoints, juxtapositions, and points of view, questioning what happens when unexpected views and perspectives confront a viewer’s perception.
This project probes what connects the imagined community of Hong Kong’s young generations. It takes stock of experiences of shared suffering. Any imagined community is shaped by a common context and by shared experiences, and this project involves a series of documents that capture and display those of Hong Kong.
As the years passed, Grandpa Nam’s memory faded away, dreams are the only thing he relies on. He looks for the whereabouts of a mysterious woman in his dream everyday. Grandpa Nam met a young man called Nam in the confession room. Nam could not face his wife's suicide. The memory is painful to him, but grandpa Nam envy him. Grandpa Nam suffered from the blank memory, but Nam yearned for it. They tried to change each other's mind into what they imagined. A choice burdened with heavy morality and courage. One day, grandpa nam accidentally entered the parallel space of the wheat field, and was shocked to realize that Nam was himself. Grandpa Nam finally knew he was affecting the life of his past (Nam). If grandpa Nam escaped, he would continue to be in the cycle of losing his memory. This time he will choose to face or repeat the mistakes. No one knows.
The peripheries of society hold the capacity to transform their limited resources and barriers into settings for various kinds of opportunities. This study engages with the multi-disciplinary research focusing on gender, social exclusion (inequalities) and urban peripheries through the lens of (informal) mobility in order to reveal the inter-relationship between them. In the context of emerging countries, mobility and social exclusion is most visible in the case of women who live in urban peripheral areas and experience restriction on their movement because of social, cultural and economic issues. More specifically, it seeks to investigate into daily mobilities of urban marginalized women to recognize mobility as capability.
This research uses a combination of new technologies along with mobile methods like ethnography to reveal the inter-relationship between social and spatial mobility of urban marginalized women. Digital ethnography (GPS technology) is used to understand the daily mobilities of the respondents. Informal interviews before and after the GPS stage help to reveal the aspects of socio-spatial reproduction.
Tai Po has been designated as a site of special scientific interest with important ecological value. Tai Po Egretry is the cradle of egrets for generations. However, under inquiry, it was found that most people knew very little about the wildlife here. Until 2017, tree pruning works were carried out by the LCSD at Tai Po Egretry, led to a large number of injury of egrets. The incident has brought the public attention to Tai Po Egretry. Up to now, although the problem of egret dropping excrement has not been solved yet, Tai Po residents have successfully worked out a corresponding solution to coexist with egrets. Unfortunately, Tai Po residents still do not know enough about Tai Po Egretry.Hence, the project attempts to record the daily life of egrets with interesting graphs, making people understand the egrets. Additionally, the emergence of the mobile Observation bus stop allows the public to appreciate the egrets and learn about the ecology of egrets in Tai Po from their daily life.
Framing History of Hong Kong consists out of 4 main parts: The first part looks at the spatial technologies and stage technics used in theatres throughout history. Herein the research focusses on the visual manipulations used in the stage technics and their display toward spectators.
The second part highlights the important sections of Hong Kong’s history. Inspired by the previous research, the design narrates a number of stories using theatrical technics, framing the specific angle of the city, optimizing and maximizing the characters of certain stages of history and how they are used in theatre scenes.
In combining these two parts, the third part creates the immersive experience from the first-person perspective. By producing different forms of headwear, googles and lenses whilst uses features and functions inspired by theatrical technics, the project delivers optical illusions or other visualizations of space.
Part four, the last part unfolds each headpiece, expanding the spatial techniques into technical drawings in parallel research work, working mechanisms and experiential functionalities.
The “Intergenerational Cooking Project” aims to enhance communication and create memories between the elderly and young people. After documenting and analysing the living patterns of grandparents, it was discovered that many elderly wished that they could spend more time with their grandchildren, meet their old friends, and relive the good old days. This project proposes to initiate potlucks as a medium to bring these different people together once again. In every potluck, they can design their own dish based on the given templates which facilitates them to work together and document the cooking process. In the long term, it can be hosted as a workshop in elderly centres by different organisations, but also for anyone who wants to use this to bond with their own family members.
Using open-ended play with sound to spark imagination & develop creativity. Encourage explore and experiment process than the final outcome and result. Using cues for physical action input and sound output. Linkage between the sound, action and form. Using simple form of circle, rectangle, triangle represent objects.Nature sound is chosen for this project to define scope and scale of this project. Using a set of theme to generate a picture for the player to imagine different scenario of the set theme. Each pieces represent different sound/ sound effect. To make the module, it needs to start from the main unit than expand the connections of the board.Initial play by visual cues for interaction then experiment with different input and combination to create sound and rhythm. Testing with different interaction with the modular boards and create different rhythm.
As we know procrastination is a habit and most people think it’s a bad habit. Some of them may think this habit would disturb their life schedule seriously. But it is a habit that difficult to avoid or quit as the procrastination is an innate habit of a human being. Therefore, I would like to through an advertising campaign to encourage the target audience through the historical artists to face the procrastination with an optimistic attitude as it is an innate habit which cannot quit completely and tell the audience by using a message.
We are living in a fast-paced city. Most people have a heavy workload which made the life of them may get busy and hectic. Therefore, they get more and more pressure and negative emotion, such as insomnia and headache. These problems appear immediately. However, many people keep in a negative emotion for a long time and don’t know how to deal with their emotions which will have a bad impact on their daily lives. Meditation is an effective method to improve this situation, but many people don’t familiar with meditation and even don’t know how to start meditation. Therefore, an effective meditation product is important for people!
To cure daily anxiety through 3 transition spaces by providing spatial and sensorial treatment in order to promote internal and societal awareness. This is a capstone project done by a student, Kitty Lee, from The Hong Kong Polytechnic University, School of Design, Interior and Environment design.
Capstone project Arch-olgy proposes 3 mental healing pavilions in the dense setting of Hong Kong. Using 3 urban and accessible transition spaces the project looks at the spatial embodiment of specific treatment plans to help alleviate anxiety, stress and mental illnesses commonly found in the city. mediation. Each designed with a specific user group in mind (Ladder Street, Harbourside and Causewaybay), the pavilions link the experience of spaces and metal stimulus together. The white pavilion – Causewaybay - provides a daily respite from the urban grind, where people can find solitude or inflection to secure their mental state of mind. The colour pavilion – Ladder street – focusses on colour as meditation elements, with the water pavilion – Harbourside – uses the material of water as mechanism to provide meditative stimulus within the short period of reprieve.
“Waste” means useless? “Waste” means valueless?Nowadays, many consumers like to judge by appearance and disregard the value behind the product when making their purchase decision, especially for environmental-friendly product. From their point of view, upcycling product is only “imperfect” and "valueless" merchandise made by “waste”."F My Life” campaign dives into the topic of “waste”, aims at removing the negative label attached to “waste” through the “F-stories” of different young adults. Audience are encouraged to redefine and discover the value of “waste” from another angle, just like FREITAG believes the story behind each upcycled material make their products become one of a kind.
Meemo smart tools are a set of product that will transform any office area into a smart, interactive space. Especially, with the design of Meemo notes - Transparent sticky memos, connecting great ideas across the space is easier than ever. These smart notes can make ideas discussion and presentation meeting more interactive and productive, by blending seamlessly physical analog writing with advanced smart cloud technology. Meemo sticky notes are used with Meemo office products - The Think Pen and smart interactive ideas/ tasks organizing software
This is a narrative project explores the correlation between ""The Unity of Heaven and Man"" and ""The alleyways in Kowloon Walled City"", depicting how an ideal imaginary metropolis could be formed based on the complexity of alleyways, and interpreting certain kind of human activities that could be held in such a nature-humankind creation.
“The Unity of Heaven and Man” is a traditional Chinese philosophy, which highlights the fundamental significance of nature to human affairs. ""Heaven"" represents ""nature"" and ""god"", while ""Man"" refers to ""humankind"" and ""society"". It is also interpreted as four spatial features in this main concept, which includes Tree-like Extension, Hierarchical Levels, Enclosure and Semi-Openness. A whole new vision of a continuous space is shown under the tectonics of WUXING, a form of ancient Chinese geomancy, which includes wood, fire, earth, metal and water, and represents specific seasons for each zone, provokes a certain order and different activities.
This project began with research into the phenomena of suicide and academic stress. This research inspired and evolved into a simple, deconstructed thesis question: Can space make someone more willing to speak about difficult things, or to divulge their innermost thoughts?
Moving from research questionnaires and interviews with therapists and clergy, this thesis project conducted first-hand research on the relationship between spatial design and self-divulgence. Full-scale testing led to a projected exploration through models, orthographic drawings, diagrams, and collages. These products test possible ways to create a space for communication, in which view, ergonomic relationships, sequence, and physical phenomena play key roles.
As Dr. Dean Ornish, a leading researcher in healthcare explains, "When you take the time to get to know your feelings, you become less stressed and you can think more clearly and creatively, making it easier to find constructive solutions." Designing an interactive communication device for couple to share and express their feelings about work, kids, to even their relationship in an interesting and fun way. A houseware that able to assist the couple to resolve conflict when they are in need.
“Aesthetic” is an abstract word seems can be understood by visual or other senses. With the culture of Hong Kong, “Aesthetic” seems only to have a connection with art and design, this word is hard to realize by the people who without the fundamental knowledge of art and design, they believe there are distant with “Aesthetic”. In fact, aesthetic is a sensation of human, we can use aesthetic by any sensory organs, even emotion. This is a kind of unique sensation stimulation in our daily life, and the pleasure is the proof of aesthetic that exists in our life.
In order to investigate how people generate aesthetic in life, this project invited a group of interviewees to do the daily aesthetic test. After the test and literature review, there are three insights were found: nature, memories and stimulation, moreover, the main inspiration of aesthetic comes from daily life.Background: In Hong Kong, no matter what the society or the older generation, they believe that the youngsters, the post 90s, who are not hardworking, and cannot overcome hardships.Insight: In fact, new definition of youngster’ hardship is created, as they are suffering in mental, stressful and intangible hardship, no longer in physical and labour. Their hardship experiences are unique and personal, it can only be understandable by the young generation.Strategy: GET: The youngsters, the post 90s, who was suffering from hardshipTO: Understanding that Heroes Beer co will overcome the suffering together with themBy: Telling them those who understand you will understand.Creative idea: The creative idea is based on the suffering that experienced by the post-90s generation. Presenting a statement “The hardship that the post 90s suffered, give strength to become a hero to overcome numerous of difficult situations.” With a tagline: We don’t see these as suffering(我地唔覺得呢啲叫捱)
Dose love last forever? This is hard to be assured, but there is one thing that is sure, our love towards our clothes is very short lived. In the modern world, we are all taught to buy way more than we need and dump whatever we don’t need or want anymore. Hong Kong’s wasting issue has always been a heated debate. We love fashion but we also grew out of love fast, we just can’t help it.For that reason, “The unwanted project” is rolled out.“The Unwanted Project”, is dedicated to all the things people used to like and want. It acts as a reminder to people for those things that they do not remember anymore. The project is aiming to trigger audiences’ memories, their old memories. This is also going to be an ongoing project for finding the unwanted pieces, the old fashion trend we all once loved but do not remember them or even hate them now. This is almost like breaking up and ending a relationship which inspires the tagline and the poems in the videos.
28 consists of an app and a device for people who don’t care much about skincare to build up a skincare habit of healthy skincare. We integrate the skincare habit with the user's daily routine which is teeth-brushing. They can gradually build up a skincare habit while doing their daily routine. With our app, users can analyze their skin problems and receive information about relevant skincare products.