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Part 1:

Hemali Bhuta’s multi-disciplinary practice is primarily concerned with the notion of an ‘in between’ or ‘transitory’ space and the elements that contain or create those spaces. For Bhuta, ‘in-between-ness’ is a plane where the limitations of dimensionality do not apply and there is a possibility for transcendence. Bhuta’s work often references ritual, both religious and domestic (building off her earlier experience as an interior designer), and she uses materials of ritual, from wax, to alum, to soap, to transform spaces and to draw attention to its often forgotten corners and architectural details.

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Hemali Bhuta’s Growing

Made from incense sticks of different fragrances that are strung together and suspended from above, this work is a reaction to and continuation of a previous work, The Shedding (2008). The constant cycle of shedding and growing reflects on ideas of growth, life and death, and the state of ‘in-betweenness’. Growing is also informed by the Buddhist concept of dependent co-origination: human beings are a unique species, yet form part of the larger whole that is Nature; both are subject to the same cycles of birth, growth and death. In this respect, we are like the single incense stick that aspires to be singular and ‘pure’ with its own novel fragrance, yet is also part of a larger perfumed environment. The work also alludes to ideas of tangibility, fragility and temporality. Bhuta’s use of unusual materials reaffirms her interest in the transformative power of vernacular everyday materials and their aesthetically generative possibilities.

 

My version of Hemali Bhuta’s Growing setup

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Hemali Bhuta’s other work

Hemali Bhuta’s Shedding

Shedding depicts long brushes, made of black horsehair, that hang from the ceiling. The artist created vibrations that caused these brushes to shed their hair and accumulate in a thick, black carpet on the floor. Shedding references the hair of pilgrims, which when cut in religious centers, is an act of devout belief and personal sacrifice – which is further commodified and exported in the form of wigs used for a variety of transformations by its future users. The artist takes a closer look at the manifold strategies with which we hide, expose or transform ourselves, giving in to society’s constantly changing demands for individuality and belonging. Beyond an impressive aesthetic play of form and process, Bhuta raises important questions about the manipulation and the covering up of reality.

 

Part 2: Thoughtful interaction design

Previously, Kim Goodwin’s “Designing for the Digital Age” mentioned that a good design has to satisfy human’s needs and wants and design only happens when there is a issue, while in Jonas löwgren and Erik Stolterman’s Thoughtful Interaction Design, a good design is defined in relation to societal laws; regulations, agreements and contracts, and in relation to ideological considerations such as democratic, cultural, and environmental ideas. To bind them together, a good design would refers to a well thought solution that satisfy the end users and their society.

Jonas löwgren and Erik Stolterman’s idea of a thoughtful interaction design refers to the process that is arranged within existing resource constraints to create, shape, and decide all use-oriented qualities (structuarl, functional, ethical, and aesthetic) of a digital artifact for one or many clients. To create a thoughtful interaction design or a good design, the designer has to learn to overcome challenges, push himself to the limit and to has a critical mind. The designer has to study the man-computer interaction and formulate their own thoughts, considerations and actions for the interaction. Designer need to be flexible in their design, as their target audience may be different and different users will have different habit, traditions, and practice, and therefore every design process is unique.

 

A thoughtful designed interactive experience: Snap Chat

  1. Layout: Jonas löwgren and Erik Stolterman mentioned that the complex can be make less complex by organizing, structuring, and categorize, the design must be neat and categorized accordingly in order for the user to be able to use the product with ease. Snap Chat organize it’s content so that only the content the user want to see is displayed on the front page. As a designer, you might also need help in creating order and meaning in a complex world.Snapchat allows/encourage users to film with their phone vertically, which is more convenience for most phone users as we tend to keep our phone vertically. Beside being more convenience, it is also quicker to take video or photo without rotating the phone.

 

2. Privacy: Something today society needs. The contents that the users sent out using Snapchat will be deleted the servers and the receivers’ phone, a feature which will prevent people from getting trouble from social media. Users can choose which friends they want to send to or whether they want to set it as their story, which will be visible for a day and disappear. The main concept of the Snapchat is to encourage user to create casual video or photo and send to their friends. Users don’t have to stress about having the needs to create quality video or image and do not need to worry about not receiving enough likes or views. Snapchat convinces users that it is alright to share content that is only temporarily interesting.

 

3. Facial recognition: Snapchat is one of the pioneer in video filter which users can easily used it to spice up their video or image. Snapchat facial recognition can read up to 2 faces, by doing so Snapchat encourage users to interact with their friend and through this interaction Snapchat received free publicity.

Overall Snapchat’s function is fairly simple and straightforward and I will say the design of it is well thought out, users are able to use the product without too much explanation.

 

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Part 1: 

Singapore Biennale 2016: An Atlas of Mirrors

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The exhibit that I find most interesting is Growing by Hemali Bhuta. Growing is informed by the Buddhist concept of dependent co-origination: human beings are a unique species, yet form part of the larger whole that is Nature; both are subject to the same cycles of birth, growth and death. I am personally attached to this exhibit because this installation is made up of a unusual material, incense sticks and because I am a Buddhist myself I find it intriguing that someone actually used incense sticks in Art. My impression of incense in always something very holy, something I will not touch unless to worship the god or the dead. However Hemali Bhuta used incense sticks as a connection to the dead which represents death. And because the installation is made of incense sticks of different fragrances, I could smell it from far away and I was very curious where does the smell came from. This smell represented us as living beings taking most spaces.

This installation is made of Incense sticks, monofilament threads, metal weights, tape, staple pins and hooks. Hemali Bhuta is process-based artist, she loves to explore the colours, textures, sizes and smells of various objects and tools. She is also interested in the tactile qualities of vernacular everyday materials, and their potential to be transformed into aesthetically pleasing artworks that provides a new perspective to the viewer.

Project URL: https://www.singaporebiennale.org/pdf/artist-folios-pdf/Zone1_HemaliBhuta.pdf

Part 2:

In response to Kim Goodwin’s “Designing for the Digital Age”, I agree that Art and Design is different. He mentioned “design is a craft because it is neither science nor art, but somewhere in between” and Art is something personal which “expresses the inner vision of the artist” and there is no right or wrong ‘answer’ to Art, but there is bad design when the design failed to serve its purpose and it does not matter if it is about the designer or not.

This is a very interesting concept which clearly explain how is Art and Design different, it is also a very important discovery for myself as this help me to understand what I want I actually to do and clear my doubt about whether my works are good design or are they a piece of art. I also like how she mention that design can only happen when there is certain constrain , as Art is something more personal and design is about solving a problem to help the fellow human beings, animals or the environment. Therefore Cooper has came out with Goal Directed Design which I feel is a great tool of a guide to help the way designers think, so that it is more effective and faster.

Cooper’s Goal Directed Design is breakdown into 4 parts: Principles, Pattern, Process and Practices which can be apply to my thinking process in the future

Principles: Asking appropriate questions about my design.

Pattern: The vocabulary of design from research, exposing self to other’s work and through experience.

Process: The right Personas

Practices: Working with Clients, Colleagues and Engineers

This 4Ps will boost designer thinking process and minimize designing on the wrong direction.

Questions

1. Why do designers need such a long time to master the technique?

2. How to work well with the Engineers and not let them get into our way?

Resumé

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LAU SIN YEE

321 Woodlands Street 32 #09-251,   Singapore 730321

Home: 63691947    Mobile: 91911244       Email:  sin_yee_@outlook.com.sg

Education


2014 TO CURRENT      NANYANG TECHNOLOGICAL UNIVERSITY                
Art, Design & Media   

Bachelor of Fine Arts in Interactive Media (Game)

 

2011 TO 2014            NANYANG POLYTECHNIC                                                     School of Design  

Diploma in Space and Interior Design

  • Awarded 5 Director’s Lists from Year 1-2 & Year 3 Semester 2

 

2007 TO 2010             CANBERRA SECONDARY                                                       

GCE ‘O’ Level

  • Top in Art & Design GCE ‘O’ Level (School) – 2010

 

Activities


2014 TO 2017            JUNIOR COMMON ROOM COMMITTEE, HALL PRODUCTION, HALL BASH                                    & FRESHMAN ORIENTATION CAMP

Publicity and Publication officer

  • Directs a group of photographers and artists
  • Conducts creative brainstorm sessions
  • Provides design skills in visual design, photo shoot, videos and web design

 

2007 TO 2010           ST. JOHN AMBULANCE BRIDGE

2010                          Chairman

  • Leading the committee to come out with weekly activity
  • Organize and oversees events for 60 cadets unit

 

Working Experiences

 

BANYAN TREE, ARCHITRAVE                                    APRIL TO JULY 2014

ASSISTANT PROJECT COORDINATOR, FF&E                                                                                                                                                                    

  • Takes charge of selecting furniture, finishes
  • Provides CAD drawings

 

CREATIVE EDGE, INTERN                               JUNE TO SEPTEMBER 2013

  • Prepares digital drawings, 3d models, prototypes and presentation documents
  • Identifies problems and generates design ideas

 

Skills

 

Software Skills:

  • Conversant with Microsoft Office Suite
  • Proficient in use of Adobe Photoshop, Illustrator, InDesign, Premiere Pro, After Effect, Muse, Dreamweaver and Acrobat, Autodesk 3Ds Max, Maya, AutoCad and Google SketchUp

 

Language Skills:

  • Proficiency in English and Chinese

 

Administration Skills:

  • Planned activities for CCA
  • Assisted in orientation camp

 

Hobbies and Interests

 

  • Playing games
  • Reading design related articles / magazines

Illustrative Wanderlust

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This website is a personal travel blog that break away from the usual blog design. This blog aims to provide reader a better scope of what they need to know before visiting a country (how much to bring, the location of an attraction and how to travel to the attraction. Travelling information are layout with illustrations instead of text, this is so that reader can visualise better and it is more engaging.

Index Page

IntroReader will first enter the country selection page where reader can select which country they wish to find out more. Country that the blogger has visited is depicted with illustration. Upon clicking a country, reader is navigated to an introduction page of the country where blogger show a general statics of the country. This serve to provide a guide to determine whether the country is worth visiting. Reader that has decided to visit the country can learn more through the life hack and experience columns.

Blog pageThe blog style of this site is built upon a vertical timeline and a map. The timeline and the map are layout side by side for easy reference and east viewing. The map’s pins show where the blogger was at the of point posting so the blogger can point out exactly and clearly where is the attraction. The timeline allows reader to access to the location’s information and the time of the day the blogger visited the place with no trouble. The content of the blog’s post can be in the form of a quote, long text, image or trail that the blogger took (which airport or terminal blogger been to and what transportation is being used).

GalleryA gallery of pictures taken by the blogger are layout together to inspire reader on his/her next trip. The reader can find inspiration to have what for dinner, where to go and what to do. Most important it is for reader who want to travel overseas but has no idea where to go, this gallery will come in handy for these reader.

A project that shapes my life : The EA Sims series

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How it inspires me:

After playing Sims 2, I fell in love in building houses for my Sims and I realised that I have a passion in space design and as a result I decided to take Space and Interior Design in Polytechnic. While I was in Polytechnic, I learnt 3D-modelling, subsequently I started making custom content for my Sims. I started with making simple pattern to furniture and eventually clothing. After which, I wonder if I could further enhance the game play by creating mods for it and bought me here, Interactive Media in ADM.

The Sims game series have help me discover myself. It makes me wonder what kind of game I will make in the future that will be better than the Sims series.


The Sims 2 is a 2004 strategic life simulation video game developed by Maxis and published by Electronic Arts. The Sims 3 (June 2, 2009) is the third major title in the life simulation video game developed by The Sims Studio and published by Electronic Arts. It is the sequel to the best-selling computer game, The Sims 2.

Game URL: http://www.thesims3.com/