Final Project Ideas

Idea Project 1

Problem: Unable to travel around the world due to high cost
Idea: To be able to ‘see’ through cities in motion.


I had thought of the idea when I took my pet hamsters out of their cage and into the hamster ball for their daily exercise. The ball allowed the hamsters to freely roam about my larger house unlike the boundaries of their cage. This has made me wonder about how we as humans are rooted to our familiar home and streets and of how to be wandering about an unfamiliar area, without worries.




Incorporating google maps and videos as part of this experience, I’ll plan to build a human sized controlled-sphere that allows the user to steer towards their intended direction.The user in the ball can also interact with certain places of interest to see it’s video footage.

The aim is to enhance and create a virtual sensory experience of another country’s city/town for the inquisitive explorer, so that they’ll have a little know-how without getting a plane ticket.



Idea Project 2

Problem: Boring under-construction signs in public spaces.

Solution/ Idea: Making an interactive whiteboard/wall.

The idea is to utilize crowds at these public spaces to interact with each other, through projected screens on blank walls. Built alongside the projector would be a kinect sensor. There could be an interactive ‘genie’ that stays hidden until you attempt to set him free through a hand motion. Once the ‘genie’ is set free from the walls, users are able to talk with it and it’ll answers questions of what’s happening inside, or show a progress bar/ list of things that are ready.


As the screen is digital, we can also incorporate casual games for people to play and let time pass by while waiting to meet with their friends.


Idea Project 3

Problem: Taking technology for granted.

Idea: To let people go through a menial task – walking in a maze.

While maze are usually physical in form, I would like for the user to go through a screen-based labyrinth. This idea is inspired by Crystal Universe by teamLAB at Art Science Museum, where users are mesmerized by lights while walking on a narrow path.

1 images

My project however, incorporates the psychological fear of being trapped in the maze. Much like a glitch in the matrix, I want users to experience being part of data and see how it’s being transformed into text and images.

Assignment 7+8

Part 1: Future World Response

Write a response to the exhibition “Future World”.  Keep in mind the following questions – What is experience design and what are the possibilities of responsive environments? How might this change the way we think about the world around us and the ways that we communicate with each other?

At first glance, I had thought of a ‘future world’ where technology triumphs over man and seize their jobs and livelihood. However, “Future World” at the Arts Science Museum had shifted my thinking such that technology still needs man to function. Divided into 4 parts: Nature, Town, Park and Space, the exhibition serves to relate to the everyday perceivable things we see outside.

One such exhibit was “Flowers and Butterflies”, we spent quite a bit of time here as we’re mesmerized with the room. It is most beautiful to have the animated flowers surrounding the user, especially more so that they are interactive. They are designed such that it responds to the human’s actions, such like tapping on the butterflies (and making them faint). These set of features were not explicitly shown, but were experienced and realised by the user.

As we moved on from exhibit to exhibit, I found out that majority of the works are engineered for real-time digital interaction. Another work I was fascinated with was “Connecting Train Blocks” where coloured blocks lie on the table represents different structures/paths that connect with each other to build and form the environment.

It gives a chance for the viewer to interact and make changes to the work. Enabling them to build new pathways as they are virtually mapped out on the table. I find this set-up useful and could potentially help designers and architects for building purposes as variables change in quick-time. Another similar work was “Sketch Town Paper Craft” where users take a blank paper, colour in the object (building/plane/bus) and gets scanned into Sketch Town. The exhibit encourages users to have a part of their identity be in the digital environment.

With that in mind, I felt that most of the exhibits were meant to ignite the creativity of children, there were many colourful themes and intuitive interfaces. The ‘create your hopscotch’ lets kids have the opportunity to design their play as well.

“Future World” has accomplished a 2-way feedback system where technology and the user interacts. The user does an action and the work ‘reacts’ to user. I wonder if there could be more ways to explore this interaction other than just ‘one touch one action’ and could do more beyond screens. Overall, I really did enjoyed myself experiencing these behaviours and look forward to more fascinating works by teamLAB.


Part 2: Start to work on final project proposals – prepare three ideas for a screen-based experience that you’d like to create (it can be speculative). Prepare a slide show to illustrate your ideas. The ideas can be based on any of the field trips done so far or can be something completely new.

360 City Sphere

Augmented Reality Room (see parts of what you want to see)

20161003_103407 20161003_103752

Touch Interactive Wall Games


Part 3: Find 3 examples of a product/project that you think are good examples of thoughtfully designed user experience. Be prepared to support your choices.



Part 4: Reading Response – Kim Goodwin

The reading is helpful in terms of setting a design direction, and goes in depth on how to facilitate the designer for the project at hand. In the introductory chapter, Goodwin sets out the general term of design – that it is has constraints and that it must serve a human purpose. She dives into ‘Goal-directed design’, where they focus on the back-end user for the usage of the product. This method is proven to be successful and it helps even those who are weak in technology.

Through a goal-oriented process, the project will sure be much more motivated and would stand a higher chance in accomplishing the task. Goodwin presents detailed steps that every designer should undertake and possibly follow for a meaningful product.

Question 1: While I’m sure that goal-directed design is useful in interaction design, I wonder of how it is useful in other parts of design e.g product. Would goal-directed design only apply towards technological-based objects?

Question 2: Would having to cater to multiple people when designing a product prove the design to be too complicated?

Assignment 6

Thoughtful Interaction Design
Jonas Löwgren

This reading has placed a very theoretical way as to how designers should perform in their line of work. As an student majoring in the arts, we would place emphasis on learning about concepts and practice achieving for a standard with school assignments. However, we rarely design for the ‘other’. The chapter teaches us about ‘good design’ being determined by many factors and also it takes a lot of time and effort. What really constitutes to a ‘good design’ must be understood by all. I quote from Lowgren, “a sophisticated and complex artifact might be seen as bad while a simple one might be seen as very useful”.

This book has also incorporated for us to not assume that design works independently and we must understand that the design is part of a larger concept. In the introductory chapter, it provides a schematic way to how designers can deal with complex challenges and create something new, manifested by technology and new knowledge.

The author also mentioned, “dominant conceptions have to be challenged” and I felt that this will be very demanding of the designer. Looking at these pages (12-13) I wonder how much of this would the designer really need to know as it’s not explicitly discussed.

Question 1: I wonder about the conflicts a designer would feel to create a project for the client, or for the public or for himself/herself. So how far would a product design project go for each of these individuals? (e.g what does it mean to be the client, what are their roles/responsibilities etc or examples to show this relationship …)

Question 2: I was also intrigued of the age of technology in design. How would these digital artifacts be prominent in a design as opposed to similar designs in trends? (If theres an object like so-and-so, how can you use digital artifacts to be “better” than that object?)



Day 1

Tuesday 13th September
Monitoring usage of phone (& computer):

09:00 ~ 11:00 – Various alarms set off but did not wake up. Scanned through emails half asleep.

11:55 – Checked date and time

12:12 – Noticed that solitary people use the phone to read notes on campus shuttle bus … 

12:50 – Checked messages and email. Sent a message to a Carouseller (online marketplace app) to confirm details on meetup and exchange.


“Omg how could you had back out at the last minute!”

Seller had requested to change schedule. Fortunately(!!!) I was using the phone today if not I would not have known! >>

13:00 – As lessons and quiz starts at 1315, I went to prepare myself by reading notes on the computer.

15:00 – Lesson break, used phone to scroll through my news-feed on Facebook, to check out on exciting news … (none/can’t remember), also went to check messages on Whatsapp.

1630 ~ 1730 – Took the train out of campus, had read chapter of assigned homework material (Lowgren). Also used phone to search for recommended food to eat in Orchard, I noticed one that caught my fancy. But as I reached the area, I realised that this restaurant did not exist anymore.


Hmm, what is good and cheap at Orchard?


Gloating at sister

18:00 – Took picture of food and sent it to gloat at sister. >>


on Snapchat

1830 ~1930 – Train, reading game design book. Had used Snapchat to send funny pictures of myself to friend. >> (bored and I thought it was quite funny to have a picture attached with text).


This is my favourite tool out there …

Also went to check how long it takes to go back NTU, as I was rushing back for a project meeting. Apparently 70 minutes … I was going to be late >>


1940 ~ 2330 – Went to do up Presentation slides with project partner using the computer. Used Facebook as a de-stress mechanism.

Day 2 “No phone”

Planning to do it on Tuesday 20 Sept 

Tuesday 20th Sept  aka longest day ever

I slept through my alarm clock because it can only ring once (no snooze feature), as compared to my phone’s multi scheduled alarm clock. I then headed off to school via train. During this period of commuting from home to school, I would usually put on my earpiece and listen to music on my phone’s playlist. This time around, I was absolutely bored … so I divided my attention to listening to the noises of kids playing in school. It does bring back some fond memories to me as a primary school student.

In the train, I took out my notes to study. I observed many people using their phones – messaging, movie-watching, scrolling through Instagram/Facebook. Instinctively, I too unlocked my phone to see if there’s any ‘new notifications’, but realised quickly and turned it off. I then continued revising through notes. After awhile, I dozed off.

During the commute in the school’s shuttle bus, I realised how the ‘crowds’ of the bus impacts my decision to use the phone. All the while, the phone is tightly clasped in my hand. So when the crowd came in, I wanted to look at my phone for social media updates. But of course, I resisted and persist through my journey. Also, when it came to something interesting outside, I wanted to grab my phone, open the ‘Snapchat’ app, take a picture and show it to my friends. I also had wanted to ‘tweet’ about how I might not survive through the day.

It led me to reflect if I’ve been ‘over-sharing‘ in my life. The contents of what I have posted may not be informative or intellectual as it’s more of a ‘fleeting’ moment/sense of pride that I have observed something unique. I also wonder if that’s the case of what my friends think through as well before posting on social media – if it’s something useful for the other. Or if they are posting content more for themselves.

On my lesson’s break today: I headed out to chat with my friend instead, I learnt new things about her progress in her work and also new information on part time jobs. It’s wonderful to hear about them first hand.

After lesson, I felt I needed a huuuge break. Usually I would be playing music from the phone or phone games, this time around I tried not to think about them and thought about dinner to distract myself.

As I head out to the bus stop again, I noticed that many solitary people would use their phone, while people in groups talk to each other. I thought about striking a conversation with an senior man beside me, but hesitated. I would also usually check out the next bus arrival timing on my phone. The waiting time for the school’s campus bus was usually long and I tried my hardest to bear through with it, comforting myself at the idea that I would be able to use the computer in a short while. Speaking of which, I also realised I could not use the phone as a memo pad and thus was not able to jot down my observations until using the computer.

On the peak bus ride out of school (I commute alot), I noticed this incident where most people were too busy engrossed in their phones to make space and move towards the back of the bus. I went to the back and did a count of who were using their phones … about 14/23 of them. I also saw some foreigners using the phone to video call their loved ones at Boon Lay MRT, it must be great.

I wasn’t able to complete the challenge as I was engrossed in a new multiplayer game on the phone, 4 hours to the deadline.

Conclusion: All other apps aside, Messaging was not easy to let go when not using the phone. For this challenge/experiment, I had checked my phone’s notifications box every 4 hours for any important messages. At 8pm there was an ‘exciting’ group chat and I had wanted to get in on the news. My dad also had called me up (for unimportant reasons) …

Without the phone, I would not be able to transcend the space-time continuum and communicate with them as easy as it is. While I’m able to defeat all the social media apps, I would need to rely on my phone to chat with friends and family on other corners of the country.

This experiment allowed me to think of how we use our phones on a daily basis. I probably have took for granted that this device could do so much within the size of my palm (would rather use phone to read notes than take out A4 sized textbook when commuting) and believe it is a necessary tool in life – Information at your fingertips. If I were to do this again, I’ll probably do a 24 hour no phone challenge without checking back at messages and hopefully imbue it to my daily life to notice a bigger change.

Assignment 5 Part 1: Response Reading

Hidden in Plain Sight, “You Are What You Carry”
Jan Chipchase

As an avid user of the mobile phone, I’ve took for granted its features and capabilities and rarely the thought occurred to me of how people in the past could have lived day to day without the convenience of it. I felt that the chapter had overall provided a new outlook on our habits and behaviours when utilizing the product.

In terms of our carrying behaviours, Chipchase had mentioned that we have our needed things right where we need them and also, using memory and proximity to help us keep track of the ‘everyday objects’. I learnt about the “range of distribution”, where he analyses how far a person can feel comfortable without their personal belongings in public and “centers of gravity” where portable objects tend to cluster.

It reminds me of how much we carry each day; Some of us may carry the bare minimum like wallet, phone and keys, while some creatives like me would bring our sketchbook and art materials to sketch, on top of the the basic necessities as to how tourists bring a camera and etc. I would like to compare the two terms, “range of distribution” and “centers of gravity” as to how a person would not be able to survive or ‘function’ in the outdoors when they do not bring anything at all. As what Chipchase had mentioned, “the easiest way to never forget anything is to never have anything to remember”.

Question 1: Would a person not carrying anything, have a purpose to be outdoors?

Chipchase went on to how much we can “fit” everything into our phones. Like a camera, music player, documents and to add on, even mobile wallet services (e.g Android Pay, Google Wallet …). When I visited Delifrance a few weeks back, I was told by the cashier that I could pay by just tapping my NETS(debit) card on the reader. I decided to try because it was something new and after she had helped me to ‘tap’. While it’s convenient as I did not have to type in my PIN/sign anything, it also scares me to see the fast process of my money being deducted. It led me to think about theft/stealing in a digital aspect. The fast, unpredictable and unseen.

Question 2: Do you think that the convenience of a service/product is more susceptible to theft?

Assignment 1 Part 4: Response Reading

The Design of Everyday Things
Donald A. Norman

Reading the text enabled me to observe everyday objects in a more detailed manner. You wouldn’t have had realised that the design, shape and material of the everyday item has a meaningful purpose! I picked up some keywords utilised when making a product such as affordances, mapping, constraints and visibility. The terms cultivates the designer to not only design, but to also factor in the considerations of the user. If something were to look aesthetically pleasing but people find it hard at a glance for the object to function then it’s generally a failed design.

Question 1: The author delves deeper into ‘everyday things’ and mentions about 20,000 of them, right down to it’s parts. Although the book may have been outdated as it was published in 1988, and we are are comfortable with the idea of one button one function, the usage of the screen-based products such as smartphone has limitless functions (to call, to type a message, to play games, to watch videos, take pictures etc.)

As the author had also mentioned about combining multiple things together as a product and saying that it fails to sustain as an everyday object because it was too cluttered … In our future, would it be possible to take into account the use of screen-based technology to solve similar issues?

Question 2: Wouldn’t there exists a “universal design” whereby an object (e.g mug, ball) best remains as it’s original state and further actions done to it are only aesthetic?

Assignment 2 Part 2: Response Reading

Hidden in Plain Sight, “Calibrating your Cultural Compass”
Jan Chipchase

This chapter enabled me to critically analyse our way of life. What is most fascinating from the text is that Chipchase has incorporated varied perspective on certain topics which helps us to see the difference between our society and another’s. It has overall helped broaden my depth of thinking and wonder of the ‘other’ person in mind when it comes to designing experiences. However, he merely touches and go on these “everyday experiences” and did not really provide a framework on how to design and build such an environment.

Question 1: I particularly enjoyed the reading on signage. I do pay attention to its symbols but never realized of their underlying meaning. Chipchase presents his observations of the main language used in the signs, their usage of the icons and prohibited signs. He mentions that the signs “tells us more about the local culture”. However, I disagree with his views on the matter. Probably, from my point of view, the dollar sign “$” currency determines if the country is ‘westernized’. But, would legislative ‘By Law’ signs or even directional signs say much about a culture to help you design an experience?

Question 2: The approaches to observation takes place in different forms, what Chipchase has done in the chapter has largely to do with integrating within the culture by communicating with them and also distancing himself to view the bigger picture. But what if his observations are constantly distracted with previous misconceptions? If so, wouldn’t doing survey/ field tests be more of a qualifiable resource to design an experience?

Assignment 3 Part 1: Experimental map

Part 1 : 

Think of a way in which you could develop an experimental map using images, sounds and stories. Some ideas… What else would we use if we didn’t use maps to find our sense of place? How would you map the sounds you hear every day? How would you map emotions? How would you map the overlooked peoples or places of Singapore?


“A picture speaks a thousand words”, was one of my most remembered quotes from “The Princess Diaries”. Through oral examinations in primary school, where you had to go through a picture discussion component,  I thought about how much you can say about a picture alone. With so much going on, there’s definitely a 1000 words to go about it … But what if I take out all of the background details and give you a not-so-obvious picture?


I came up with an idea of having a blank background with a person silhouette. Accompanying this visual would be sound clips that you hear from the “everyday”. It could be from the typing/ printer noise from the office, to chatter and munching sounds in the hawker centre. By having a blank canvas, it allows for the person to add in ‘ideas’ based from their own experience.

Here are some noise clips I’ve recorded that would add on to the experience mapping. What do you think of them in relation to the picture?



Sound Clip 1: Chattering, “Hi Welcome”, Little tingling of utensil sounds and objects stacking heard. In reference with Visual: Man could be waiting at a restaurant for his friends to arrive.
Sound Clip 2: Exotic sounds and loud chattering. Man could be at a festival/exhibition event.
Sound Clip 3: Train sounds, minor chattering. Man is in the train, travelling.

With a few adjustments to these clips, or including more elements of noise, the viewer is able to grasp more details about what the figure in the picture is doing. There are much more possibilities for a still image to blend with a sound byte. However, I felt that this experiment could be highly dependent on the sound than the picture. I wondered how else can a person map themselves in other methods through images and stories, a sharp contrast by not having ‘sound’.

Books are one such example.
Thus, an interesting product (book) that came into mind was Xu Bing’s “Book from the Ground”. The author describes it’s cover as ‘from point to point’, which is also how the reader would comprehend the graphic novel. I thought that this could be a form of ‘image mapping’ as the reader understands the emoji (emoticons) and it’s underlying ‘story’ combined.








In the above pages, the ongoing story is that the man is preparing for his date. It’s really interesting that we are able to ‘read’ without using alphabets. But it also gets difficult, or tiring, as we are not used to translating a symbol to a word in a string manner.

I thought about the two ideas and if it could eventually match up to be a sequence based video on signs and sounds. An emoji of a man + the noise of a shaver immediately tells you a man is shaving, an emoji of a dog and sound clips of birds whistling reimagines the place of a park. So and so on.

That’s all for my sharing today.



Assignment 3 Part 2: Response Reading

Sidewalk City, “Remapping Public Space in Ho Chi Minh City”
Annette Kim

It is an incredibly well informed introductory chapter on the sidewalks of Ho Chi Minh City. Even though they do not have the necessary tools to see and comprehend the events occurring near them, Kim and her team (consisting of Vietnamese and Americans) researched thoroughly into the subject, outlining the problems of it’s use of public spaces and property rights. At the same time, looking at it’s spatial ethnography and critical cartography. From a foreigner’s perspective, Kim states her processes on how she had cultivated a deep understanding for the Vietnamese way of life. I’ve drawn insights that we shouldn’t unnecessarily judge too quickly while conducting the research and to also interact with locals for a more qualitative result.

While I have not been to Vietnam, I would relate with the usage of sidewalks similar to the streets of Singapore’s Chinatown, where a road would transform into bustling food stalls at night. It is an avenue for people of all ages to gather and interact, and have a good time together. As much as it is to food, there are also stalls on the roads selling snacks and souvenirs.

Question 1: Shouldn’t there be a dedicated spaces to host sidewalk activities without being pressured by the local authorities in HCMC? Drawing some experience from Singapore where there’s a “Speaker’s Corner” at Hong Lim Park, served as a exclusive area for freedom of speech – I felt that Kim’s idea of constructing a “tourist’s map” would actually distance the locals from entering as it would be popularised, landmarked and crowded.

Question 2: With an upcoming generation of technology and e-services, to what extent would these sidewalk vendors thrive in the long run?

More pitching


“A game with no rules”
Traditionally, games have a fixed storyline and players play it through the end, overcoming obstacles along it’s path. For this game, the “no rules” aspect enables the character to have choice to build it’s own story and discovering how their choices affects the game end.



“Finish it up!”
I would like to create a web-based documentary on food wastage. Centring on hawker centres and canteens, we see how the average Singaporean eat and if their leftovers can be minimized!



“YXBA” (rough working title as it’s the buttons on a controller)
A game-centered website/blog catered towards the Asian market, its a community hub that game designers can showcase their works and also sell it! It works as a avenue for gamers to check up on the latest talk of the local games we have. Best thing of all, it’s free.



“8Dy” – An apparel design interactive webstore.
Always been designing graphics about fantasy like characters and weird things. For this individual project, I hope to make an interactive platform that allows the buyer to see the process of work being made thru a “loading bar”.

Inspired by Domino’s Pizza’s & McDonald’s delivery process, I plan to do the same for my project. NTU’s campus webcam is also fairly useful to check if there are crowds in canteens during rush hour.

This loading scene contains animation and real footage of their shirt being printed, it is streamed/snapshotted through their order page and users can request to download the package of images/videoclips when package is being shipped.

This project hopefully motivates the buyer to see the hardship in the making of the product and also treasure the things they buy more … and also know exactly where on Earth it is.