Portfolio

 

DESIGN STATEMENT

As a designer, I always try to introduce play in my creative process.

I think that having a playful mindset liberates the brain and allows you to think more freely.

Play encourages lateral thinking because it enables you to make connections between unexpected ideas.

Play pushes you to create fresh and original ideas. I like to experiment and try new things which i believe is part of the formula for some of the most creative and innovative design works out there.

Play has also made me a creative problem solver. I think play becomes even more important when I am faced with limitations as it enables me to produce creative workarounds that result in fresh ideas with good outcome.

Playing encourages risk taking. as it teaches us to not be afraid of taking the next step forward. Sometimes risks pays off and other itmes mistakes allow us make better informed decisions in the future.

Play becomes better when you can share the experience with more people. I delight in surrounding myself with others who share the same perspective of seeing the world around them as one giant playground where the possibilities for creation is endless.

Lastly, I remind myself to keep playing. To maintain an inquisitive mindset about the world around me, to always keep learning and never think you know everything just like how you would sharpen a pencil from time to time to prevent it from becoming dull.

A  pencil is the first tool in the creation process. it can lead to sth fresh new innovative and exciting or result in sth bland borin and expected. the power lies in the thoughts and intentions of the person wielding the pencil.

 

PORTFOLIO CONCEPT

The portfolio kit was designed based on the concept of play.

Yellow is selected as the dominant color as it symbolically represents happiness, youth and innovation.

The transparent box used entices the viewer and creates a sense of excitement much similar to a kid staring into the window display of a toy store.

The portfolio is divided into different mini booklets and brochures to create a fun and non linear manner of getting to know the designer. Similar to building blocks of LEGOs, these booklets and brochures can represent the building blocks that have been carefully crafted and laid overtime throughout my studies and career as a designer.

 

 

 

 

 

Research: Privacy and the Internet

90 percent of the world’s data was created in the last two years.

In recent times, we have been digitally recording and sharing so many aspects of our lives without giving much thought about the availability of these pieces of information to other people. As we continue to inevitably move toward digitising every aspect of our lives, security and privacy protection has never been more a more important and necessary topic of conversation.

What is private and what is public information?

Are we actively and effectively guarding our own privacy?

Is there really any such thing as keeping things to yourself anymore?

How can individuals be pro-active in guarding their own privacy?

When These People Realized How Easily We Found Their Personal Info Online They Totally Freaked Out

Privacy and Security in the Internet Age

Know the risks of Amazon Alexa and Google Home

The FCC Seems Unlikely to Stop Internet Providers from Selling Your Data

Big Data: Singapore’s new economic resource

Design Statement

Having grown up as a very playful child, I liken my design process to playing with building blocks. Receiving a design brief is similar to  getting a bucket full of bricks in all sorts of shapes, sizes and colors. You take the time to familiarize yourself with the content and organize the materials that are in front of you. You come up with ideas or experiment on how the materials might possibly fit together. You start planning and even drawing diagrams to express your creative thoughts and intentions. And lastly, you execute to the best of your abilities.

As a designer, I always try to introduce play in my creative process. I think that having a playful mindset liberates the brain and allows you to think more freely. Play encourages lateral thinking because it enables you to make connections between unexpected ideas. Play pushes you to create fresh and original ideas. I like to experiment and try new things which i believe is part of the formula for some of the most creative and innovative design works out there. Play has also made me a creative problem solver. I think play becomes even more important when I am faced with limitations as it enables me to produce creative workarounds that result in fresh ideas with good outcome. Playing encourages risk taking, as it teaches us to not be afraid of taking the next step forward. Sometimes risks pays off and other itmes mistakes allow us make better informed decisions in the future. Play becomes better when you can share the experience with more people. I delight in surrounding myself with others who share the same perspective of seeing the world around them as one giant playground where the possibilities for creation is endless.

Lastly, I remind myself to keep playing. To maintain an inquisitive mindset about the world around me, to always keep learning and never think you know everything just like how you would sharpen a pencil from time to time to prevent it from becoming dull.

Final Work

“Imprints of Ephemeral Motion” is a work about our symbiotic relationship with the built environment. It stems from the idea that architects and urban planners shape human movement through the process of designing the space around them and in turn, human activities influence their surroundings overtime. A pattern will be used to metaphorically represent the built environment. As people walk past the screen, the strands that form the pattern move in response to the viewer. The imprint of the person’s movement is captured in the pattern and the elements stay in their altered state – till another viewer walks by to create a new imprint. The eventual positions of the elements reflect the many imprints of the people that walk past the outdoor installation over time.

Kinect

The skeletal tracking information from the Kinect was mapped onto the invisible collider. Due to the scale of the artwork, the upper body of the player was chosen as the tracking reference. This allowed for the best capture of viewers movements as they walked through the space.

Unity3D

unity-1-01

The strand as well as the textures were imported as assets into the Unity3D game engine. Unity is an ideal platform for the artwork due to it’s in-built physics engine, rigid-body calculations and software extensibility. Strands were duplicated and arranged randomly to fit the screen resolution of 3840 x 480 pixels.

unity-3-01

The strand as well as the textures were imported as assets into the Unity3D game engine. Unity was an ideal platform for the artwork due to it’s in-built physics engine, rigid-body calculations and software extensibility. Each strand was given a simple capsule collider on the upper-half to serve as it’s hit-box. An invisible box collider was then created to perform hit detections on the strands as it ‘combed’ through the strands. The box collider will be the 1:1 equivalent of a person when it is mapped using the Kinect in the later stages.

3d Modelling

An integrated system will be used to create aesthetically pleasing visuals and an immersive experience for the audience. This is achieved through effectively stringing together elements like aesthetics, software and hardware components and sound to create an impactful public art experience.

Visuals are modelled and rigged in Cinema 4d and run using Unity3D in the form of a game. Surround sound is added in LogicProX to complement the work. Lastly, Microsoft’s Kinect SDK is imported into Unity3D to integrate the game with the Kinect hardware, enabling both systems to function as a complete interactive artwork.

3d-model

The use of three-dimensional models lends a sense of tangibility and manipulability which allows for a more immersive experience. As such,the visual elements were created in 3D using Cinema4D as the modeling tool.

3d-model

The model is rigged with bones to allow the strand to bend. The armature was constructed in Blender. Different permutations of the armature were applied to determine the ideal number, position and size of bones that will allow the strand to bend in a natural manner.

 

 

Moodboard

 

Most cities do not just spring into existence but rather they grow organically. Architects and urban planners shape human movement through the process of designing the space around them and in turn, human activities influence their surroundings overtime.

My concept for the theme “Cities” is to use a shape shifting pattern to metaphorically represent the built environment. The work will be interactive such that it will change according to the movement of the people walking past the work.