We are interested in designs that are in-between product and architecture scale. We choose tent design to address the idea of creating space experiences that are human centered.
Tents function as a medium between people and outdoor environment that provide people a temporary space without the influence of weather. The quality of a tent will profoundly affect the quality of outdoor activities. We aim to create a better temporary outdoor space with light, breeze and broad vision for people.
BAFF is a group project, Brian Tarn and Ti-Wei Chang are co-designers. We did all the design together. However, each of us took the lead on different part of the design. I was in charge of the development and production of "bubble ceiling".
Modular Transformable Shelter
BAFF is a shelter system that can be assembled in different scales to satisfy the needs of circumstances. Each tent can change the gesture to suit the varying factors of the outdoor environment. For example, by adjusting the angle of the bubble ceiling, people can have better shading, or by altering the height of BAFF, people can have different spatial experiences.
Bubble Ceiling is made from an inflatable fabric; it can construct its shape without rigid materials, and lower down the weight of tents. Furthermore, instead of using canvas as the material, using PE makes it looks lighter and gives people a brand new feeling of tent!
Alterable Structure is composed of six joints. Each of them is able to adjust to nearly 30 different angles. With Alterable Structure, BAFF can transform into different gestures easily and become livelier as a creature.
FURNITURE + FOUNDATION
In the outdoor environment, the wind is the most significant factor that will affect the stability of tent. Therefore, we designed a system of Furniture + Foundation to keep BAFF standing firmly on the ground.
We explored the possibility of the tent from functional and aesthetics perspectives. During the experiments, we used different materials and manufacturing techniques to make the design of BAFF meet our design objectives.
The constructing process of BAFF is simple and convenient. All the adjustable units are under the height of 1.2 meters, and the process can be done with two people in three minutes.
EXHIBITIONS AND PUBLICATION
BAFF was covered by designboom, and attended 2012 furniture design expo, new designers exhibition and Tokyo Designers week 2013.
City Go Round is a project initiated in the Mind the Gap workshop with students from Royal College of Art. Further development and execution of the idea are done by our team in Taiwan.
City Go Round is an interactive design incorporating cultural arts, information engineering, and tourism. Adopting the idea of a slot machine, City Go Round randomly picks four recommended places for people to visit with a pull of the lever, saving time on the action of planning and deciding. City Go Round allows people to kick-off their adventures with actual “Fun.”
City Go Round is a group project, Ting-Hsuan Chang, Yen-Chi Ho and Yu-Hsuan Lai are co-designers. Ting-Hsuan Chang and I designed and built the machine and the user interface. Yen-Chi Ho developed the website. Yu-Hsuan Lai worked with people in London to construct the exhibition.
We worked with Tainan City Government to improve the tourists' experiences in Tainan train station. Tainan train station is a public transportation hub in Tainan city. It is a place that every tourist will visit when they arrive in Tainan. However, the information systems in the station were not very friendly to tourists. People easily got lost or feel overwhelmed by the complex, unorganized information. Therefore, We decided to focus on the design of the information system, which integrates with local tourism and public transportation.
There are three simple steps to use City Go Round: shuffling, exploring and sharing.
CITY GO ROUND WITH LOCAL COMMUNITY
City Go Round cooperates with local businesses to hold events or provide special discount for users. By combining tourists, local businesses and city, City Go Round creates a local community.
We want to keep the map as simple as possible, so we only provide information about the name, address, a rating score, as well as three adjectives that best describe the place. Also, the map is a foldable postcard. People can share their journey with their friend after visiting the places on the map.
SLOT MACHINE MECHANISM
To generate a feeling of playfulness, we focused on developing a mechanism to mimic the sound and touch feedback of a slot machine. Also, we used wood to create a comfortable sensation.
USER INTERFACE PROTOTYPE
We did a paper prototype to stimulate the using process and the switch between the physical interface and the digital one. After that, we ran it on the actual device to get feedback from others.
CITY GO ROUND IN PUBLIC TRANSPORTATION
City Go Round will be installed in every transportation hub such as train stations and bus stations. Tourists can find City Go Round within a one kilometre. As a result, they don’t need to worry about where they should go next and have a wonderful traveling experience.
LONDON DEIGN FESTIVAL
In London Design Festival, we introduced City Go Round to the people who came to see the show. People used City Go Round machine and printed out adventure map of Tainan.
3D PRINTED BACKPACK
3D Printed Backpack Project investigates the possible applications of 3D printing for soft goods. Instead of attentions to 3D printed fabric, the project focuses on how 3D printed objects can fit in the current manufacturing process and add value on the customization. The project is designed exclusively for 3D printing, which allows files to be distributed through the Internet and rebuilt in remote places that have access to 3D printers.
The project proposes four joints for four different kinds of sewing techniques. With a simple “click”, a backpack can be assembled without sewing. The result of 3D Printed Backpack is an example of how 3D printed joints can be used to make soft goods more accessible to people. The techniques can be applied to furniture, luggage, and footwear design.
The 3D Printed Backpack Project challenges the limited applications of 3D printing. Standard design processes use 3D printing as a way to create and test products before they go to mass production. People normally think of the outcome of 3D printing as plastic, grainy, and unpolished; as a prototype. But this project embraces the characteristics of 3D printed objects and uses the texture, color, and material as part of the design language. It demonstrates the possibilities of 3D printed objects as the end products.
The waterproof fabric has high resistance and is good for cutting without finishing edges. The waterproof zipper is attached by thermo-sensitive adhesive that makes the assembling process stitch free. Rubber has good abrasion resistance and can absorb shocks, which makes it a competent material for the stripe.
ATOM 3D PRINTER CAMPAIGN
The campaign aims to get attention from designers for the possible applications of 3D printing. ATOM 3D printer’s existing customers are engineers, hobbyists, and students. We want to include designers into our community. Therefore, we start this campaign to demonstrate how 3D printing can contribute to the design process. There are three themes: lifestyle, creativity and technology. In the campaign, we work with photographer Sydney Sie.
The brand image of ATOM 3D Printer. It gives people tech-savvy, function oriented impressions. Also, the way that ATOM presents itself emphasizes on how strong and fast the machine can be, which might exclude people who are not familiar with technology.
“LIFESTYLE“ delivers the idea that 3D printers can be tools to make products that decorate spaces and show your tastes.
“CREATIVITY“ makes 2D letters become 3D and plays with visual illusions.
“TECHNOLOGY“ applies 3D printing to electronic products and makes it playful.
The exhibition in FabCafe Taipei.
A clean line and simple geometry perfectly combine function and aesthetics, the scissors follow the rule of “form follows function” and celebrate the beauty of bronze. The scissors are the item that light up your desk and bring you joy in working space.
Exploration of forms and functions.
Change forms of the scissors to meet the function, and provide comfort.
Trying out the ergonomic part of the scissors.
Using 3D printing as a burnout model for investment casting.
The trial from the burnout process.
Using patina to change the color of the scissors, and creating textures by sandblast it.
Making cold mold out of polished 3D printing to create better finishing product.
Tableware 1.0 focuses on material exploration and the development of a visual language. The project starts with the ambition to create a product that functions as a picnic set and provides users with poetic, playful experiences. However, Tableware 1.0 arrives at a place where the functionality of the object is no longer relevant to the project. The result is an object that communicates a specific lifestyle, utilizing different materials and manipulating colors and forms.
Sketches of TABLEWARE 1.0
Raising a copper bowl.
Prototype of the base of the copper bowl.
Bronze casting process: 3D printing model, cold mold, wax model, cast bronze model, and polished bronze model.
Experimenting with different fabrics and embroidery techniques.
DESIGN FOR OBSESSIONS
“Design for Obsessions” proposes the idea of designers as personal doctors who tailor products based on individual needs. The project uses the girl who likes to squeegee after a shower as an example. For her, squeegeeing is a way to prepare herself for the next activities. It is a meditative and delightful process. The installation aims to provide the audience a chance to enter her mind and experience her obsessions.
This is a research/ graphic design project I did in Verdes for Haven Life. The design brief is as followed: Haven Life just moved into their new office, and they are looking to create an intuitive, and connected environment. Therefore, we are going to design an inter-office communication tool for them to nurture the office culture.
The inter-office communication tool must be made out of the cut off wood cube from the office furniture.
WHAT DO YOU WANT TO SAY?!
In the office, we conducted an internal investigation into messages that people want to leave to one and another. We found out that there are two different kinds of messages: Individuals status and group dialogue. However, individual’s status can be observed through behaviors. For example, if someone puts up a headphone and look at screen seriously, that means the person is concentrated on the work. There is no need to create another layer of communication to deliver the message of "I am busy." Therefore, we decided to focus on the "group dialogue" type of messages, which are less obvious in the office environment.
Based on the internal communication research, the messages are composed of four fundamental elements: punctuation, action, object and time. Through assembling these four elements, writing messages can be simple and interesting.
Before diving into icons design, we collected some empirical data from Haven Life's office. We gathered photos of their office and did a survey with their employees to get a better understanding of what the office conversation are so that we can create a series of exclusive icons for Haven Life.
We analyzed icons based on two qualities: expressive versus abstract and relevant (to Haven Life) versus irrelevant. We aimed to design icons that are more abstract and relevant.
The way that products are designed affects users’ emotions, beliefs, preferences, perceptions, and physical and psychological behaviors, before, during and after the product is used.
Instead of making a fixed-function, ready-to-sell product, I chose to make products that would be “informative”, meaning that I wished to give users the opportunity to explore and redefine the product through their usage. In this project, products are the gateway to accessing the notion of what it is to have an obsession.
It is a project I did in the hoop skirt and bustle class at RISD. Based on the study of historical objects, the project aims to create a bustle that fits in modern society. Being inspired by the 19 - Century painting of women wearing hoop skirts to play tennis and the movement of bustle created by doing sports, I decide to design a contemporary sportswear bustle.
Bustle Jacket has several delicate features for sports --- attachable bustle, adjustable waistband and pocket for electronic gadgets.
The painting from Horace Henry Cauty in 1885 that illustrates women playing tennis with hoop skirt.
The study of the mechanism of historical bustles and hoop skirts provides me the better understanding of the structure and how it works.
Based on the existing pattern, I created two muslins to study its form and how it interact with bodies.
Being informed by the geometric pattern and the translucency of the fabric, the overall aesthetics of project focus on playing with colors and geometry to create the street, sporty look.
I made two mock-ups to test the idea. The first one focused on the form of the jacket and the structure of it. The second one concentrated on how the bustle connects to the jacket and the movements it creates.
The second study model. Apart from the first one, this focuses on how bustle connects to the jacket and how the bustle moves.
Playing with the proportion of different fabrics and the patterns it creates.
Co-designer: Rodrigo Guadarrama
VOCAL is a product for making the sharing of recordings an enjoyable experience for users of all skill levels. Developed in a co-design process, it is inspired by and primarily geared towards older adults.
PERSONAL RECORDING STUDIO
VOCAL is a tool for empowerment through storytelling and social integration. First, it provides the user with cards that aid in the process of finding a topic by probing the user’s experiences and interests. Then, it guides them through the process of generating a script by using a series of prompts to elicit thought. Once the script is done, VOCAL is used as a recording studio and sharing platform.
GROUP RECORDING STUDIO
In conjunction with a satellite device to be used for recording larger groups, it includes everything they might need to share in a single device with a simple and intuitive interface.
Several site visits and interviews were caried out to identify oportunities around our area of interest, empowerment through education.
The participants we worked with have rich experiences, which are thoughtful and interesting. Nevertheless, it was not uncommon for them to express disdain for their own stories. This might be due to them feeling a high degree of humility regarding their lives. However, once we started the topic about their experiences, they were willing to share and they were happy to make connections with others. Therefore, we decided to design a product or a system to empower them to share their stories and knowledge in a fun and innovative way.
From the insights gathered through the use of a 5-day journal the participants completed, in addition to several interviews, a deep ideation phase was carried out to narrow down possible directions for the product.
DEVELOPMENT & USER TESTING
We conducted several interviews and workshops with our participants to make sure our design meets their needs. Also, we ran a user testing workshop to tailor the products to older adults, such as font sizes on the cards, the button on the recorder, and the usage of microphones.
All the data obtained from user testing was used to refine and inform the final prototyping phase. Using a combination of digital and traditional techniques a looks-like model was produced, showing the main aesthetic and funciotnal factors.
LIGHT AND SHADOW
In this project, we aimed to interpret the beauty of ceramics in aspect of the perception of five senses. By strengthening the perception, it allows people to learn about ceramics in different ways. Therefore, we used sight, touch and sound to express as the main concept to develop the idea of perception. I was in charged of presenting "sight". By making comparison between ceramic and other materials, people can easily perceive the nature of ceramics and feel it. Because of the similarity of chemical composition and the difference of physical appearance, I decided to use glass to set off ceramics.
Eating is one of the most important parts of our daily lives. In average, everyone spends two hours a day having meals. However, more than half of the time, people eat in an undesirable environment. A good dining experience will make people relaxed and also increase mental health. To improve the quality of eating, we can start with building the atmosphere in the dining space. "Poetic Set" is a multifunctional tool, which can be used as a placemat or a cutlery roll. It includes one basic mat and one piece of fabric. By cutting the fabric into different shapes and sizes, and threading on the mat, people can design their dining scenarios. With "Poetic Set", everyone can easily turn every single dining experience into a visually and emotionally enjoyable feast.
"Make Ten" is a commercial project, that we have to design products that can be produced more than ten locally in Rhode Island. From ideation to production, we only had a month to complete the challenge. My area of interest was open design and the assigned material was plastic.
Start from tableware design, the idea of poetic eating went through several changes. The most significant change was that instead of designing a set of tableware to help people create better dining experience, designing placemat can have significant impact on the dinning atmosphere.
To find the best way to produce "Poetic Set", I tried different sawing techniques and materials during the process.
Poetic Lab is an experimental brand, which focuses on creating a poetic lifestyle through designing personal experiences. The five key words of the brand are poetic, inspiring, understandable, experimental and playful.
There are four steps of creating "Poetic Set". First, design pockets and cut designs out of the mat. Second, thread pockets on the placemat, then tighten them from the back of the mat. Finally, enjoy the scenery you create on the placemat.
Each clip needs two components to grip things. I wanted to make these two components interact with each other, and make griping become an interesting behavior. Therefore, I used the posture of people while they are having sex to express the interaction.