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Hogan Portfolio


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TRADESTON SQUARE VIEW

LAURIESTON SQUARE VIEW

LANE SHARED SPACE

METHODOLOGY WORKFLOW & CHRONOLOGY

GLASGOW'S BLOCK ANALYSIS & RELATED DESIGN STUDIES

INTRODUCTION & RESEARCH OUTLINE

CATALOGUE OF MARKET BUILDING TYPOLOGY

VISIBILITY OF MARKETS

PUBLIC MARKETS AS SOCIALIZING PLATFORM

INTRODUCTION TO PROJECT SITE

Maiden Lane Estate_ phase 1 and phase 3

Phase 1_ single storey stair access flats

Phase 1_ stacked maisonettes

Phase 2_ single storey level access flats

Phase 2_ two storey maisonettes and single storey level access flats

Microclimate of the semi-enclosed building space

This paper studies the microclimate characteristics of the semi-enclosed space on the ground floor of Guangzhou University Library. After a questionnaire survey and simulation using the Integrated Environmental Solution (IES) software, the existence of microclimate in the semi-enclosed space was confirmed. It is found that the microclimate is characterized by slightly warm, high relative humidity, low radiation and high wind speed. At the same time, the direct and indirect reasons for students' preference for the semi-enclosed space are found.

Final Collection 1

Final Collection 2

Final Collection 3

Final Collection 4

Final Collection 5

Project Introduce

Moulding Experiment1

Moulding Experiment2

'Transient Bodies' - Kieran Flaherty

A brief introduction to 'Transient Bodies', a behind the scenes look at the design process and how Covid-19 was navigated and its effect on the collection.

Transient Bodies

Undermining perception by obscuring pattern through 3D paper manipulation.

Transient Bodies

Inspired by the tradition of Kimono making, in which rectangular pieces of fabric are cut from a larger length called a 'tanmono', initial silhouette experimentations were conducted on the half-scale mannequin using varying lengths and thicknesses of tracing paper. Hand drawn lines were featured to explore moiré-inspired textile designs on transparent materials, being overlayed to create depth and obstruction.

Transient Bodies

Translating my textile work into 3D forms, I took inspiration from the artist Richard Sweeney and his work creating fluid structures from paper. The resulting paper forms will be used to help influence silhouette and possible textile designs

Transient Bodies

Close up details of fluid paper 3D forms for use as 2D textile research

Qi Sun portflio


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70-80-90

70-90 means 1970s to the 1990s in China. In this project, I chose an organization or individual to represent each decade; in the 1970s I chose the The No Name Painting Association, in the 1980s I chose Xiamen Dada group, and in the 1990s I chose Wang Gongxin and his wife to represent Chinese experimental art. The purpose of this project is to be today's Chinese artists, we need to look back at how the artists of the last century survived in a harsher environment, and how they met their artistic value in the rapidly changing social background.


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70-90/Full version video

Films in 1994

This book contains all the movies released in 1994. The concept of this project is very simple: Turn the virtual information on the Internet into material in physical form to oppose the trend of digitization of books and record the movie history.

Films in 1994-1

Films in 1994-2

PLEASE START WORKING

Procrastination has a significant impact on everyone's life. The comic book shows what procrastinator's life looks like, and use an ironic, humorous, and surreal way to present. Hoping people who read this comic book laugh and think not just themselves faced this problem and have a strong sense of identity instead of struggling in this situation.

Selected works

"Unsexing" edition

This booklet was made during stage 3, on female artistes who were pushed aside or erased from art history for many years. This booklet ask also the questions on how should we give these artists justice without marginalises, pigeon holes and isolates them from movements and influences. As for the title, it's a word from a quote from an art critic on women artistes, saying that becoming an artist would unsex women. The wire'O binding was chosen to highlight that the booklet isn't finished because the conversation and these issus are not.

Untitled collection

This collection of zine is on the theme “censorship”. It's called the “Untitled collection”, reflecting on erased content. The first publication would tackles censorship in Hollywood cinema, the Hays code, which were rules on what to show in movies that studios had to follow and what were its effects on cinema.

Inner City

1000x660MM

Inner City

1200x520MM

Inner City

1200x520MM

INNER CITY

600X400MM

Inner City

1200x520MM

street dog in Imsouane, Morocco

Imsouane Village

Ims'one Project Shelter

Fran and her dog Bosco

Don't Forget There's More

A countries development and welfare are being evaluated with only one indicator - the Gross Domestic Product (GDP). The only way for a company to be successful and rewarded is following one goal - Profit. The purpose of the economy to serve people‘s welfare is being overshadowed by growth. The chase after this has in fact helped society to overcome many challenges but it has also resulted in the climate crisis, the largest gap between rich and poor that ever existed, and other impasses; and is now more than obsolete. Redefining success and specifying indicators that reflect the real welfare of our system is crucial for shifting the economy away from the chase that fuels the climate crisis and is not serving a long-term vision. That requires zooming out, turning around, and internalising that, where now is only one way, there lie many other and better possibilities. “Don’t Forget, There’s More” aims to create a sense of these turnarounds, using metaphors in order to help the growth of attachment towards the greatness of change and possibilities.

Confronting the veils

Due to the COVID-19 global pandemic, my whole world was turned upside down and like most people, I have had to work remotely and live largely in isolation for several months. For photographers stuck inside, especially for photographers interested in fashion, like me, this was a big problem in that, I would have to completely reframe my practice. Initially, I was very anxious and nervous, I was so confused and I couldn’t imagine how I could create something related to fashion within my tiny room. I was overwhelmed by the situation and it seemed impossible for me to make work without a studio and photography equipment like a tripod and lighting. I did not have anyone to collaborate with, no models, makeup artists or stylists. I needed to find a way to make work and find a way to use myself as a model and the subject of my photographs. Whilst I am not a shy person, I’m not an extrovert either - my preference is to be behind the camera not in front of it. I needed to overcome my fears and put my insecurities to one side and find a way forward. As I made my first tentative steps towards self-portraiture, I began to slowly find an effective way of working. My room became my stage and my studio and I became a performer. I adopted a persona that explored different characters that in turn became the subject of my photographs. I found a way to embrace my fears, anxiety and loneliness and absorb the psychological pressure and position it within my image making. I used my body with domestic objects as props, appendages and decoration to express my inner struggle with self-isolation, social distancing and the wider world of lockdown. I played with themes associated with, barriers, distance separation and behind the masks and veils, I found a way to make work and in my own way confront the challenges of this global pandemic.

Confronting the veils

Confronting the veils

Confronting the veils

IMG_0486

THE AMAZON IS ON FIRE

Publication Size 9.9mm * 21mm ,Using marks left by the fire as a visual language

We are all the media: Covid-19 Calendar

The cover and the monthly chapter

Infodemic caused by COVID-19 makes Renyu want to explore the role of individual media in misinformation. In her mind, each of us is a media with signal, and we have the ability and obligation to be responsible for the process of information dissemination. 

Covid-19 Calendar

10.02.2020: Garlic-save-life day

Drawing lessons from the concept that the Chinese traditional calendar records the good and bad luck of every day, Renyu puts the real part and the false part of the news as comparison objects in this calendar. And make them overlap with each other, showing their delicate relationship in the process of communication.

Covid-19 Calendar

09.04.2020: 5G-cause-virus day

The calendar form can harmoniously record every day about the existence of fake news, and at the same time, it combines fake news images produced by collage technique to enlarge the absurd content of fake news for the audience as much as possible.

Covid-19 Calendar

Using irony to restore and record some ridiculous ideas and absurd things people have done during this period.

Covid-19 Calendar

Co-design workshop, 2019

Co-design workshop, 2019

Co-design workshop with household, 2020

Co-design workshop with household, 2020

Co-design workshop at the site, 2020

A Challenging Commercial Climate

With consumer confidence dropping further every day, retailers already faced a challenging commercial climate. In countries with main Covid-19 outbreaks, retail has been one of the hardest-hit sectors.

Evolution of retail

The history of retail can be divided into four periods, over the past two years, the retail sector has moved away from brands dictating how, when and where items are sold, purchased and shared, to consumers embracing direct-to-consumer models or creating their own peer-driven platforms. However, covid-19 has led shoppers to flock back to trusted household names and brands they recognise as safe and supportive. So, I am wondering how the relationship between brands and consumers is becoming increasingly conversational and circular?

Concept:A Frictionless Sound Theatre

A new retail model is coming: It is a new self-service store in post-pandemic era. Online shopping customers to try on their purchases, make returns and send packages. Also, for online brains do present their products to the consumers. For brand experience center, I want to metaphorically replicate a journey of hearing: as visitors walk up stair what they can perceive with their ears become more. This kind of action mode is like a journey, from eyesight controlling the desire to an un-instagrammable place, where can hear the curiosity.

Hangzhou: the hub of Chinese e-commerce

The site I chose is the center of Hangzhou in China, because Hangzhou is the hub of Chinese e-commerce, Lakeside Street located in the most prosperous business, tourism and leisure area of Hangzhou. Generally, it is the gathering place of many chain stores. For the brand, I chose Yeation, which is an online shopping platform owned by Chinese Internet technology company NetEase mainly for household supplies, its also the pioneer of online brand materialization. Last year, it opened the first offline store of the region in Shanghai, but it is still a design in traditional social scenes, if it wants to lead the future trend of retail, the physical store must adapt to the wave of new technology and make changes.

Form Generation

How to create these visions? There are 3 strategies. First one is Touch Free Technology, it will be an essential tool for facilitating customer interactions that don’t require touch. Secondly, Bespoke sound strategies, use sound to tell brand stories in unique and exciting ways. Finally, automated storage and retrieval system, which directs the proper automated storage and retrieval machine (SRM) to the location where the item is stored and directs the machine to deposit the item at a location where it is to be picked up. It can reduce labor, reduced inventory levels, more accurate tracking of inventory, and space savings.

Turn unfinished buildings into bridges and connections between urban and rural areas

The process of rural and urban people came into contact

Experiments about how distance effect the image

The growing process of pumpkins and luffa

The growing process of peanut and potato

Egyptian Halls/ Ground floor floorplan

The project aims to turn back the Egyptian Halls into a place for people to work, learn and make by transforming the building into workspaces for makers engaged in redefining their creative practices from the perspective of sustainability. The active ground floor will house a ceramicist studio and shop, a cafe and a sustainable fabric shop. The workshops and open studios will be located on the upper floors of the building.

Material bank

The interiors of the building, which had had layers of alterations over time, were deconstructed in order to provide a material bank to inform and generate the new interiors. The positive deconstruction process redefines waste construction materials as valuable material resources. The drawing expresses the elements that were dismantled and reused within the new layout.

Section

Ground floor: Ceramicist in residence workshop and studio/ Cafe/Sustainable fabric shop. 1st floor: Textile workshops. 2nd floor: Printmaking workshops. 3rd: Ceramics

Axonometric view of the ground floor

Axonometric view of the ground floor shops. From left to right: Ceramicist's shop and studio/ Cafe/ Sustainable fabric shop. All shops have access to the back lane to make it into an active lane and allow spaces for community workshops within the different shops.

Café

Perspective view of the ground floor café.

THE GLITCH STORY


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TELEPORTATION GANTRY

SCANNING PROCESS

TELEPORTATION MOVEMENT

Concept Collage

Concept Collage-Supermarket

Site

I want to introduce the functions of isolation and examination into the supermarket, and choose the Tesco nearby as an example.

Overview&Exploded view

Modules & Plan

Background

Menu for audience

Menu for performer

poster3

RotaCa

Split rotatable camera


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folio final-02

folio final-03

folio final-04

folio final-05

Stephen_Shanks_project_poster


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Stephen_Shanks_design_process_journal


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Background Scenario

Background Scenario, Major Project of Qizhao Peng, MSc PDE

Initial background Imagination which is the base of my design

Design Process Journal

Design Process Journal, Major Project of Qizhao Peng, MSc PDE

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Project Poster

Project Poster, Major Project of Qizhao Peng, MSc PDE

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Design Process Journal

10 page summary highlighting research and design process


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Workflow of design process

Iterations of Feet

With force topology meshes

Load cases of feet

Envisioned usage

Concept Generation

Generation and reduction of initial concepts ultimately leading to the main themes and concepts explored through prototyping and material testing

Grow-it-Yourself Consideration

The possibility of grow it yourself shoes was tested as a means of reducing manufacturing waste. A range of grow-it-yourself concepts were discarded due to inconsistent results and material limitations.

Material Selection

The concept selected after material testing was a biodegradable bouldering shoe.

Beyond providing necessary technical specifications, each material selected for the bouldering shoe is biodegradable. Additionally, the fish leather upper is a bi-product of the existing fishing industry and both the cork midsole and natural rubber sole come from renewable plant based sources.

Designed to account for typical wear points of bouldering shoes, Cobble is ideal for beginner boulderers who need a bit of additional durability in their footwear. With an extended natural rubber rand, 5 mm natural rubber sole, and a fish leather upper providing improved strength; Cobble is a shoe designed to support beginner boulderer’s needs. It is comfortable, stylish, and easy to use. With a heel loop and easy lacing system supporting application and removal of the bouldering shoe, a soft chamois inner lining, and cork midsole providing some additional support - Cobble provides comfort and ease of use to beginners along with performance.

Sealing principle

Desgin for manufacture and assmbly

Technical analysis for meeting the objectives

From My Bedroom to Yours: Vaginal Davis

Curator Grace Jackson introduces us to the work of Vaginal Davis.

Released: 2020.

From My Bedroom to Yours: Vaginal Davis

Dia-Logue

Cross or Not Cross

Authority & Freedom: Testing the Context

Slow Glass Publication logo

Design by Bianca Winberg

Slow Glass Edition One: Some Triangular Thoughts by Lauren Gault

Cover design by Bianca Winberg

Some Triangular Thoughts launches 31 August 2020

Slow Glass Edition One: Some Triangular Thoughts by Lauren Gault

Images Reworked by Bianca Winberg // Image one: Lauren Gault, Centre of a Vortex, Northern Ireland, 2020 // Image two: Lauren Gault, Auroch, Northern Ireland, 2020 // Background: Lauren Gault, Lanthorn, photographed by Bianca Winberg, 2020

Slow Glass Edition One: Some Triangular Thoughts by Lauren Gault

Image: Some Triangular Thoughts, by Lauren Gault // Inner image: Lauren Gault, Corvus, Northern Ireland, 2019

Expanded Attitudes

Front cover of 60 page publication, 2020

Publication developed collaboratively between curator Hannah Benassi and artists Sean Ellcombe, Naomi McClure and Masaki Ishikawa.

Expanded Attitudes Publication 2020

Image: Sean Ellcombe, Surface and Light Exaggeration, 2020 Reworked by Hannah Benassi

Expanded Attitudes

Back page of publication, 2020

https://www.seanellcombe.com/ https://www.naomimcclureart.com/ https://www.masakiishikawa.tokyo/

Expanded Attitudes - Poster

Image: Sean Ellcombe, Light and Surface Exaggeration, 2020 Reworked by Hannah Benassi

having been touched on the surface (cover)

Cover of the upcoming publication.

Introductory Poster

'this cloud may burst'

A publication presenting visuals and writings around the loss and preservation of memory with contributions from Debi Banerjee, Jenny Brownrigg, Sean Patrick Campbell and Katri Heinämäki.

Physical Copies

'this cloud may burst'

Get in touch if you would like a copy.

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Publication Cover

'this cloud may burst'

A tad smaller than an A5 with 44 pages.

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Content Page

'this cloud may burst'

Debi Banerjee

'this cloud may burst'

Content and Bio

Authority and Freedom: Testing the Context

In this Semester 1 project, five students from the MLitt Curatorial Practice (Contemporary Art) programme collaborated with two Master of Fine Art artists to explore concepts of authority and freedom in the public space.

Control Alter Delete

Semester 2 showcase of the overlapping subversive responses of 5 artists to surrounding structures of power, authority and influence on society.

Mask On

Poster intervention by Siguel, SWG3, Glasgow, 2020, Courtesy of Michael Cameron Hunter

Throne

Poster intervention by KMG, SWG3, Glasgow, 2020, Courtesy of Marianne Vosloo

Virus with shoes

Poster intervention by Dr. D, SWG3, Glasgow, Courtesy of Michael Cameron Hunter

Circuit

Mixed media on wooden board, optic glass 70/200 cm

Chronotropic effects or real time engines

Mixed media on canvas 165/120 cm

Price: 1400

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Portobello, patch of blue sky

Mixed media on cardboard 70/50 cm

Sundial …Swiss made, Live for Greatness!

Mixed media on cardboard 70/50 cm

Price: 180

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Conversation with an Armenian for The Creation II

Mixed media on cardboard 70/50 cm

Price: 180

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Tribute

Oil & Acrylic on Canvas, 170 x 150 cm (Available)

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Fun in the Streets

Oil & Acrylic on Canvas, 150 x 115 cm (Available)

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Autonomous

Oil & Acrylic on Canvas, 60 x 50 cm (Sold)

Disperse

Oil & Acrylic on Canvas, 60 x 50 cm (Sold)

Social Housing

Oil & Acrylic on Canvas, 60 x 50 cm (Available)

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portfolio19-20 Final(compressed)


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Xueying_Wang_signal lost#4

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Meet Yourself in Darknight

I come from Tianjin located in the north of China, very nearby Beijing. In the last year, I came to Glasgow, it shocks me that the daylight in winter such short. I feel really uncomfortable first, and then, I try to live in dark, stay with myself. I found that when people lookout in the dark night through the window, they only can see themselves. In the dark night, the very long dark night, I think that it is a good chance to meet yourself.

Mapping#1

All of us can only perceive the world through our senses (experience). Regardless what exactly the philoso- phers argue about “reality” is, it definitely has a mapping relationship with our empirical world.

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1

Dissent,too, is a way to engage with those in power.

Civic participation is what drive democracies. But our system of governance values quiet, dutiful civic actions such as voting, volunteering, lobbying much more than critical actions such as dissent or protest. The later are often met with ire and force while the other is hailed as a sacred duty. Alexis de Tocqueville once said that the health of a democratic society may be measured by the quality of functions performed by private citizens. That is the central theme of this project.

Expressions of Dissent

Dissent to me is the public manifestation & exhibition of collective distrust in traditional institutions.

Dissent can take on various forms. From trolling politicians on social media, boycotts & non cooperation with authorities to marches and hunger strikes in some cases.

Dissent as public claims-making

Dissent is a disruption to ‘life as normal’, It presents ‘an alternative to promised utopia’. Public dissent usually becomes a time when people take over the public policy debate.

The Taxonomy of Dissent

While no social movement is the same, I decided to classify them into these categories for easier understanding.

The anatomy of dissent

Through this project, I sought to create a taxonomy and anatomy of dissent. If the taxonomy familiarizes us to the different types of structures of a protest movement, the anatomy tells us about the people that populate it.

Unguilty Pleasures by Jeremiasz Rzenno


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Unguilty Pleasures (2020), Research Report

Design Outcome – Unguilty Pleasures – Homepage

Available at: http://unguiltypleasures.xyz

Design Outcome – Unguilty Pleasures – Navigation

Available at: http://unguiltypleasures.xyz

Design Outcome – Unguilty Pleasures – Interactive submission form

Available at: http://unguiltypleasures.xyz

Brown crab, velvet crab and lobster landings in Scotland

Ocean farming

From The Multitude To The People

"Election Is Not Democracy"

From The Multitude To The People

"Election Is Not Democracy" — Master's Thesis

Research Process

Representation

Building A Research Framework

Representation In Principle And In Practice

"We Blame Democracy When We Should Be Blaming Representation"

I looked at representation in the lens of democracy and showed how and why the concept in practice was problematic and why representative democracy is not representative. I concluded that being represented as we are today is a loss of power for citizens as they have very little control over the actions of their representatives. More over being represented through the vote of the majority interpreted as the general will, is also problematic as it lacks actual representativeness. How majority is formed, calculated and how it operates influence the results of the process and potentially increases inequalities. We end up "blaming democracy when we should we blaming the instability of representation."* Jacques Rancière

Not Fit to Print: Exploring Democracy within Public Media Systems

This project looked at who owns the media, the issues with this and sought to address the problems with the current media model driven by capitalism. Alternatives do exist though and a citizen-owned media that is more reflective of their needs is certainly possible and attainable.

Citizen-owned media

Instead of a media that’s divisive it could create connections and foster a better sense of community. Instead of invoking outrage and pessimism it could promote and celebrate the everyday good whilst also being mindful of the importance of reporting the truth. Instead of voicing narrow-minded, singular views, it could be better at providing a platform for diverse voices more representative of the people it serves. Instead of an agenda set on pushing profits, it could put people first and offer more support for independent businesses to boost local economies.

Media Reform Proposals

Here I've highlighted some of the proposals put forward by the Media Reform Coalition and Caincross Review. Although there were some points I disagreed with, there were others that had credibility. For the ones highlighted here, there's a strong focus on the importance of public interest news, being independent of government and the need to redefine funding structures.

Article Review / Research Activity

In order to gain better insight into the current state of media I reviewed articles from the 'main' papers and highlighted uses of language, tone and the type of information being told/not told. I also opened up this activity to the general public to gain their thoughts and opinions too. Above, are a few of their responses. What I found was a media that's a mouthpiece for the elite, not for the people; a media that is singular and narrow-minded; and instead of holding those in power to account, they are instead given more space to voice their opinions.

Workshop / Imagining a Fairer Media in a 'Fictional' Town

I facilitated a workshop to collaborate on ideas for what a fairer media might look like. Above are some of the slides from the workshop (it had to be done virtually). To enable the discussion, I created a fictional town with characters that my particpants could discuss ideas through the lens of. I walked them through a number of different scenarios to come up with ideas on: how to fund a locally-owned media, how to report on stories, and how to publish these stories. We also discussed what some of the future impacts these decisions might have. The town, characters and scenarios were all created based on the research I'd done so far, so although fictional they're also probable. This workshop enabled me to include more voices than just my own and to come up with ideas outside of my own biases.

Collaborating for a zero-waste fashion community

Data Analysis

Data Analysis

Qualitative Research Method

Doric Town

A board game aims to protect dialect heritage by sharing vocabulary and stories.

To my dear furniture

Innovation design and collaborative creativity

By Jiahui Zou (Garffee)


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Solution

Furniture History Booklet

This booklet is printed by the furniture company and delivered to customers along with the new furniture. The booklet could record stories about furniture (E.g. The pet cat at home was in a bad mood one day, so he scratching the armrest of the chair and leaving paw prints.) also it could record the condition of the furniture and how customers feel about the furniture. Three views and perspective views could simply mark the parts that need to be described. The significance of this booklet is that when the furniture has been used for many years and people want to throw it away, by reading the stories, they might recall many of the times it has accompanied them. At this point, one of five sustainable design strategies 'Reduce' is used: Designed for longer life (e.g. emotionally durable design). This booklet is through emotion to maintain the life of the furniture. When the furniture needs to be resold, this booklet might attract the next customer to understand the time experienced by the furniture, know that this is a piece of furniture with stories. Also, they could understand the previous owner’s mood and the conditions of the furniture, instead of just the old and new appearances to determine whether to buy.

Solution

Service blueprint

The entire process is based on a website named 'xxx of Furniture'. The site should collaborate with furniture companies, which provide the furniture history booklet to the customers. I improved the booklet: add a QR code for customers to scan it. It will bring them to the website and record the data online. Once people finished stories, the site can collect the data and pass to the furniture company after-sale department or designers which can help them improve their products. When customers go back to the main page, they can try to share their opinions about old furniture and discuss with other furniture lovers. The site team including designers and furniture experts who might help them solve the problems, and if they need components or tools, furniture company can provide secondary service as profits that could stimulate companies to cooperate with the website. The event as part of the website is a future plan. It is the website offline activity, people who chat online and share stories could meet together in the activity. This can enrich the communication that originally had no sense of reality. Participants might enlarge their socialization and build up their confidence.

Solution

Process

Narural Light in Learning Environments

Foreword

Introduction

The project proposed a freely accessible publication to inspire and empower citizens to form new relationships with their surroundings.

Why design for serendipity?

In the modern city, chunks of space are meticulously allocated to individual functions: retail parks, office districts, residential suburbs. This reinforces the habit of allocating our time strictly between these activities, jetting between them in our cars. The lifestyle this propagates can be isolating and alienating, with little opportunity for participating in public life. The principle of homophily means we are more likely to form social bonds with those who are similar to ourselves, not only that, we are also more likely to be surrounded by these people physically in our neighbourhoods. Similarly to our online existence, this can form political and ideological echo chambers, leading to ignorance, bigotry and political polarization. It also feels like a missed opportunity, given the “melting pot” analogy of the city, and the density and diversity it provides.

What role could serendipity play in creating better cities?

I see a direct opportunity here for serendipity to help us close the gap between what is and what could be. Serendipity can help us tap into the resource of density and diversity, and through unexpected encounters help us rediscover a more sociable and exciting city.

How do we create serendipitous spaces?

Through my reading, I identified 4 key areas to consider when designing for serendipity in the public realm.

Citydweller

The project proposed citydweller zine as a platform for citizens to connect over the one thing they all have in common: the city where they live. Filled with a range of contributions, local news, events and stories, its aims are to empower and inspire citizens to engage and connect with the public spaces around them. By spending more time outside, participating in outdoor activities and exploring our surroundings, we create more opportunities for new encounters, serendipitous or not.

Sensory Approach for Diversity in Land Engagement - MDes Thesis


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Sensing the City Zine

The Zine was designed to facilitate non-language based communication during the Sensory Mapping Engagements, to make sure that the process is well understood, and participants are aware of their rights and what they are consenting to. The design of the consent and information form became a critical element of the research in this regard.


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Project Process Diagram

Fieldwork - Engagements

The process of Sensory Engagement Design

A workbook and visual aid employed in interviews

Interviews with residents were carried out with a workbook-type engagement tool to help them self-reflect their waste disposal routine. Design for Intent toolkit (Dan Lockton, 2010) was also employed to see which environmental/cognitive factor can affect their change.

FIGURING OUT TARGET BEHAVIOURS

Through the workbook, found that the environmental crisis story sounds too broad for residents so they needed some closer story to encourage their intrinsic drive. Also, they needed easier environmental setting for better recycling.

Deeper story between residents and refuse collectors

Through further in-depth interviews, found that the lack of interaction was making a vicious cycle. Yet opportunities were discovered - some residents cared about workers' working condition and refuse collectors were encouraged by them. Also, they needed a platform where residents can ask some questions to refuse collectors and refuse collectors help the general public do better recycling.

Storyboard of the service

The empathy-derived recycling model consists of three pillars: 1) Environmental setting (easy-sorting-out bags), 1) Caring & responsibility (an introduction card of refuse collectors with their essential messages to residents and an ID card for residents' self-check) and 3) Recycling practice (deposit return scheme), to achieve change most effectively.

Instilling pro-environmental behaviours among citizens to create sustainable neighbourhoods.

Can design use these biases to nudge people ? Many scientist and psychologists are now seeing the importance of understanding behaviour and nudging towards climate action. Through the research process it became evident that I did not intend to focus on one specific behaviour , as sustainability was a journey with one success action resulting us to take the next action which was uncovered through various interviews.

SITE

The site I chose was White City Estate which is a ward in the Hammersmith and Fulham borough here in London. It has one of the most diverse neighbourhoods with people coming from various class structures with 52 percent of the people here living in social housing. Unfortunately it is also identified as one of the most deprived and least affluent area in the borough.

Why I chose a social housing estate?

It's important for us to get diverse voices heard in these conversations. A saying from the environmentalist Sunita Narain inspired this thought with a provoking question - Is it accessible, is it inclusive, is it diverse, is it reciprocal? This thinking stayed with me throughout my design process. I was also inspired by Bristol taking the same course of action during Lockdown to make environmental sustainability more inclusive to people from all class structures. With this in mind and initial desk research, my design challenge moulded to questions around design interventions instilling pro environmental behaviours among individuals

Various Research methods used

A brief summary of the engagement tools I used to understand behaviours of those living in White City are : 1. Using optimism as a nudge to spark conversations followed by printed questionnaires to fulfil social distancing rules. 2. Tags on a gate tool to understand values and wants of residents. 3. I then sent out 2 sets of digital questionnaires via various platforms to understand residents their behaviour and interaction with space and the term sustainability. This was also to understand their sustainability journey and the barriers a few heroes faced on their paths. Alongside this, I held a workshop, few other one on one interviews via whatsapp, or face to face and a walking tour.

Testing the role of optimism as an engagement tool

One of the engagement tools that worked best with residents to talk about sustainability was the optimism nudge card I designed. Working as a volunteer distributing food during COVID allowed me to have conversations with people from within the community. However, this was a very delicate moment where people cued waiting for food after receiving a token. The food distribution charities would save food that would otherwise go into landfill from various vendors and measured success based on how much food wastage they saved. Using this same method of celebration and optimism, I designed a tool to play ‘the role of optimism’ and change otherwise uncomfortable moments in moments of deep reflection. As the lockdown started easing I used this tool at charity sales leading to them requesting more for ongoing and future rail sales.

Master project

Wellbeing and the Urban Environment in Mestre.

I explored Mestre - Venice's suburb - known for issues linked to criminality, marginalisation and socio-economic-health disparities. After a deep research, I was able to find a "custom-made" solution for Mestre's citizens.


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Mapping the NEIC - parks which remained open during Covid-19

Process and visualisations


Continue Reading Process and visualisations

Activity Pack

In this wearable, I want to focus on self-expression in this concept. The form took reference from wings, transferring exercise in the output to a flying experience. The idea behind this is to find something people cannot do regardless of arthritis. I want people to feel the extension of their possibilities when interacting with this output. The big device covers the users with the music and lights, combing tactile, visual and auditory sense in a more immersive experience. The main body of the device is made of Tyvek, there are stretching bands on both edges of the wings. This is prototype is realised with Arduino, it's pretty rough, but present effectively! Hope you enjoy it.

Helping people keep away from insomnia


Continue Reading Helping people keep away from insomnia

Product

The final product looks like a clock, this device can remind people to establish good sleep habits.

Dream and emotion steps

Example

Background

Investigation

Stakeholders Mapping

Insight

Ideation

Redefining and rethinking the furniture' s meaning to people.

Second-hand furniture co-design system

Chinese Street Vendor Economy

Chinese street vendor economy

During the period of COVID-19, the Chinese government proposed that street vendors economy can solve the unemployment problem economically. What is the life of street vendors after the introduction of the policy?


Continue Reading Chinese Street Vendor Economy

01 Cubee

02 Product Body

03 Activities Paper

04 Process

Research part

Desk Research about Culture and history of bikes in China

Filed research

Co-design workshop

This is the first time for me to ran a workshop. I invited four participants to discuss the development of bicycles in China and their own views on bicycles. And asked them to draw an unforgettable story about themselves and bicycles.In this process, I defined problems and brainstormed with participants to find solutions.

XuHAN_stage3_PPJ


Continue Reading XuHAN_stage3_PPJ

Death Avoidance

From early research and interviews, I discovered death is still a taboo topic in many Western societies including the UK. Thinking and talking about dying and death is unlikely unless you've had some experience with it. Most conversations about death happen close to the end of life.


Death as a taboo subject can have substantially negative consequences; unnecessary fear about the process of dying, not receiving preferred treatment and care, and not dying in a preferred place. Families, doctors, and carers often do not have the vocabulary and confidence to talk about it, meaning people are often unaware they are dying in the first place. How can we encourage these conversations to happen earlier to ensure people experience a good death? How can we promote death literacy in the wider society?

Death Literacy

Following further desk research, video interviews, and autoethnography, three key areas for death literacy were identified.


Reflection & conversation: reflecting and discussing end of life wishes and what it means to have a good death.


Knowledge & skills: giving people practical knowledge about supporting themselves and others in having a good death.


Planning & preparation: highlighting the ways and importance of planning for end of life before falling seriously ill.

HOME ON TAP: Strengthening the sense of community belonging through a pub

This project aims to explore the role of a community pub in creating a sense of community belonging and enhancing social well-being to help reverse the shutdown of a community pub. The proposal is a pub service currently to help the non-regular drinkers who are new to a community build the "Public House" mindset through a community pub. It includes assisting non-regular drinkers aware that a community pub could be an entrance to understand the community, feel welcomed by the regulars, and helping the pub landlords attract more non-regulars, even non-drinkers in the future, increasing their business.

What is this?

Be a man Kit

The kit is conformed by: The be a man handbook, a model of male and female sexual organs that help the user to know more about the parts that conform them, and are going to be used to do exercise like how to put a condom; lubricant and “the safe man pocket pack” that is a small wallet with condoms to encourage protection.

Be a man kit

The handbook will be developed with the help of sexologist, phycologist and based on men experience about the taboos and stigmas, and how can we break with this model to stop toxic behaviour that can be translated in violence. The handbook will have, exercises of self-awareness and communication, test to evaluate your behaviours and knowledge and information about pleasure.

Process map

A description of all the process for this project.

Glasgow You're The One For Me

Tesla Driving Change

Committee on Climate Change

Glasgow, November 2021

Mapping Out The City

Discovering Opportunity

Food Systems 2.0

Food Systems 2.0 joins the movement to build an alternative food supply for Glasgow.

Hello I'm Yurie

Food Systems 2.0 Govan Organic Eats

Logo for Social Enterprise

Logo

Generative Knitting Motif Software

This software aimed to challenge the origin of knitting motifs routed in family and place by providing an obvious contradiction to traditional methods.

Interactive Fair Isle Swatches

These interactive Fair Isle swatches were part of a digital knitting experiences and embodied insights from the research participants in Shetland. This was part of a display that enabled me to engage with participants and playfully share research insights.

Image of Local Knitters found in the Tangwick Haa Museum, Shetland.

Fair Isle knitting is a highly skilful and specialised craft which was traditionally practiced by women on Shetland. The technique with three needles and a knitting belt allows knitters to 'knit on the go' and to quickly drop the needles to do other forms of work in between.

Provotypes

The three provotypes consisted from left to right of interactive Fair Isle swatches which were based on traditional motifs, a generative motif software which allowed to alter and manipulate the traditional designs, and a set of digital knitting needles which assisted in navigating the new pattern by counting the row and stitches.

SELF-MANAGEMENT BEYOND THE SELF

Relational Map Outcome

SELF-MANAGEMENT BEYOND THE SELF

Participatory Workshop Plan

Text Compositions & Performance Art

This project was an exploration into "Composition as a Performance Art". It seeks to question what it is that musical composition, and subsequently performance, can consist of. A collection of seven pieces from a larger body of Text-Based Compositions.

MELT

A short commentary on climate change, and other environmental issues.

Sam Welch Expanded Field

A personal expanded field denoting the internal relationships between various creative outlets which form my larger creative practice

iт will bring the mice in

The mice will be brought in.

My panic is your panic, is your panic mine?

My panic is your panic, is your panic mine? We wither, wallow, wait and ward off this unshakable evolutionary response. Panic is silence. Panic is crowding, a bustling cornucopia of responses and reactions. Panic is i n d i v i d u a l and collective. We all experience panic in different forms, differing severity differing in frequency. Our panic is individual yet collective. It is both private and public, secret and gossip. Do we all feel panic the same? Do we perceive others panic as our own perception of panic? My panic is your panic, is your panic yours?

Using Ambisonic Surround Sound to Enhance Player Experience in 3D Games

This project investigated how Ambisonic surround sound can improve a player's immersion and enjoyment of a 3D game. A 3D game, Pirate Ship Revenge, was developed using Ambisonic spatialisation techniques then tested by members of the public. Participants in the study tested two versions of the game, a binaural mix and a stereo mix, then compared their experiences of the two games through an online survey. The results from this survey suggest that players can successfully tell the difference between a binaural game and a stereo game, and felt more immersed by, and thus preferred, the binaural game.

ShipPlanView

Which version did you prefer?

How often do you play videogames?

Are you a musician or have experience working with audio?

Persona Opening Sequence – Re-imagined

Re-imagining of the opening sequence to Bergman's Persona. Sound design, foley and production; music composition and production; by Simon Lowdon.

This work may contain graphic imagery, Click to toggle blur.

The Library Cave Opens: Final Project

The Library Cave Opens is a short video game-like experience about Hungarian-British explorer and archaeologist Aurel Stein's stay at the Caves of the Thousand Buddhas near Dunhuang, China. Here, in 1900 a Daoist monk, Wang Yuanlu, discovered a sealed cave containing tens of thousands of manuscripts, paintings and secular documents dating from before the 11th century. The find comprises one of the most important discoveries for Chinese scholarship and today forms the basis of an entire field, Dunhuang Studies.
This interactive experience tells the story of how Stein, with the help of his Chinese assistant, Jiang Xiaowan, convinced Wang Yuanlu to part with 29 cases of artefacts which were subsequently deposited in the British Museum. The project was a prototype exploring how the video game medium could be utilised to reach wider audiences and spark conversation about the dubious acquisition practices of early Western explorers.

Created in Unity 3D, modelled in Blender & 3D Studio Max.
For a full list of resources used in the project please click here.

The Tomb of James II King of Scots

For annotations please view model in full screen. This model depicts a historical interpretation of what the tomb of James II of Scotland (1430-60) may have looked like. James II was King of Scots from 1437 until 1460 when he was accidentaly killed by an exploding cannon. He was buried in Holyrood Abbey in Edinburgh. The tomb was likely destroyed by an invading English army during the Anglo-Scottish wars in the 1540s. James was perhaps the first succesful king of the Stewart dynasty. At the time of his death he had the popular support of his nobles having won a civil war against the powerful Douglas family earlier in his reign. He married Mary of Guelders, a relation of the powerful Duke of Burgundy and was succeeded by a male heir in his son James. The tomb was modelled in 3ds Max based on historical research on Scotland and royal European tomb building in the 15th Century. Submited as part of a Masters Thesis in International Heritage Visualisation.

Alexander III of Scotland Hammered Penny

For annotations please view model in full screen. This penny was produced in Scotland between 1280 and 1286 during the reign of King Alexander III (1249-1286). Coinage had been produced in Scotland since the capture of English silver mines by King David I in 1138. Coins at this time were made by rolling out a weight of silver into a sheet and cutting it into discs. These were then placed on a small anvil bearing the king’s head design and struck with a steel punch bearing the cross design. This coin is of the 2nd recoinage of Alexander III’s reign and was issued from 1280 until his death in 1286. The recoinage of 1280 came at same time as English recoinage, replacing the recoinage of 1250 following his inauguration. The economic improvements during Alexander’s reign led to a boom in minting and his coins are among the most common medieval Scottish coins that can be found today. This model was created using photogrammetry before being optimised with the modelling software blender. Submited as part of Masters Thesis for International Heritage Visualisation.

Kelvingrove Gallery and Museum Front Tower 3D Model

3D model of the front tower of the Kelvingrove Gallery and Museum. Modeled with Autodesk's 3d Studio Max and textured with photos taken on site. Submitted as part of an assignment in the MSc in International Heritage Visualisation at the Glasgow School of Art.

Digital Staffa - Audio and Visual Patination

A preview of the interactive prototype. The model of Fingal's cave was created by Shona Noble as part of previous work with the HARPS project. In this play-through, user audio is uploaded by clicking on the seashell and speaking into the computer microphone, and are seen as "sound bubbles" (headphones recommended)

The initial planning of the interactive experience

This short video shows some of the initial storyboarding and design concepts in the planning stages. In the background is an excerpt of Mendelssohn's Hebrides Overture plucked on a violin and auralised using Impulse Responses taken from Fingal's Cave. The hexagonal, geometric shapes of the distinctive columnar basalt of staffa inspired the design. Textures of patina on bronze also informed the design and colour palette.

Creating the User-Interface

The design for the user interface was inspired in part by the hexagonal basalt columns of Fingal's Cave, but also by the concept of "Patina" and how this manifests on bronze materials

Design planning

Due to the nautical theme of the subject matter, initial planning for the design of the interactive experience was based on matter such as seashells, rock formations and other associated objects

The title page of the Android AR app 'As Above So Below'

Assembled Goblin Ha' paper craft

Assembled Paper Craft model of Yester Castle

Paper Craft design of Goblin Ha' - designed using principles from Origamic Architecture

Paper Craft Design of Yester Castle, featuring the upstanding 15th century tower, 14th century curtain wall and the original entrance to the Goblin Ha'

Stent Delivery system

Rendering created in Autodesk Maya

Rendering of the custom Relay proximal scalloped stent delivery system within the heart, created as part of my dissertation for Terumo Aortic

Aortic stent render

Rendering created in Autodesk Maya

Rendering of the thoracic aorta with a custom Relay proximal scalloped stent allowing for blood perfusion to branch vessels, created as part of my dissertation for Terumo Aortic

Heart with anyeurysm 2

Rendering created in Autodesk Maya

Rendering of heart with a thoracic aortic aneurysm created as part of my dissertation for Terumo Aortic

Heart with aneurysm 1

Rendering created in Autodesk Maya

Rendering of heart with a thoracic aortic aneurysm created as part of my dissertation for Terumo Aortic

Heart and Lungs

Rendering created in Autodesk Maya

Rendering of heart and lungs created as part of my dissertation for Terumo Aortic

Digitising Operation

Welcome to Operation, the educational board game with augemented reality and a lot of fun.

Buzz

AR level where the player needs to remove tokens from the patient. But they seem to have made a mistake.

Heart Trophy scene

The player is rewarded with anatomical models as trophies. These come with more facts about the body part.

Full Breast Model

Final breast model containing muscles, mammary lobes, a tumour, and adipose.

3D Printed Moulds

Each tissue layer was created via a 2-part 3D printed mould.

Mammary Lobes and Mould

Silicone's of differing haptics were poured into the 3D printed moulds to create the life-like feel.

Muscle Layer & Mould

Digital Mould Creation

Each layer was digitally modeled using anatomical data. These digital models were converted into the digital moulds for 3D printing.

Abdominal Aortic Aneurysm Screening App

Logo of the AAA Screening App

Thesis Presentation

This is a short 6 minute video presentation showing my dissertation project "the impact of lighting in a virtual 3D environment on atmosphere and player mood." In my presentation, you will see how the game was made, why I chose this topic, a short demo of the game being played and the results found.

Computer table renders

One of the assets created for my masters project. This computer table asset was created using Maya and textured using Substance Painter. Above you can see the asset fully rendered using Substance Painter's Iray renderer. The wireframe render's were made using Maya's Arnold renderer. The assets style was based on realism and how our modern furniture would look untouched and unused for many year's.

Kitchen Table asset

Another asset created for my dissertation Project. This asset went through the same process as the previous asset during its creation process. It was modelled using Maya and textured using Substance painter. This asset is a mid to low poly asset, above you can see the full render and wireframe of the asset.

Tv and sofa asset

Another asset created for my dissertation Project. This sofa and TV were modelled and and textured to fit my dissertation project's grungy theme. I thought it would be interesting to design a modern sofa and TV, but they had been unused and untouched for many year's. This asset went through the same process as the previous asset during its creation process. It was modelled using Maya and textured using Substance painter. You can see the full render and wireframe of the asset.

Lockers

These locker's were created for my dissertation project, they are rendered and textured using Substance Painter Iray, modelled using Maya. I felt like the scene needed a pop of colour, so why not use yellow?

Storyboard

Interior Sketches

Perspectives - Top View

CARBON CONUNDRUM

Carbon Conundrum Logo

Capture

Game Menu

worldview

Game Scene View