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INTRODUCTION & RESEARCH OUTLINE

CATALOGUE OF MARKET BUILDING TYPOLOGY

VISIBILITY OF MARKETS

PUBLIC MARKETS AS SOCIALIZING PLATFORM

INTRODUCTION TO PROJECT SITE

TRADESTON SQUARE VIEW

LAURIESTON SQUARE VIEW

LANE SHARED SPACE

METHODOLOGY WORKFLOW & CHRONOLOGY

GLASGOW'S BLOCK ANALYSIS & RELATED DESIGN STUDIES

Hogan Portfolio


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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.

Yasmine Amani 2020 Degree Show

Behind the scenes and introduction to textile artist Yasmine Amani and her Masters Project.

chicken drawing 3

chickens research drawing

research: chicken details

research feather drawing detail

Project Introduce

Moulding Experiment1

Moulding Experiment2

QIUHAN WANG1

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QIUHANWANG

QIUHANWANG

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Qi Sun portflio


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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.

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

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.

A Microworld: an Ornamental Filament Contaminates the Surface

Poster and publication realised as the outcome for the last project related to moulds and science. The whole project can be seen as a metaphor for the moulds’ growth. The aim of the project is to make people look at moulds not just as waste, but as the natural and organic form of art they are. The poster is made of satin and there is a central embroidery, hand made. The publication is inspired by laboratory notebook, pieces of record every researcher and scientist write while experimenting. The booklet shows how the fake embroidered moulds grew on satin as if they were real and alive.

THE AMAZON IS ON FIRE

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

II. in touch

A found footage film. Composed of videos stored in my phone library of skin-to-skin contact in the time before social distancing and Covid-19 and interviews with people in different places on their lives during the pandemic, talking about touch - or lack thereof. Music by Nicolo Traini and Toby Withers.

III. where the light comes in

Two weeks in four walls, with only light for company.

On return to London just before lockdown, I self-isolated to protect the vulnerable people in my home - down the road from King’s College Hospital. Light became a marker of time: sun streaks punctuated the day, while the blue of ambulances streamed in at night. I made a ritual of photographing where light fell in the morning. This culminated in an A4 publication.

street dog in Imsouane, Morocco

Imsouane Village

Ims'one Project Shelter

Fran and her dog Bosco

Footage | age of the foot

The publication Footage | age of the foot offers an introduction to the world of feet through the contributors’ and my interpretation – which is a limited interpretation that results from choices I’ve made, and discussions I’ve had, and could be supplemented in the future. Serious articles balance absurd and entertaining visual contents. They are ordered through objects feet-related, sorted alphabetically. This experimental magazine uses different visual languages and plays alternatively with posters’ layout and newspapers’ layout. To “jump” in this world of feet, visit the website https://footageageofthefoot.cargo.site/ or order a copy of the magazine by dropping me an email to plev00.pro@gmail.com.

Details

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

Difficulties of isolation

Lockdown has been affecting all aspects of domestic life including our spaces.

Objectives

Curating a "recipe book" or "survival kit" for isolation: a series of means to deal with the various factors that impede communication, as well as methods of combining them tailored to different imagined living situations. While the factors hindering communication are extremely complex, they can be grouped in four main categories: Isolation, Communication, Safety and Privacy.

Expanding the space

Isolation and confined environments lead to the use of technology to access new environments. This new territory exists at the intersection of virtual and physical.

Digital translations

Experiments made with 3D scanning of a room allow for the physical to be translated into virtual. This makes possible the sharing of spaces with no actual contact.

Cleaning frenzy

The relationship between space and hygiene informs the visual language of the home as well as the integration of technology in the environment. From sterilising devices to drone delivery or a virtual assistant that cheeks and reminds you of the steps to take when entering the home.

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

FLEXIBLE HOSPITAL

FLEXIBLE HOSPITAL

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

journal-2132

journal-2133

journal-2134

journal-2135

journal-2136

1

The corridor connecting the next space is filled with propeller-shaped blades that people need to find their way through, which is more likely to make them feel more engaged. At the same time, it fits in with the theme of vortex, which can be created by propellers.

2

In this space, hemispherical objects on the ground will keep rising with the time, it can create obstacles for people when they are walking, giving them the sensation of stumbling, and this can simulate a feeling of when they learnt how to walk as a child. I believe that we all remember a feeling of when we're learning to walk, there's always somewhere between falling and not falling.

3

This transition reflects the process of people’s growing up, when they come into contact with the outside world, light can gradually pass through the hollow of the top, implying the exploration of the world. In this corridor, the dark corridor itself implies the process of our growth, especially before people were exposed to social circles. When people walk through the corridor, the light will pass through the hollow part at the top, indicating the process when people gradually grow up and start to contact with the outside world and socialize with different people.

4

When we were born, we know very little about the world. It can be seen as that everyone is in a cube of their own. As we grow up and begin to experience the outside world, our little cubes are filled with all sorts of things that we experience. In this space, each frame represents a person's story, and as people begin to socialize and make friends, each person's story is exchanged. When the audience moves around in these frameworks, it represents the process of people’s growing up when they meet different people carrying their own stories and experiences.

5

In this space, the partition is a vague transition, people can see the space inside, but people need to push the door to enter the next space. This door is as a divider between dream and reality. Because when people grow up, they have to face the pressure from study and work in life, sometimes people have to put their dreams aside in order to survive. When people push the door to get inside, it implies that they are forced to make a choice, when their life is entering the next stage.

Background

The living environment in the film equals social class

light experements

Human reaction to the color and angle of the light source

I mainly want to get people's reactions to different colors and angles of light sources in the experiment, and confirm the influence of light sources on people's body and mind

Optical Fiber

Experiments with Optical Fiber

The function and characteristics of Optical Fiber can be realized through experiments

Mirror

Experiments with mirror

The function and characteristics of mirror can be realized through experiments

Background

Menu for audience

Menu for performer

The "New Interiors"

Introduction

The research aims to highlight the importance as well as the direct impact interiors have on its users and their well-being/emotional health. It further wants to generate awareness about the urgency for design reforms that focus on gender-neutral spaces and not just male v/s female aspects. Thus, what the world of design needs right now is a sensitive design approach, both in terms of gender sensitivity and emotional sensitivity. It is now time to rid the world of mindless designs and create more approachable experiences that all types of user can encounter. The approach used to uncover the dynamics of a gender-balanced space that focuses on creating “positive” user-experience was one that revolved around decoding and disintegrating each element of a space in order to understand their true use, importance and original intent. The investigation entailed interpreting the psychology of users and how they perceive a “domestic” interior space through a thorough process of decoding each element that is considered neutral or biased. This included taking into account all aspects ranging from colour theory, spatial distribution to the amount of weightage given to each area as well as their lighting and materials. It further meant exploring the characteristics of a space that provoke emotions i.e, the ability of different materials/textures/patterns to generate emotions and their juxtaposition with spatial features of light/ventilation/openings etc.

Conceptualisation

Conceptual model 1 process images

The conceptualisation process began with first using the elements that through the previous stages of the research have been proven to bring neutrality or harmony into a space. Here, Hannah Rozenberg’s Building Without A Bias alogorithm has been used. Elements like - ARCHES, which is considered a strong element of stability and is also seen as gender-neutral in its form. SPIRAL STAIRCASE, to tone down the bulkiness of other regular staircases and add “curves” to the rigid fabric. WINDOW, for natural light of course and also it acts as blurring agent between outdoors and indoors. There is a metaphorical use of THE LAMP, as from the previous study in in PART 2 of literature review, I quoted J.Gibbs “If positioning of a lamp in a room is the idea, consideration needs to be given not only to the lamp but to all the specifications including the type, size, colour and wattage of the bulbs; the size, shape, material, and colour of the lampshade; the colour of the lamp lining; and the color of the flex.”

Conceptualisation

RENDER for Conceptual Model 1

The use of black and white materials for the models was to emphasise the gender-neutral aspect as these two colours are considered absolute and balanced in every way. The next step was to convert the abstract model into a more visual render that could help in envisioning the next stage of conceptualisation. The main idea here on the left was to “bring the outside indoors” and blur the idea of interior and exterior to some extent. This was done for the following reasons: 1. Metaphorically, if the outside world is for men and the indoors for women, what would happen if one can’t differentiate between the two? 2. It has been scientifically proven by various psychologists and designers that the closer you are to nature, the happier you will be. This raises the question of what would happen if the blurring of these two mediums leads to a more positive user-experience and a healthier mental state for the ones occupying this space? Thus, deeply inspired by these questions, the next few steps of conceptualisation involved further exploring the possibility of this idea and converting them into visual renders.

Conceptualisation

Conceptual Model 2

This iteration further explores the idea of merging the two mediums of design, that is, exteriors and interiors. There has been visible experimentation with the roof, materials and textures in this particular idea. The main intention behind using an irregular curved roof was to bring in the required “harmony” through a prominent form. Mostly the “balancing” both in terms of gender and emotions is achieved through changes in colour. However, this iteration explores different forms juxtaposed with contrasting textures to propose that same “harmony” through other aspects of design. The bold textures might be alarming to some but when viewed as a whole, the bold forms tone down the roughness of the textures. Overall, it is a play of rough textures with bold soft forms trying to strike a balance within a domestic setting. Again, the idea of merging the exteriors and interiors is highlighted to emphasise the concept of blurring mediums. The LAMP is again being used as a metaphor in this case.

MSc PDE_A0 Poster_Template_example 1

The poster of the final project introduces the use scenarios and details of the product

User journey

Describes the user's using process and the interaction with the product

Detail explosion

Internal exploded view of product assembly position of parts

Cormac cunningham bell - poster final

Cormac Cunningham Bell - Project Poster

Cormac Cunningham Bell - 10 page summary_Page_01

10 page summary of project (page 1)

Cormac Cunningham Bell - 10 page summary_Page_02

10 page summary of project (page 2)

Cormac Cunningham Bell - 10 page summary_Page_03

10 page summary of project (page 3)

InnerStrength Cricket Body Protector

Product Poster


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Design Process Journal


Continue Reading Design Process Journal

Sealing principle

Desgin for manufacture and assmbly

Technical analysis for meeting the objectives

Scenario

User Journey

Display Detail

Storage Detail

SCENT TIMER

This product is a scent timer that uses smell to express time and gradually reduces students' procrastination. The Pomodoro clock and time setting function can help users manage time. It can also create environments that belong to different modes so that users can be more focused when studying and more relaxed when resting. Switching between different smells can remind users to change states at the right time, thereby preventing them from delaying their original plan. The product is composed of scent bottle, diffuser and wireless charging board

PROCRASTINATOR BEHAVIOR MAPPING

Procrastination is very common among students. 80%-95% of students say they procrastinate to some extent (Piers, 2007). So my target group is the students aged from 19-25. People have a high demand for reducing procrastination (from kwfinder.com) because procrastination has adverse effects on students' body and mind (Fuschia, 2002), such as getting bad grades (Ronald, 2016), lack of sleep (Katharina, 2019 ). Also, students with procrastination will feel pressure, distress, and guilt, which can lead to psychological problems (Fuschia, 2006)

SCENT TIMER

This product is mainly used at home. When procrastinator study, the Pomodoro Clock can make him more focused and take a break after 25 mins work. When the procrastinator has a rest, the time setting can prevent him from forgetting time flies and plans because he is addicted to the Internet. There is a video to show how it works (link).

Dear Lithium, - project website (homepage)

Research photograph (Cornwall, July 2020)

Research Photograph (United Downs, July 2020)

Research photographs (Gwennap, July 2020)

DATA BEINGS (in progress)

Our data – organs without bodies are constantly flowing in cyberspace. But this seemingly intangible matter has a very physical form. We are collectively humming in muggy server basements, warehouses, farms. The electrical hum has become the anthem of a new generation of humans – data beings.

The project is a collaboration between artist Letta Shtohryn and curator Kat Zavada. The starting point of exploring the “data beings” phenomenon is the mysterious death of cryptocurrency founder Gerald Cotten. The physical body was not found, but happened to Cotten's digital body? The new speculation about Gerald’s digital afterlife will attempt to tackle issues around the economics of data beings, problematic aspects of digital labour and technology in service of the new modes of production.

The result of the collaboration will be the new chapter of Letta Shtohryn’s artistic speculation about Gerald Cotten’s afterlife titled “Crypto H(e)aven”. The project will have a digital and physical form. The launch of the digital part is planned for the beginning of December 2020. The physical show will happen when the stars will be aligned.

The result of the collaboration will be the new chapter of Letta Shtohryn’s artistic speculation about Gerald Cotten’s afterlife titled “Crypto H(e)aven”. The project will have a digital and physical form. The launch of the digital part is planned for the beginning of December 2020. When the stars align, a physical show will happen. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// More information about Data Beings research https://katzavada.com/data-beings // More information about Crypto H(e)aven https://www.isthisitisthisit.com/crypto-heaven More information about the artist: Letta Shtohryn https://lettashtohryn.xyz/

WORKS ON WORKS (ongoing)

Works On Work is a platform for transdisciplinary collaboration, discussion and knowledge exchange; a digital environment to look into work-related dilemmas in modern society. The project aims to examine the future of work, post-work, power relations between employees and employers, technological opportunities and threats, work performance and its aesthetics. Through essays, podcasts, interviews, and design & art projects, it seeks to explore, analyse and comment on the rhizome of work and its ethics. The project was founded by Kat Zavada, Tillman Kratzer and Jeremiasz Rzenno. // To participate contact us via email: contact@worksonwork.com

HYPER HYPER podcast (ongoing)

There are some radical ideas too bold to be accepted now. Some of them will end up in the theory junkyard. Some of these ideas will become common sense. Hyper Hyper takes those fringe, but complex concepts and speculates on their of their possible impact on art and the artists’ situation. Each episode is a thought experiment in the form of ‘what if’.

ÚNA Fest

ÚNA Fest is a non-for-profit festival aiming to enhance cross-cultural exchanges between Latin America and Scotland, blur boundaries and build stronger ties between peoples, nations and landscapes through symbolic means of dialogue, music, film and art

Seen in the Dusk

A project by Jina Song and Martha Panagiotopoulou. SEEN IN THE DUSK transforms Gallery One into a place in-between day and night, and invites the audience to a performance in three acts. The event is a culmination of the research that the two artists are sharing, where they have been exploring intersections between Greek and Korean Mythologies, through the concept of ecofeminism. The artists aim to promote intercultural connections and myths as a form of knowledge while bringing elements of nature worship and its strong relationship with womanhood. This collaboration celebrates respect, changes, and cycles. Throughout the three acts, the artists perform offerings as appreciation for nature's interventions and prosperity, and as recognition for guidance in their journey of self-awareness. Curated by Beatriz Lobo -------- The performance was performed at GoMA on the 7th of March 2020.

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'

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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

having been touched on the surface (cover)

Cover of the upcoming publication.

Name: Interview with Lingmei Huang Photo: Kehan Liu

Name: Interview with Hu Liu Photo: Kehan Liu

Name: “Taihe Art Space”1 Photo: Kehan Liu

Name: “Taihe Art Space”2 Edit: Kehan Liu

Healing in a broken world

Healing in a broken world is a 23-minute short film of the year 2020 and the process of healing from the trauma that this year may have caused. The video has been filmed by Scottish videographer Stewart Campbell. Using his camera as a third person as he weaves in and around his subject matter, Artists Barrie James O’neill and Penny Anderson. He asks the questions and dissolves the relationship between art and healing and using art as a form of therapy. The work emerges as an interwoven meditation on healing and therapy through art and music.

Healing in a broken world promo poster

Inorganic Growth

by Yu Xing

Digital installation, Variable size, 2020

Inorganic Growth

Digital installation,Variable size,2020

Inorganic Growth

by Yu Xing

Digital installation, Variable size, 2020

Inorganic Growth

by Yu Xing

Digital installation, Variable size, 2020

Inorganic Growth

by Yu Xing

Digital installation, Variable size, 2020

Grabber

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Time Is Money (Clocks)

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Full Silver Chair

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Smart Machine Mirror

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Tree of Life

Laser cut mirror perspex, ready mades on rotating plinth

Self Portrait with Mullet Sheep

Oil on Canvas 60x80cm 2020

Price: £450

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Times of Entanglement

Oil on Canvas 152x92 cm 2020

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Study for Self Portrait with Mullet Sheep

Graphite on Paper A1 2020

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Study for Times of Entanglement

Graphite on Paper 23.5x41.5cm 2020

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Road Prince

Oil and Enamel on Cotton, Cheese Cloth and Tracing Paper 20x20cm 2020

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64°48.00' N 23°44.19' W

Acrylic & oil on canvas - 150 x 170 cm

Unique work

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66°13.42' N 22°21.15’W

Acrylic & oil on canvas - 130 x 195 cm

Unique work

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63°47.19' N 19°31.28' W

Acrylic & oil on canvas - 150 x 170 cm

Unique work

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64°49.54' N 23°46.96' W

Acrylic & oil on canvas - 130 x 195 cm

Unique work

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66°12.35' N 22°23.75’ W

Acrylic & oil on canvas - 195 x 130 cm

Unique work

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The show

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About portrait II

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Above The Flora

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About portrait I

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A9C

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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

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Conversation with an Armenian for The Creation II

Mixed media on cardboard 70/50 cm

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The Land With No Name

Sebastian, One Sending/One Receiving, Wind Sail, Trabbucho, Earth, Wind, Light

Galley Sock

Feathers

One Sending/One Receiving

Make Life Poetry

Woodblock Print

Ink on paper, 59,4x84,1cm

'Everything we don't understand is explained in art' - for Amiri Baraka

Series of Paintings

Acrylic on paper, 21x29cm

'Everything we don't understand is explained in art' - for Amiri Baraka

Series of Paintings

Acrylic on paper, 21x29cm

Performing at CCA Glasgow (under moniker 'Cyril Lamar')

Instant compositions, audio work with modular equipment and objects

Find audio works on soundcloud (link to the left) Image: Jemma Mitchell

Brown crab, velvet crab and lobster landings in Scotland

Ocean farming

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.

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.

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

Unguilty Pleasures by Jeremiasz Rzenno


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Unguilty Pleasures (2020), Research Report

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To my dear furniture

Innovation design and collaborative creativity

By Jiahui Zou (Garffee)


Continue Reading To my dear furniture

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

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.

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.

Narural Light in Learning Environments

Foreword

Introduction

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

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.

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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Project Title

Overview

Motivations

Data Analysis

Data Synthesis

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

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.

Logic structure - Tips

Logic structure - Anne

Future Ethical fashion consumption

As we all know, the over-produce and over-consumption in the fashion industry has a huge impact on the living environment.The problem with the current consumer society is that consumer attitudes, values and environmental awareness do not play an important role in determining environmental consumer behavior.Most consumers still prioritize individualism even though they are aware of the serious impact clothing has on society. It is difficult for consumers to build relevant empathy.The recycled behavior can not give them a long-term connection or feedback which is beneficial to them, which leads to a low correlation between attitudes and actual actions.

"How to make consumers change the perception and build empathy for fashion consumption in the nearly future to achieve a long-term sustainability? " This project aims to make more people engaged in the later process of recycling through the design tools and also propose the future vision of the new future ethical fashion consumption mode.

Redefining and rethinking the furniture' s meaning to people.

Second-hand furniture co-design system

About the Project

In the UK, more than 350,000 people are registered homeless. Looking at the definition of Homelessness, there are other types of homelessness that this number does not represent. According to sources, the data will be doubled if hidden homeless people were to be included in this count. My project is about understanding the challenges that people face while experiencing Hidden Homelessness and how can we provide adequate support so that they do not end up sleeping rough on streets.

Glimpse of the Research

The research was conducted using multiple mediums to facilitate the conversation and gather insights into the current situation around homelessness. Digital Ethnography, Interviews, Workshops and Journey Mapping exercises were some methods brought into play during the research process. The diverse stakeholder group represented policymaking, frontline workers and personal experience to have a holistic perspective about the challenge.

How Might We statements

After the research and synthesis, there were two questions that became the northstar for the project and directed it

Recycling service

Collection van

Online recycling service

Online-to-offline recycling service

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

SELF-MANAGEMENT BEYOND THE SELF

Relational Map Outcome

SELF-MANAGEMENT BEYOND THE SELF

Participatory Workshop Plan

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.

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?

Some other Time

A short film about time. Actors: George Lester Tom Campe Animation by Denis Armasaru Location sound: Enrico Elson (first sequence) Cinematography: Andrei Kosoros (first sequence) Sound design/Mix: Christian-Alexandru Popa Tim-Martin Ciubotaru Sam Welch Piano played by Jacob Reid. Violin played by Javier Claudio Martinez Edited,created by Christian-Alexandru Popa

Protest

Audio-visual documentation and reimagination of the BLM protest in Glasgow Green Sound design/Mix Christian-Alexandru Popa Tim-Martin Ciubotaru

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.

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.

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'

Close up of RBC animation

Deployed Stent

Uncompromising Stent

This shows that there are no wires in the way after successful deployment of stent,; this is a unique feature of the Fenestrated Anaconda

RBC Animation

RBC travelling through the Advanta V12 Balloon stent. This animation was created to show target vessel patency

RBC animation

Abdominal Aortic Aneurysm Screening App

Logo of the AAA Screening App

What Not to Do With PPE: A Digital Application to Raise Awareness of PPE Protocol

Cross-contamination of the phone with PPE gloves on (with visible contamination)

Spot test for violation in PPE protocol

Self-contamination of the mask (with visible contamination)

Spot test for violation in mask protocol

Storyboard

Interior Sketches

Perspectives - Top View

CARBON CONUNDRUM

Carbon Conundrum Logo

Capture

Game Menu

worldview

Game Scene View

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?