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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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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.

QIUHAN WANG1

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QIUHANWANG

QIUHANWANG

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'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

Final Collection 1

Final Collection 2

Final Collection 3

Final Collection 4

Final Collection 5

Qi Sun portflio


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Project Introduce

Moulding Experiment1

Moulding Experiment2

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.

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

street dog in Imsouane, Morocco

Imsouane Village

Ims'one Project Shelter

Fran and her dog Bosco

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

THE AMAZON IS ON FIRE

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

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

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.

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

The Theory: Bio-politics

The illustration created by the author shows the historical development of bio-politics.

The Concept Collage

The concept combines the visual elements collected amid the pandemic and reinvents a new spatial language.

The Graphical Pattern

The graphics are decomposed and reorganised as a new parttern.

The Site Reference

The design has taken four locations in Glasgow as references for the creation of the four ministries.

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.

Exploded Axonometric

Translation of Jane Jacobs four methodologies into design

Public Space - Floor 12

Spa Area

backgroud

cyber final chapter,final judgment Hundreds of years later, human consciousness can be digitized and stored by coding (such as "USB flash disk"), the body can be strengthened with drugs, or the limb stem can be replaced by a dummy body, and even the brain can be transformed and strengthened. The body is like a computer, and people can change their body at will. At this time, human beings have basically said goodbye to human death, but people's life has not become better. Technology makes people happy, but also makes people lost in the illusion. Good bodies are upgraded to legal goods for sale. The nobles and the rich were more and more desirous. They can choose and upgrade their excellent institutions at will, while those who can't can only wait for distribution and forced acceptance. Such a back door is reborn, but it loses the qualification of normal life. The era of using money to decide life is doomed to be an unfair era. Society is torn apart by technology, with those in power at the top and the poor struggling to pace. When the person in power breaks the contract, justice and fairness no longer exist, which may cause social unrest, such as violent homicide and robbery. People's desire is expanding and they want to control everything. In the extreme technological environment, human nature is exposed completely. Indulgence and destruction, the prosperity of science and technology has brought great spiritual emptiness. When material and desire are saturated, human beings themselves are becoming more and more impure, losing themselves, who I am. What is the meaning of life? In the cyberspace after the disappearance of human body, can the final rational technology provide justice? Are life forms of different races equal? Can we eliminate the social class label? The project attempts to awaken humanity towards peace and equality, and to rethink their rights and meaning, to see pure self. Warn mankind, the vastness of the universe and the smallness of mankind, we need to treat the world with compassion. Human society must one day truly realize freedom, equality and justice.

conceptual proposal

Inspired by Dante's Divine Comedy and Buddhist thoughts, the "cyber God" (super database) formulated rules that must punish crime (Dante's principle of proportionality between crime and punishment) and purification of the soul. Just like Buddhism, bad people go to hell when they die. The soul is forced to accept the ultimate rational technology to provide a fair and just trial. This is the salvation of the soul, and in the end it is to find a pure self in a pure land and treat everything in the universe in awe.

design detial

Created an almighty cyber god by using movie and animation elements, metaphors technology as a god. The body of Cyber God is divided into four platforms. There is a special elevator in the spine that can only descend, and the humanoid soul enters the space by the elevator. At the first level of judgment, the soul takes the memory of life into space to receive it and be judged by God. In the second hell, those who are condemned by God will be punished relatively, and those who have not sinned go directly to purgatory. The third level of purgatory is a factory that purifies people’s seven desires and washes the soul. The fourth level is heaven, there is no beauty, no ugliness, no good and evil, all beings are equal, without distracting thoughts.

effect

At the end of the cyber, the soul has undergone self-discipline and tempering to face the parallel universe with its best appearance. Peace, fairness, equality and good results. The virtual society maps and magnifies the real society, and the real society derives and nourishes the virtual society. I hope the conceptual virtual space design can awaken human beings and reflect.

collage of space concept

Since at least the 20th century, men have been occupying the active position in social development and have treated women unfairly and restricted. In response to these situations, women began to call for equal rights, so they developed feminism. This project started research from the futurism‘s misogynist, and discussed the relationship between male-dominated society and feminism. This collage represents this relationship, and also expresses the opinion from a female futurist Saint-Point that androgynous being is the complete being, which responses to futurism. Therefore this place is for women and people whose gender identify as women to enhance their voice and support them in such a male-dominated society.

site selection

This building is occupied by this project as a masculinity building. Its dark single colour, rough texture and concise lines. Those are masculine features. The author of this painting of this building is Ettore Sottsass, who is a big fan of futurism. This is suitable for my starting point of research. In addition, the shape of this building and several small windows on the walls make the whole building look very private and there is a feeling that the internal space is well protected. This project wanted to use this atmosphere of this building to create a space to “protect” femininity.

plan & axonometric

by referring to a survey about women’s favourite leisure activities and considering project aim,the most important functions of this place are reading area, communication area and garden area. There are only feminism books in this building, people can get mental support by reading. And the communication area provides a place for them to share their experience freely and help each other with their problems. Garden area is not only a decorative area for femininity, but also it's a good way to make people relax by getting closer to nature.

urban outside

village outside

Narrative space & space narrative

Narrative space and space narrative are two very confusing concepts. Previous researchers often disassembled these two concepts into two sub-concepts of "narration" and "space", and then discussed the composition, classification and meaning of space, as well as the method, strategy and construction between space and narration. This makes the two concepts of "narrative space" and "space narrative" refer to each other. In fact, there is a clear difference in understanding between these two concepts. Obviously, the central word of narrative space is "space", and "narrative" is a limitation and description of "space", which is essentially a kind of space. The central word of space narrative is "narrative", "space" is the technique and method of "narrative", so that space narrative refers to a kind of narrative.

Design process_film space extraction

Design process_concept model

The space narrative as a method, is connected with the five previously extracted spaces to get the initial concept model. It is worth mentioning that through the connection of these spaces, we can see that there is a narrative extension between them. Each space contains a conflict which provides the necessary conditions for the development of the narrative in the next space.

Final outcome_overview

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

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.

Untitled (130)-2

The Big Bang

Animation showing the OS MHPMV "Hephaestus" exploding. Music Credit: Elliott Cookson

Exploded Diagram

Part List with Drawings

Detailed Views

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.

Product Interaction

The device syncs directly with the user's smartphone to provide data and alerts about blood sugar and heart rate throughout the day. The user can open the app to view their trends and see their most recent readings.

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

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

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

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.

NOWYOUSEEUS project poster

NOWYOUSEEUS is a progressive online research led activist project about Identity as seen through the lived experiences of womxn of colour with afro-caribbean textured hair.

The Hunterian Collaborative Project

Curators: Carol Dunn, Claude Chan, Hannah Braithwaite, Shalmali Shetty

Creative Connect Talk

Guest speaker talking to Creative Connect about being a Social Justice Curator in 2020.

Collaborative Project: Reclamation

Reclamation Poster

Pause or Pay campaign

emerging commons

www.emergingcommons.com

emerging commons community map

emerging commons walking exercises

Emerging Commons Walk George Sq to Pollokshields East, Glasgow

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Dia-Logue

Cross or Not Cross

Authority & Freedom: Testing the Context

having been touched on the surface (cover)

Cover of the upcoming publication.

Reclining StickMan

Stelarc, Reclining StickMan, 2020, installation view, photographed by Saul Steed, AGSA

Gaitkeeper

John Butler, Gaitkeeper, 2020, video still, courtesy: John Bulter

Gaitkeeper

John Butler, Gaitkeeper, 2020, video still, courtesy: John Butler

The Creation

Xiaolei Tian, The Creation, 2015, video still, courtesy: Xiaolei Tian

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

Circuit

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

Chronotropic effects or real time engines

Mixed media on canvas 165/120 cm

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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 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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A refleaction of myself part 2

Oil on canvas, 50*70cm, 2020

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A refleaction of myself part 3

Oil on canva, 60*80cm, 2020

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A quick reflection of the man

Oil on paper, A2 size, 2020

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Untitled Project 1108

Unguilty Pleasures by Jeremiasz Rzenno


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Unguilty Pleasures (2020), Research Report

Design Outcome – Unguilty Pleasures – Homepage

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Design Outcome – Unguilty Pleasures – Navigation

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Design Outcome – Unguilty Pleasures – Interactive submission form

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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.

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

Brown crab, velvet crab and lobster landings in Scotland

Ocean farming

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

Collaborating for a zero-waste fashion community

Data Analysis

Data Analysis

Qualitative Research Method

Narural Light in Learning Environments

Foreword

Introduction

Project Title

Overview

Motivations

Data Analysis

Data Synthesis

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

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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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.

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

Process and visualisations


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Activity Pack

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.

Project Process Journey

The sustainable use of household products in the young transient group.

This project focuses on the sustainable use of household products in the young transient group in Glasgow. Young Transient Group means People are leaving for college and exploring the world post-graduation (Eric Klinenberg, 2012). With the process of globalization, short-term migration has become convenient. In the Migration and Its Impact on Cities published by the World Economic Forum in 2017, it mentioned that adults planning and preparing to migrate are more likely to be young, single, and living in urban areas. As the youngest place in Scotland (David Ottewell, 2018), Glasgow has a large amount of YTG. Under this trend, cities also provide a wide client base for YTG to market their products and services. However, In a current economic model, a household product is manufactured and sold to a customer (Thomas Wastling, 2018). YTG is an excellent customer for enterprises because their movability means their continuous consumption of household products. Such short-term consumption did stimulate the growth of the local economy, but it also caused a massive waste of household products. According to the Scottish Household waste – summary data 2018 from the Scottish Government, Glasgow generated 245,318 tons of household waste in 2018 the whole year, 69% of which were buried. Young people have a great responsibility for it, because they do not have sufficient knowledge about waste segregation in their own area, neither about the waste processing machines (Monika Stępień, 2013). This colossal waste of household products from YTG poses a challenge to the sustainable development of the city. Therefore, this project will focus on researching how to make YTG obtain and process household products more sustainably.


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Background

Investigation

Stakeholders Mapping

Insight

Ideation

Helping people keep away from insomnia


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Product

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

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.

PPJ_Sangeeta_19127341_R


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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

Positive Practices GS

P O S I T I V E P R A C T I C E S - EXPLORING POSSIBILITIES THROUGH COLLABORATIVE SOCIAL INNOVATION


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XuHAN_stage3_PPJ


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posters

posters

posters

the recipe

social media activities

Adjust Imbalanced Position Between Couriers and Platforms


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INTERVIEW

INTERVIEW

SYSTEM MAP AND JOURNRY MAP

INTERVIEWING AND MIND MAPS

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

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.

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

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?

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'

Male Brush-Legged Wolf Spider

A Render of an S.ocreata male 3D Model

Created for use in a Real Time Application, the model shows a male Brush-Legged Wolf Spider

Female Brush-Legged Wolf Spider

A render of an S.ocreata female 3D model

Created for use in a Real Time Application, the model shows a female Brush-Legged Wolf Spider

Cartoon Male Brush-Legged Wolf Spider

A render of a cartoon S.ocreata male model

Created for use in a Real Time Application, the model shows a cartoon male Brush-Legged Wolf Spider

Cartoon Female Brush-Legged Wolf Spider

A render of a cartoon S.ocreata female model

Created for use in a Real Time Application, the model shows a cartoon female Brush-Legged Wolf Spider

Hand Dorsal Muscles

A Dorsal view of the muscles of the hand

The labeled image acts as one part of a two part informational graphic labeling the muscles of the hand

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

CARBON CONUNDRUM

Carbon Conundrum Logo

Capture

Game Menu

worldview

Game Scene View