A clean line and simple geometry perfectly combine function and aesthetics, the scissors follow the rule of “form follows function” and celebrate the beauty of bronze. The scissors are the item that light up your desk and bring you joy in working space.
From left to right, it's the first to the fourth iterations.
The first one: In the handle part, there is nothing that the thumb can hold onto.
The second and third iteration: There are some structures in the handle, but it's not very comfortable and also is left-handed friendly.
The fourth one: I use the simplified structure, which makes it easy to grip.
Trying out the ergonomic part of the scissors.
The trial from the burnout process.
Using patina to change the color of the scissors, and creating textures by sandblast it.
Making cold mold out of polished 3D printing to create better finishing product.
As a team, we are interested in spatial experiences. We choose tent design to address the idea of creating space experiences that are intriguing and human-centered.
Tents function as a medium between people and outdoor environment that provide people a temporary space without the influence of weather. The quality of a tent will profoundly affect the quality of outdoor activities. We aim to create a better temporary outdoor space with light, breeze and broad vision for people.
BAFF is a group project, Brian Tarn and Ti-Wei Chang are co-designers. We did all the design together. However, each of us took the lead on different part of the design. I was in charge of the development and production of "bubble ceiling".
Skills: Product research and development, Product design, Product engineering, 3D modeling, Rendering, Manufacturing.
MODULAR TRANSFORMERABLE SHELTER
BAFF is a shelter system that can be assembled in different scales to satisfy the needs of circumstances. Each tent can change the gesture to suit the varying factors of the outdoor environment. For example, by adjusting the angle of the bubble ceiling, people can have better shading, or by altering the height of BAFF, people can have different spatial experiences.
We make the inflatable cover for the tent because of the following three reasons:
1. Inflatables can construct its shape without rigid materials.
2. The lighting under the tent will be more efficient compared to the traditional canvas cover.
3. It is light weight and easy to transport and construct.
Alterable Structure is composed of six joints. Each of them is able to adjust to nearly 30 different angles. With Alterable Structure, BAFF can transform into different gestures easily and become livelier as a creature.
FURNITURE + FOUNDATION
In the outdoor environment, the wind is the most significant factor that will affect the stability of tent. Therefore, we designed a system of Furniture + Foundation to keep BAFF standing firmly on the ground.
The constructing process of BAFF is simple and convenient. All the adjustable units are under the height of 1.2 meters, and the process can be done with two people in three minutes.
In order to make the tent transformable, we designed a joint that can be fixed in different angles. The way we manufacture it is limited by the budget and resource, therefore we soldier several layers of steel to achieve the working prototype.
FORM AND STRUCTURE STUDY
We explored the possibility of the tent from functional and aesthetics perspectives. During the experiments, we used different materials and manufacturing techniques to make the design of BAFF meet our design objectives.
3D Printed Backpack Project investigates the possible applications of 3D printing for soft goods. Instead of attentions to 3D printed fabric, the project focuses on how 3D printed objects can fit in the current manufacturing process and add value on the customization. The project is designed exclusively for 3D printing, which allows files to be distributed through the Internet and rebuilt in remote places that have access to 3D printers.
The project proposes four joints for four different kinds of sewing techniques. With a simple “click”, a backpack can be assembled without sewing. The result of 3D Printed Backpack is an example of how 3D printed joints can be used to make soft goods more accessible to people. The techniques can be applied to furniture, luggage, and footwear design.
The 3D Printed Backpack Project challenges the limited applications of 3D printing. Standard design processes use 3D printing as a way to create and test products before they go to mass production. People normally think of the outcome of 3D printing as plastic, grainy, and unpolished; as a prototype. But this project embraces the characteristics of 3D printed objects and uses the texture, color, and material as part of the design language. It demonstrates the possibilities of 3D printed objects as the end products.
Skills: Product research and development, Product engineering, Softgoods design, 3D modeling, 3D printing, Branding.
The waterproof fabric has high resistance and is good for cutting without finishing edges. The waterproof zipper is attached by thermo-sensitive adhesive that makes the assembling process stitch free. Rubber has good abrasion resistance and can absorb shocks, which makes it a competent material for the stripe.
ATOM 3D PRINTER CAMPAIGN
The campaign aims to get attention from designers for the possible applications of 3D printing. ATOM 3D printer’s existing customers are engineers, hobbyists, and students. We want to include designers into our community. Therefore, we start this campaign to demonstrate how 3D printing can contribute to the design process. There are three themes: lifestyle, creativity and technology. In the campaign, we work with photographer Sydney Sie.
Skills: Product design, 3D modeling, 3D printing, Styling.
The brand image of ATOM 3D Printer. It gives people tech-savvy, function oriented impressions. Also, the way that ATOM presents itself emphasizes on how strong and fast the machine can be, which might exclude people who are not familiar with technology.
“LIFESTYLE“ delivers the idea that 3D printers can be tools to make products that decorate spaces and show your tastes.
“CREATIVITY“ makes 2D letters become 3D and plays with visual illusions.
“TECHNOLOGY“ applies 3D printing to electronic products and makes it playful.
The exhibition in FabCafe Taipei.
The project started from the personal belief that design should serve personal happiness. Instead of finding a universal solution to satisfy all users, designing for an individual is more beneficial in the sense of bringing the real satisfaction to the user. To identify behaviors and habits that bring one a great joy, I conducted research to look into others’ private lives and redefined these habits as obsessions. Because the habits I referred are stronger than daily rituals which will make us feel unsettled, if we don’t do it right. The outcome of the project is a series of squeegee that I deliberately made the function of them seems to be ambiguous. I wished it will provide users the opportunity to explore and redefine the product through their usage.
The interviews reveal people’s obsessions by prompting them to talk about their daily routines. When first starting this process, I interviewed people one by one, and I found that people were unable to recall specific obsessions about themselves or explain such traits in detail. Therefore, instead of asking them to talk about themselves, I thought it would be more productive to ask them to talk about their partners, family members, or close friends. This approach resulted in a more fruitful and engaging conversation. I collected twenty-two stories from fourteen people that disclose their obsessions and illustrate their personalities. I chose the girl who likes to squeegee the whole shower space (including the floor) after she takes a shower as my target user.
THE DIAGNOSIS AND IDEATION
After an in-depth interview, I summed up the keywords as following: She spends ten minutes a day cleaning her bathroom with a squeegee. For her, there is nothing more important than having a clean shower space. The elements that make her smile in the squeegeeing process are the repetitive motions, aligning the blade of the squeegee with the tiles and developing methods to squeegee.
There are three different directions I could take when designing for her habits: fix the obsession, enhance the obsession, and translate the obsession. The first one “fix the obsession“ doesn’t fit with this scenario. Because her obsession encompasses many elements, if I fixed the obsession, I would eliminate her enjoyment. Therefore, in this case, I decided to enhance and translate her obsession.
THE IDEATION OF SQUEEGEES
I broke down and defined the squeegee into two parts: a rubber edge can wipe water and a handle that people can hold on. The ideation aimed to find forms that can meet these two core function.
I made several iterations of the squeegee and sent them to the users. The diversified squeegees provide users a chance to try out new ways to use a squeegee and explore possible application scenarios.
THREE VIDEOS OF SQUEEGEE IN USE TO SHOW THE OBSESSION
My primary case study was Squeegee Girl – a young woman who is obsessed with cleaning her bathroom with a squeegee. Her obsession is a daily ritual, and also acts as a transitory experience, allowing her to prepare herself for the next activity in her day. I wanted to highlight the feelings of peace and happiness through this video. The video begins with with Squeegee Girl taking a shower in the bathroom. The shots then switch between her cleaning the bathroom using the squeegee, cleaning up herself, squeegeeing and then putting on make. The video ends with Squeegee Girl walking out of the bathroom without changes on her appearance. The act of using the squeegee represents the cleansing of her psyche. In the process of cleaning, she clears her mind and renews herself.
“Design for (Squeegee) Obsessions” proposes the idea of designers as personal doctors who tailor products based on individual needs. The project uses the girl who likes to squeegee after a shower as an example. For her, squeegeeing is a way to prepare herself for the next activities. It is a meditative and delightful process.
After I designed the squeegee, I realized that the best way to present the obsessions it's through video. Because the video can capture the motion and the satisfaction of using squeegees. However, obsessions are such an intense feelings that can't be understood only through video. Therefore, I made an immersive space that gives the viewers the feeling of entering someone's mind and reading his/her thoughts.
The whole experience I designed aims to sell the idea of using squeegee rather than selling the actual squeegee.
It is a project I did in the hoop skirt and bustle class at RISD. Based on the study of historical objects, the project aims to create a bustle that fits in modern society. Being inspired by the 19 - Century painting of women wearing hoop skirts to play tennis and the movement of bustle created by doing sports, I decide to design a contemporary sportswear bustle.
Bustle Jacket has several delicate features for sports --- attachable bustle, adjustable waistband and pocket for electronic gadgets.
The painting from Horace Henry Cauty in 1885 that illustrates women playing tennis with hoop skirt.
The study of the mechanism of historical bustles and hoop skirts provides me the better understanding of the structure and how it works.
Based on the existing pattern, I created two muslins to study its form and how it interact with bodies.
Being informed by the geometric pattern and the translucency of the fabric, the overall aesthetics of project focus on playing with colors and geometry to create the street, sporty look.
I made two mock-ups to test the idea. The first one focused on the form of the jacket and the structure of it. The second one concentrated on how the bustle connects to the jacket and the movements it creates.
The second study model. Apart from the first one, this focuses on how bustle connects to the jacket and how the bustle moves.
Playing with the proportion of different fabrics and the patterns it creates.
This is a research/ graphic design project I did at Verdes for Haven Life. The design brief is as followed: Haven Life just moved into their new office, and they are looking to create an intuitive, and connected environment. Therefore, we are going to design an inter-office communication tool for them to nurture the office culture.
The inter-office communication tool must be made out of the cut off wood cube from the office furniture.
WHAT DO YOU WANT TO SAY?!
In the office, we conducted an internal investigation into messages that people want to leave to one and another. We found out that there are two different kinds of messages: Individuals status and group dialogue. However, individual’s status can be observed through behaviors. For example, if someone puts up a headphone and look at screen seriously, that means the person is concentrated on the work. There is no need to create another layer of communication to deliver the message of "I am busy." Therefore, we decided to focus on the "group dialogue" type of messages, which are less obvious in the office environment.
Based on the internal communication research, the messages are composed of four fundamental elements: punctuation, action, object and time. Through assembling these four elements, writing messages can be simple and interesting.
Before diving into icons design, we collected some empirical data from Haven Life's office. We gathered photos of their office and did a survey with their employees to get a better understanding of what the office conversation are so that we can create a series of exclusive icons for Haven Life.
We analyzed icons based on two qualities: expressive versus abstract and relevant (to Haven Life) versus irrelevant. We aimed to design icons that are more abstract and relevant.
CITY GO ROUND
City Go Round is a project initiated in the Mind the Gap workshop with students from Royal College of Art. Further development and execution of the idea are done by our team in Taiwan.
City Go Round is an interactive design incorporating cultural arts, information engineering, and tourism. Adopting the idea of a slot machine, City Go Round randomly picks four recommended places for people to visit with a pull of the lever, saving time on the action of planning and deciding. City Go Round allows people to kick-off their adventures with actual “Fun.”
City Go Round is a group project, Ting-Hsuan Chang, Yen-Chi Ho and Yu-Hsuan Lai are co-designers. Ting-Hsuan Chang and I designed and built the machine and the user interface. Yen-Chi Ho developed the website. Yu-Hsuan Lai worked with people in London to construct the exhibition.
We worked with Tainan City Government to improve the tourists' experiences in Tainan train station. Tainan train station is a public transportation hub in Tainan city. It is a place that every tourist will visit when they arrive in Tainan. However, the information systems in the station were not very friendly to tourists. People easily got lost or feel overwhelmed by the complex, unorganized information. Therefore, We decided to focus on the design of the information system, which integrates with local tourism and public transportation.
There are three simple steps to use City Go Round: shuffling, exploring and sharing.
CITY GO ROUND WITH LOCAL COMMUNITY
City Go Round cooperates with local businesses to hold events or provide special discount for users. By combining tourists, local businesses and city, City Go Round creates a local community.
We want to keep the map as simple as possible, so we only provide information about the name, address, a rating score, as well as three adjectives that best describe the place. Also, the map is a foldable postcard. People can share their journey with their friend after visiting the places on the map.
SLOT MACHINE MECHANISM
To generate a feeling of playfulness, we focused on developing a mechanism to mimic the sound and touch feedback of a slot machine. Also, we used wood to create a comfortable sensation.
USER INTERFACE PROTOTYPE
We did a paper prototype to stimulate the using process and the switch between the physical interface and the digital one. After that, we ran it on the actual device to get feedback from others.
CITY GO ROUND IN PUBLIC TRANSPORTATION
City Go Round will be installed in every transportation hub such as train stations and bus stations. Tourists can find City Go Round within a one kilometre. As a result, they don’t need to worry about where they should go next and have a wonderful traveling experience.
LONDON DEIGN FESTIVAL
In London Design Festival, we introduced City Go Round to the people who came to see the show. People used City Go Round machine and printed out adventure map of Tainan.
Co-designer: Rodrigo Guadarrama
VOCAL is a product + digital platform for empowerment through storytelling and social integration. First, it provides the user with cards that aid in the process of finding a topic by probing the user’s experiences and interests. Then, it guides them through the process of generating a script by using a series of prompts to elicit thought. Once the script is done, VOCAL is used as a recording studio and sharing platform.
Skills: Contextual design, The integration of physical and digital platforms.
Design for aging population is a broad topic. Therefore, we decide to narrow down the scope before we do the research.
We analyze the possible topics that we can address within the aging population. There are three main topics: social challenge, physical challenge, and mental challenge. Social challenge means the external force that makes older adults feel alienated. Physical challenge indicates the change of body that causes more efforts in their daily lives. The mental challenge is about the culture and background that shapes their ways of perceiving things. These three topics are interrelated.
Based on our team interest, our research focuses on the area in between the mental and social challenges. We define our area of interests as empowering older adults through education.
There are two parts for primary research. First, the observation of the environment of the retirement community. The environment includes the tangible facilities and intangible systems. The second part is the workbooks and interviews. The purpose of the workbook is to find out the role of learning in their daily lives. The interviews reveal the general interests of the activities in the retirement community.
1. Learning technology is a hot topic. As a group, they value the idea of learning new, technology-related skills to keep up to date with family, friends, and society.
2. Learning must have an immediate, perceivable value. They won't invest time learning something might be useful in the future.
3. Communities play important roles. They like to be attached to a specific interest group, such as gardening group, reading group, and movie appreciating group.
1. Guidance and assistance are necessary and crucial for learning. It helps them to overcome mental and physical challenges.
2. Something familiar. It's easier to use something they already know as a metaphor to introduce a new idea.
TAILOR TO OUR USERS
The participants we worked with have the common interest in reading and they are both learning computers in order to communicate with others.
During the interview, when we ask them about their opinions, and thoughts, they are not very revealing. However, once we started the topic about their past experiences, they were willing to share more and we build our trust through storytelling.
The conclusion is older adults desire company and human interactions, but they are passive on building connections with others. It might be due to them lacking confidence. Therefore, we decided to design a system to empower them to share their stories and build connections in a fun and innovative way.
Vocal is a podcasting system designed for older adults that integrates physical and digital platform. There are three elements in the system: cards, recorder, and website. Vocal cards are a series of questions/hints to guide users through the process of generating podcast contents. The recorder is a simple, convenient product that facilitates the recording process. The website is a place for older adults to be heard; it's also a platform for family members to interact with older adults.
DESIGN VOCAL CARDS
The purpose of vocal cards is to assist old adults to go through the process of defining, preparing and organizing materials for the podcast.
There five types of question:
1. WHAT: What topic is interesting to be covered?
2. HOW: How to structure a podcast?
3. WHO: Who can talk to? Who can bring in the resource?
4. WHY: Why would you/audience like this episode?
5. WHICH: Which format can you use to present this topic?
DESIGN VOCAL RECORDER
The recorder can be a small handheld device, a computer program, or a booth. But "What's the best form/setup it can take?" we kept asking this question to ourselves. Based on the insight we got, the device should be something familiar to older adults. We decided to take the direction of designing a device that is similar to radio.
DEVELOPMENT & USER TESTING
We did several interviews and workshops with our participants to make sure our design meets their needs. Also, we ran a user testing workshop to tailor the products to older adults, such as font sizes on the cards, the button on the recorder, and the usage of microphones.
VOCAL RECORDER AND CARDS
There is two type of recorder.
Main device: It has on/off, forward, backward, stop, pause, play, volume up and down buttons. Also, it has a layer of felt that can wrap around the device and click on the machine.
Satellite device: Portable recorders that older adults can hang around their neck in order to get better recording quality.
VOCAL DIGITAL PLATFORM
There are two types of users on the VOCAL website: storyteller and audience. The website aims to integrate the two different using scenarios.
GROUP RECORDING STUDIO
In conjunction with a satellite device to be used for recording larger groups, it includes everything they might need to share in a single device with a simple and intuitive interface.