Volts
A Gameful Movement-based Intervention for Active Public Waiting.
Exhibited at Direction 2016 (by Web Directions)
Exhibited at D16 Graduate Show (by University of Sydney)
Combining Pavegen technology with a gamified interface, Volts is the brainchild of my dissertation project that focuses on the topic of 'Playful, creative interventions for moving expressively in public space'. By using movements to generate electricity and enable Wi-Fi connectivity for everyone within a space, its design as a gameful movement-based intervention will channel one's addiction for mobile device usage into a positive endeavour and encourage people to adopt 'active waiting' habits while they are in public.
This research project was also done under the supervision of Dr Lian Loke from University of Sydney as part of the thesis submitted for the degree of Master of Interaction Design and Electronic Arts.
Employing a custom-made voltage convertor and Arduino system, the Pavegen tiles were successfully connected to the gaming interface (written in Processing software).
A fully functional prototype (left) was created at the end of the project, with the concept design (right) focused on appropriating existing display screens at bus-stops, train stations, or telephone booths.
In a nutshell, the Volts system required users to perform 3 simple steps—Connect, Move, and Generate.
To further motivate long-term usage of the system, a mobile game application was also created that allowed players to quantity their efforts as crystals and Volts energy. By collecting these in-game currencies, they would then be able to evolve their game characters and gain new skills to use in battles against other players.
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Volts
A Gameful Movement-based Intervention for Active Public Waiting.
Exhibited at Direction 2016 (by Web Directions)
Exhibited at D16 Graduate Show (by University of Sydney)
Combining Pavegen technology with a gamified interface, Volts is the brainchild of my dissertation project that focuses on the topic of 'Playful, creative interventions for moving expressively in public space'. By using movements to generate electricity and enable Wi-Fi connectivity for everyone within a space, its design as a gameful movement-based intervention will channel one's addiction for mobile device usage into a positive endeavour and encourage people to adopt 'active waiting' habits while they are in public.
This research project was also done under the supervision of Dr Lian Loke from University of Sydney as part of the thesis submitted for the degree of Master of Interaction Design and Electronic Arts.
FIN
A Collaborative Game for Active Workplace Sitting.
Top 3 Finalist (Research Category) of the Student Innovation Week Challenge (2016) (by University of Sydney)
Combining wearable Arduino technology with a shared interface display, FIN is designed to be an alternative solution to workplace sedentary behaviour by injecting social collaboration and gamification into the daily routines of workers in open-plan offices. Through the use of movement sensors to earn bonus time on the digital countdown timer, FIN aims to encourage 'active sitting' for a healthier work environment by making moving fun.
This project was also a collective effort that combined the skills and expertise of my teammates: Queenie Ling, Ahmad Mollahassani, and myself.
Do watch the videos below for more information on FIN.
Marked
Redefining the Online Bookmark.
For anyone who has journeyed across the Internet, saving online content amidst the vast pool of websites and digital information has probably resulted in a pile of unorganised mess that has accumulated over time. Designed to be smart and intuitive, Marked prides itself as an all-purpose bookmarking system, which aims to reinvent content organisation, value-add to users, and become relevant to today's browsing habits.
This project was a collaborative effort between me and my teammate, Jason Zhou.
Spot
A Different Recycling for the Modern World.
Positioning itself as a product that advocates 'lifestyle eco-activism', Spot focuses on assisting daily recycling habits in an effort to support community activism through technology. In its concept design, Spot utilises SCiO molecular scanning technology to detect the chemical make-up of materials and combines the data collected with a mobile rewards application to encourage long-term recycling and system usage.
This project was a combined work between my teammates: Arwin Purnama Jati, Jason Zhou, and myself.
Do watch the video below for more information on Spot.
Shiseido
During my time as an Account Executive in The Local (Singapore), I had the privilege to work with one of Japan's largest cosmetic brand, Shiseido. Out of the numerous clients I had worked with, Shiseido was easily one of my favourites as the company provides a vast selection of cosmetic products with different design themes for each specific range.
All the designs displayed in this section were collective efforts between the designers from the creative team and myself. The core work for Shiseido typically revolved around direct mailers (DM), outdoor advertising, magazines and newspaper ads.
Here are some examples of the work done:
*SCAPE
Another memorable client I worked with while I was an Account Executive at The Local (Singapore) was *SCAPE. Unique in its target audience and marketing approach, this client is a non-profit organization that engages the youths in Singapore. Serving as a networking platform and resource hub, *SCAPE supports youths through interest programmes, as well as providing facilities for self-initiated activities. In these circumstances, my past involvement with *SCAPE was highly rewarding as we were contributing back to the society in Singapore.
For this client, the works displayed here combined the efforts of the creative team, my supervisor at that time, Tracy Ho, and myself. The designs created for *SCAPE focused greatly on the client's branding and marketing campaigns.
Here are some examples of the works completed:
Fantasy
Besides attempting to 'break' every video game I can get my hands on or killing myself at the gym, I also indulge myself occasionally in digital artworks in order to satisfy a desire to express my creativity in the fantasy realm. Needless to say, I am mostly inspired by popular game culture and envisioned epic battles that involved magic and the elements (especially fire and ice).
For this series of artworks, each illustration was created solely in Photoshop and sought to stir the imagination in an alternate reality.