I believe that design inspirations come from life experience. As a result, I am eager to try new things and fields, as well as to experience feelings from various perspectives. This portfolio contains my ideas and what I've learned.
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Homber is a series of household appliances which can express their emotion by the way of operating. User can feel emotion and gain positive feebacks from the using process, which can satify some specific mental needs and bring multiple using experiences and pleasure to our life.
How can we help with the seriousness of the accumulated mental needs in our society nowadays?
What kinds of design can better ease people's pressure and difficulties?
What kinds of design can lower people's desire to discard products and make our environment better?
Recent graduates struggle to accommodate themselves in the next phase of life and find jobs in unfamiliar cities. They overcome diverse pressures by worrying about incomes, duties, etc.
People can get stressed and anxious easier when in an unfamiliar working environment with unknown colleagues.
Living in a different and high-cost city can be stressful.
A fast-paced environment can be oppressive and intense to people.
Having multiple duties at once can make people feel exhausted.
Young people are more likely to accumulate negative emotions due to the change of role and status in their lives. These problems can affect our mental health seriously. Therefore, I start to research negative emotions.
Although these emotions cannot be eliminated instantly, people can feel better when someone else shares the same experience as you do. You can find that it is not only you who struggle with the issue.
It is easier to recognize the cause of the problem by seeing someone else who also faces the same difficulty. When you find that negative emotion, move forward to learn ways to express it.
Helping people or things that suffer from problems you face can bring you hope and positivity when they start getting better.
The key to feeling empathy is to find others struggle with the same thing as oneself does.
Through my daily observation, I find that humans often personify things. This phenomenon appears within subjects such as pets, cars, and plants, on mediums such as comics and art, to name a few.
According to psychical research, people who feel
We have to deal with different tasks and others'
Studies have shown that people spend most of
more emotions tend to be healthier and less
thoughts when we are in public spaces. We can
their time receiving negative emotions in their
depressed than people who only feel positively.
only face our deepest feelings when we are in a
daily lives. Thus it can be seen that it is important
familiar place.
to learn how to get along with negative emotions.
I decided to do deeper research on the major causes of users' negative emotions. In this case, users will find it more realistic and easier to feel empathy.
Through interviews with office workers, I discovered that the reluctance to obey the boss is often where their stresses originated. The gradual accumulation of disinclination will turn into mental issues eventually.
Joining elastic ma
I try out dif to feel thei how they jo
Users can find that they are not the only ones who suffer from the circumstances when they feel the similar reluctant emotion expressed by the product while using it.
After the feeling of empathy, users can gain hope and emotional support from eliminating negative emotions of the product.
I find out living rooms are the most
Through combine the expressing emotions
comfortable places for users by
with the basic function of the products, you
analyzing their lives.
can receive diverse emotions in daily life.
These designs will fit in our daily lives more diverse and better when the feature of expressing emotion and the initial functions of products are combined.
Based on previous design directions, I chose to dig into the ideas that would have a great connection between the operation of the functions and the expression of the emotions.
The way it operates looks like humans' inhaling and exhaling breathing movement. So I wonder, is it possible to show its emotion by imitating human beings with varying the frequency and range of the action?
It is destined to trap mosquitoes continuously. With the endless mosquitoes, it has no choice but to obey the orders of humans till the end of its life.
It seems like a living creature rushing around the house to follow humans' orders. Is it possible to show its emotions in different postures?
FORM DEVELOPMENT
I use the shape of hammerhead sharks to stimulate users' imagination of fish gills, making them notice the movement when breathing. It is similar to cases where people associate the fronts of cars as faces and the headlights as eyes.
DEVELOPMENT
I try to portray the contraction of stomas by the up-and-down movement.
The movement is too mild to be realistic in depicting breathing.
I try to find out the right pace to depict the frequency and amplitude of the vibration.
Although the amplitude is increased, the nuances of breathing still can't be depicted.
Joining elastic materia
I try different el feel the flexibilit combine with m
als.
nt elastic materials xibility and to see he mechanism.
Combining the fabric and the mechanism.
The buckle should not affect the movement of the fabric too much, or else it will reduce the extent of the breathing process.
Finally, I decided to extend the area of the fixing fabric to reduce the number of holes. I also enlarged the holes to make it easier to see the nuances of the overall movement.
A IR PURIFIER
The process of purifying air seems similar to the movement of breathing. which let SHABRE can express its reluctant emotion due to the orders. User can feel the same emotion as SHABRE, which makes user feel that is not alone to face the frustrations. Furthermore user can gain some positive feeback from helping SHABRE.
The function remains the same as existing air purifiers. The main distinction is that SHABRE provides a unique user experience that satisfies specific mental needs.
the air quality as the workload
damage caused by overworking
different workload leads to the corresponding emotion
user replaces the filter to heal the sickness
After a lot of trial and error, I discovered that the process of shifting feelings is the key to getting people to feel emotions.
The amplitude and frequency of breathing are unnoticeable under normal operation.
When SHABRE is unsatisfied and exhausting while still having to follow the orders from the user, the frequency and amplitude of breathing are the way for it to express its rejection.
SHABRE stops breathing due to the exceeding workload. It needs someone to fix its health condition.
When the filter needs to be replaced, SHABRE will stop breathing as it cannot work anymore. The sudden silence will make long-term users realize that something went wrong immediately.
By replacing the filter, users can tell that SHABRE returns to its original relaxing state again, giving users faith and motive to face their own difficulties.
Changing the frequency and amplitude of the mechanism to express the state of breathing.
A NG RY M OD E
Ben got back home after work. They notice each other.
The little monster is inspired by c materials to the imagination of the user nd try to interacting with the product. hanism.
Suddenly, they realize how difficult
Finally, they comfort each other by Ben replacing
each other had been during the day.
the filter and SHABRE purifying the air.
Users can be satisfied with their mental needs through generating emotions from the process of using the product.
I try to attach psychic functions to existing functions to make them appear more naturally in daily lives.
Reinforcing the relationship between people and products can defeat the replacement rate and enhance the motivation to repair products.
NEPFLA is forced to eat mosquitoes constantly. For NEPFLA, it can express its extend of stress by expanding its movement.
Expressing its emotion through different postures. The battery power indicates its declination of physical strength; the motion and posture get weakened progressively.
P RODU CT SKETCH
P RODU CT SKETCH
MO RE DETAILS
This product helps children to learn about organs and related diseases by playing a game. With the combination of the App, children can not only gain more in-depth knowledge but also update and save the information easily.
In the 21st century, countless people died because of the spread of diseases. With the development of society and technology, viruses also expand and evolve correspondingly. It is widely known that we need to prepare ourselves to face various diseases.
Children between the age of 6 to 15 are too young to understand health and medical knowledge. They tend to reject treatment from doctors as they are unfamiliar with it, while they also do not have basic knowledge on preventing themselves from sickness.
Children reject therapies from doctors due to their unfamiliarity with the environment and knowledge.
According to the research, not only do children enjoy this kind of game but also it boosts their ability to think.
Children have the most limited knowledge of epidemic prevention and the weakest immune system.
Children often bully classmates due to the lack of knowledge about birth defections.
Children can learn the way to get along with their peers when playing the game.
By observing children in classes, I find that sitting too long in a class makes them exhausted and hard to concentrate. It also limits their ways of learning.
Children cannot devote themselves to learning when there is too much pressure. They tend to reject learning because of the way of education.
The number of textbooks and exams leads children to think that pursuing a higher score is the only reason for learning. However, even if they reach the ideal score, they will still be lacking in practical experiences.
There are various functional cards in card games.Through my observation and childhood experience, I find that children can memorize information on cards quickly and accurately during this type of game.
I try to combine the vest with the functional cards; disease, treatment, and prevention cards. It makes the situation more realistic and allows the players to learn the knowledge faster and easier.
Put on the vest
I gather the diseases that children usually get. They can learn relevant medical knowledge through reading and playing with the cards.
Locate different organs and learn
Read the card and insert it
Organ starts to vibrate
Search for the therapy card
Use the right therapy card
Children can learn the knowledge
their positions
into the card reader
and shine because of the
to against the disease
to remove vibration
of diseases and organs by playing
related disease card
the game
Try using different materials for the middle layer of the organs. Strive to make the user comfortable and reduce the possibility of injury.
Use simple paper models to adjust the actual size and proportion.
Go to the cloth market to feel and try out multiple fabrics.
Discuss the ways and possibilities of tailoring with a tailor constantly.
It can be challenging to cooperate with people in another field, but it is also helpful to learn something new.
Collaborate with friends in the field of engineering. We try to consolidate different information and make the prototype more towards the initial concept.
At the final presentation, I try to convey my idea to users and professors by demonstrating the actual operation.
After the conversation, I gained valuable suggestions from users and professors that helped me define some modifying directions.
WITH_ helps children to learn organ-related illnesses and treatments from playing a game, encouraging them to be brave seeing doctors and restricting the spread of diseases. Through the potential to replace components of the organs and the consistency in updating APP information, WITH_ envisions a better and promising future.
Put on the vest and turn on the power
Conducted by the teacher or the App, children can choose to be the doctor or the virus and play with the person with the organ vest to learn from the playing process.
Install the organs by their shapes
Tap different types of cards (assume using attack card)
Follow the instruction on the APP (in the case of attack
Different kinds of cards lead to different reactions.
card, reveal the surface and observe the affection)
(in the case of attack card, the corresponding organ will vibrate and glow red)
Different kinds of cards have different functions.
The APP guides you to play the game and gives you expanded information to learn.
At the same time, the specific organ will have different reaction.
The Attacked organ will vibrate and glow red. Reveal the surface to observe the affection.
Stop the attacked reaction with Treatment cards. Green flash will lit in seconds. Cover up the surface to return healthy.
Defense cards prevent the corresponding organs from the intervention of the Attack cards and make them glow blue.
The switch makes it easier to change and replace the broken parts or the interior materials of the organs.
Different lighting reactions make the game more pleasurable and enjoyable.
Different textures represent different injuries and affections of the organs. (e.g. Using cabbage to symbolize pulmonary fibrosis affection.)
Besides the ones included in the package, children are encouraged to add other materials on their own to represent all kinds of illnesses. It also expands the possibilities for adults to create new courses at different levels. e.g. Using roasted black sponge
What are other
to depict smoked lungs.
possibilities?
You can decide to install on vest which is easy to store and play for few peole or put on the charger which can more simply to play for group of people.
Differentiating from past products, WITH_ manages to install organs in real-life positions that are more reasonable and understandable.
The size of the vest is adjustable for different body shapes, while the absolute center remains the same.
The potential to replace and exchange components of the organs and the consistency in updating APP information lead WITH_ to an enduring and promising future.
Different combinations of app and materials can introduces different illnesses. Moreover user can compose different combinations according the type of sickness, which provide further illness of knowledge in the future.
D is c us s in g m ul t ip l e id eas
We define the current market position o
focused on market-commercial and sing
we make the decision to pursue a positio
home leisure style and a more complete
Because fabrics can be worn out easily by
Magnets advance the freedom and diversification of usage.
constant assemblages, regular replacements are needed. It is essential to make the replacement process as simple as possible.
Using 3 screws to fix the structure of the organ.
Buckles make it easier to install the organs to the vest.The softness of cloth transfers the vibration to the body with minimum interference.
Finally, we decided to create a de
based on three goals: a peaceful c
a two-way sense of accomplishme sense of being needed.
In the period of being itern in 2019.7-2019.9, I have a deeper understanding of the balance between design conception and real practice, as well as the process and point of views from NDD design. Especially, they develop design concepts based on customer’s porspective.
ROOSTER is a lighting company that specializes in outdoor and large-scale lighting systems. NDD design was tasked with redesigning four distinct lighting items for this project in order to make the product more related to the brand.
I attempt to know more about ROOSTER by looking at
To meet the needs of the company, we
We define the current market position of ROO
relevant sources such as websites, advertisements, and
conduct further research on the samples
focused on market-commercial and single orie
so on. Finally, we decided to start with the specifics,
and manufacture techniques such as sheet
we make the decision to pursue a position tha
such as color and product form.
metal bending and plastic injection.
home leisure style and a more complete prod
I discovered that by learning a variety of manufacturing techniques, we may be able to provide larger design goals to customers in order to demonstrate our capability and ambition.
#1.Basic solution
#2.Long-term plan
OSTER, which is
We decided to create a design with two distinct goals in
entation. Then
mind. Firstly, we meet the basic needs of our customers
at focuses on
at the lowest possible cost. Secondly, we strive to
duct line.
maintain the market position that we have established.
Beginning with the concept of plastic
Using the same lighting core to combine with
fittings, the goal was to improve the brand's
different modules, not only for the basic four
image and achieve product integration in
items, but also in the future for different items
the most cost-effective manner possible.
and systems to produce a complete series.
YUAN-HWEN is a plastic injection mould manufacturer. NDD design was commissioned in this project to create a pet brand and design some related products based on a "win-win situation between human and pet life."
We are attempting to gain a better understanding of the
We redefined the "win-win situation between
Finally, we decided to create a design c
trends and habits of pets and the target group. We
human and pet life" after digesting and sorting
based on three goals: a peaceful comp
investigate various brands and products on the market
out the data from numerous meetings and
a two-way sense of accomplishment, an
and collect questionnaire results.
discussions.
sense of being needed.
In the process of defining the phrase "win-win situation between human and pet life." I learned how to extract an abstract feeling from a sea of data and turn it into a clear direction.
concept
Bathing is the most difficult task for both cats and
People can play with cats more easily in life
People and cats can accompany each other more
panion,
humans. I try to simplify the bathing process and
without interfering with their work by
naturally and harmoniously if they combine their
transform it into a two-way sense of accomplishment
combining the cat's nest and games, resulting
habits in daily life, such as combining a bedside
by combining running water, toys, and human utensils.
in peaceful companionship.
table with a scratching board.
nd a
During the time period of 2018.10-2019.3, I gained a better understanding of how designers can be inspired by feelings from daily life and then transform those feelings into products in order to create new user experiences.
SUNMAI is a Taiwanese craft beer brand. HUEMON design has been tasked with creating three different beer mugs and related items. As an intern, I assisted the main designer in gathering information, making models, participating in discussions, and the development of related products.
After gathering relevant information, I organize the
I attend the meeting about using existing beer mugs
After assisting in the making and testing of
brand's data and begin with the characteristics of
in order to feel the weight on my hand and even hear
prototypes, I try to feel the various senses of
Taiwan's deep cultivation, the most representative
the collision sound. Furthermore, we observe the
touching in various forms and modes of use.
honey beer, and the logo design concept.
customer’s and store’s usage habits.
R, which is
ion. Then
uses on
ne.
I learned how to research the brand in depth and find the key to represent the brand image by assisting in the collection of relevant information, participating in the discussion, and at the end of developing related items.
Visit the glass factory to learn about the process
I try to use the section formed by the curve of the
I combine the honey hexagon with the
of creating and packaging beer mugs.
logo to show the taste of the beers, as well as to
championship trophy. Aside from being
highlight the characteristics and details of the logo,
a bar taps in the store, you can also
as it develops from the form of the logo.
store it at home in the form of a trophy.
This is a bag intended for storing shelving systems. It is necessary to consider user storage and transportation, and to try to use the same material to make recycling easier.
可調式扣環( P P )
織帶握把細節 單紗網布( P P )
15cm
兩片單紗交錯重疊
隔板( 兩布間)
織帶( P P )
布包邊
單紗網布( P P ) 網版印刷
Through the process of creating multiple prototypes, I can immediately obtain the usage problems and adjust the details.
pt
n,
This is a brand label intended for use in convenience stores. Throughout the process, I must consider the cost as well as how to combine it with the various structures in stores.
I need to integrate this data and learn how to determine the best way to produce the labels based on a large number of field surveys and cost considerations.
T R A D I T I O N A L S K E TC H & D I G I TA L S K E TC H
TRADITIONAL SKETCH
TRADITIONAL SKETCH
T R A D I T I O N A L S K E TC H & D I G I TA L S K E TC H
DALIY IMAG I N AT I O N O F M O STER
BY MARKER
BY PROCREATE
D I G ITAL SKETCH
M E C H ANIC A L S HA R P EN E R