PORTFOLIO HAN YU
2 0 1 6 - 2 0 1 8
韩雨
HAN YU
1996.11.07
EDUCATION BACKGROUND Communication University of China Beijing, China 09/2015-Present ·Major— Editing and Publishing with a Specialization in New Media
·Minor— Digital Media Art GPA: 3.77 /4.0
Degree: Bachelor of Arts (will be obtained in 06/2019)
SKILLS
University of British Columbia (UBC) Vancouver, Canada 07/2017-08/2017 ·Exchange Student / Faculty of Education
·Program: Digital Media in Arts Education & Learning Technologies and
Creativity in the Digital Age
Grade: 84&90
CAMPUS ACTIVITIES &VOLUNTEER EXPERIENCE Leader of Publicity Department of Our Faculty —10/2015-Present
INTERNSHIP EXPERIENCE Intern of Intel Group of Ogilvy & Mather —— 04/2018-06/2018
Editor of New Media Department of Harper's Bazaar —— 06/2017-10/2017
Art Editor Leader of School Magazine — 10/2015-6/2017
Volunteer Teacher of Chinese Young Volunteers Association —09/2017-Present Planner of “Midsummer Memory” Beijing (International) College Students Photography Exhibition — 06/2018 Volunteer of 2017 Chinese China Tennis Open — 10/2018
Visual Designer of Beijing International Film Festival — 04/2018
AWARDS & HONORS
Two second-class scholarships, two third-class sc issued by Communication University of China
Excellent Student Cadre issued by Communicatio China —12/2017
The First Prize of Bejing College Students Excellen Entrepreneurial Team — 09/2017
Bronze Prize issued by China College Students' En Competition — 07/2016
The Second-Class Prize of speech competition iss Journalism and Communication Department — 0
cholarships
on University of
nt
ntrepreneurship
sued by school 05/2016
PERSONAL STATEMENT There are two souls inside my body. One is unrestrained, while the other is well-ordered. Exactly as the meet of art and science in digital media. I am so fortunate to create a soul-match with digital media and enjoy this wonderful journey of technology and art. Therefore, I aim to further my study in Design & Digital Media. My professional interest was triggered by the volunteer experience in Young Volunteers Association. As a volunteer, I taught Fine Art to rural students who receive the least education resources, especially art curriculum. We have distance teaching via face time, drawing software and digital coloring game. Hence I intend to develop digital products in order to bring more changes to human life and make people interact with art, nature, history and the world. This idea was reinforced during the exchange period in the University of British Columbia, which encouraged me to think about the combination of digital industry and education. My undergraduate study in Communication University of China equipped me with a systematic expertise in digital media. With an average score of 90/100, I ranked top 3 in our class. Majoring in New Media, I got a profound mastery of news and video production and laid a solid foundation on media communication theory. Minoring in Digital Media Art, I got familiar with computer science and digital technology. By learning different computer software and technology, I mastered design skills including graphic design, web design, and 3D image design, which stood me out in digital media technology. Mastering basic programming helped me to realise the interaction between digital products and human.
Apart from academic learning, I also involved in research projects and extracurricular activities. In the Introduction to Digital Publication course, I designed an APP product. Through this experience, I mastered user survey methods, improved UI and UX design skills and gained a further understanding of user psychology under the new media era. Currently, I engage in an innovation programme aiming to design a VR sports game for Chinese teenagers based on classroom environment. Being conscious of my insufficient in designing 3D games and programming, I long for a further study. Besides, I interned in Intel Group of Ogilvy & Mather and took responsibilities for the brand image promotion and visual design. Since the client was Intel Group, this internship also provided me a profound understanding on technology trends. With the 5G era coming, artificial intelligence developing and big data mining, there are unlimited potentials in the digital industry. My professional objective is to develop digital products, especially digital games under the background of media convergence. In order to realise it, academic preparation and international vision are indispensable. Your prestigious university is my best choice for graduate study for its well-designed curriculum, strong faculty, internship opportunities, connection to digital media industry. I have a great interest in your curriculum module including 3D and Animated Design, Game Design Studio and Interactive Visual Design and I am eager to get such an opportunity to learn in Edinburgh.
CONTENTS 01 SECRET GARDEN
03 ICEY
APP Design related with plants
Ice Hockey VR Game
02 MOOD MENU
Electronic Menu Designed for Cafes
04 PRAYER LA
Installation Design for Memoria
ANTERN
al Hall
05 S-BOX
07 VISUAL DESIGN
VR Sandplay Therapy
Graphic Design and Photography
06 SHOT FROM THE LIP
Character documentary
01 Secret Garden 2016.4 - 2016.6 My role: Product designer & Researcher My Team: In collaborattion with Tu Yue
Skill: Interaction Design & User research
Secret Garden is an APP that helps users recognize plants and get relevant information. At the same time, it establishes the connection between plants and literary works (painting, music, poetry, etc.), forming a sense of synesthesia. Video of final production: https://www.youtube.com/watch?v=ojas-ekGNJ4
BACKGROUND
INVETIGATION
A survey covering 50 subjects
Do you like plants ďź&#x; NO
YES Environmental damage
People tend to ignore the plants around them
20 %
Can you clea
ďźˆ know their name
80 %
YES
10%
STORYBOARD
H
W
There are not many ways to observe plants.
Lacking modern interaction between people and plants
People living in cities lack connection with plants and fast and modern ways of obtaining plant information. At the same time, it is hard for them to express their feelings about nature in their busy lives.
People often see some plants in their lives.
Conclusion
But they often canno what these plants are.
Most people are interested in plants, but they lack a Therefore, they cannot express their feelings and em
arly distinguish the plants?
es, types, basic attributes...)
NO
90 %
How beautiful !!!
What is this flower?
ot accurately distinguish .
How do you generally get plant information ďź&#x;
TV program
Books
Internet
If you encounter a plant you do not know, would you like to check the information about it?
YES
NO
Why
40 %
less time
60 %
do not know how to search
ďźˆ just know their appearance without names)
Maybe I can browse later...
This flower reminds me of a painting.
BUT OUTDATED & INCONVENIENT
The information I found on the Internet is disorgniazed.
They do not have a convenient way to get information about these plants.
I am thinking a lot about it...
People will have imagination and some special feelings when they face plants.
a quick and modern way to get plant information so do not know enough about plants. motions about plants well.
Who can share my feelings at this moment?
They lack timely emotional resonance and feedback, and the interaction with plants is often interrupted.
INTERVIEW Cindy
22 Illustrator
Tianyu
21 Student
“Plants can provide me with a
“Obser ving plants is ver y
”
”
lot of painting inspiration to express my inner feelings.
“A r t i st i c e x p r e s s i o n
emotional expression closely related to the na environment.
interesting, and there is even a colorful world in each flower.
”
·Fond of going outdoors for landscape sketching
FEATURE
·Join in the natural science community and often participate in outdoor activities to observe plants
FEATURE
DEMAND
DEMAND
DEMAND
FEATURE
·I want to know what other artists’ imaginations and creations are like when facing the same landscape.
28 Actor
Sharon
·Quick access to plant information ·Record plant information and share it with others
·Busy at work, so they rarely have the time to g in touch with plants
·Use fragmented time to connect life with na ·Perceive art from nature
PAINPOINTS 1
Difficult to get plant information quickly
2
Limitations on how to express emotions on plants
3
Plant-related information is complex and unclear
4
Do not know how to for emotional resonance wi others about plants
and n are atural
”
CASE STUDY
MINDMAP
APP- Flower Recognition
- developed by Microsoft in 2016
Aesthetics
Interface and elements lack sense of design
Practicality
just recognition no more interactions
get
ature
rm ith
Interactivity
just recognition no more interactions
Fun Information acquisition
Large amount of information but unorganized, unselected
Conclusion
Scan
·physical plants ·Images (from books, paintings, mobile photo albums) ·take photos ·QR code: Many botanical gardens give plant QR codes
·Use its recognition technology ·Add more features and create more interesting plant interaction experiences based on user needs
·Associate with other social platform ·share pictures moods music... even smells
Flower language
·Love story / novel ·Movie ·Music
Conclusion
Plant identification
Share
Flavor
no techonology
Record
·Collect plant information ·Record emotions、ideas
Artistic Association Creative work
·Paintings on the same plant or scenery ·Poetries
·Plant recognition is a basic function ·Link plants and literary works can help people better express their inner feelings
PERSONA
Karen
Habbits
Media Editor
·record something
Personality
mood inspiration travel notes
sentimental
·share something on social platforms
24 yr
gentle
curious
sociable Relationship with plants
“ I feel that it is easy to establish an emotional connection
with the natural environment. I feel sad when I see the fallen leaves in autumn, while feel energetic and happy when I see the green shoots in spring.
”
ideas
Devices
photos
·Laptop
music
·collect new information news
art
fashion
·Smartphone
Methods of getting plant information
·Magazine
·Book
·Website
·Mobile APP
Hobbies
·music
·travel
·photography
·movie
DEFINATION Based on the above research ·We decided to design an APP to help people recognize plants, and at the same time help people to better express their inner feelings by establishing links between plants and literary works. ·We used plants as a link to establish interaction between users and nature, users and artists, as well as users and users.
MAIN FUNCTIONS
Plant recognition
Literary work association
Social circle
Favorites
USING PROCESS STEP 2
User can use the APP to scan plants for basic plant information
STEP 6
STEP 4
User can understand the artist's emotions through reading poetry, appreciating paintings or music and then record their feelings
STEP 1
Users can collect favorite information in the process, and then build a digital garden in the APP.
User who encounters unfamiliar plants in their life or travel
STEP 3
APP will connect literary works associated with the plant
STEP 5
User can share feelings, current photos or related literary works that they think of to others
INFORMATION ARCHITECTURE
Image Display
Association Social circle
Basic Function
Literary Works
Music
Books
Movies
Basic Information
Favorites
Social Circle
Plants Identification
Paintings
Personal Idea Scan plants
WIREFRAME
Log In
Personal Setting
Scan
Artworks Association
Add to favorites
Share Other social platforms
Plant Information
Association
Music
VISUAL LANGUAGE
Tested feedback
n
Logo Design
There are some pages missing back button
The logo pattern is a leaf shape consisting of the initial letter S of Secret and the initial G of Garden, which means that each kind of plant has its own magical and mysterious world.
There is already a sharing function, so the comment interaction function under the artwork has no meaning. Sharing interface lacks targeting options Some features are missing under the personal settings interface, such as viewing your posts, replies, and forwarding Database
Color
#4d5c41
Social Circle
#b6c0a1
#8c8d8f
Font Secret Garden Segoe Script
AaBbCcDd Lanting
Icon
Painting
Share
Others' Posts
Favorites
Scan
Social Circle
Favorites
Personal Setting
FINAL DESIGN
Plan
t Info
Plan
Log In
Personal Setting
Related Poetry
Related Music
Favor
rmat
ion
ts Ide
ntific ation
Asso
ciatio
Relat e
d Pai
nting
n
Sha
rites
are
Database
Others' Post
SITUATION
1
2
User scan the flower or find the flower in the database.
User can get information about the flower and enter into the interface of
3
4
User can learn more about the related artworks and comment on these plants and related artworks
Then user canshare with other users in social circle or add them into collection to build a digital garden
02 Mood-Menu 2017.4 - 2017.6 My role: Product designer
Skill: UI & UX design & User study
Mood Menu is an interactive menu designed for the cafe. It recommends dishes to consumers by recognizing their moods. It also provides them with personalized choices and allows them to easily DIY dishes, so consumers can enjoy a personalized dining service with a high-tech feeling.
Video of final production: https://www.youtube.com/watch?v=VizOGWfViRQ&t=3s
BACKGROUND
- observation customer
- scientific research
- technology
QUESTI
The following that offers d service design
Male
·Some consumers have difficulty in deciding their orders.
service
·Some waiters do not know how to provide more accurate services.
menu
·Some menus are too simple and abstract to understand
People's mood is closely related to the food they choose
Development of facial emotion recognition technology.
1/ How ofte
·People often choose food according to their mood. e.g. when in a low mood, people prefer to eat sweet food. ·The ingredients in food can also improve their mood. e.g. carbohydrates can help them relieve anxiety.
Conclusion
Wearable devices can monitor emotions through pulse, etc.
In the case of cafes, they lacks a smart way to understand the needs of consumers to optimize services, build effective interactions with consumers, and cater to new retail trends.
2/ Why are
IONNAIRE
g is a survey conducted at a coffee shop drinks, light meals, and desserts. My n is also targeted at this type of cafe.
Age
15 %
70%
16-19 20-25
3/ Which order method do you like ?
94%
35%
15 % 26-30
4/ When you order, what will you pay attention to?
65%%
29%
32%
Energy
Composition
Waiter service
self-service
en do you go to the cafe ?
Taste
6/ Paper menu or electronic menu ?
5/ Your ordering habit 3-4 per month 1-2 per month 1-2 per week no
e you going to the cafe ?
Prefer recommended dishes
55%
Prefer new dishes
10%
Have fixed match
35%
7/ Will you choose food according to your mood ? 9% 30%
14%
45%
90% YES 10% NO
66%% Electronic menu
Conclusion
34%%
Paper menu
In cafes, consumers now prefer to order food using electronic menus. At the same time, consumers often order according to their moods, so understanding their mood is the key to optimizing services. We need to improve the design of electronic menus.
PERSONA
INTERVIEW I interviewed customers about why they came to the cafe, what they thought about the current menu and their suggestions for improvements to menus and services. Then I sorted out their feedback.
Na Ag Jo PERONALITY ·Optimistic
Yi Ning 22 Student Habits: Go to cafe to relax
Fond of trying new products
Problems:
The current electronic menu design is not artistic enough.
Advice:
Be reminded of my waiting time
Ji Yang 24 Teacher Habits:
Date in the cafe
Refer to the recommended dishes
Problems:
No interactive elements
Menu has no personality
Advice:
Adding some optional items, such as degree of sweetness
Anny 20 Dancer Habits:
Study in cafe
Fond of low-calorie food Problems:
Ingredients of food on the menu are unclear.
Advice:
Add some information to the menu, such as calories, ingredients, and raw materials
·Easy to hesitate
·Emotional
HOBBIES Music
Fitness
E-produ
RELATIONSHIP Boyfriend
Have a date in cafe
DEVICES Laptop
Colleagu
Work in cafe / Shor
Mobilephone
PAINPOINTS & SOLUTIONS
1
ame: Olivia ge: 27 ob: Advertising planner
Solution
2
EATING HABITS
allergy to peanuts fond of sweet food when in a bad mood low calorie
rt meeting
Pad
Take away coffee
Have a meal
Work / Date Drink / Dessert
When
How often
Morning
Several times a week
Noon Afternoon
4
Add some DIY features
Waiting for the meal is too boring Solution
1-2 times a week 1-2 times a week
Add more information:ingredients/texture/calories...
Not customized enough Solution
CONSUMPTION HABITS IN CAFE
Behaviour
ues
3
Give a recommendations based on mood
Unclear Ingredients on menu Solution
fond of spicy food
ucts
Sometimes do not know what to eat
Conclusion
While waiting, timekeeping and music are needed
I would like to design an iPad electronic menu for cafes that can recognize consumers’ emotions and have the above functions.
INFORMATION ARCHITECTURE
SE
Mood recognition
Refuse
Accept
No peanut Gluten free
Low caffeine Alcohol free
Staple food
Drink
Information Name
Calorie Taste
Ingredient Price
DIY
Information
Information Pattern
Additive
Additive
Ice
Sweetness
Bill & Pay Waiting
Se
Dessert DIY
Pattern
U A
List of all dishes
Recommended list
Taboo food
Low calorie
T
recognize again
DIY Pattern
Additive
Se
Su Sy
Techn
Time prompt Music
ERVICE BLUEPRINT
Tools
·Smart bracelet
User Action
Put on the bracelet Take a seat
·Len of iPad ·Interface
Open Menu
Welcome
ervice
ervice
·Interface Order
Recommendation
Recognize Emotions
upport ystem
Induction System
Heart Rate Monitoring System
nical support: Front camera for facial recognition
Facial Recognition System
·Mobile Phone
·Interface
·Interface
DIY / Special Need
Pay
Bill
Tips
Wait
Rush Order
Time
Find Customers
Music
Payment Platform
Got Food
Prepare food Location Information
Database System
Cashier System
Smart bracelets can understand people's emotions by monitoring their heart rate and pulse
Data Analysis System
Kitchen Management System
WORKFLOW
START
PROTOTYPE
Offer a smart bracelet
Enter
?
Wristband: call waitress
Database System
Location
Cashier
Kitchen
1
Emotion Recog
Measure heart rate
Seat
Menu
Lens - Facial Recognition
Order
Pay
Wait
recognize emotion personal taboo simple DIY
Miss ‘help’ butt Waitress service
Bills
Cash/Card E-pay
Greetings Music
- help you change emotions
Know how long to wait Rush order
END
Delivery food
Return
Red mark:
Advice based on te
E & FEEDBACK
gnition
ton
2
3
Recommendation list
Change the position All food list
4
5
Bill and Pay
6
Add input boxes for people to enter special needs Information and DIY
Waiting
Time Reminder
7
Use one “Rush order” button
Add some greetings to make customers have a good mood
est
Separate “Information” and “DIY”into two interfaces
Add tips about the benefits of this ingredient
FINAL DESIGN
1. Emotion Recognition
2. Recommendation
2.1.1. Information
路Visual Language 路Match colors
#65441e
#925f0f
slide #cabdab
#e3dacc
路Typeface
Comic Sans MS
Handwritten fonts: More human-oriented and easy to identify
Icon of basic emotion kind
ABCDE abcde
2.3.1.Information
路Icon style
Call Waiters
Shopping cart
2.3.2 DIY
3. Taboo
All food list
payment method
Taboo
back
slide long press
2.2.1. Information
2.1.2. DIY
2.2.2. DIY
slide
4. All food list
5. Bill
6. Waiting time
7. Waiting time
03 Icey
Ice Hockey VR Game 2017.9 - 2017.11 My role: Product designer & Researcher
Skill: Visual Design & Interaction Design
Icey is a VR hockey game for Chinese teenagers based on the classroom background, which aims to help Chinese teenagers develop their interests in sports in their spare time and improve their physical and mental quality.
Video of final production: https://youtu.be/QaANf42Hvs4
BACKGROUND ·NEWS
Over the past decade, the mental health of Chinese teenagers has become increasingly weaker.
The physical health level of Chinese teenagers is lower than the international standard.
·EXPERT OPINION
“Students enter an important stage of character formation since the age of eleven. During this period, we should help teenager students develop a firm character and a healthy body to face future challenges. ”
INVESTIGATION
To find of the reasons why Chinese teenagers are fragile in body and mind, I listed diff
Born in
Media Activity Family Structure School Environment
70S
80S
Kongfu film / War film
Hero film Mechanic
play games with body movements including some violent clashes
Group ga and coop FC Game
A big family Many children
One Child Pay more attenti
Less pressure More outdoor activities
The academic pr Outdoor time de
Conclusion
There is a trend that some Chinese teenagers become fragile in both body and mind.
conclusion
Our teenagers have more choices of activities, but they lack powerful
fferent influencing factors during the growth of teenagers of different generations and analyzed accordingly.
90S
m / Rebellious spirit cal animation
00S Diversified in style, hotblood animation
ames-interesting perative e : Super Mario and Tetris
Strategic games, PSP Games
Low-age animation, Romance TV series Smart phone games
ion on the child
421 structure One child ,are easier to be spoiled
421 structure One child ,are easier to be spoiled
ressure had increased ecreased
Facilities are improved Great academic pressure
Facilities are improved Heavier academic pressure Encourage students to exercise
activities and sports combaining strategy and competation.
PERSONA
USER JOURNEY Li Chenghao 13 years old
A tenth-grader
Family:parents are busy at work, so his grandparents take care of him “ I feel stressful in learning. Since high school, I have little time for outdoor
activities. I am not very strong so I do not like intense sports activities. I am afraid that I would become unsocial because of this, and I also worry about my physical health. ”
Sports situation
Hobby
Time
Reading
Listen to music
Computer Games
Smartphone Games
Kinds
usually 1—2 hours a week
Basketball
Volleyball
Badminton
Table Tennis
Guidance Criterion
Only 1-2 teachers take control
of one class
By scores By tests which influence thier entrance to high schools
Teacher Comments
Parent Comments
A shy boy with soft personality who is a little weak and does not have his own opinion.
He is a good boy but a little craven in the face of challenges. He does not know how to deal with conflicts and relies on us very much.
Conclusion:
Li Chenghao's anti-pressure ability is relatively weak. In addition to the influence of his family, it is also closely related to the sports activities he takes part in at school.
On the way to scho
Morning Re
7:00
7:30
Talk What TV Plays Gossip news Games Sport news
PAINPOINTS
Staying in classroom physical movements.
Conclusion:
Based on th providing s
ool
eading Classes start
8:00
Morning Exercise 20min
9:00
Do What
Run together
Compulsory exercise
Break 10min
Noon Break 90min
Lunch Time
11:40 Have a rest
Do assignment
Tallk with friends
The time duration Lack joy and unique character isshort. Activities are often limited in the classroom.
m without
Classes start Break 10min 13:30
Do assignment
Hang out Play on the plyground Basketball、Football
Strenuous exercise after meals is unhealthy
The sports activities examined by scores at school lack fun.
PE lesssons Twice a week Once a week Clubs
After school
Back to home
17:30 Different activities
Common Exercise: Run Jump... Different Sports: Basketball Volleyball...
Drama Club Music Club Literature Club Sports Club:Table TennisFootball Volleyball......
Limited kinds The quantity of PE teachers and equipment are also limited. Current popular sports activities in Chinese schools lack the feature of resistance and strategy.
he analysis above, I want to use classroom environment in which students stay for the longest time to design a sports game, students with a chance that they can use fragmented time in classroom to do physical exercise and develop their interests in this sport.
School sports activities lack personalized guidance.
DEFINITION 1 In order to introduce new sports activities to arouse students' interests, I list several sports that have not been prevalent in Chinese campus but very popular in other countries, and make a survey among 30 teenager students.
If possible, which of the following activities do you want to try? ICE HOCKEY
16 people
BASEBALL
9 people
RUGBY
ICE HOCKEY
"Chinese government plans to build more than 665 ice hockey court before 2020."
BASEBALL
"Chinese government plans to build more than 250 baseball court before 2025."
Conclusion:
In the meantime, I analyzed the features of these sports.
"Without a specific plan, rugby can be played in the existing football court."
Freshness
ICE HOCKEY BASEBALL RUGBY
5 people
3 This game can arouse teenagers' interests in this sport. Hence, they may take part in this sport in reality. Therefore, the future construction of the athletic facility for this sport should also be considered.
RUGBY
2 At the same time, I analyzed the characteristics of these sports and selected sports that are both fun and able to cultivate the strong will of young people.
Development Foundation
Conflict Strategic Skills
4 What form of the game is appropriate?
VR
Considering all the reasons above, I chose ice hockey as the game project. The form of game will be decided after the test of different design concepts.
Somatic Game
Table Game
DESIGN CONCEPT
Classroom Environment
Front/back wall Side wall Ceiling
Desktop Aisle
Existing Equipment
projection screen or a TV Plan A
Somatic Game
Front/rear wall
Plan B
Table Game
Desktop
Plan C
VR Game
Aisle
Conclusion:
kinect
projection
projection
kinect VR device
I made a research among middle school students in terms of these several design concepts. Most of the students are more interested in VR games, so I chose VR as the form of game in my design.
WORKFLOW STEP 1
START
Students can play the game in the available space of the classroom in their spare time like during the ten-minute break and noon break.
STEP 2 SINGLE
TEAM
STEP 3 striker
MODE SELECTION
Single player mode and team mode. There are three players on each team. In team mode, players are required to team up on their own.
ROLE SELECTION goalkeepers
defender
Students can choose different roles according to the different features of roles.
STEP 4
RULE & GUIDANCE
Novice player can better understand the rules and accept the action guidance.
STEP5
TEAM RIVALRY The team that scores more within the time limit wins.
STEP6
PERSONAL RATING
Each player can gain personal performance information and a score.
ILLUSTRATION Role
Striker
Mainly responsible for attaching by hitting the ice hockey into the opposing goal.
Goalkeeper
Mainly responsible for goalkeeping.
Defender
Mainly responsible for defending and blocking the opposing players.
Rule
Action Forward leaning
Lean forward to accelerate. The greater the forward tilt is, the faster the speed will be.
Left/ Right leaning
Lean to the left or right to skate to the left or right.
Squat
slow down
1 Similar to the rules of real ice hockey where players get one point for every scored goal. There will be a warning when a foul is committed.
2 Foul eventsďźš
X hold the stick higher than shoulder
X Offside
3 According to the distance of moving, players'stamina and skating speed will decline when the distance of skating gets longer.
4 5
Personal evaluation score is decided by effective goals, the number of killer pass, distance of skating, and the number of assists. Students taking part in the game will be ranked in a ranking list of different role classification according to their personal performance, and the ranking list will update in real-time. However, the game time of each person is limited.
INTERFACE 1/ MODE CHOICE
3.1/ ACTION GUIDANCE
2/ ROLE SELECTION
3.2/ RULE
3.3/ RULE
TIME & SCORE
RATING
WIN
Visual effects in VR glasses
04 The Prayer Lantern Interaction installation for the Memorial Hall of the Victims in Nanjing Massacre
2018.9 - 2018.11 My role: Visual Designer & Researcher
My team: In collaborattion with Changge & Song Yunfei
Skill: Interaction Design & 3D Modeling & Arduino & Processing
The Prayer lantern is an installation art. The traditional sky lantern is transformed and infused with interactive video elements in the scene. Visitors can interact with them and pray for the victims in the massacre, whereby they can remember the history and cherish the peace. Video of production: https://youtu.be/TN4akl69u1Y
BACKGROUND
When do people need to mourn?
What is the Sky Latern ďź&#x; Sky Lantern is a traditional Chinese handicraft. Its principles is similar to the hot air balloon. When heated, the sky lantern made of paper will fly to the sky, so people often fly them to cherish the memory of the dead and give their best wishes.
OBSERVATION
1
I hope that our offspring will never go through the pain that I suffered.
3
I hope that there would be no more broken families caused by wars.
It was through the gunfire that I realized how precious peace was.
4
After learning the history of Nanjing Massacre, I cherish the present peace.
Nanjing Massacre is a miserable memory in the history of humanity. People remember the history and cherish the present peace through mourning for the victims. 1. Nanjing Massacre survivor 2. Nanjing Massacre survivor 3. Victims' relatives 4. young generation
My hometown is Nanjing, so I am familiar with the history of Nanjing Massacre. The government built a memorial hall to mourn for the people who had suffered from the pain in the war.
The memorial hall has many exhibition installation and activities for visitors to learn about the history and mourn for the victims. However, these installations lack elements of interaction.
Conclusion
2
Present flowers
Traditional way of mourning, no more interaction
People have the needs of knowing history and mourning for the victims in Nanjing Massacre, but this link in the memorial hall should be improved.
Exhibition hall of electronic candles Innovative but a little frightening No more information
PERSONA & STORYBOARD
INTERESTS
XueQi 23 yr
History
Museum Staff
Live in Nanjing
Documentary Exhibition
INTERVIEW
EXPERIENCE
What do you think of the sky Planned and participated lantern as a way of mourning? in some memorial mourning I like sky lanterns but it isharmful activities for the victims to the environment and may in Nanjing Massacre. cause fire and pollution.
Your requirements in memorial activities
¡Know more relevant history, instead of simply experiencing a ceremony. ¡Gain a sense of immersion and feel others' wishes.
Nanjing Massacre
sky lantern
Candle
Online worship
Harm environment
lack a sense of ceremony
Flower Short reservation time
I have tried some methods of mourning.
PAINPOINTS
Sky lanterns harm the environment
But these methods all have some disadvantages
I wonder if there are others who mourn as I do, and I want to know more about the history of Nanjing Massacre.
The memorial activities at the Memorial Hall lack innovation
The memorial activities Memorial Hall lack a sense of interaction with history and others
DISCUSSION We plan to design an interactive installation mourning for the victims at the Memorial Hall on the basis of the sky lantern.
DEFINATION Function I
Use electronic lanterns in memorial activities
路friendly to the environment
Function III
Show the situations of history on the electronic map 路Connect with history greatly
Mode I
Fu
E
路en
Fu
P fr
路B
Sky Lantern
M
Background screen Audio equipment Digital map
1 2 3
Temperature Sensor
Projector
The visitors can listen to the dictated history when they read the electronic map on the ground. The video projection in the back creates an atmosphere. Visitors can light the electronic lanterns by touching the temperature sensor.
Conclusion
1 2 3
We test this two modes and find that most of people like the
DESIGN CONCEPT
unction II
Enhance the sense of interaction with video projection
nhance the sense of immersion
First, we transformed the sky lantern.
Sky Lantern
unction IV
side view
Play the records of the survivors and the blessings rom other prayers
Pattern
Build an interaction between person and person, as well as person and history
Mode II
Bell
Sky Lantern
Bell Front projection
bottom view
pigeon
Digital map
Overall View
Our design borrows the shape of the Convallaria majalis, which symbolizes happiness and conveys the best wishes of people.
Olive
Location Choice Use this space to show our installation
Audio equipment
Use this space to show our installation
Kinect
Projector
Entrance
Visitors can listen to the dictated history and read the electronic map overhead. Visitors can interact with the video projection in front of them through Kinect. Visitors can ring the bell to light the electronic lantern.
e second mode more.
Anti-War
Candlelight road
Exit
Memorial Square Ruins Meditation Hall Peace Park
We decided to use LED lights with a regular blinking frequency to achieve the effect of breathing l i g h t . T h e s k y l a n te r n w i l l b e friendly to environment in this way.
Map of the memorial hall
WORKFLOW We use ECharts to realize the visualization effect of data. Its outline is the map of Nanjing, and the light spots stand for the victims.
STEP1
Enter the installation and listen to the prayer as well as the history dictated by the survivors.
1
Loudspeaker
W e h a v e co l l e c t e d m a n y a u d i o materials of survivors and wishes form different countries and societies in all kinds of documentaries.
2
STEP2
Projector
Look at and read the electronic map. This map shows the number of victims in different sites of Nanjing.
3
STE
Watc ahead the vi
EP3
We made the interaction video with PROCESSING, projected the video on the wall with a PROJECTOR and captured the motions of visitors with KINECT.
+
STEP4
Ring the bell, the lantern will light up and rise gradually, which represents a process of prayer.
Projector
h the scene projection of sky lantern d. The sky lantern will move along with isitors.
4
Recording equipment
We control the LED lights with ARDUINO, and the moving of lantern with a small motor. The WIFI module will deliver the signals back to the COMPUTER.
+
STEP5
4
Pray for the victims and record your wishes for peace through the recording equipment, which will also be played on this installation.
TECHNOLOGY ANALYSIS PROJECTION VIDEO
Interaction video depicts the scene of sky lanterns. It includes two aspects, lantern and simulation effect of camera zoom. Through physical interaction, visitors can make the sky lantern in the video shine and move.
- Basic Attributes ·Color ·Shape ·Size ·Position ·Velocity ·Accelerated ·Velocity
- Basic Requirements
·Move in different directions including front and back ·Three dimensional effect ·Simulate focus of a camera lens and Bokeh effect ·Control the lighting and movement through physical interaction. ·Simulate the change in perspective according to the position of the viewer
-Processing
- Flow Chart
Light up lanterns
Begin Initialized
Start moving
Generate lanterns
Read the information given by Arduino through serial port
Sort the lanterns
Electrical machinery stop working?
Draw lanterns Read the information given by Arduino through serial port
Case = “b” (ring the bell)?
Light goes out
Yes
Stop moving
-Final Effect
The lanterns in the video will gradually light up and mo according to the movement of the person.
LANTREN'S FLASHING & MOVING
PREPARATION
·Tools and materials Arduino UNO R3, ESP8266-01, LED lights, Ball switch, Computer windows system, and several Micro-USB line, Bread board, DuPont line, Breadboard jumper, Resistance ·Hardware connection
Shining
·Test “Arduino”
·Assemble lanterns
Moving ·Run “Processing”and correct errors
·Hang lanterns
·Connect kinect and projection to test interaction video
·Test the flashing and moving of the lantern
ove
MODEL
FINAL EFFECT
Material
Lantern
Electronic map Map Video
STEP1
Shake the bell and lighten the lantern
STEP2
Listen to the audio and pray for victims
STEP3 Interact with the video and immerse yourself in it
05 S-BOX
VR Sandplay Therapy
2018.5- 2018.8 My role: Visual Designer & Researcher
My team: In collaborattion with Changge & D Yunfei
Skill: User Study& Interaction Design & 3D Modeling
S-BOX is a App design for those potential mental illness patients to do self-help by using sandplay therapy and VR. So it is an interactive virtual treatment helping people to deal with their mental peoblem in a pleasing and effective way. Video of production: https://youtu.be/TfMB8wU2KR8
OBSERVATION
BACKGROUND
Mental health status of Chinese people
We find that sandplay therapy are more suitable to those who only have some
Mental disorders rank 1st in the total burden of disease
psychological problem instead of mentali
TOP 5 High Incidence
31.46%
schizophrenia
25.34%
depression
8.04%
autism
7%
abulia
The total amount of individuals suffered from mental health problem.
Only 6.73% patients who have been treated
The average annual suicide rate was 9.8 per 100,000
76.4% patients who need treatment 1-2 hours regularly 51.2% of monthly income need to spend on 1 hour conselling
WHY
Conclusion
2.33%
180000000
The porpotion people ask psychologists for help when they feel down
Factors why many of the patients do not get proper treatment
3.47%
anorexia
Sandplay therapy is a nonverbal, therapeutic inte that makes use of a sandbox, toy figures,and som water, to create scenes of miniature worlds that re person’sinner thoughts, struggles, and concerns
Mental and behavioral problems among the health causes of suicide deaths exceeded 66%.
Junior high school and
Poverty rate in
below educational 84.6%
What Is Sandplay Therapy?
level patients
critically ill patients 50%
In china, Large amount of potential individuals suffered from different digree mental problem and do not have chance to receive proper treatment.
We can draw lessons from the concept of this therapy to design psychotherapy products
iy ill.
ervention metimes eflect a s.
s
RESEARCH¡USER ANALYSIS Comprehensive Questionnaire
We investigated the potential users' preferences and behaviors by using an comprehensive questionnaire mainly containing closed-ended questions. Screen out those who were suffering or had suffered from slight mental problem
Why not find some proper way to readjust their situation
Individuals' needs in facing some abnormal psychological phenomenon
Acceptance of different kind of existing methods
Other consumption levels educational levels
By withdrawing questionnaire the 259 effective feedbacks, we have got 64 individuals who meet our target. By using SPSS, we gained the following insights: Paticipants preference level to different kind of treatment
AGE
Insights
35+
1
25-35
18-25 10-18
talk to
doctors
talk to
relatives
play
sandplay
play
vedio game
meditation
student
read
articles
let time cure
use VR
treatment
above B.A.degree
2
A lot of people would like to do somrthing when they realize the problem
3
work 50+ hours per week mentally troubled TAG
Huge amount of excuses for unwilliness to talk to doctors
Preference
LIKE
DON’T LIKE
People from all ages feel like playing games and try new things
INVESTIGATION
Deep Talk
We want to design products for sandplay therap
We found 3 typical individuals who suffered from mental health problem but for some reason still been bothered. We try to know is there some thing in common for those people. Mena Rookies in the position 10hours/day 6 days/week I often felt physically and mentally exhausted and began to insomnia, and hard to concentrate. I tried some methods in books to improve but had no time to go or study them carefully.
Chen mild anxiety disorder/need to see doctor regularly
Privacy
Needs
Do not know what's wrong Clinic is far away Can not treat himself
Lisa high school/tough time at school/worried parents
Have no access to doctors
Cost a lot
Easy methods
Privacy
Relaxing environment
Uncomfort Can not focus on consultant
Relaxing environment
Interesting
Participants work toward solutions to problems th
Cheap
Efficient
Express Interesting
Points that we need to achieve
Take short time
Non-directive play the
Convenience
No time
I live far away from the clinic, and I don't want to be exposed to public, and the psychiatrist's treatment always feels ineffective when I do it to myself.
She was reluctant to see a psychiatrist, instinctively rejected doctors, and thought she could not have "psychosis" . Never treat the school regular counseling sessions seriously.(From parents)
Insights
Pain Points
Types of Sandplay Therapy
Cheap
Interview
We did an ramdom interview in Peking Uni patients or their relatives. The followings a
The price of the box therapy sand tab 50000RMB.Some are poor quality, la and it is not possible to adjust the co the molds according to your own ide The built up of the visitor can take a long time and the operation is complicated. It is difficult for the consultant to observe and review.
It need much training before one can therapist because the treatment nee training to operate.Many conselor ar people and noise.
Conclusion
Hardware: expensiv The consultation roo
Software: the requi
py so we investigate the current treatment process and analyze its pros and cons.
erapy
d their own hrough play
n be a qualified ed professinal re small, full of
The intepret of sandplay work need to be consider from 2 different perspective. The sandplay final work itself
Directive play therapy
1.Integration and personality integration
2.Substantiality and psychological enrichment
3.Dynamic and emotional state
4.Fluency and psychological energy
Obstacles between regions, such as fences, means weak integration
Includes more guidance from the therapist
iversity Sixth Hospital got a lot negative feedback from the are ADVANTAGES & LIMITATION of sandplay therapy.
ble is up to ack of models olor or conbine eas.
Intepretation of Sandplay
I do not need to talk about your privacy to a stranger, that make me feel relived to just working on something by myself. It canquickly lead pre-verbal experience, it can help us to explore something that beyonds words.
The therapy works well especially when we need to get access troubling memories.
ve, sand is not easy to clean, selection range is small, and not easy to set up. om cannot guarantee 100% undisturbed.
irements for psychological counselors are also high.
The amonut and height of the mountain reflects the strength of struggle and motivity.
In the theme warm home, with owner, pets can show the richness of the mind.
The mismatch of toy style or size shows low psychological energy.
The whole process of building
The detail of each building procedure and the development between several times of building are all important references.
Insights
Although the evaluation of the product is multidimensional, but there are routines to follow to interpreted.We can achieve comprehensive evaluation of the whole set of treatment by monitoring of the construction process.
Reference Example Now, VR is used in curing mental problems.The core features of VR technology are immersion,interaction, imagination, which coincide with the main deficiencies of communication, interaction and imagination in autistic patients.
Insights
A kid is using ITA(Immersion Treatment of Autism ) in mental health center.
VR technology may be a good prescription for mental therapy. So we want to apply VR in sandplay.
BRAINSTORM
COMPETITOR ANALYSIS
On the basis of research, We sorted out our thoughts through brainstorm.
We conducted a survey of the current treatment to the patients, both directly a related to the issue of release the pressure or diagnosis or sandplay therapy.
According to former research insights, our solution should lie in the first qu Headspace Use voice guide to meditation
Accessible
Wo xin Counseling disclosure li
TaoMix2 Create and explore soundscapes Minecraft A kind of sandbox omputer game
Yi Xin Li A psychological se
Calm Meditat
Grief grocery store Solve the problem by writing letters
Not working
Cure ourselves Pretend to be a therapist Psychological community Knowledge sharing Platform
Not easy to get to Insights
APP
Contain so much professional information.
Can not balance the interesting and the effectivness of the treatment. Meditation is hard for kids to imagine somrthing complex in mind. The using of voice can a great help for beginners.
ITA Immersion Tre
Sandpla Professin
Clinic treatm See the docto
DESIGN CONCEPT
and tangentially
Based on the research, we finally focuus on these three key inggredients below. We named it S-BOX wormer concepts and conbines them into a final dolution below.
uadrant. OUR CONCEPT Accessible and Effective
Playable and warm to users of all ages
g and emotional live APP
Effective
reatment of Autism
ay Therapy nal pyschologists
ment or regularly
Installation
Too big and expensive to fit a normal family. Only can targrt one kind of disease and
only for treatment.Too childish for grown-ups. The usage of VR is effective.
Algorithm to give the results
Free Size
S-BOX
More choices of models and scenarios Record works
Focus
Sandplay therapy
Subconscious expresses distress instead of language
ervice platform
tions and stories
To diagnosis and treatment
APP
S-BOX
App to get more people to receive professional sandplay therapy
VR
Sandplay therapy to get into the mind world
VR to keep people in the the best situation for therapy
Instructions of meditation
Capture the movement
Accessible
No interaption
Cheap
Feel free in the space Easy to control
No limit of the real world
WORKFLOW
In order to match with the 2 major usage of sandplay therapy, we design 2 operating process of our App. Build freely & Follow the guidance. Build Freely Preperation
Connect the VR glasses and App Explore
Connect the sand work to daily life
Q&A
Find out the mode that fit the user Result what kind of treatment do the user need
Choose scenario
Think of a theme that fit you
Start building
Choose models and adjust it to what you like
Q&A
figure out what the user want to express
Rebuild
Find if the problem have been improved
Follow the guidance
Preperation
Connect the VR glasses and App Creat
Change those features to fit your thoughts
Explore
Sink yourself to the world you build
Choose guidance
Find one that fit you situation Start building
Follow the voice to build
STORYBOARD
Chen lately has been suffered from mental problems
S-BOX helped him to rebuild inner peace
USER FEEDBACK
Academic stress and emotional distress affect mental health
By exploring the virtual world he found peace
So he found S-BOX for help
Get feedback to intepret and receive customed treatment
"I feel uneasy in a completely empty space, it will be btter if there are something I can start with." We gathered more than 100 sandplay works to choose our model and scenarios. We tested our prototypes with six users and asked each participant to think aloud what they feel about the buiding scenario. We made some improvement according to their feedback.
VR Glasses Design
OUTPUT
Sketch of the design
Function & Tech
Noise cancelling headphones Headphones that reduce unwanted ambient sounds using active noise control.
RGB camera and 3D sensor camera
An type of camera allows us to simulate human binocular vision and capture three-dimensional images.
Setting
3D Modeling
Choose Senario
Enter into ZEN mode and start meditating
Different Senarios
Select Components
Get your report and advice
06 Shot From The Lip 2016.10 My role: Cameraman & Editor
My team: In collaborattion with Zhangcong & Si Kexin
Skill: Video shooting & Pr & Ae
This is a short documentary of people.Campus electronics Akabella producer Dachuan started his own electronic music dreams from high school. From the first attempt at Acapella to commercial performances to the creation of his own independent music brand, Okawa has always adhered to his musical attitude and is brave enough to go forward. Video: https://youtu.be/VM8luGFk3EE
BACKGROUND
PRODUCTION Dachuan is a campus musician. He started to express his interest in music from high school and gradually developed into a professional study from hobbies. At the university, he started to create his own music brand. My friends and I have seen the light of dreams from him. We want to record his story in a documentary and convey courage, persistence and innovation to more young people.
We filmed Dachuan's life and interviewed him and his friends in a professional way. At the same time, we also used the green screen technology to complete the production of music videos.
Dachuan started Akabella creation from high school
Dachuan acc
Dachuan is waiting for the show
Dachuan is re
cepts our interview and talks about his music
Dachuan is performing live Acapella show
Dachuan's music video spread on the Internet
ecording songs
Dachuan creates in his own rented house
Dachuan fell asleep on the car back to school
07 Visual Design
Graphic Design
Exhibition board Design for school photography exhibition
Invitation letter Designed for the Beijing University International Film Festival
Poster
Design for photography competition
Photography
《Light and shadow》
Fountain under the lights
《Small planet》 Night City
《Spark》
Sea fireworks
《Different Life》
A family living in urban village in Beijing.
Out Of Control 短片 公益广告
2018.12 担任 / 摄像
hanyu18dream@163.com
(+86) 18810322811
年轻女性对身材的焦虑愈演愈烈。暴食症是一种多发于年 轻女性的心理和生理疾病,多伴随过度减肥而发生。短片 通过一个年轻女孩的内心挣扎,希望观传达悦纳自己的理 念,打败心魔,勇敢地和暴食症说再见,做回真正的自己。