Portfolio - Han Yu 2016-2018

Page 1

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。


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.