Heng-Yi Mie | Portfolio vol.2, from 2016-2019

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This portfolio represents a sum up of my four years of learning in colledge. Right in the very beginning I was asked, "What is Design?". Four years went through, the question is still there, as it always should be. From what I've seen, I'd say it's about giving answers. Answers to the problems I observed, the issues I concern, the ideal I pursuit, the philosophy I believe in.Though not a hundred percent impossible, it is difficult for one could change anything on his own. But by following this path, giving out my own answers, I believe even a single person could make contribute.


Heng-Yi Mie (Harry Mie) 米恒毅

1997/08/27

Tainan, Taiwan

[CONTACT]

+886 928892141

harry.mie@gmail.com

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National Cheng Kung University Department of Industrial Design

EDUCATION

National Tainan First Senior Highschool

EXPERIENCES

LANGUAGE

2019

What If l 2019 NCKU ID Graduation Exhibition Director of Public Relations

2019

KyuShu x NCKU IOTxQOL Workshop

2018

NCKU ID Summer Camp Director of Courses

2017

NCKU ID 108th Student Association Director of Public Relations

2017

Taiwan Design Expo’17 International Pavilion Exhibition Department Chinese / Native Speaker English

/ Fluent

Japanese / Studied

PROFICIENCIES

2D Adobe Ai/Ps/Id/Pr/Xd 3D Solidworks/Keyshot Others Design-Thinking/Sketch/Model-making

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[CONTENTS]

[01]FOR BIG MOUTH

09

A-PART

21

[02]TO

05

WaddlePedal

35

Aoi Yama

51

XDesign

69


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[01] FOR For someone, for something, for somewhere, for some reason. For a sincere pursuit.

BIG MOUTH 09 A-PART 21

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Big Mouth

Heng-Yi Mie

2018 Feb. - Jun.


BIG MOUTH water kettle 2000 c.c., this is the standard quantity of water human should take a day. While we drink and add water plenty of times a day, it seems that the task doesn't require much attention. In spite of this, the act of "adding water", which used to be no need of thinking, could become sort of an enjoyment.

人一天需要攝取 2000c.c. 的水。 在意天 24 小時中,反反覆覆的倒水、添水顯得無關緊 要,無須思考。這樣近乎下意識的行為,亦無所感受。 儘管如此,這樣一個本已習以為常的「例行公事」,也 可以是生活中的小亮點。

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[INTRO] The Big Mouth is a water kettle for table. Like opening a big mouth, the kettle gives water by rotating. Whether it's in the living-room, the kitchen, or any thinkable place, the Big Mouth makes "adding water" an interesting interaction.

大嘴巴是一靜置於桌上的水壺。 利用張開嘴巴一般的旋轉機構,改變倒水的操作 方式。無論是客廳、廚房,或是任何想像地到的 地方,大嘴巴讓每一次口渴都成為有趣的互動。

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[INSTRUCTION] The product is consist of three parts, the lid, the kettle, and the base. Each part is seperated from another, and is able to detached easily when needed. For example, refilling water.

整體由上蓋、水壺本體、底座三個部分組成。 如重新加水等需要移動的情形,僅需提起手把即可 分離。

[SENARIOS]

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[INSPIRATION] Sōzu Sōzu is a type of water fountain used in Japanese gardens. It consists of a segmented tube. At rest, its heavier end is down and resting against a rock. As water accumulated from the upper end of the tube, the tube eventually rotates and dump out the water. The heavier end then falls back against the rock, making a sharp sound, and the cycle repeats.

添水 / そうず

常作為日本庭園裝飾,是一種通過水力驅動的 裝置。 構造為一個截半的竹筒被至於軸上,軸心在竹 筒中部,竹筒為空時開口朝上,可接泉水,水 滿後竹筒翻轉將水倒出。複位到原位置時竹筒 底部敲打石頭發出清脆優雅的響聲成為代表寧 靜、閒適、恬靜的風物。

[CONCEPT] Add Water by Rotating The Bottle The idea is to place a rotate center on the bottle. If so, water can come out with simply rotating the bottle, instead of lifting it.

旋轉倒水

藉由在瓶身設置一旋轉軸,讓水平可以透過簡單 的旋轉,完成倒水。

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[BENEFIT] Avoid Wrist Flexion Usually when adding water, we have to lift the bottle. The weight becomes a force to our hand and wrist, thus leads to flexion, especially when the bottle is full of water. Though people appear to be used to it, since the effect is slightly enough to be ignored, this situation is actually against ergonomic.

避免手腕屈伸

一般在倒水時會需要將水瓶提起,此時重量對手 腕的作用會使手腕屈伸,水量多時更是如此。 此影響看似甚微,也因此容易被忽略。然而世紀 上卻是違反人體工學的。

[ADJUSTMENT] Round Shape Kettle Compared to normal bottle, if the kettle is roundshaped, the whole system would be more stable when rotating the kettle, since the axis and the center of mass would be collinear.

球型壺身

相較於一般水瓶的形狀,若將水壺設計成球狀, 讓旋轉軸心與質心共線,在轉動時能夠更穩定以 及省力。

WEIGHT

WEIGHT

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[DEVELOP]

While developing the product appearance, another persuit is to assemble each parts without screwing or adhesion.

發展產品外觀的同時,另一大訴求是如何在不使 用螺絲、黏、焊等方法下組裝成型。

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[RENDERING]

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[MODEL-MAKING]

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[DISPLAY]

2018 NCKU ID 2nd Semester Final Presentation

- model - package - instruction manual - exhibition board

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"Drink, or shut up."


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A-Part

Heng-Yi Mie Max Lee

2017 Sep. 2018 Dec.


A-PART

laundry basket

Doing laundry is one of the daily household chores. Though depending on lifestyles, habbits, and residences, the process could vary, there is still a common rough working flow. But who knows? There is a chance that this working flow could be more simple. 洗衣服可以說是日常家務的代表之一。 儘管會根據生活習慣、日常作息、居住環境等不 同而略有差異,但其流程基本上大同小異。話雖 如此,洗衣服這件事其實有可能更簡單。

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[INTRO] The A-PART laundry basket optimizes the laundry work flow. By dividing the basket and offer space to fit laundry nets, t he clothes-sorting process c ould be done while collecting clothes, thus create an easier, more efficient laundry work fl ow. A-PART 是為改善洗衣流程而設計的洗衣籃。

藉由將籃子本身切割出掛置洗衣袋的空間,使用者可以 在收集衣物的同時完成將衣物分類的步驟,讓洗衣流程 更有效率

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[DEVELOP]

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[PROTOTYPING]

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[INSTRUCTION - SETTING]

Place the laundry net over the hooks from four corners.

洗衣袋可以掛置在籃子邊緣的突起

Put down the basket handle to stabilize the laundry net. 將把手放下壓住洗衣袋以固定

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[INSTRUCTION - CARRYING]

The handle can be easily lifted and carry the basket away 輕鬆提起把手即可順勢將洗衣籃拎起並帶走

Take out the laundry net at the front of the basket.

將洗衣袋收起並取出

Laundry that doesn't require nets remains inside the basket. 不需洗衣袋的衣物如 T-shirt、長褲留在洗衣籃內

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[MODEL MAKING]

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[FINAL PRODUCT]

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"A better laundry work-flow."


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[02] TO To advance, to benefit, to build, to connect, to deliver. To do a greater good.

WaddlePedal

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Aoi Yama

51

XDesign

69

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WaddlePedal

Heng-Yi Mie, Chi-Wei Liao Chih-Yun Huang, Sy-Yeu Yang

2018 Sep. 2019 Apr.


WaddlePedal cycling playground for kids “Remember the first time riding bicycle?” Bicycles could be the first vehicle of many people. Apart from carrying our childhood memories, bicycles also plays important roles in the other ways. Quoting from experts, children from 3 to 5 years old are at their key time of growing, and bicycles with no doubt, is a good tool to train balance and coordination. 「還記得第一次騎腳踏車是什麼感覺嗎 ?」 腳踏車作為許多人的第一台交通工具,除了從孩提時期 一路承載我們無數回憶,在其他面向也默默地扮演著重 要的角色。專家指出,3~5 歲的兒童正處於身體發展的 關鍵時期,而腳踏車無疑是一項極好訓練平衡感與協調 的工具。在各式新奇腳踏車陸續問世的如今,騎腳踏車 的體驗還能有什麼不一樣呢 ?

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[INTRO] WaddlePedal is a bicycle playground for children from 3-7. Children are able to learn how to ride a bicycle and enjoy bikes more with the help of WaddlePedal. In this playground, we design the route for better learning and apply arduino sensors to the light on the ground to produce interaction with kid on bikes. WaddlePedal 是為 3-7 歲的孩子打造的腳踏車遊樂場。 透過地形的改變、路線規劃,以及加入與場地的互動, 讓「第一次騎腳踏車」的體驗更加地豐富有趣。 對於不會騎車的孩子來說,這是一個好的練習場地;對 已經學會的孩子來說,這裡能讓他們更加享受腳踏車帶 來的改變與樂趣。

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[BACKGROUND] First Time Riding Bicycle

第一次騎腳踏車

The process of learning riding bicycles varies from one to another. Places, teachers can all differs the outcome. But in general, we don’t need much time learning it. A month, a week, or even ten minutes, the process of learning is brief. However, this is just the beginning of our “First time Riding Bicycle”. After we can ride, what’s next?

Get on

Starting

hold up

get on

unstable

failed

not enough strength

difficult

not enough height

first step (push off)

unstable

loose balance

handle stem unstable

lift both feet

push too hard / not enough

second feet missed

學會騎腳踏車的過程因人而異,環境不同、指導者不 同,成效也有所差別。儘管如此,一個月、一星期、 十分鐘,普遍來說,學會騎車是個短暫的過程。然而, 「第一次騎腳踏車」其實在學會之後才真正開始。學 會了,然後呢 ?

Riding straight

turn

straight

breaking

loose step

fall off

loose step

can't stop

lack of sense pedal slented of balance can't catch the pedal

Stopping

lifting foot

Unexpected, Not Easy At All For someone who is able to ride a bike, it seems to be nothing difficult. But if we break down the whole process, seperate every steps and moves, all of a sudden it appears to be one of the hardest things. Meanwhile, experts have suggested that children of 3 to 5 years old are at an opportune timing to try riding bicycles, so that they can have balance and physical coordination training. Being totally unfamiliar to the tool, all the timing and actionswitching shouldn’t be easy to children.

wrong anlge overspeed / too slow

break too much / not enough

parking jump off

get off can't get down

seat too high

loose control tensed

出乎意料的並不簡單

對一個已經會騎腳踏車的人來說,騎車似乎不是什麼 難事。然而當我們把騎車的整個過程攤開來看,將每 個步驟、動作一一列出,突然之間騎腳踏車變成一件 極其複雜、困難的任務。尤其對於第一次接觸到腳踏 車這項物品的孩子來說,在完全陌生的狀況下,時機 配合、動作轉換實屬不易。除此之外,兒童發展學家 建議家長讓孩子在 3-5 歲開始學習腳踏車,藉此訓練 平衡感以及四肢協調。「第一次騎腳踏車」,顯然沒 有一般人所想的那麼容易。

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[GOAL] A Field for Bicycles The high-flexibility of bicycles makes them less limited to environment. Parks, allies can be places to practice riding, but are they the most appropriate options? We hope to build a place that is the best choice for bicycle beginners, enhance riding experience while preserving the original way of riding bicycles.

適合腳踏車的場地

腳踏車需要一定範圍的空間,同時它的高機動性也讓 場地的限制較小,巷弄間、公園都可以是腳踏車的練 習場地。然而,這些場地真的合適嗎 ? 什麼樣的場地 才最適合第一次騎車呢 ? 因此我們選擇從場地切入, 希望在不影響腳踏車本身的騎乘下,放大騎車體驗。

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更好的練習場地

A Better Place to Practice Three Steps Learning—Break Down The Steps

Nowadays, children will first ride on a bicycle without pedals. By sliding, they can train their balance. And then they can put on the pedals to sliding. Finally, they can practice riding bicycle directly.

remove both pedals, slide with feet

put on both pedals

好玩的遊樂場地

For children under 7, playing is how they explore the world. At this age, there’s nothing more important than playing. Considering that, shouldn’t riding bicycles also be an act of playing? We hope this field we design can present the difference after children learn how to ride bicycle, and enjoy themselves the most because they’re on bicycles.

greater speed

學會騎腳踏車的過程因人而異,環境不同、指導者不 同,成效也有所差別。儘管如此,一個月、一星期、 十分鐘,普遍來說,學會騎車是個短暫的過程。然而, 「第一次騎腳踏車」其實在學會之後才真正開始。

put on one pedal, practce staring

A Place of More Fun The Difference After Learning Bicycle

三步驟學習法—步驟拆解

以遊戲呈現學會腳踏車的改變

對學齡前的孩子來說,遊戲是他們認識這個世界的方 式。既然在這個階段,玩樂是最重要的事,那麼騎腳 踏車不也應該是一種遊戲的表現嗎 ? 我們希望將學會 腳踏車之後的不同與改變,在這個場域中以遊戲的方 式表現,讓孩子們能更加享受「因為會騎車才能體會 的樂趣」。

higher view

bigger activity range

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[PLANNING]

Full View Map 完整平面圖

Learning Section

Challenge Section

Playing Section

學習路段區

挑戰賽道區

自由遊玩區

The Learning Section is composed of six smaller sections, each related to different steps of riding bicycles— gliding, breaking, straight-line, turning, hill-climbing, and avoiding objects. 學習路段區將騎車拆解為滑行、煞 車、直行、轉彎、上下坡、閃避障 礙物共 6 階段。透過步驟分解、路 段區分降低練習難度,輔助學習。

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The Challenge Section connects the six stages of the Learning Section into a continuous track. The section plays as a verifacation of the learning result.

挑戰賽道區將學習區的六個路段串 聯,形成一條連續的車道。透過連 貫的騎乘作為學習成果的驗證。

Covered with interacting lights, the Playing Sections comes into four modes. Through colorchanging, different glowing modes, this section shows how much fun a bicycle can bring.

自由遊玩區將互動地燈遍布於場 地,透過燈光顏色變化以及四種互 動模式切換,呈現學會騎腳踏車帶 來的改變。


Evolution of The Playground 場地規劃迭代更動 Prototype 1.0

Rough shape and size of the whole playground and planning for each section. The first prototype is for one person a time. 第一代

最初的場地以一次一人為主,完成各區段規劃,同時設置許 多模組化實體障礙物。

Prototype 2.0

Based on prototype 1.0, more details are added, including traffic flow, resting area. Also, obstacles with different features are added. 第二代 以第一代為基礎,加上動線規劃、休息區等更多細節,障礙 物也更多樣化。

Final Design Instead of solid installations, interacting lights are added to the playground, in order to provide feedbackes, guidance and fun. 最終版本

開放式場域、多人遊玩,並以互動燈光取代實體設施。讓場 地透過地燈給予回饋、引導、樂趣。

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[DETAILS]

Learning Section 學習區的學習軌跡

01 Gliding

滑行區

Practice to maintain balance by gliding down a gentle hill.

藉由滑坡練習掌握平衡感。在開始騎車前也能先體 會騎車的感覺。

02 Breaking

煞車區

The breaking sections follows the gliding section, offers a stop-area for practicing breaking timing.

位於滑行區尾端。設置停止區以及地燈回饋來幫助 掌握煞車時機和技巧。

03 Straight-line

直行區

The straight-line sections is for starting and ridingstraight practice. The interacting lights offers guidance and feedbacks.

將互動地燈排列成直線,作為引導起步與直行的練 習難度。

04 Turning

轉彎區

By placing interacting lights in an arc-shape, the turning section supports practicing turning.

將互動地燈排列成彎道,引導轉彎的練習。

05 Hill-climbing

上下坡區

Up-hill and down-hill practicing.

直線路段的小山丘,提供爬坡、下坡練習。

06 Obstacles

障礙物區

Scattered with soft obstacles, this is the advanced section of the whole Learning Section. The task is to avoid them while riding forward.

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進階練習:設置軟材質障礙物,藉由閃避障礙物提 升騎乘難度。


Four Modes of The Playing Section

遊玩區的四種模式

Color War

The Snake

Bomb

Superpower

Interacting lights will change colors when bicycle passes through. Different bikes will leave different color of tracks on the field. Following this rule, children can team up or against each other, try to expand their “land” as much as they could.

Composed of interacting lights, “snakes” will apear on the field. Children must follow the snakes depends on the color, if not, the “snake” will extinguish gradually, one cell of light by another. In the end, the one whose “snake” still exist will be the winner.

Different colors of “bombs” will appear randomly on the field and start twinkling as time flows, eventually “explode” and light up the near by lights. Ride pass through the bombs in 30 seconds to stop them. When the whole field is lighted up, the game ends.

Lights will appear r a n d o m l y, a n d k e e p changing color. If a bike passes, the light stops and gives the bike the current color. Each color represents a“superpower”, which will be presented by different modes of light-glowing. It will last for a while and reboot.

顏色戰爭

貪吃蛇

拆炸彈

超能力

地燈在車通過時會變換顏 色,每輛車行經的路線會 感應留下不同顏色的軌 跡。藉此原則使得場上的 兒童能以合作或競爭的方 式,佔領領土使得場上自 己的顏色最多。

在場地上有多個連接而 成、不停移動的地燈蛇, 孩子們的任務是跟著這些 所屬顏色的地燈蛇。當感 測器感應不到,地燈蛇會 一格一格地消失,在場上 保留最完整的地燈蛇的孩 子勝利。

場地隨機出現不同顏色的 「炸彈」,這些「炸彈」 會隨著時間開始閃爍,30 秒後「爆炸」,周圍的八 個格子將亮起。孩子們的 任務是在爆炸前騎車去感 應並熄滅「炸彈」。

地燈隨機亮起並持續變換 顏色,當腳踏車通過,地 燈 暫 停, 得 到 當 下 的 顏 色。每種顏色在場地中有 相對應的燈光型式,在一 定時間內持續,讓孩子們 體驗「變身」的樂趣。

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[SENSOR]

The sensor connects the bike and the playground. It will be attached on the front wheel of the bike at the information counter as a medium for interaction between the bike and the playground. The principle is to use the infrared ray to transmit data and generate feedback. 感測器作為腳踏車與場地互動感應的媒介,會在入口服務台處安裝於腳踏車前輪。 便於拆裝、可切換顏色,並利用紅外線感應的方式,在感測器與地燈兩者傳輸資 料,從而產生回饋。

Available to Every Bike The sensor is available for every bike. Based on the common structure of bicycle front wheels, the scissors-shaped holder offers both stability and convenience while attaching. 可安裝於每台腳踏車上

感測器被設計成適用於不同腳踏車上面。在不影響車輪旋轉的狀況下,利用腳踏 車前輪普遍共有的構造,以剪刀式卡準固定,兼具穩固性與易拆裝性。

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Shape of The Sensor Due to the space theme of the playground, we decided to give the sensor a fusiform shape to make it more fit with the surrounding. 外型設計

配合場地以太空為主題,賦予感測器梭狀的造型來讓 它更融入整個場地。 .

Infrared Ray and ARDUINO The sensor uses infrared ray as its interaction medium with the lights. Also, how the lights change is programed with ARDUINO coding. 紅外線與 ARDUINO

以紅外線作為感應媒介。並透過 ARDUINO 程式控制 感測器與燈光互動的模式。

[TESTING] Construction of the Light

The light includes three parts—acrylic, diffuser, and the base. The acrylic is for supporting the weight. The diffuser diffuses the light without reducing the brightness, and to receive the infrared ray more effective. The base contains the LED and the receiver. 地燈的結構

地燈的結構主要分成三個部分—壓克力板、擴散板、底座。壓 克力板的功用是承受腳踏車與人的重量,擴散板的功用是將燈 光在盡量不減低亮度的情況下均勻擴散至整個面並且能更有效 率的接收紅外線,底座則是用來固定 LED 燈與紅外線接收器。

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Other Details

障礙物與細節說明

The opened-space playground allows multiple bicycle-riding. Colors, meterials, and soft-obstacles divides different section to ensure safety. Taffic flow planning, information counter, bicycle leasing service, and resting bench allows parents to accompany children comfortably. 開放式場地能多人同時騎乘,並運用顏色、材質、軟質障礙物劃分 區域,保障安全。動線規劃、服務台、腳踏車租借服務、休息區等 設置則讓家長能更自在地陪伴孩子們。

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[DISPLAY]

- sensor

(attached to bike)

- interacting lights - playground model ( 1:100 )

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"Remember the first time riding bicycle?."


50


青い山

Aoi Yama

Heng-Yi Mie Meng-Lin Lee

2018 Sep. 2019 Feb.


Aoi Yama 青い山 KyuShu X NCKU IOT&QOL Workshop What is the greatest valu of a person? Could be the things they've done, places they've been to. The life experience they had, or in another way of saying, their stories. The world is much closer today then it ever would be. As time keeps running, there should be plenty of stories, waiting to be read. 一個人最大的價值是什麼 ? 可能是他做過的事、去 過的地方,總結地來說,是他的人生經歷吧。或者 說,是這個人的故事。 這是一個人與人之間前所未有地緊密相連的時代, 想必也有很多的故事等著被分享出去吧。

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[INTRO] Aoi Yama is a business concept of teahouse. Based on the lifestyle of Taiwanese elderlies, the idea is to share people's stories and experiences. As the name refers to, this is " a mountain full of stories. " 青い山是一茶館的概念經營模式。 以台灣高齡族群的生活習慣作為基礎,加入物聯網 的概念,提出「用一篇故事換一杯茶」的運作模式, 期望為這個人與人之間逐漸緊密的世界帶來一座 「充滿故事的小山」。

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[KyuShu X NCKU IOT&QOL Workshop] The IOT & QOL Workshop gathers students and teachers from KyuShu University and Cheng Kung University. Starting from a research by KyuShu about Japanese elderlies, and bring in the concept of IOT (Internet of Things), looking forward to give a prediction to the upcoming world.

IOT & QOL 工作坊由日本九州大學設計學系與成功 大學工業設計系共同舉辦。其主題以九州大學的日 本高齡族群研究為基礎,並加入 IOT( 物聯網 ) 的概 念,期望對於即將到來的社會做出預測與應對。

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[PERSONAS] Taiwan Male

Taiwan Female

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[JOURNEY MAP] A day of the personas

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[INSPIRATION]

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[DEVELOP] Afternoon Tea Time

The eldrly people in Taiwan enjoys enviting friends to house in the afternoon, chatting, having snacks and tea. This becomes a lifestyle, giving people chances to maintain relationships.

People

Time

Activity

Elders

14:00 ~ 16:00

Have tea / Chatting

下午茶時間

在台灣,老一輩的族群經常邀請親朋好友到 家裡喝茶聊天。這樣的生活情趣慢慢成為一 種代表,在繁複的日常中提供一段時間聯繫 人們的感情,傳遞關心與情誼。

+

Sharing

Place

Object

Reading

Young

Express their emotion

Get the guidance Learn something new

Elderly

Help others Share experience/story/memory Slow down decline of memory

Learn something new

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[HOW IT WORKS] The system is made up of three parts, the teahouse, publications, and feedbacks. The teahouse connects consumers, provides a place for people to enjoy tea-time. Publications spread out the stories further, explores potential consumers. And feedbacks provides interaction, making the connection even stronger, deeper.

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整個系統由三個部分組成:茶屋、刊物以及回饋。 茶屋連結顧客,並提供一個實際並且舒適的場域。 刊物讓人們故事的故事能夠觸及得更遠,同時也開發 潛在顧客。 而回饋則是在這層油故事建立的連結上增添互動,讓 關係更加緊密。

WRITER

TEAHOUSE FEEDBACKS

CONSUMERS

STORIES

青い山

(POTENTIAL)

READER

YEAR BOOK JOURNAL

OUTSIDE


[TEAHOUSE] The teahouse collects and share stories with conumers. When a story is written down, it would be classified to one of the 8 topics (Life, Friends, Travel, Work, Study, Dream, Love, and Family), each related to a kind of tea for costumers to order. And the cycle goes on. 茶屋是收集故事的主要媒介,同時也是將一個個故事融入下 午茶的場所。在這裡,收集到的故事會被歸類到 8 個主題之 中 ( 生活、有情、旅遊、工作、求學、夢想、愛情、親情 ), 每個主題分別對應至一種茶,供顧客選擇。顧客可以選擇在 離開前留下自己的故事,就這樣不斷循環,慢慢累積著。

Order a topic (tea)

Write down own story ウーロン茶 oolong tea

紅茶 black tea

プエル茶 pu'er tea

小麦茶 wheat tea

Life

Friends

Travel

Work

緑茶 green tea

アールグレイ Earl Grey

果茶 fruit tea

テッカンノン Ti kuan yin tea

Study

Dream

Love

Family Recieve story book and tea

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[PUBLICATIONS] There are two publications, the yearbook and the journal. Both offer the teahouse a way of advertisng, reach out to more people, explores potential consumers. And for readers, they can get to know this teahouse by reading the selected stories before visiting in person. 刊物共有兩種:年鑑和月刊。對於店家來說,刊物能夠帶來宣傳效果,觸及 原有顧客以外的族群,開發潛在顧客群。而對於讀者來說,能夠在親自造訪 店家前先感受其特色。

Yearbook

Journal

Selected Story Most liked stories, issue related, etc.

Questions and Replies Questions for current issue and replies from former issue.

Our Feedbacks / Comments What we think of the stories, and some of our own stories.

Letter In Reply Readers can write down replies or new questions and send back. Column

Invite columnist to share.

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[FEEDBACKS] Feedbacks provides a way of interacting. By placing a message board in the teahouse, consumers can leave comments to the stories they are touched by. And after a while, the feedbacks will be send back to the writers along with the letter they wrote down their story with. 回饋機制提供一個讓顧客的管道。通過在店內擺設留言板, 顧客能夠在這裡留下對於故事的感想、想告訴作者的話等等, 也能藉此與不同時間點造訪的人們互動。經過一段時間後, 所有的回饋將會收集起來,連同一開始寫下故事的信紙寄回。

- Feedbacks to stories - Feedbacks to other posts - Message board - Send back to writers

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[GRAPHIC DESIGN] Story Book

Business Card

63

Menu


Letter

Memory Card

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[IMPLEMENTING]

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[A MOUNTAIN FULL OF STORIES]

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" Exchange stories for a cup of tea. "


青い山

68


XDesign

Heng-Yi Mie, Wen-Shuan Chou, Ai-Chi Chang, Yueh-Ying Fu, Edwin Gozali

2017 Sep. 2017 Dec.


XDesign The wood platform in NCKU College of Planning and Design lies in the middle of department of urban planning, department of architechture, the college library, and C-hub creative factory. Sadly, despite its advantage and potential, the place is not well-planned and used. 規設院木平台是成功大學規劃與設計學院內,位於 都市計畫系系館、建築系系館、規設院圖書館、 C-Hub 成大創意基地等建築物交會處。 然而其規畫使用方式不盡完善,未能發揮其潛力。

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[INTRO] XDesign is a street furniture concept for the Colledge of Design and Planning, National Cheng Kung University. Combining industrial design, urban planning, and architecture, hoping to create a relaxing space for the campus. XDeisgn 是一街道家具的概念設計。以成功大學規 劃與設計學院中一塊處境尷尬的區域—木平台,為 核心場域,結合工業設計、都市計畫與建築概念, 期望為這忙碌的學院提供一個舒適愜意的空間。

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[BACKGROUND]

規設院院圖

Environment N

Surrounded by the middle of department of urban planning, department of architechture, the college library, and C-hub creative factory, the wood platform can be taken as the transportation hub of this area. However, the inconvenience brought by the five holes counteract all the advantages this space should have.

都計系館

環境

木平台身處規社院中心,被都市計畫系系館、建築系系館、 規設院圖書館、C-Hub 成大創意基地等建築物環繞。,加 上鄰近馬路,可以說是這一帶的交通樞紐。然而平台上的 五個大洞足以將這個空間所有的優點抵銷。

小東路

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[RESEARCH] To understand more about this place, we analyzed this area from physical facts and psychological behaviours / influences.

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我們試著對這個場域做分析,除了外在物理環境的要 素,人文、心理層面的活動及影響也是我們探討的重 要環節。


FACTORS

SOUND

ACTIVITIES WIND

STRESS

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設計發想 [GOAL]

HOMEWORK

挑燈夜戰......我需要

WARM

REST

HOME

Backyard for College of Planning and Design. For students of the Planning and Design College, the department building is like a second home. Considering that, we hope to make the wood platform a comfortable place, a place where students can relax. A backyard for the College of Planning and Design. 規設院後花園

對規設院學生來說,熬夜通宵畫圖、做模型是常有的 事,而系館就像第二個家一樣。 因此,考量木平台的各項條件,我們希望透過設計, 提供如同家一般的歸屬感,讓學生更舒適自在。 將木平台打造成一個屬於規設院的後花園。

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COMFORTABLE PRIVACY NATURE RELAXING

BACKYARD


- to build, to extend, and to connect the people and the environment -

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[PROTOTYPING] One of its feature but also the biggest problem of the wood platform, is the four scattered holes. So we take the long bench as a reference, and place it at the edges of the holes, which we hope to make the platform a place students can rest, communicate, and search for inspirations. 木平台最大的特色,同時也是最大的問題,就是那四個不規 則的洞。因此試著將公園長凳的形式附加在洞的邊緣,提供 一個休憩的機能,讓歸設院的學生們能在此放鬆、討論、尋 找靈感。

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[ADJUSTMENT] Considering the feedback we recieved from our prototype, we decided to decrease the range we design. We choose one edge among four holes, which is by the consider of the most ideal place to sit down and rest, n order to show the difference between each area of the platform. 考量從 prototype 所得到的回饋後,我們決定將設計的 範圍縮小。 在整個木平台的場域中,以最適合坐下休息的區域為衡 量標準,針對其中一個洞的其中一條邊修正設計,藉此 凸顯木平台不同區域的特性。

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[IMPLEMENTING]

79


[FINAL]

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" To build, to extend, and to connect the people and the environment. "


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這本作品集是我大學四年的一個小總結。自 第一腳踏進這個領域起,就不斷地被問著: 「設計是什麼 ?」四年過去了,第一個問題 是它,最後一個問題仍舊是它。也或許,就 應該是它。 如今在這裡摸索了四年的我認為,在於「給 出自己的答案」。無論是發現的問題、關注 的議題、相信的理念或是追求的理想,若是 不能加入自己的思想,提出自己的觀點,那 麼這個議題有沒有接觸到這個人都是一樣 的。或許我們無法獨自改變世界,但我相信, 依循著這條途徑,給出屬於自己的答案,一 個人也能做出貢獻。



[CONTACT] harry.mie@gmail.com +886 928892141


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