DESIGN PORTFOLIO
J I A L U
Z H A N G
studio 2015 // retail design
studio 2014 // office design
studio 2013 // educational & sustainable design
internship 2015 // industrial design
studio 2015 // graphic & interaction design
01 fashion boutique soho, nyc 02 co-working office for sproutbox bloomington, indiana 03 play 360 playground nairobi, kenya 04 folded light art w/ jiangmei wu 05 lifestyle image game microgame design
CONTENTS
FA SH I O N BOUTIQUE SoHo, New York
The design challenge is to research garment construction techniques that are used in both fashion and architecture fields and try to apply the techniques to a design project. I used Revit, Rhino, PS and AI in this project. Also I experienced 3d printing and learned the importance of technology in today’s design field. The fashion boutique design is based on garment technique research. The site is located at 130 Prince St, SoHo, NYC, about 8200 square feet.
Inspiration - Christopher Kane’s Wearable Art During the process of exploring the layering technique, it was noticed that because of the characteristics of fabric - softness - the layers create ruled surfaces. So in the following research, I studied the formation of ruled surface, and how it could work with layering to create a different visual effect.
Ruled Surface 3D Print Model
4
Motif Research Ruled Surface Prototype Study Perspective Single Surface
Two Mirrored Sufaces
Front View
Top View
Right View
Perspective
A-A’
B-B’
Front Elevation Shading+Contour
C-C’
A
B
C
A’
B’
C’
Connect w/ a Flat Surface
Iteration
Section
Based on a basic ruled surface, the motif can be expanded to larger surface with an interesting contour. With Layering, the surface is shown more clearly with a waving effect.
Application w/ Layering
5
Program & Circulation
Floor Plan Storage Fitting Rooms
Instead of a traditional center-focused layout, the circulation is tilted to respond the ruled surface technique. Also, this enables a larger area for display, service area, and circulation.
Office Cashier’s
Storage
Lounge
Shoes, Bags & Accessories
A
A Women’s & Men’s Clothing
The focus wall is placed at the center and built through two floors.
Fitting Rooms
Seasonal Collection Display
Storefront Display
A-A Section
SemiPrivate/ Private Area Public Area Horizaontal Circulation
6
View from the Entrance
The layering technique is used along with the ruled surface installation at the entrance to create a strong impact of the store concept - Using the combination of ruled surface and layering to create uniqueness and versatility.
Ceiling 14' - 0" Dropped Ceiling 12' - 0"
This combination continues at the cashier’s.
First Floor 0' - 0"
7
Basement
Central Area
Ceiling 14' - 0" Dropped Ceiling 12' - 0"
First Floor 0' - 0"
Dropped Ceiling 12' - 0"
First Floor 0' - 0"
8
Shoes Area
9
CO-WORKING OFFICE at Bloomington Tech Park
As a new style of working experience that involves a shared working environment, the most important part of this coworking office project is considering the office more interms of “what it needs to do for the users.” The guiding principle is just like any other products in the design field- no matter architecture design, industrial design, or interaction design.
Design Objective
The design challenge is turning currently vacant, historic, downtown building into a new mixed office space. The subject site is approximately 2.0 acres, situated in downtown district of city of Bloomington, Indiana.
functional cluster passageway / connection The design emphases social interaction to decrease isolating of people or space because of new technology.
Design Approach
Site
NATIONAL PARK RE
CR
EA TI
RE SI
DE NC E
ON
B-Line Trail
EDUCATION
IU CAMPUS
BU SIN
ESS DOWNTON
Existing Grid
BLOOMINGTON COMMUNITY
Site Surrounding Factors
Subway works as the main public transit connecting main districts of a city. In the same way, for this project, a “subway tunnel” is built to connect all “stops”--offices, cafe, auditorium.....-in the building.
Subway Concept
Proposed Design Structure
The overall gird of Bloomington and the orginal building pattern is continued in the building.
10
Floor Plan 1 2 3 4
Reception Area Private Offices & Meeting Rooms Co-working Office Phone Booth/Thinking Tanks 5 Cafe 6 Auditorium
4
5
3 2
A
A 6
1
A-A Section
The “Tunnel”
Private Rooms
Co-working Office
Cafe
Auditorium
Private Individual Offices Conference Rooms
Semi-Private/Public
Public
Co-working Office Work Stations Phone Booths
Auditorium Cafe
11
Color Palette
Reception Area
12
The ceiling, wall and floor of a subway “WRAP” up the carriage.
The Subway-like “Tunnel”
13
Play3 6 0 Pla yground D e s ig n Kibera Slum, Nairobi, Kenya
This project is a part of Play360, building low-cost sustainable playgrounds as a means of improving education throughout the developing world. Sustainablity draws on multi-disciplines, which is critical to today’s world, especially developing countries. I study about how people are designing solutions to local problems using the principles of appropriate technology, and implement these for designing a public space for a neighborhood in the Slum of Kibera, Nairobi, Kenya.
Playground Site
The site is rectangular-shape and located between houses. The challenge is using the limited material to develop a flexible and safe playground system. Safe zones for playing must be considered during the whole design process.
14
Basic Module The materials used are mostly tires, wood, sand, ropes and other local material which are easy to access and recycle. The design has unlimited possibilities becuase the module can be applied to both small and large scale design. For this basic module, wood is the main material.
1
2
3
4
15
Variations Different variations are created based on basic module. Various functions can be performed. *Icons from Play360. 1 Boards
3 Climbing Branches
3 Swing
>600mm
>600mm
>600mm
1800mm
>600mm
1200mm 1800mm
15001900mm 5+ years
15001900mm
<2500mm
<2500mm
1200mm
<600mm
3500-4000mm
<1200mm >300 mm /12 â&#x20AC;&#x153;
<600mm
3500-4000mm
3-4 years
<1500mm
>300 mm /12 â&#x20AC;&#x153;
Total Fallzone = 8.3m
Total Fallzone = 8.3m
5+ years
<2500mm
5+ years
<2500mm
3-4 years
35004000mm
35004000mm
15001800mm
15001800mm
25002800mm
25002800mm
<1500mm
3-4 years
<1500mm
16
4 Tire Bridge
2000-2500mm
6 Calculator Tire
5 Tire Climbing
1 2
x
5
3
+
6
-
7
=
4 5
6
1
2 3
5+ years
1800mm
<2500mm
3-4 years
10001500mm
2000mm-2500mm
<1500mm
600mm
1200mm
20002500mm
13â&#x20AC;&#x2122; 3 3/4"
1
+
3
5 6
2 -
7
4
=
5 6
Larger Scale Application
17
Fo lded Light A rt w/ Professor Jiangmei Wu
Design Process
I assisted with the designs, their refinement and crafting the final product in this project. Folded Light Art is a project by Jiangmei Wu that included a number of illuminated paper sculpture. It has been exhibited in different museums in the U.S and Asia. The paper lights are inspired from traditional Chinese paper folding. Transforming a flat sheet of paper to 3D form requires manipulation of the paper surface, and exploration of different structure, materiality, geometric rhythm and pattern. Brainstorming Prototyping Refining Details
Assembling
Testing
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19
L ifes tyle Im a ge Ga me Graphic Design
Concept Map
Prototyping
This is a microgame design project, in which shows how I think as a designer and interpret the design process and elements. The project consists two main parts - concept map and the game design. The microgame is designed based on the concept map.
User Journey Mapping
Concept Map
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edu
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ow
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book
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in
can b o evoke th emot io
n
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*More details available on jialuzhang.com
f o is ay o w
color in
rECREATION
ne
re
is a ele core me nt o
ig
th
s tain
th wi rts sta
has a corresponding style of
or
s
is
clothing
lid
ay of one w is which
FASHION
bot a p h tel pre erson l fer ’ en s ce
con
t
ls el
th
ro
h ug
must have
Urban Outifitters is chosen as the field. The map is a basis for the following microgame design.
The key concept is “lifestyle.” After the field visit and brainstorming, I want to explore how people have their lifestyle choices, and what the relationship between these choices are.
Component Design
L ifeSTYLE
This concept map is developed based on a series of design process, including field visit, brainstorming, problem statement, generate concepts and terms, and finally, creating a map.
Affinity Diagram
Logo & Package Design
vintage shopping is shares
20
User Journey Developing the guiding principles and opportunities through building an experience map and exploring the players’ actions and emotions through the whole process. Graphic design skills are also challenged in this part so that the information could be delivered clearly.
Concept Map
Prototyping User Journey Mapping
G
Logo & Package Design Component Design
Guiding Principles People choose the games which align with their lifestyles and preferences
U
People who play a (micro) game together are not limited to close friends or families
Microgames provide an opportunity to let players become familiar with each other on specific occasions
Microgames are popular nowadays because they are easy to carry and comprehend
User Journey “I got it!” “So much fun!”
Sketches
“I’m not sure...”
Uhh...?
Stage
Choose a game
Preperation
Doing
Test Play
Play the game
Post play
Distribute game components Test Play
Touchpoint
Play the game
Open the box & take out game pieces Read Rule Book Figure out game pieces Explain game to others
Look at the box/package
Read the brief discription
Serach online for games
Ask friends for suggestions
Check the rules back and forth Ask about the rules Decide own goal/rules if necessary
Share photos
Get familiar with the rules Communicate with other players
Ask people who have played game Search online for help
Play it again at another time/ place Bring it to another party
Introducing the game to other people
Thinking
-What kind of game is it? -Does the box/logo design make the game look fun to play? -Who should I play it with?
-How does the game work? -What should I deal with the cards? -Are the rules clear?
-Do I have everything ready? -Does everyone understand the rules? -Are people happy with the game?
-How to win the game? -What are others’ card/character?
-Share the game with others as soon as possible -Not going to play it again
Feeling
-Excited, but a little unsure -Ready to get started
-Glad when understand the rules
-Happy and satisfied -Want to start play the game
-Enjoyable and having fun -Become competitive
-Excited to play with other people -Willing to purchase the game set
-Frustratedif it does not work -Get bored and want to choose another game to play
-Get bored if one round is too long or the rules are too complicated
-Frustrated if people do not enjoy the game
-Frustrated if cannot find a satisfying game
O
-Exhausted if the rules are too long -Want to ask for help -Worried
Opportunities Maximize attractiveness by a successful logo & package design Show the game concept explicitly
Let people have access to help when they need
Improve the rule book /sheet experience
Provide flexibility of the rules or goals to win Support people in creating their own solutions
21
Game Components, Logo & Package Design Concept Map
Prototyping User Journey Mapping
Logo & Package Design Component Design
22
23
Jialu Zhang zhangjialu1106@hotmail.com jialuzhang.com B.S Interior design, Indiana University