Meichen is a researcher, designer, and an artist from Dalian, China. She is interested in HumanComputer Interaction, Game Design, Mathematics, and illustration. She is inspired by the beauty in both logic and emotions.
Developments
2021
User Experience Researcher and Designer
Giga-Technology
Dalian, China; City of Vancouver, Canada
Research and analyze on users' needs and summarize user persona. Do brand design for kayak-related products, and design new logos for the company.
2021 Course Designer and Instructor
Floyd Philosophy Camp for Teens
Changshu, China
Complete the design for a 3-day Aesthetic Phiosophy Course Series and teach the couse to 12-16 teenagers at the camp.
2019-2022
Work Experience Eduaction Experience
Research and Circulation Assistant
Fleet Library, Rhode Island School of Design
Procidence, Rhode Island, USA
Help users find research materials and provide instructions on how to use the library.
2020-2023
Interactive Design, Character Design
Non-Human Game Studio
Beijing, China; Providence, Rhode Island, USA Work on Independent Game Displacement: Chaichai.
2022-2023
Producer, Developer
A & B (Independent Game Project)
Dalian, China; Providence, USA
Ehxibitions and Awards
2022 Printmaking and Ceramics Senior Show, Providence
2021 FT Contemporary 2021, Shanghai
2020-2021 Unbound Artist Book Fair, Providence
2020 EFS- Foundation year Triennial , Procvidence
2019 Design Expo, Providence
2019 ComicUp Exhibition, Shanghai
2019 FM Art Fair, Beijing
2018-2022
Bachelor's Degree in Fine Art with Honors, GPA3.82/4.00
Rhode Island School of Design
Major in Printmaking, with a concentration in Computation and Technology, and a concentration in Mathematics and Philosophy
2019-2022
Brown-RISD Cross Registration
Brown University
Mathematics, philosophy and computer science courses.
Skills
Computation Skills: c++, c#, java, phython, reasonML, racket Software: unity, Rhino, Adobe Illustrator, Photoshop, Indesign, cinema4d, Sketch, AE, Enscape
Language: English, Chinese
Visual Art: Printmaking, Watercolor, Illustration
BackGround
My Interests
Design Goal
Create a medium that could combine the three interests, present the beautiful logic behind them, and invoke viewers' contemplation in art and maths.
I read a book about Yulin Cave and was inspired by the Dunhuang Frescoes.
Thoughts
I was interested in game theory and mathematical games.
Visual Art and Mathematics always has intersections. Images and objects are used to present mathematical ideas beautifully and clearly. Mathematics and sciences are used to create tools/mediums to create art. Pythagoras once tired to form a thoery to used the logic of numbers as the logic of art, but it was a bit partial. The two must always be different and could not be the same.
However, is there a way to have the logic of art and logic of maths together and present both of them to viewers or users instead of using one of them as a tool of the other?
Maybe we can look for an answer through the idea of "aesthetics".
Research Question
How to combine the logic of Duhuang Frescoes, game theory, and fractals together into one medium?
Dunhuang Frescoes Studies
Question: How were Dunhuang Frescoes structured and what is the logic behind visual compositions?
Binary Composition and Spatial Narrative
Binary Composition is a kind of non-linear composition. It highlights the most important event in stories, depicts the opposition between characters, to present the content of religious scriptures
Spatial Narration is one of image narration methods. Images often create unique space through compositions. Stories are told by deliberatedly designed space.
I was fascinated by the mathematical ideas behind fractals.
This would be educaionally vauable .It will create a special experience for people by combining two very separate way of thinking and putting them into one piece of work.
Chronological and historical sequence of the elements in image will generate more confusion than order (form 1). However, if read the image spatially,the meaning of the image (two god fight against each other) will be revealed easily(form 2).
a b c
0
Research 1
例:莫高窟第196窟中的《降魔变相》9世纪晚期
Research
Overturned Dou Structure
2 Combinatorial Game Theory
3 Fractals Studies
Caves are for acquisition of Zeninsights. It requires piligrams to rack their brains. Spatial structure of caves will guide viewers's thinking.
Overturned Dou Structure is also called 4-sided caisson Ceiling for the 4 sides of ceiling have slopes and look like a Dou. Images and shapes are in generic and harmonious frames. It extends upwards and forms tensions.
Trapezoids and stripes help to bring structures and hierarchy to images and narratives.
Creative Frescoes Studies
I takeout elements in frescoes and redraw them to form new images and new stories.
Question:
How to turn a series of acts and rules into a combinatorial game?
What is Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Combinatorial games are games that offer perfect information in which the state of the game and the set of available moves is always known by both players.
Double Players Examples
Question: How to use the idea of fractals outside of geometry?
One Player Example
Nature of Fractals eg. Julia Set
In mathematics, a fractal is a geometric shape containing detailed structure at arbitrarily small scales, usually having a fractal dimension strictly exceeding the topological dimension. Many fractals appear similar at various scales, as illustrated in successive magnifications of the Mandelbrot set.
4 Combination of 1·2·3: Design Insight
Introspection
Rules
Visual Narratives
Geometrical Structures
Cellular Automata
Connect 4 Nine Men Morris Hounds and Jackals
Design Strategy Game Rule for Crane (fictional !)
Rule Set
Numbers are hidden in the narrative and images on trapezoids. Crane needs to read the trapezoids and find a correct sequence of 0s and 1s. *The
For example, Crane might find the numbers above from reading the lines on the trapezoid.
If Crane's finding is correct, the sequence will become the "Rule Set" for the current round (ie. generation). *A rule set for Crane's Gift is similar to the rule set idea in cellular automata. Detailed explanations here:https://www.youtube. com/watch?v=W1zKu3fDQR8
Gift
Crane uses the rule set to generate a new image based on the original-state image.
Design outcome will be a baord game, a book, and a sound + visual interactive installation at the same time.
Crane will figure out the answer and play the correct sound sequence.
After getting the new image, Crane put it on top of the square platform. Then he draws on top of the image, or just touches the different squares in the grid. The game becomes a sound puzzle now.
Finally, after playing the correct sounds, the current round is finished and Crane will turn the installation 60 degrees for the new stage. Repeat 1, 2, 3, 4 until the last stage's puzzle is solved.
Mathematical Rules foldable readable recursive stories Hierarchy Board Game Book
Strategy Outcome
Crane's
visual narratives introspection Programing Sound Geometrical Structures
Analysis 2 故事 故事 故事 故事 1
Crane searches for his/her past through the installation. The puzzles he/she solves in the game are also puzzles of memories.
the graph
on the trapezoid. 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, ......
dots in
above represent illustrations
..... 1 0 0 ..... 3
4
5
Narratives for Crane
Memory
Starting Point
Met Pilot Erwin Become Human Witch disappeared Be apart from family "AB" Event Graduation Ceremony Reencounter e Recieve the Gift
Memory
Crane's Life Stage
Crane and her brother Wen were objects belonged to a pilot. They "lived" with him.
Witch Herta turned Crane and Wen into human after pilot's death. Witch became a mother, raised Crane and Wen.
Witch was investigated by an institute because of illegal human creation. Witch was missing. Crane and her brother Wen moved to lakeside.
One day Miss. e founs them. She seperate them into two foster familie. Crane started her middle school life.
Two of Crane's High School Classmates (A and B) became missing after the second year. Crane started to look for them since then.
Crane graduated from high school. She decided not to attend college. Her body began to change, similar to Orlando's protagonist. She changed from "her" into "him".
Crane met e again. He accepted e's invitation to work at the institute.
Crane recieved a gift. It is a board game. He realized that it might be from his brother Wen, and it might be about Crane's memory.
Stage Image
Object Home Lake School ? Institute
The central character of the narrative is Crane. He is 27 year old, without tangible gender. Recently he works in a scientific institute as an assistant. The narrative will be focused on Crane's past memories.
Crane's Gift is a fictional object --- it is in a story, but it also tells a story. There are layers of stories.
Visual Design
1 Sketches and Frescoes Studies
2 Intaglio Printsmaking Process
The printmaking process allows each printed image to be "different" even though they are from the same plate. Therefore the same image could tell various stories based on how it is printed.
3 Final Image (Intaglio Print)
Creative copy of the frescoes in watercolor.
Detail Display
The Same image could be read in different ways.
Object Design 1 I Important Concepts
Rotation
Roation is required by narration. It gives different meanings to the smae image, and it makes narration unlimited in an limited image. It extends the process of "reading".
Foldable and Portable
2 I Hardware and Software
Turn through a turn table.
Looked at one's introspection from outside
“Seeing how oneself is seeing, ”
Inside the cave, one is standing under the four-sided ceiling and tcontemplate; But now one is standing ourside of the ceiling and is looking at the space itself.
Magnetic Sensor Magnets
Puredata
Use the data from arduino to create interactive mechanics.
Arduino
Recieve signals from sensors and turn them into data.
1 3 2 4 5
Joint
Outside Inside
Pressure Sensor
Teensy Arduino
I Open and Put Together 2 I Perform the "Instrument"
3 I End and Sleep
Examples:
Put a piece of paper on the platform. Draw on the paper and the instrument will make sounds according to the pen's positions on paper
Repeat 1,2,3 until the last stage.
Raining Machine
Drink Water
Walking
Bells Ring Explosion BonFire Snowing
LaughterSidewalk
Running Forest Sob Commotion
Reading Boating Conversations
Lake
Stage Three:At Home Event: Home and Explosion Stage Four:Lake Event: Boating
篝火 雪声 奔跑声 湖水 划船 森林 交谈 走路声 下雨 钟鸣 爆炸 人行道 喝水 嘈杂 哭 机器 笑 翻书
1
1 2 3 4
After finishing the drawing, rotate the 60 degrees to change sound base and arrive at a new stage. 1 2 3
Interactive Process Interface
Final Outcomes
Performance Video
Opening: https://drive.google.com/file/d/1mfUVbaxQzljAKtQ8itkgzGs58dy8rWrD/view?usp=sharing
Make Sound: https://drive.google.com/file/d/1mfUVbaxQzljAKtQ8itkgzGs58dy8rWrD/view?usp=sharing
Background
Original Story
Inspirations Analysis
1 I Pyschological Horror
Performance
Deception Emotions
Survival
A and B finish tasks such as performances in order to survive.
From Graphic Novel to Game
Explore the same story through different mediums.
Graphic Novel's View
Present A's experience, and A's perspectives. Use the formal language of graphite drawing to express the ideas.
Game‘s View
Users could gain an outsider's view when they are looking at the game world and its characters. Users could experience the "changes" that happens in the space clearer.
Design Goal
Narrative Puzzle Adventure Game
Deception and illusion lead to performance, acting and drama.
Escape Task
Escape is the final goal of the game.
Key Words for the game are "survival, escape, task, performance" The game wants to provide some fun to people who are thinking about psychological delimmas.
Closed Illusion Task Rule
Complex and profound souls
Fear and confrontation of the psychological dilemmas
2 I Systems and Tasks
Antimatter Dimension, Incremental Video Game
Original Graphic Novel from 2020 by Meichen
Rusty Lake Video Game Twin Peaks, Movie
Character Design
Doll
A robotic puppet. It will act automatically while performing.
Student/ Pierrot/ "Ordinary People"
?/ Master
The mysterious owner of the room. Sometimes it reveals itself as an eye.
Student/ Harlequin/ "Poet"
Crane/ Xiao He ( 小鹤 )
A and B's high school classmate.
She only shows up in A and B's memory.
Room Machine
Players/users are act as "Room Machine" in the game. Room Machine is the physical body (flesh) of the room.
Room
The room is the backstage of "Omni-Purpose Drama Club"(OPDC). The room is part of "?".
A
B
Plot Design
Outline
One Day I -
Life:
Demo
Location: Room
Plot: A and B makes sets and costumes for the performance at night. They also talk about the script and have meals together.
Game Content: Resume A's time.
Summary
A and B were sent to work in the backstage of Omni-Purpose Drama Club one day. They needed to finish performance tasks every day in order to survive. According to taskintroduction sheet, they prepared costumes and props, memorized lines, and then performed on stage at midnight. Each day, a new butterfly tattoo would appear on A's body. Moreover, A woke up without all the memories of what happened after all performances. A and B thought they were high school students and they made an agreement that they will find a way out and go back to school together. However, it doesn't seem like they were still students.
Finally, A discovered the connection between the drama club and B. It turns out that B is the mysterious president and the owner of the place. A decides to go out with B after hesitation, but this is impossible, because the existence of B is the predicament itself. If A wants to get rid of the predicament, he must get rid of B, but A really regards B as a good friend and likes to live with him. In the end A got rid of B and walked into the exit alone. We don't know what happened after the exit.
Location: stage
Repertoire: Harlequin & Pierrot
First Half
Plot: A giant black monster appears at the end; the space is ripped apart
One Day II -
Life: location: room
Plot: A gets a butterfly; A and B discuss what happened yesterday, A doesn't remember what happened after the performance; A and B recite today's script
One Day III -
Discussion of Escape:
location: room
Plot: A has acquired many butterflies in the past many days; A and B discuss the weirdness of this space and formulate a new escape method
The Critical DayCollision:
Blaze - Withered but Blooming: At LastConfrontation:
location: room
Plot: A gets B's notebook from the puppet
Location: Strange dream space, an urban maze of deserted grass and soil
Plot: A and B run under the chase of monsters; in the end A is caught and B saves him
Location: stage
Repertoire: The second half of Harlequin and Pierrot
Plot: Halfway through the show, A's consciousness leaves his body and falls into another space
Location: stage
Repertoire: Another circus performance - synthetic clown combined with H and Q
Location: stage
Repertoire: A script written by Xiaohe in high school; Circus Sequel - Black Panther and Antelope
Location: Dreamland Space - an empty mechanical city maze
Plot: A and B run under the chase of monsters; finally A is caught, B rescues him; B takes A back to the room
Infinite loop:
If A discovers a certain secret of B, then enter the next day;
If A does not find anything wrong, it enters an infinite loop Bad End
Location: Dreamland Space - an abstract world where painting, digital and architecture are synthesized
Plot: A and B run under the chase of monsters; they both turn into animals; A finds a stone; returns to the room
Location: Dreamland SpaceEvening Teaching Building
Plot: A and B run under the hunt of monsters; they see Xiaohe, who is looking for them; but they can't escape this time
Burst Conflation Extinguishment Saline Land Order Changes Exit and Resturn to the Room
A Escapes. A Dies A lives with
together
Bad End I Bad End
Good End Butterfly
To choose
B
forever.
II A collapses.
Interactive Model of the Room
Dialogue Box
Dialogue box shows up when narrative happens.
Objects-Collecting Status Bar
The status bar will shows playing progress to players once a while.
Programing Model
Activates
Control Panel
Players could use control panel to adjust room environment, store collected informatio, and check on A and B's conditions.
Pop-out Window Notice Bar/ Status Bar
Buttons that activates another window Buttons
Clickable Objects in the Room
Explorable Objects
Clickable Objects Collectable Objects Characters
Notice Bar
a) Notice bar will show objects' info after left click on objects.
b) The Room or "?" might send notifications or other important info to players through notice bar.
B's Notebook
Hints will be given in B's notebook. Players click on the notebook button to enter the notebook interface.
Unclickables
Dialogue Box
Game Mechanics
Look for collectable and openable objects in the scene.
3 I Participate in the Narrative
Players participate and influence the narrative.
Player(Room Machine) and "?"'s conversations. Players often need to select answers while talking with "?".
4 I Mathematical Puzzles
Click on openable objects such as a bedside table.
Drawer interface pops out. Click on collectable objects such as the chess board.
After collecting objects, the collected objects will be shown in "storage".
Before the control panel become functionable, the player are required to solve some visual puzzles in the panel interface. After the puzzle is solved, the "real" panel will appear.
put
A and B's conversations. Player can only read their dialogues and influence them in an indirect way.
Room Machine (the player) need to help A solve some simple mathematical problems. Players might also be traped into A's thinking, they need to solve problems to get out of the thoughts and continue the narrative.
A B C D E F
Drag objects into panel puzzle interface. The object changes its form after being dragged.
Players use it/them to solve the puzzle.
into 1
2 I Visual
I Object Colletion
Puzzle Solving
ii
i ii
i
iii
Art Style Research
Inspirations from Video Games
Booklets/ handbook
Hand-drawn
Final UI Design
Calculus NoteBook Design
Black and white and "precise"
Control Panel and Puzzle Design
Room and Furniture Design
Papers Please, video game
Omori, video game
Notebook.
Return of the Obra Dinn video game
A's
Final Outcomes
Demo Recording: https://drive.google.com/file/d/1lw7dSSUhjkLH1MGpCPLrdVLGi5YapVXE/view?usp=sharing
Final Outcomes
Background
What is a tampon?
A tampon is a menstrual product designed to absorb blood and vaginal secretions by insertion into the vagina during menstruation. Unlike a pad, it is placed internally, inside of the vaginal canal.
Negative Social Perceptions
Discrimination
There are a lot of negative popular nicknames refer to periods in the society.
Research - Questionaire Survey
A survey of 140+ Chinese women's period product experiences...... Pre-Survey Research
- 25 questions in total
Central Question (multiple-choice) : If you haven't tried tampons yet, what is the reason?
Worries about pain
Worries about usage and replacement
Other worries
Embarrassment
Some Chinese girls are asked to use black plastic bags for sanitary products.
70% European and 40% US women use tampons while only 2% of Chinese women use tampons.
Result Summary
Misunderstanding
There are still debates on whether to sell sanitary products in train. 20% of Chinese people contend that women should "hold back their periods".
Research Question
Tampons are good to use but lack of corresponding usage in China. Why?
In China, many women do not use tampons for a lack of relavent knowledge in physiology and an unfamiliarity to "tampon culture".
5 10 15 Tampons Pads Amount/(million) Kinds Sales Amount Comfort Level Comfort Level High Median Low Pads-Tampon Sales-Comfort Comparison:
Tampons are good.
i ii iii
0% 100% 59% 32% 31%
Lack of relevant knowledge
......
Research - Persona
1 I Primary Users: "do not have experiences in tampons" 2 I Secondary Users: "have had experiences in tampons"
“I know about tampons but haven’t tried them yet. I did not want period products that insert into my body, but I would like to try them later if having a chance.”
“I like to use tampons instead of period pads, because they are more comfortable and easier to clean, also my blood will not flow as a river.”
Menstrual Fluid
A woman who has never used tampon before.
XMenstrual Fluid
Replacement Time
Budget (per month)
Why not use tampons?
Unfamiliar Pain worries Hymen worries
Replacement Time
Budget (per month)
Why use tampons?
Pain Points:
- Fear of being hurt - Social pressures
- Lack of in-depth knowlege of their own bodies and period products such as tampons.
Design Goal
Absorbency Dryness
Breathability
Build a pop-up store that brings more menstrual and tampon information to primary and secondary users in an effective, attractive, and friendly way.
Yufei Hu 23
A woman who has used tampon in the past.
Zhuoran Hao 19
An employee from an education company.
A film major sophomore student in college.
Research - Why Kotex?
1 I SWOT Analysis
2 I Competitor Analysis
3 I How Might We....?
How might we expose more relative knowledge to women,then eliminate women's fear of using tampons??
Why should users choose Kotex?
Safe Freshman Friendly Famous Brand
How might we maximize KOTEX tampons ‘ strengths and minimize its weakness, and let more women buy KOTEX tampon?
Best performance in flocculation tests.
Have an applicator that help users to insert easily, which leads to less pain for freshman users.
Allow users to be free of distrust.
Brainstorming and Ideation :
Expose to the real tampons will help to get a better understanding of one's body.
How Might We Expose Knowledge and Eliminate Fear?
Vagina model: how to put in the tampon
how to insert tampon in the right place puzzles of female anatomy. (wood vlocks or plastic.)
precautions could be told comic-like
Comparisions between pads & tampon experiment between different brand
using vending machine to reduce the possible shy feeling of customer questionnaire for personal recommendation feedback for precautions and future plan
explain female selfprotection.
brand mascot as a guider
How Might We Maximize Strength and Minimize Weakness?
interactive device
movie<the vagina monologues> and related books about feminism
sex education exhibition
possible user feeling about tampon find real “ancient” products and display them. similar to exhibitiontos
3 I Lab
1 I Art Zone 4 I Shop Zone 2 I Instruction
& Game Zone
Zone
Storyboard
2 I Exhibtion & Instructions 3 I Labs, Games, and Gifts
5 I Goodbye
Customers are attracted by art exhibition.
Customers look through tampon exhibitions and instructions.
Customers leave the shop with joy,
4 I Shopping
Customers do experimental tampon games in the lab zone and customize their period experiences through vending machine.
Customers get personalized period products.
1
I Art
Pop-up Store Space Design
1 I Space Design Iterations
Scene Two
Scene One
Divide the space into 4 zones. Design users' activities in each zone.
Design the pedestrian flow; Redesign the appearance of pop-up store, using the shape of uterus as the external form.
Detailize each zone's functions and user activities; Create scenes.
Detailed Scenes Design
Drafts
Scene One: Digital Experiments
Lab & Game Zone
Scene Two: "Action" Games
Modeled and Rendered with Rhino
Final Rendering
2
I
Make a first draft of the pop-up store i ii iii iv v
Scene One - Lab Simulator : Digitalization
1 I Experiments
Brand Comparisons
Absorbency and Flocculation Test
2 I Disadvantages of Using Real Tampons as Experimental Materials
- A waste of tampons and water
- Unfriendly to the environment
3 I Digitalization of the Experiments
From real experiments to digital experiments
From screens(expensive) to projections
Tampon VS Pad
Absorbency Test
- Messy - Inconvenient to clean up - Unefficient.
Advantages of Experiments
convincing intuitive fun
Advantages of Digitalization
Learn about tampons through handson experiments without wasting materials.
economic efficient attractive clean
1 4
Scene One - Lab Simulator: Interactive Cup Design
Put it into the cup. Then in the screen the person will put a tampon into water according to user's act.
After being put into the cup, the light on plastic tampons will turn off. Indicating that it is already being put into water. Moreover, the screen will display detailed info of the used tampons.
sensor projector Interactive Process Cup Model The Scene i ii iii plastic tampon 1 4 5 3 2 1 3 5 sensor 4 1 2 5 3 On Off 4 2 1 4 5 3 2 Brand Name: Kotex Type: Normal Absorbency: Shape: Floc Shedding: Size: Image: Package: Way of insertion:
Take a plastic tampon with green lights from the bottom opening of the cup. Put it into the cup agian from the top.
Scene Two : "Action" Games
Games Award Learn Through Games and Awards The Scene efficient improve understandings Interactive Process 8h 4h 2h Hand washing Anatomy Puzzle Insertion time Bonus!
Scene Two : Customization Machine Interface Wireframe
Do you want to get a Kotex tampon+pad Combo that suits you 1 Which products did you use for period? 3 What's the menstrual volume and how long will it last? Tampon Twist Tampon Twist Tampon Twist 2 What's the habits? Tampon Twist 2 Would you like to try tampons this time? Tampon Twist 4 Do you differ dayuse from night-use? Tampon Twist 5 Do you want an applicator? Tampon Twist Well Done! Confirm and get your COMBO! Tampon Twist 4 Do you also use pads or other products besides tampons? Tampon Twist 5 What do you use at night? Tampon Twist size type Bonus for finishing playing "action games". Tampon Twist !!! Customization machine will customize a bag of tampons and pads for the users.
A Trombone that Hugs (2019 Freshman Year)
Performance of the Instrument: Details of the Installation:
Recent Selected Illustrations
Swan and Its Sister, 2022, Digital Painting
Amusement, 2023, Digital Painting
Recent Selected Illustrations
MoutanMomo, 2023, Digital Painting
Lan and MoutanMomo I, 2023, Digital Painting
Lan and MoutanMomo II, 2023, Digital Painting
Lan, 2023, Digital Painting;
Recent Selected Illustrations
Celebration of the Rabbit Year, 2023, Digital Painting
Alchemy Assassin, 2022, Digital Painting