2017 Po-hsun_Johnny_Design_Portfolio_UED

Page 1

TRANS / PRODUCT / INTERACTION / SERVICE


HYBRID.

CV

EMAIL

SOFTWARE:

PHONE

MAC OS/ Windows

johnnyli1991@gmail.com +886 927238249

EDUCATION: Bechleor of Industral Design at Taiwan MCUT ID

Master of Industral Design at Taiwn NCTU IAA

DOMAIN: TRANSPORTATION DESIGN PRODUCT DESIGN USER EXPERIENCE DESIGN

LANGUAGES: Chinese (Native Speaker) English (IELTS Overall 6.5) Japanese

Autodesk Alias, Cinema 4d, ProE Rhnio, Solidworks,Keyshot, Showcase Adobe Illustrator, Adobe Illustrator, Adobe Aftereffect, Painter Autodesk Sketchbook Sketch, Arduino, QC, Open Frame Works

SKILLS: Product /Transportation Design Graphic& UX/ UI Design, Interaction Design, 3D Modeling, 3D Rendering, Animation, Free Hand Sketch, Clay modeling,


AWARD: 2012 YODEX Exhibition - Silver medal award - 乾唐軒活瓷 Special award - 典創新人 Special award - Honorable mention 2013 TwDw, Taiwan Designer Week - Special award - Special award

2013 1st Redbull Soapbox Racing TPI - Quality award

2015 International Michelin Design Challange - Quality Award 2016 SMART CITY Hackathon - The First Prize點子王評審大獎 2016 Mobileheros Hackathon - Finalist in Chunghwa Telecom Co. Special award 2017 ACM CHI Student Design Competition - Finalists


Experience: 2010 NovaDesign, 2 months internship

2013 TwDw, Taiwan Designer Week

2011 I.D.E.A. cross fields workshop

2014 Art Center Transportation Design Workshop

2012 Maxin innovation, 1 year internship -body kit design brand in Taiwan

2012 TaipeiAutoShow, After Market Exhibition 2012 YODEX Exhibition新一代設計展 2013 “Shanghai Autodesign workshop“” 2013 1st Redbull Soapbox Racing TPI

2015 Taiwan Artisan Exhibition

-National Taiwan Craft Research And Development Institute

2015 Participate in Zero& Tesla sponsored projects -Wei-Cheng Chu’s Graduation Projects, ACCD

2015 Michelin Design Challange 2015 World Design Capital Taipei -Ministry of Economic Affairs


2016 “Construction of Shame Workshop“ -Prof. Lily from Aalto University 2016 SMART CITY Hackathon 2016 E.SUN FHC X IBM Hackathon 2016 Social Design Researching Project 2016 Organising Art Center Transportation Design Workshop Position: Contact person & Executive assistant

2016 CID 2016 - Weekly Seminar of Chinese institute of design

2016 Mobilehero Hackathon - one of five 4 finalists in the special award

2016 SPOSAD workshop 2016 NCTU X KMD Entertainment design in social issue Workshop Position: Disaster Team Leader

2016 Japan Media Art Festival 2016 NCTU IAA Annual Design Exhibition 2016 Acer Cloudprofessor Workshop 2016 Trans-Action Award 2017 ACM CHI Student Design Competition


01 Index. 02 03 04 05

2017 ACM CHI SDC Finalist

2016 NCTU AppUniverz Workshop

2017 Asian Smart Living International School

2016

SMART CITY Hackathon First Prize

KEIO X NCTU 2016 Entertainment design in social issue Workshop



SERVICE DESIGN. #DesignForElderly #FamilyConnection #Hearing Impared Elder #UXinAppDesign


VisuaLink

Social Media Design for Hearing Impaired Elderly UX+ID Designer:

Researcher:

Po-Hsun, Lee

Hsiang-Ting, Hong

Animator: Ping-Chun, Hsieh

Tzu-Yu, Su

Mian-Jhong, Chiu


Why VisualLink?

INQUIRE

Hearing impairment is one of the most common problems of the elders. According to World Health Organization (WHO), near one-third of people above 65 years old are affected by hearing impairment. Elders who suffer from hearing impairment have difficulty having conversations in their daily life. This is especially true when they communicate with the counterpart in a call because of the lack of face-to-face signals such as facial expressions and body gestures. Some of them would eventually give up the chances to interact with other people. To solve these problems, we design a system “Visual Link.” By showing keywords and pictures, elders can understand the whole conversations with these visual aids. Furthermore, VisualLink enables family members to do some interesting interactions during a call. Our vision is to let hearing-impaired people better receive and understand the context of the conversation, and create delightful memories among family members.

Contextual Inquiry

Customer Journey

Expert Interview

Affinity Diagram

Stakeholder Interview

Story Board

Shadowing

Stakeholder Interview

Observation Working Models

billion

One out of every three elders over age 65 may suffer from hearing loss.

Affinity Diagram

Usability testing

Sketching

Wizard of Oz

Prototyping

Think aloud

Service Blue Print

Persona Methods & tools

3.6

DESIGN EXCUTE ASSESS

SERVICE DESIGN PROCESS.

Visual Link: Strengthening the connection between hearing-loss elders and their family


Grandchildren: ftf Elders don't have similar life experiences with their grandchildren, so they have limited conversation topics.

Family: Most of the other family members live in different cities and have a busy life. It may cause them lack of contact.

Landphone Young generation seldom use landphone, social network and apps replace it. Cellphone Only few hearing-loss elders have cell phone. LINE Elders do not have smart phone, but their grandchildren are familiar with this app and use it to share their life.

Mental health: Hearing-loss elders usually ignore their mental status, and focus on their physical problems. This situation may eventually leed to depression.

TV

INFOMATION FLOW.

CULTURE MODEL.

Intent:

Sofa

BD: Cannot receive Phone call

Usage:

1. To get information 2. To entertain

A medium of communication: news and TV series Elders with hearing

Senses Aging

loss tend to turn the TV louder, which bothers other family members.

Hearing Aids Intent: To communicate, to get information from other people

Usage:

Help people communicate in far distances effectively.

The subject might not hear the voice from telephone handset

Telephone

BD: Turn up the volume would hurt their ears.

Controller

Intent:

Convenient to control home appliance that are not able to reach.

An electronic device used to operate the device wirelessly from a short distance.

Some remote controls are one to one, so there might be more than one remote control at home, which may cause some inconvenient.

/Organs Degeneration/

Topic Knowing Aging

Content Gap

Knowledege Reaction

VisuaLink

/Mental Deterioration/

TV Box

PHYSICAL MODEL.

The Communication Barriers of Elderly

Usage:

BD:

TV

Hearing Impired

ARTIFACT MODEL.

COMMUNICATION BARRIERS:


INSIGHT To better understand hearing-impaired elders’ life experience and behavior, we conduct interviews with elders, their family, and stakeholders. Findings are as following.

1. Communication barriers: Being afraid of misunderstanding a conversation, some hearing-impaired elders are unwilling to chat and answer phone calls.

2. Limitations of hearing aids: According to the interviewers, hearing aids still can’t help them hear clearly. Also, hearing aids are discomfort, high-priced, and they have implication of hearing impairment.

Smart Phone

Smart TV

VisuaLink

/Mutual Interaction/

Sharing Life

Do together

Memory

VisuaLink Telephone

4. Elders resist to learn new technology: They are reluctant to use and learn technology they are unfamiliar with because of being afraid of its complexity. They tend to use those they have used before are familiar with, including traditional telephones and television.

/Basic Communication/ Wearable Device Viaual Assistant

Reminding

/ INTERACTION MODEL /

Service Touchpoints

3. Visual cues assist listening: Hearing-impaired elders rely on visual cues to assist listening, such as body languages, lip reading, captions, or pictures ( For those who are illiterate, pictures are important cues during the communication ), which we can’t provide from a traditional phone call.

5. The desire to have companion: Living a passive life, they often feel lonely and always think of the past. They are eager to have family surround with them and want to know how they are doing recently. However, their family can’t live together due to some reasons.


How VisuaLink Work? The research results shed lights on several important design directions. First, we need to use visual cues to help hearing-impaired elders receive and understand the content. Second, what makes an contact experience perfect is not only exchange information smoothly, but emotional contact is the most influential thing. We provide interesting interactions during the call. Third, we need to embed intelligence and computing into traditional electronics such as telephone and television so that the elders would be more willing to use them due to the familiarity reason. Fourth, we need to use non-auditory alert to get the elders’ attention of a call. In addition, the device for alerting is better not to look like new technology either.

Photo

Communication



Three main components: 1. A conferencing system with a traditional telephone look and uses speech recognition to automatically caption the speech and directs the call, the captions, and any received visual multimedia to the television during the call. In order to strengthen the connection between elders and their family, VisualLink also enables family members to do some interesting interactions during the call.

2. A sticker attached onto an elder’s wearable such as a watch and bracelet and delivers haptic feedback when it receives an incoming call.

3. A call authoring interface enables the caller to select visual multimedia to play later or currently in a call with the hearing-impaired elder.



Search Image Search image by keywords in sentences

Sticker Send stickers is a simple way for elderly to send greetings or express emotions.

Photo Sharing

Annotation

Share life moments and memoriesr

Add annotation on photos or videos for better comprehension

Reminder

Picture-in-picture

Entertainment

Family members can create a reminder of some specific events for elderly. (e.g., time for taking medicine or watching TV together )

The PIP window lets users multitask while using Visuallink, which helps users enjoy their video and interact with family members at the same time.

Watch video or TV program together.


Interview:

Evaluation:

14elders 8elders 10 6 family members

family members

Testing & Evaluation We conducted user testing with six elders. Four out of six successfully completed the task. Two failed to complete the task because they didn’t understand the task. The participants who completed the task, they were able to perceive the alert from the system and to understand the content and the context of the conversation shown on the screen. They reported that it was helpful and useful when there were pictures showing up during the call to enable them to capture key point. Our participants also thought the system was easy to learn.


Evaluation 1

Evaluation 2 “It’s convenient to have pictures to see during the phone cal.” Mrs. Lol Mrs. Yeh age 78

“Using big screen like television, I can read the pictures and words clearly, that is great.” Mrs. Yeh age 62

“The only thing I have to do is to pick up the phone, which is great. For old generation, like me, we have a hard time learning new things. For example, I never remember how to exit an app on a smart phone.“ Mrs. Lin, age 72

“I like to see my children and grandchildren’s pictures when they call me. In this way, I can know who is calling. “ Mrs. Lin, age 71

We conducted user testing for both elders and young family members. Generally, the users can finished the given tasks smoothly. But, most of the users(5 out of 6) were confused about 2 icons. The two icons are for the function of sticker and album respectively.


SOCIAL+ SERVICE DESIGN. #DesignForChildren #IOT+AR+Gaming #Gamification #UXinGaming


BuddyGo!

Educational Game Development for Children Designer:

Engineer:

Po-Hsun Lee Fifi Huang

Eden Huang

Ji-Chen Lo


BACKGOUND Nowadays, our education system asks children to learn the knowledge from books. But, horribly, they still have no idea about how the knowledge from books really work. Thus we deemed that our game can let children learn by playing through hands. Particularly, in terms of Nature and Science subject, we should let them learn the knowledge from the nature not just from the textbook.

Nature

Maker

Gamification


IOT/ AR GAMING Augmented reality gaming is typically played on devices like smartphones, tablets and portable gaming systems. Meanwhile, using the portable device for gaming also give us many benefits such as sensors, the gyroscope on our portable device can give us many physical parameters. Since that many games can connect the virtual content with our real world. In addition, internet of thing also give us more appication on AR gaming. For example, “Pokemon Go!� uses the parameters from GPS sensors to check the location in the game world, then system can provide player the right monster. Obviously, the content and interaction of AR game can be richer than before. "IOT+AR Gaming" has a strong market potential in the future.


DESIGN PROCESS

Sep------Nov

Nov

Nov-----Apr

Apr-----Dec

May-----Jun

Contextual inquiry

Brain Storming

Wizard of Oz

Laughing

Affinity Diagram

Biz Canvas

Infomation Architecture

Comparison Analysis

Flow Chart Wareframe Prototyping

Userbility Testing Thinking Aloud

Creating

INTERVIEW 01

INTERVIEW 02

Adventure

Learning

FINDING

Sociality


MAIN CONCEPT "BuddyGo!" is a typical sample of education gamification because we know playing is always the best way to make them stay curious about the whole world, and the curiosity is the motivation to learn everything which is the core concept of "BuddyGo!". As for the implementation, we would let children know the 101 rule of "BuddyGo!" in the early stage. The rule is "As you sow, so will you reap." If you want to gain the "Magic coin" to start your "adventure time", you'd better well-care your potted plant, which means to use ours "Bubble" IOT sensor to get more "Magic coin". If they need to have a green thumb, they need to learn more knowledge about farming. That is why we set up three daily missions, "taking care of your plant", "farming knowledge Q&A" and "adventure time" in our daily missions. We hope children can enjoy the journey of creativity and adventure in our "BuddyGo!".

Before

After


Sensors Data (temperature, Humidity, light)

Buddy status

Adventure

Get Power

Go Fighting

Enough Power

Wining

Mission

QA

Adventure

Shop

QA

$$$

Equiptment

FLOW CHART

SERVICE SYSTEM

INFORMATION ARCHITECTURE

WAREFRAME

Mail Box

Jewerly

Illustration

Pests

Buddies


2. Main Page

Monitor Page

1. Intro. Adventure Page

INTERACTION MAP

Illustration Page

Mission Page

Shop Page


Adventure

Sociality BuddyGo!


Education

Creativity


SOCIAL+ SERVICE DESIGN. #DesignForElderly #UniversalDesign #UXinShowroom #UXinAppDesign


Service

Design

-

for Northern District Assistive Device Center

Prof. Tadayoshi Asaka Da Jheng Liou

Po-Hsun Lee Ting-Yu Lee

PoYu Ching Chang Patcharin Nilmart

Yunmo Park Tong Lee


Descover

Define

Develope

- VALUE PROPOSITION CANVAS

- INFOMATION ARCHITECTURE

- BRAIN STORMING

- FLOW CHART

- PERSONA

- WAREFRAME

Expert inquire:

- SCENARIO

- PROTOTYPING

-Organizer -Supervisor -Pysical Theripist -Mechanic

- STORY BOARD

- BUSINESS MODEL CANVAS

- USER INTERVIEW - EXPERT INTERVIEW - AFFINITY DIAGRAM

Customer inquire: -Mrs. A (87y) Paralysis (No conscious) P : living in the country N: Customize wheel chair -Mr. B (50y) Paralyzed on the lower body (Still conscious) P : living in the city N: Installing environmental adjustment -Mr.C (71y) Paralyzed on the lower body (Still conscious) P : living in the city N: Customize Wheel chair

1d

Deliver - HEURISTICS THINKING - USERBILITY TESTING - USER INTERVIEW

BACKGROUND

Co-Design Team:

The Smart Living International School is an initiati -ve under the Talent Cultivation Program for Smart Living Industry, which is sponsored by the Ministry of Education. The Initiative aims to promote innov -ation in smart living by enabling discussions amo -ng leading international researchers and scholars who are working on the fields of smart living education, smart living technology, living lab methodology, interdisciplinary research and projects, and international collaboration.

-ShowHow Design Team -Prof. Tadayoshi Asaka from Hokkaido

University Japan (Expert/ Physical therapist)

SHOWHOW Platform (App Flow)

-Prof. Yu-Sheng Yang from Kaohsiung

Medical University (Expert/ Physical therapist)

-Physical Therapist(in field) -Supervisor(in field) -Organizor(in field)

2d

Biz Model of N.A.D.C SHOWHOW showroom (Exp. Flow)

3d

5 DAYS WORKSHOP

4d


Currunt Service Blueprint of Northern District Assistive Device Cente:

BEFORE

DURING

FACULTIY & DUTY

North District Assistve Device Center

AFTER

Managing Human Resources & Fund Supervisor

Contact & Documentation for application

Journey Touchpoint Person

Phone Calling Assistant (in field)

Make an appointment & meeting

Paper work Social Worker (in field)

Hard to access to our center

Prepare a lot of document

Assessment & selection

Contact with Gov($) & Company(buy)

Rent or Buy Assistive Device

1. Cases Managing Receive fund

Home care

Reassessment

Remind the elderly before deadline

Recheck assistive device

Repair assistive device

Phone Calling

Visit in person

In the center

Social Worker

2. Operate the Social Welfare Information System 3. Educational Propaganda

Phone Calling PT/ OT (in field)

Prepare a lot of document

Needs to Pain Point

Send application Documents & infomation for the elder

In the center PT/ OT (in field)

Paper work Assistant (in field)

Select suitable assistive device Hard to arrange

Do not know the availibility

Visit in person The center Manufacturers Rent or buy assistive device

Too much paper work

Gov.

Resident Care Attendant

Get funding

Get Environmental Adjustment

Elderly lost the invoice

Phone Calling PT/ OT (in field) Check is there any problem of assistive device

Assistant (in field)

PT/ OT (in field)

Mechanic (in field)

2. Evaluating & Advising 1. Contact Customer

Remember them to turn assistive device back

Elderly & caretaker do not know they need Universal Design faciliaties

1. House Visiting Physical Therapist

Assistant

Don’t know they need to repair their assistive device

2. Rental Property Management 1. Device Repairing

Mechanic

2. In Center service

Emotion

Family of the elder cannot access to the proper inforamtion and resource due to the unfriendly service in center.

Family member of the elder do not have the concept to build the friendly enviroment.

POV

Utilizing Application to enhance accessibilty of center service HMW

The caregiver cannot find suitable assisting device for the elder due to the current evaluation process cannot insure to get the suitable assistive device when they visit the center.

Utilizing Showroom to save their time of selecting suitable assistive device

The elder will get demage by their assistive since they do not have the concept that they need to maintain their assistive device.

The caregiver do not have medical knowledge to prevent the condition of elderly getting worse since they cannot get the suitable resource and knowlwdge to take good care of the elder.

Utilizing Digi-Library & temple activities to educate the elder with the correct knowledege and information usage of their assistive device

OUR VISION IS/

HELP ELDERLY EMBRACE THEIR SECOND LIFE


ABOUT SHOWHOW Many elders need assistive devices when their functions deteriorate. However, they usually don’t have access to information or don’t know how to use the devices. A showroom “SHOW” and complementary app are created to provide helpful information and a practical experience of home. After the elderly or caregiver discover “SHOW” from different channels (ex. hospital, neighborhood…), they can download the app to learn about assistive devices, the showroom of the assistive device center, and even book a time to go to the showroom. In the showroom, the physical therapist or occupational therapist will evaluate and help the elderly and caregiver find the most suitable assistive device and use it in the home-like space. The “SHOW” can reduce the trouble which the elderly usually met and bring them a comfortable, life-changing experience. The “SHOW” hopes to help the elderly to use assistive device correctly and improve their qualities of life!

BEFORE SHOW LACK OF INFORMATION

AFTER SHOW Physical Therapists

Assistive Device Center

LACK OF EDUCATION AND EXPERIENCE

ENSURE ACCESS TO INFORMATION District Hall

PROVIDE EFFICIENT ASSESSMENT

Hospital

COMPLEX PROCESS

Care Takers Devices

MAKE THE PROCESS EASY AND ENJOYABLE


STAKEHOLDERS & INSTITUTIONS In Sowhow Service Improvment Project

Mr. Kim

Assistive Device Center

Mr. Kim, 78 years old suffered from stroke twice which paralyzed the right side of his body.

The center provides care for all of the cases In Northern Kaohsiung. They are short of human resources and funds, and only have limited space for the number of assistive devices in display.

He currently owns a walker but is unable to walk upstairs or go outside without assistance. He lives alone with his wife.

Ms. Lee She is the wife and the main caregiver of Mr. Kim. She sometimes monitors Mr. Kim, and helps him walk outside. However, as she gets older the task is getting more difficult. Now she hopes to seek help.

They hope to build a showroom to serve patient’s needs, and find a solution to better manage the system.

Government Provides funds basic for the center and monitors its operation.

Hospital / District Hall Refer cases to the center for assessment of assistive devices.

Mr. Ou, Physical Therapist Mr. Ou has worked in the center for 15 years. He is familiar with his job, but since he is the only full-time physical therapist, his workload is severely heavy with 60~80 patients per month. He hopes to find a better way to organize his patients and schedule.


01

“IMPROVING THE ACCESSBILITY OF CENTER’S SERVICE”

A poster about the application is on the bulletin board of the hospital. The app includes information about assistive devices, assistive device centers and showrooms, and universal design infrastructures.

02 03

Reserve a time on the calendar of the app to visit the showroom.

The discharge team in the hospital will announce to the patient and family about the app.


CUSTOMER JOURNEY OF

04

Assessment Area-PT or OT will evaluate and select the suitable devices for the elderly.

05

Display Area- There is a variety of assistive devices in the center, for example different sizes, shapes, and functions of wheelchairs.

06

Your home- This place is customized to look like your home, it is an area for elders to practice their devices like how they would use it at home.

07

“SAVING YOUR TIME OF SELECTING SUITABLE ASSISTIVE DEVICE”

SHOW HOW

Universal Design RoomSeparated into different rooms: living room, kitchen, bathroom, bedroom, to show how to better remodel the elder’s house for a safer and more comfortable environment preventing injuries.

08

Outdoor Practice Area- This area stimulates the environment an elder would encounter outside their house. There are different surfaces such as a ramp, grass field, concrete sidewalk, etc.


09

You can find what you want in our digital library. Then you can contact with device’s manufacturers, and buy it!

10

Order the suitable assistive devices on the app.

11

Go home and receive the assistive device.

MAIN PAGE

SHOWROOM

DIGI-LIBRARY

PRODUCT INFO.

12

A reminder will be sent to your app after your new device arrives.

13

Have fun and enjoy your device!


IMPLEMENTATION PLAN As we know the methodology of service design is a useful way to solve a complicated problem. Particularly, in term of optimizing the service of government administration, such the case of Oslo airport and The Oslo School of Architecture and Design that improve user expeirence and enahnce government image. In our cases, to figure out the pain point of their service, my team and I run the co-design process with the faculty from the Northern Assistive Device Center. After that, we also dig deeply with other stakeholders to design our service. finally, the learning field accepted our service design improve -ment. And they would send a report to apply the fund to make our idea come true. Not only to provide free assistive device checkout service with the local temple but build up a showroom in the empty space of the North District Assistve Device Center.

SHOWROOM

FIND FUNDS AND COMPANIES FOR COOPERATION

START

FINISH

ORGANIZE THE SPACE AND CONSTRUCTION PLAN

APPLICATION

START

PROMOTION THROUGH TV, NEWSPAPER, SOCIAL MEDIA

FEASIBILITY TEST

FIND FUNDS AND ORGANIZE A TEAM

BUILD PROTOTYPE

INCLUDING ENGINEERS, THERAPISTS, ELDERS AND FAMILIES

2ND FEASIBILITY TEST

SECONDARY ADJUSTMENTS

PROMOTION

REGISTER TO APPSTORE

FINISH


INTEGRATE DESIGN.

#DesignForPolice #AppDesign #DroneDesign


Integrate Design for Police System in Taipei UX+ID Designer:

Visual Designer:

Engineer:

Researcher:

Po-hsun Lee

Ken Jhang

Kevin Chang

Ji-liang Cai

Zi-jie Lai


One Week Preparing Brainstroming Defining Question

0%

Meeting-01.

Meeting-02.

First Day

Preparing Material Final Checking

Meeting-02.

Meeting-02.

10%

Background Researching

Defining System Flow

Second Day Animation Editing

Preparing Presentation

3D Modeling

3D Printing

50%

70%

80%

Prototyping

Demonstration

100%



App

UAV

Contol Center

Police Officer System WebView Data Base

Benefit:

Functions of LED Display Panel 1. Alerting 2. Guiding 3. Bulletin

1.

2.

3.


Magnet Charger Solenoid Module LED Display Panel Hide Propeller

Super Sonic Sensor 360 Camera


SOCIAL+ SERVICE DESIGN. #DesignForChildren #DisasterPreventionEducation #UXinPropaganda


Service Design for Disaster Prevention Education in Taiwan KEIO UNIVERSITY X National Chiao Tung University Entertainment design in social issue workshop Design team leader


IMPROVING DISASTER PREVENTION EDUCATION IN Taiwan

RESEARCH & DESIGN

PROCESS CoT

1. Investigate quantitative data

2. Conduct user interviews

3. Service Design Methods

4.Kid & KIT Bag Prototype

5. Interational Workshop

6. Visual Content Design


IN ACTIVITY

BEFORE In Class Introduction

Car Arrives at School

Experience

JOURNEY MAP:

AFTER

Go Home

Deliver Propaganda

: Children would forget the knowledge they learned in the earthquake experience car.

STAKEHOLDER MAP:

Family

Emergency

Kit

Crisis

Awareness

OUR CONCEPT


PERSONA

CUSTOM JOURNEY MAP


Earthquake Simulation Car

Learning Passport

K&K Bag





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