Design portfolio Vivian Maretina 2018

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P O R T

VIVIAN MARETINA product design

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EDUCATION

VIVIAN MARETINA Bogor, Indonesia +62 81 61 3635 16

A design generalist passionate in innovation and sustainability. initiative . fast learner . visual tinkerer

B.A. Product Design, Faculty of Art and Design at Institut Teknologi Bandung (ITB) 2012-2016, cum laude

PROFESSIONAL CAREER Mirum Agency, Experience Designer (XD) - Jakarta Aug 2018 - present Help businesses design, market, and deliver compelling services and customer experiences by conducting design research, support senior team members on creating synthesis, co-creation process, and final report.

Strategic and Management Design

Design for Sustainablity

Social Innovation

Service Design

UI/UX

Craft Design Interaction Design

EXPERIENCES

Waste Management, Electronic Vehicle Eco Material (Wood, Bamboo, Rattan); Health (Psichophernia) Education (Japanese Learning, Kids Urban Farming), Food apps finder, Healthy Streetfood, Travel experience, Wealth Management, etc.

Hands on: Sketching, painting, model making, wood working, casting, photography

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Freelance and Self Employed (project based) Nov 2015-Present I work for product design, brand activation, graphic designs, mural, and interior design projects, including worked in full-time project as a Design Team Lead for Foodlab Project for Low-Income Consumer Hivos and IIED. Worked as Design Thinking Assistant Manager. Worked as a facilitator in Design workshops. Kopernik , Product Development Intern – Bali Dec 2017-Mar 2018 Assisted in the implementation of ‘Increasing the Value of Plastic Waste: Injection Machine’ experimentation project with Precious Plastic Bali community. Bagoes, PT Greeneration Indonesia, Design Intern - Bandung August 2016 – October 2016 Conducted market research and developed products of reusable bag. Institut Teknologi Bandung, Assistant Lecturer August 2015 – December 2015 Assisted more than 200 students in 3-D aesthetic form class. National Research Council DKI Jakarta, Research Intern Jakarta June 2015 – August 2015 Did a research and developed products based on community development in Kebon Sirih urban scrawl area using SIDa (Regional Innovation System) method.


I value most of the process I had gone through since thefirst time I started designing a product. Product design changes my perspective of the way to see the world today.

TABLE OF CONTENTS The selected works (work in university and project based work)

01

INJECTION MACHINE -

plastic waste recycling experimentation

page 5

02 B.BERES - waste collection trike

page 89

03 KARTUNA - learning card board

page 12

04

healthy food diet for low-income consumer

page 13

DADANG RAMZI -

05 NAMNAM- hydroponics for kids

page 17

06 BAMBALL - multifunction ball

page 22

**

page 25

OTHER WORKS AND ACTIVITIES

[My first self-hands-on product lo-fi prototyping making in the university, inspired by Heliconia Sp., 2013]

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THE OVERALL DESIGN PROCESS

DEFINE option

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DESIGN RESEARCH

IDEATION

Desktop Research Immersion In-depth Interview Questionnaire FGD Market Research

Crafting Insight Problem Framing Design Sketches Mapping

BUILD Modeling/Mock-up Prototyping

PRESENT/ LAUNCH User Testing Client Pitching


01

INJECTION MACHINE

Plastic Waste Recycling Experimentation in Bali using Precious Plastic Injection Machine Product Design Production

Market Research Work Collaboration

Experimentation Waste Management

OVERVIEW

BACKGROUND

The experiment involved the local stakeholders in Bali using the DIY injection machine to test its feasibility and viability for a new business opportunity for the recycling centre.

Bali produces 3,452 m3 of plastic waste per day, three-quarters of which is not being disposed of properly. Currently in Indonesia, there are existing facilities that have carry their business in plastic recycling. However, the incentive remains largely on those final processing parties, while only small profit margin, 10-15 percent, for the collectors. The capital investment needed to establish a recycling factory is also expensive.

We have done the market research and local stakeholder, then designing daily use product that has a small dimension and simple design. The product itself has a low production cost and can be sold in small capacity.

GOAL

produce a value-added product from plastic waste which can be sold at a higher price than the raw plastic waste itself, increasing the waste collector’s income.

2017-2018 (3 months) Team Project (Kopernik x Precious Plastic Bali)

APPROACH

1. Research and Market Assesment 2. Production Test 3. Market Test for Product Design

role: product development Design research

Ideation

Exploration

production

data and cost analysis

Common retail upcycle products in Indonesia

* Star indicate my responsibility

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ABOUT THE MACHINE

Precious Plastic injection machine is a plastic processing machine based on the principle of melting shredded plastic (plastic flakes), and molding it into a product with the man power. The machine itself cost around US$437 build in Bali.

MARKET AND DESIGN RESEARCH

We used an interactive method looking for the potential customer’s need with card sorting. We found that the daily use product is the most highest demand from the customer.

MARKET OPPORTUNITY

Retail

To sold it through a store as a consumer product.

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B to B recycling

Machine and the molds are sold to the business in order to build mass recycling education.

Co-design

Create a product with other recycling businesses/designers combine with the plastic injection.


IDEATION AND PROTOTYPING

The idea is to ensure the products are posible to build with the limitation of mold size. Therefore, the designs are made for the small shape only. Most of the products are inspired by marine life and also based on the shape experimentation.

LESSON LEARNED

At its current stage, this injection machine could only produce 6-7 units of product in an hour. Depending on the product size, however, it is possible to design a mold which contains more than one product to increase the unit amount produced in one cycle.

Finding from the test also confirmed that different bottle caps (originated from the different manufacturer) have a different optimum temperature for melting. Consequently, mixing different plastic waste type for an input will require adjustment to the working temperature and often a new learning process.

TEST RESULT AND ANALYSIS Sketch, 3D modelling, and mold design

different colours of plastic caps and Lo-fi prototype 7


CONCLUSION 1. Cost to build the injection machine is cheap (USD 437) as compare to industrial processing in Indonesian context. It is appropriate for small scale workshop, but not suitable for economy scale. 2. The experiment proved that the product generated from this machine has a selling price that is higher than the production cost. 3. Production capacity however, is still limited by many factors such as technical skill, restriction on molds, practicality to operate and pre-treatment

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process required for plastic waste not yet suitable for mass-production level. 4. Consideration of hazard and safety risk for melting certain type of plastic. 5. This machine is has limited capacity to adequately address the plastic waste problem, as currently it seems works only for HDPE plastic type.


02

A

B.BERES

Electric trike to separate and carry waste in Bandung Residental Area Design Research

Waste Management

%

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O

63 rganic % Waste Generation

14% 1.500-1.800 TON/DAY

Residue

Product Design

nic

ga

r no

School Project

or 7.500 CUBIC/DAY

Collecting

Service Design

Research Focus Transfer

GOAL Waste handling in TPS

End Process in TPA

How can we reduce the mass waste in Bandung and how to make the collecting system more efficient?

RESEARCH FINDINGS

1. Each area has a Transfer Point Stop (TPS); 2. Waste need to be kept in a closed container; 3. Rotting garbage produces liquid from 5 hours after it is mixed; 4. Workers try to collect trash as much as they can;. 5. The The size of the existing trike is too wide.

OVERVIEW

B.BERES is a waste collection electric trike uses IoT (Internet of Things) system, thus Government could estimate the amount of waste each day. This trike allows people to separate their residential waste because it will carry the different type of trash separately, such as mixed waste; food waste; and scheduled waste.

Integrated data

Ideation

Exploration

Internet of Things

DESIGN CONCEPT AND SOLUTION

12 weeks (2015-2016) Individual final project assignment

Design research

Electric Vehicle

Modeling

Prototyping and user testing

* Star indicate my responsibility

This electric trike can contain 3 groups of trash in which the size are considered. The mechanism will use hydraulic, weight sensor also use IoT to integrate the system.

The trike structure and ergonomic testing to analyze the weight and capacity. 9


Mock up apps for the citizen. They can access the trash collection system in the town.

IDEATION

Interface for the driver.

The design is based on the mood board which shows cleanliness, strenght, and simple.

Trash collection data (weight and volume).

Map and location for trash collection.

TYPE OF WASTE

HOW IT WORKS Scheduled Waste (different types of waste in each day) Unused Goods (small size of waste, ex. bags, clothes) can be put on the top)

battery

Whilst for the technical, the trike itself use lithium battery tat can be easy dispatch from the vehicle.

waste container material: mostly composite water drainage plumb

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Food Waste

Internet of Things (IoT) helps the driver to navigate the place in maps, recognize the quantity of trash they brought and save all data to the cloud. The residents also could get the information about the schedule, location of the trike, and some useful information about trash using smartphone application.

Mixed Waste

SCENARIO

TOUCH POINT HOUSE USER APPS Sign up then Log in

DRIVER APPS

Update profile

Log in

Ask for pick up

Driver check map

Payment

Put garbage

Upgrade point

Check garbage Check in


The Final Presentation

FURTHER DEVELOPMENT

trike model 1:10

DESIGN CONCEPT AND SOLUTION

This electric trike can contain 3 groups of trash in which the size are considered. The mechanism will use hydraulic, weight sensor also use IoT to integrate the system.

Feedback gained from user and academic: 1. Development of the waste pick up system in different types of road of residential area. 2. Additional person or robotic sytem to pick up the waste need to be tested in the vehicle. All in all, the trike is possible to be implemented in the small area. However, in the big area, trike would not suitable to deliver such a huge amount of waste. Other types of vehicle such as truck can be an alternative.

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03

CHALLENGE

Design development of Japanese language study tools for Indonesia market.

KARTUNA

BACKGROUND

Designing a product for Japanese language learning Product Design Design Interaction

Market Research

There is a lack of enjoyable Japanese language learning media in the market. During a survey of institutes, we saw great opportunities in Japanese language card games. Learning to use a card is a fun way to learn because it is done while playing.

Education Tool

Digital Prototyping

APPROACH

Immersive research in 6 institutions using quantitative and qualitative method and design method from Ono sensei (Chiba-U).

Karuta, DVD, cassete, mobile apps, dictionary, and workbook as existing tools

LEARNING JAPANESE FINDINGS

1. Vocabulary and speaking are the subjects thet difficult to learn; 2. Student learn listening only from audiovisual room. At home, they enjoy listen to the music, anime, and Jdrama; 3. Student enjoy to learn together with friends and native.

OVERVIEW

Kartuna is a portable interactive device that focuses on developing a fun learning Japanese tool, especially in speaking and listening.

PLAYING CARD FINDINGS

It is a combination of the physical form of learning cards with visual nonphysical as game interaction. The goal is to make the learning fun side of the card becomes even more fun with interactive audiovisual and also help the learning process in the sense of sight and hearing. This language card can be played interactively both single player and multi-players.

1. Card game is one method of learning Japanese; 2. The fun element on the card fits perfectly with the typical Indonesian people who like to gather together to play in groups; 3. When playing a circular pattern card is formed when the card is played.

2015-2016 (8 months) design project with TIto Satya and Putri ITB x Chiba-U x CASIO

POTENTIAL MARKET B to C

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Design research qualitative & quantitative

Ideation

Exploration

modeling

* Star indicate my responsibility

Japanese language learners; People who have interest in Japanese

B to B

University, School, Course


DESIGN CONCEPT AND SOLUTION

Deliver a fun, smart, and portable cardplay device to enhance learner addiction in learning Japanese, especially to improve their vocabulary.

INTERACTIVE DEVICE

qualitative research (left), ideation process (right)

SOLUTION

Designing an engaging device that can elaborate physical and digital playing cards, eventually create a moment to deliver the emersing Japanese language practice.

PHYSICAL

DIGITAL

Simple Colour Accent Smooth Round

+ Learning Cards

Interactive Audiovisual

TECHNOLOGY APPLIED

Every cards has the NFC that can be tapped to the main device's screen. The learning card packages are sold in different themes and levels. While the main device game can be downloaded from the cloud.

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THE PRESENTATION

We presented the progress each month either face-to-face or video call with the project supervisor, as the result there were many iterations during the 8 months project. We showed our product and presented it to the excecutive board and staffs in Casio Design Center, Shinjuku, Japan.

THE INTERFACE

With the touch screen technology, there will be different types of way to play. Student can play with card and also with their own hands. The game can be played both one person or mutiple players.

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See the video here (Click here)

"The most challenging project with numerous of iterations!"


04

Food Change Lab

A Food Change Lab is a multi-actor innovation process that addresses pressing issues in a local food system, by aiming to better understand them, build coalitions of change, generate ideas, and test these ideas on the ground.

DADANG RAMZI

FoodChangeLab Project: Healthy Food Diet for Low-Income Consumer Design Research Digital

Human-Centered Design Work Project

APPROACH

Design Thinking, HCD

CHALLENGE “HOW MIGHT WE elevate the role of PKL as an outlet for healthy/hygien-

ic food, especially for low-income consumer?�

OVERVIEW

This project was part of our research, FoodChangeLab, a collaboration project to create a healthy food for the low-income consumer in Bandung. We created information media through videos played on TV as well as on social media using a fictional hero character name Dadang Ramzi. There are two video ads we made: one that explains how to cook simple and cheap food, the other video shows the children to avoid foods containing MSG, and also parents to be more concerned about food consumed by children.

2017 (2 months) team project with Riset Indie and Hivos

BACKGROUND

role: design team leader Design research

Ideation

Exploration

Prototyping

The presence of street vendors becomes a booster for the economy of the people, because human needs for fast food serving and affordable, but on the other hand there are those who feel disturbed by their existence, and one of the factors is about health and hygiene, ranging from water sources, how to cook, how to wash, until the way of food presentation.

* Star indicate my responsibility

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LEARN FROM EXTREMES

we seek the information lenses by two variables, the way of cooking and the workplace environment.

“I used to work as a tire patch mechanic, then because of displacement, forced to switch to sell porridge, although no skill.”

someone who just learn “how to”

way of cooking

have cooking skill, understand beyond “how to” “I sell the drink only because it easy” Pop ice seller

Pak Ngadio - Porridge seller

poor environtment

“Because the crowd continues, I do not clean up the workplace often. I am afraid I disturb the buyer” Pak Gisin this place is always full of buyer

PKL Research Result The consumer tends to prioritize the taste and budget of food to consume, rather than the cleanest food. Therefore, we tried to change our perspective from consumer views. Yet we iterate the process.

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workplace environment

managed working space

“I buy water in the market. wash with the soap”. bubur sadang serang

Based on the field research, there’s no high demand of healthy food in eating food from PKL (street food).


ITERATION

Based on the findings that consumers of street vendors have not been concerned about hygiene and health in buying food in street vendors, we changed our focus, from street vendors to communities that act as consumers.

LEARN FROM COSTUMER EXTREMES

we see deeper for two variables, how they gain information and their education background.

“ My diet everyday almost the same, tempeh, salted fish, and sambel”

Low Access Someone who know the information through TV only

information

THE FINDINGS Cheap price, good taste, and easy to get it / process it is a priority. They do not have enough knowledge about healthy food and health. They conscious and concerned about food hygiene. They do not have enough knowledge about how to cook. They do not get the complete nutrition

High Access Someone who have more than 2 media/devices

“Before married, I usually eat from street vendor, but now my wife delivers the food for me since it cheaper".

Pak Endang - Ojek, HP GSM Polyphonic phone user

“At home food isavailable for children and husbands, but if already late afternoon, no one eat in the house”

1. 2. 3. 4. 5.

Cinox -Perfume seller, smartphone user

Elementary don’t have any gadget at all.

education

Bachelor has social media presence.

“I eat 6-7 IDR (less than $1) perday. I eat tempe almost everyday and I like it” Karyadi, self employed

Bu Eni- Housewife

“Tofu and tempe are delicious. Meat is more delicious. If you use additive (MSG), it become a fancy food”. – Pak Endang

The nutritional intake of low-income community is not complete, especially the need for vegetables and fruits, because there is a difficult assumption to make vegetable dishes are cheap, tasty, and easy to get. In fact, the price factor, taste, and convenience are the priorities of the low-income community preference in choosing food. This is because people do not have enough information about how to process/cook food, in fact, many ways to cook vegetables so it becomes a delicious food menu.

“Cook at home can 3 people, if eating outside can only for 1 person” - Pak Ndang

*tofu and tempe both are made from soy bean

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INSIGHT

Low income consumers need impactful information of cheap, easy-cooking and diverse food

DESIGN CHALLENGE

How might we create a simple reachable information access about cheap easy-cooked diverse food for low income consumers in densely populated area to fulfill their nutritional need?

Gordon Ramsey, chef on a TV show

Sinetron, Indonesian drama

IDEA We need to share the information on how to gain the healthy food and affordable with easiest way. Thus, we created an advertisement which inspired by a figure with Indonesian drama (sinetron) style. We finally created fictional character inspired by Gordon Ramsey to deliver the message packaged in the story with the public’s taste. This method is expected to convey a message 18

about health, easy and cheap recipes to the low-income consumer effectively through TV ads, social media, and poster.

See the video here (Click here)

The video theme: 1. How to prepare and cook the cheap food 2. What if you consume too much additive? Foodlab exhibition


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NAMNAM Hydroponic for kids Product Design

Market Research

Production

Educational Kit

Business Design

School Project

BACKGROUND

Hydroponics is a subset of hydroculture and is a method of growing plants using mineral nutrient solutions, in water, without soil (Wikipedia). However, this kind of gardening is only can be accompanied by adults.

GOAL

Develop the product by collaborating with the hydroponics farmer in Bandung and educating the urban kids in gardening.

CONCEPT DESIGN

make an easy use hidroponic kit for kids also giving an education trough manual book and Log Book (growing development book).

OVERVIEW

USERS

Junior High School Student 6-12 y.o.

High (price)

Namnam is an educational easy-use hydroponic kit for kids. The kit itself provides a manual book to guide the kids for planting their own plant. Kids need to fill the daily plant growth in a book so they can learn how to plant by themselves. Planting with hydroponic is easy, clean, and simple gardening alternative for kids.

Hidroponik jual beli Low (quality)

High (quality)

2015 (12 weeks) 3rd year project of Business Design course Team work Low (price)

PRODUCT POSITIONING

Design research: Field research

Ideation

Exploration (product packaging book)

Production

Sales Marketing

role: Branding and Marketing PIC

We collaborate with a hydroponic farmer in Bnadung called Charlie and then become our channel to sell too.

* Star indicate my responsibility

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Easy to harvest Wait about 1 month to harvest the plant and it could be enough to be cooked at home.

Kids can plant from different seeds. Namnam kits also provide manual book and planting book (log book) for kids, so they can easily understand how to use this product.

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PROMOTING

Manual Book helps the kids to grow the Hydroponic. While the control book is the writen activities that can be fill by the kids to see their plant improvement.

We tested the product through bazaar in Bandung. Namnam kits have been bought by people in different areas of Indonesia through online store.

See sample manual book here http://bit.ly/2xzpmgb

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COMMUNITY RESEARCH

Bamboo has a flexible character and natural colour. It can be founded in Tasikmalaya, a small region in Indonesia where people live in a modesty life, since there are no electricity and most people produce bamboo arts and products there.

BAMBALL

Multifunction Bamboo Ball Exploration Product Design

Material Exploration

Craft

Production

CHALLENGE

How might we create a product based on bamboo material exploration that can be a meaning to their family life?

OVERVIEW

“Seikatsu-hin” as the theme behind is the development of daily life products by using bamboo material for the needs of contemporary homes. Bamball helps family do the activities through playing game. Bamball makes people easy to bring their foods or snacks for the picnic day. It can be carried with a special hanger, to be played, and can store many items inside of it. When it is empty, people can play it as a ball.

DESIGN INSIGHTS

We found that the most face-to-face interaction is limited by communication barrier, especially with people from different cultures. So we were aiming to design a product that enhances other social interactions to lead togetherness. Therefore, we chose eating habit became topic to be develop in this project.

DESIGN CONCEPT AND SOLUTION

We concern about the eating habit in Indonesia, which every dish was put in the middle of the table and applied it in our product. The concept came from kids toy and also Poké Ball.

9 days, 19-27 February 2015 Utilities | Craft | Material Exploration 6th Bamboo Workshop Project Vivian Maretina (ITB); Arfyanto (ITB); Dini Aristya (ITB); Katherine (MAU); Fiona Ruri (MAU)

Fun. Dynamic. Safe Design research

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Ideation

sketch, 3D

Exploration

Prototyping

* Star indicate my responsibility


wooven

coiling

Sketches and 3d drawing

model study

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BEAUTY FROM TASIKMALAYA

We made a ball shape turned to a flower which also represent the beauty. Hopefully by using BAMBALL can increase the appetite and improve interaction of the users.

HOW IT WORKS

Bamball is easy to be carried with the hanger, to be played, and can store many items inside of it.

THE TEAM 24


OTHER WORKS AND ACTIVITIES

Electric Trike 2016-2017

A collaboration project of Institut Teknologi Bandung (ITB) and PT Pos Indonesia Role: Researcher and drafter. Automotive

Design Research

Design Collaboration

The research and development of this vehicle involved the cross faculty in Institut Teknologi Bandung. In this project designers are responsible for determining the design and ergonomics of the manufacture of electric vehicle for post delivery trike. We also gather insights and data regarding the production of the past electric vehicle project in ITB.

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Event Your Waste UNLEASH 2018, Singapore Business Model

Social Innovation

Design Thinking

Team Collaboration

UNLEASH is a global non-profit initiative addressing the United Nations’ Sustainable Development Goals (SDGs) by bringing together 1,000 global talents to innovate and collaborate on solutions to some of the world’s most pressing challenges. UNLEASH is developed and supported by a global consortium of actors, including UNDP, Deloitte, Carlsberg Foundation, and Dalberg. Participants went through an immersive innovation challenge facilitated by content and business experts. At the end of the program, each group pitched the developed solutions in front of their peers, investors, and experts from global companies, foundations, and NGOs.

ABOUT THE TEAM PROJECT BACKGROUND Large scale sports events today are contributors to the total amount of plastic waste we have on earth today. Although plastic as a material has high user-friendly qualities - it is also designed to be disposed of. Such will result to an accumulation of plastic waste in each event and ultimately negatively impact the image of the event sponsors. ACTIONABLE INSIGHTS 1.) Governments, participants and the public are urging event organisers to avoid mass plastic waste at events; 2.) There are limited alternatives to plastic bottles and cups used at the events; 3.) Plastics have user-friendly qualities but are usually designed to be disposed of. 26

THE CONCEPT Our customers are international sports event sponsors who are interested in making events more sustainable and improving their public image. We offer the know-how on technological developments in plastic waste management; innovates with reliable partners; offers its clients a one-stop solution for the collection; and recycling of plastic waste at events in collaboration with partners to ensure the sustainability agenda is kept in check. Chosen team and awarded by Batu-batu, Tengah Island


Warjabakti

Gebrak Indonesia 2013-2016 Role: Human Resources and field surveyor. Community Development

Craft

The project were developing the potential of craftmanship using newspaper and bamboo in Warjabakti village. In the first year, we started the project by giving practical method for the people creating handicraft (lamp, bag, clock, basket, jewelry). While in the second and third year, we tried to bring the creative process of bamboo product making to build their own furniture.

The Floating School (Volunteer)

I was selected from 400 applicant to be 9 Indonesian YSEALI volunteers together with alumni of University of Puget Sound working in a small island of Pangkajene, South Sulawesi. The teaching itself was challenging yet fun. We taught some subjects especially english to makesure the youth have confidence in the learning process. 2018.

Facilitation Experience

Through Labtek Indie, Bogor Creative Lab, and Mirum Facilitation

Design Methods

I experienced become a facilitator in Daihatsu Astra Jakarta, Mayapada in Puncak, TalentBandung.id in Bandung, 1001 StartUp in Pontianak, Bogor Creative Lab workshop, and Lingkaran.co workshop. Overall, the experience of being a facilitator improve my skill of communication and knowledge of design method.

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PUBLICATION AND ACHIEVEMENT ACHIEVEMENTS 2018 2016 2015

2015 2014 2013

Prize Winner UNLEASH 2018 - Batu-batu, Tengah Island Won a grant in UNLEASH, global innovation lab for Sustainable Development Goals. Indonesia Designer Challenge (top 30) A grant furniture competition with hundred participants joined this competition.

Best performing Student Product Design major, Faculty of Art and Design, ITB The most prestigious award on campus for both outstanding academics, and non-academic achievement. Palapa project (top 30), Glasgow PPIUK A competition held by PPIUK, and I accepted as best 30. Then, exhibit the product in Glasgow, UK. Bravacasa Design Challenge Indonesia (Finalist, top 4) Selected from 400 designs of home decor products.

Scholastic Achievement as The Best Performing Student at the Faculty of Visual Art and Design ITB 2012/2013 Selected among 250 students and being top 10 in faculty of Arts and Design.

Participated in

10 National Exhibitions & 2 International Exhibitions

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MORE WORKS

'I believe I can make a little impact through writing and sharing"

-Vivian Maretina 29


Thank You for having a glance throughout my portfolio

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