portfolio
composed by Shiney Guo
INTERACTION DESIGN
PRODUCT & STRATEGY DESIGN
GRAPHIC DESIGN
1 2 3 P. 001-019
P. 020-033
P. 034-051
01/ G r i d D i ary 02/ M u s ic S he lf 03/ Ta p t i c k 04/ A p p f o r S chool of De s ign, H u n a n Un ive rs ity 05/ Lo st i n G ulang I s land
06/ Wi n-wi n Bouti q ue 07/ Tea × Ikeba ka 08/ Th e su rvey o n p re-scho o l stu dents 09/ Ki tch en sci ssors 10/ Su nshi ne Su rfi n g
1 1 / Z e n & Te a 1 2 / L i ne C o m po si ti o n
01
OTHERS
EDITORAL DESIGN
4 5
RESUME
基本信息 姓名:郭昕 手机:18559300559 E-mail:shineyguo@gmail.com 教育情况 湖南大学设计艺术学院 工业设计专业 本科 主修产品、交互设计 相关经历 2013年9月至今 谷声图书实习设计师 《永远的微笑——怀念应锦襄先生文集》责任美编 2013年3月-5月 Sumi Interactive实习设计师 参与Pearl Box的GUI设计和Grid Diary的Ipad版设计(Grid Diary已在App Store上线) 2012年8月 谷声图书实习设计师 《厦门24小时》实习美编
P. 052-071
P. 072-088
2012年7月 同济大学TOT工作坊Solar Charging 停车站造型设计 人机交互设计 VI设计
13/ I n c e p t i on 14/ P h o t o g raphy 15/ I a m . . .
16/ p re-po rtfo l i o 17/ Xi a men 24 ho urs 18/ Yi n g
2012年6月 Music Shelf新型CD试听系统 用户体验设计 GUI设计 2012年2月 湖南大学设计艺术学院app for andriod设计 2011年8月 厦门大学中文系“人间草木”茶室 VI设计 包装设计
02
INTERACTION DESIGN
GRID DIARY the simplest way to get started with keeping a diary
Keeping a diary has numerous benefits. It enables people to process previous events, clarify their thinking, pay attention to their feelings and so on. However, many people find it hard to maintain this habit. Grid Diary want to change the present situtation by being a question based diary. Grid Diary has provided you the simplest way to get started with keeping a diary. The Chinese name of Grid Diary is “Gezhi”, derived from the homophonic of “Ge Zi(Grid in Chinese)” and “Ri Zhi(Diary in Chinese)”.
Click to see the offical site:)
01 / GRID DIARY
/
P 03-06
INTERACTION DESIGN
01 / GRID DIARY
Grid Diary has divided your diary into 8 question (customnize avaiable), such as “Did I have physical training today?””Who did I meet today?”. The question-leading pattern makes people more easy and more willing to keep an diary than traditional diary. However, we would like people to use it more freely: each grid represents an aspect of life.
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P 03-06
INTERACTION DESIGN
01 / GRID DIARY
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P 05-08
}
Final Logo
01_02
I have considered some scrpit fonts before but in the end we have decided to use some fonts which is more neutral and stylist. We chose Museo Sans in the end because it has a sturdy, low contrast, geometric design style that works well in both text and display sizes. 01_01 Grid Diary logo in ios 7 style 01_02 Making process of Grid Diary logo
01_01
INTERACTION DESIGN
Ipad version is undergoing...
01 / GRID DIARY
/
P 05-08
INTERACTION DESIGN
02 / MUSIC SHELF
/
P 07-10
MUSIC SHELF
Entertaining & interactive andition device for music store
Some people may believe that (traditional) CDs is now out of date, and this is the age for digital music. However, for people at my age, especially for those who enjoy music, we have special feelings of CDs. The act of placing the CD into the CD player, wathcing the CD spining, waiting for the music to flow is really pleasing and calms people down, that’s why we decided to remain the act and simulate the experience by applying flash and arduino to make people more engaged and more easy to use. 02_01 interfaces of Music Shelf
Click to see the live video:)
Copyright Š 2009-2013 Shiney Guo/ All rights reserved/
02_01
INTERACTION DESIGN
01 / GRID DIARY
/
P 07-10
02_02
02_02 We have texted the angle of the shelf, the size 02_02 We have texted the angle of the shelf, the size of the CDs to make sure the best experience. of the CDs to make sure the best experience. 02_03 Four themes available: Natural, Sakura, Jungle 02_03 Four themes available: Natural, Sakura, Jungle and urban and urban
02_03
INTERACTION DESIGN
01 / GRID DIARY
/
P 07-10
02_05
02_04 VIP card design 02_05 VIP interface design 02_06 Poster design for our exhibition 02_07 icons for steps introduction
02_06
02_07
02_04
P 07-10
02_08 functional diagram
02_08
INTERACTION DESIGN
03 / LOST IN GULANG ISLAND
LOST IN GULANG ISLAND Customnize your own tour schedule
“Lost in Gulang Island: Customed Journey Schedule”allows the tourists to make customed journeyschedule based on their preference, budget, time and so on. The target users are 18-35 years olds who enjoy travel without tour group.
03_01
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P 11-12
INTERACTION DESIGN
03 / LOST IN GULANG ISLAND
/
P 11-12
The interface concept is derived from origami(03_01), I want to have stylish, neat and geometrical look. I chose deep purple for background color to create a sophisticated phenonmenon. 03_02 The button serves as the guide through the whole process. You can back to the former layer or enter the schedule by clicking it. 03_03 interface of sophisticated villas 03_04 interface of boutiques
03_02
03_03
03_04
INTERACTION DESIGN
A PP FOR
04 / APP FOR SCHOOL OF DESIGN, HUNAN UNIVERSITY
S C H O O L O F D E SIG N ,H U N A N UNIVERSITY metro design style app for school of design
Our school decided to have an app for some simple information like students works, news from school, and notice, and the app is for andriod system. I programed it in Action Script 3.0.
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P 13-14
INTERACTION DESIGN
04 / APP FOR SCHOOL OF DESIGN, HUNAN UNIVERSITY
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P 13-14
04_01
04_01 main features showcase 04_02 interfaces showcase
04_02
INTERACTION DESIGN
TAPTICK Tap to save your trip into the ticket
Taptick is a service designed for tourist, which turns the boring experience of taking a bus to a trip with happiness. It is featured with station remind and journey memory. The passengers put their Taptick cards into the slot of the Tap machine, tell their destination to the machine, the machine will turn their words into the information on the screen. If passengers wave down their hands to confirm, the information that contains weather, path and terminal station will pass from the screen to the card. Just like a speaking ticket, it makes a sound to remind your station when you are arriving at your destination. The information of the trip will be saved to your card after you get off the bus. Each section of you bus trip will be displayed on the back screen of your card. And this will allows you to reminisce your trip any time you like.
Click to see the live video:)
05 / TAPTICK
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P 14-15
INTERACTION DESIGN
05 / TAPTICK
Arrived in an inexperienced city, tourist who not familiar with the geographical location often under the wrong car. Ticket's progress bar of Taptick can immediately remind tourist to get off and the driver would receive a feedback from Taptick to ensure passenger under the station in two-way. Taptick's system consists of three parts. The first part is bus card product, transparent material with a small and exquisite shape to make passengers to complete the process quickly. The second part is bus card which is used electric screen in a "paper" effect. The third part is interface design for the drivers and passengers of two-way communication feedback. The whole system is easy to use and full of human care. Unlike the usual city card which is just for riding, Taptick ticket designed in “memory�. Passengers also can see the process of the visual identification which make every trip has a remembered feeling.
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P 14-15
PRODUCT & SYSTEM DESIGN
06 / TEA × IKEBANA
TEA × IKEBANA Tap to save your trip into the ticket
Some people may believe that (traditional) CDs is now out of date, and this is the age for digital music. However, for people at my age, especially for those who enjoy music, we have special feelings of CDs. The act of placing the CD into the CD player, wathcing the CD spining, waiting for the music to flow is really pleasing and calms people down, that’s why we decided to remain the act and simulate the experience by applying flash and arduino to make people more engaged and more easy to use. 06_01,02 Tea × Ikebana has been published in the latest 360 Design
06_01
06_02
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P 16-25
PRODUCT & SYSTEM DESIGN
06 / TEA × IKEBANA
/
P 16-25
5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
定义 Definition:
4. Trend Study
中国人重视品茶,使用茶具也很考究,人们把茶具列为品茶的艺术条
3. Market Research
件。但步骤繁琐的茶道明显不适合现代人的生活节奏,也不符合现代
2. Context Map
人的居家生活。并且,现如今茶具产品同质化现象严重,在青年市场
有较大空缺。
1. Intention
Chinese enjoy tea and they value the tea sets. They have considered the tea sets into valuation of teaism. However, the complicated steps of teaism is obviously not suitable for modern life. What’s more, product homogeneity is severe in tea product market, there is a large gap in youth market.
PRODUCT & SYSTEM DESIGN
1. Intention 2. Context Map 3. Market Research 4. Trend Study 5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
06 / TEA Ă— IKEBANA
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P 16-25
PRODUCT & SYSTEM DESIGN
06 / TEA × IKEBANA
/
01/ 茶飲料的銷量持續增长,并在2013年首次超过碳酸 飲料。40岁以下群体对茶的关注度持續上升。 Tea beverage sales continued to grow, and in 2013 for the first time more than carbonated drinks. The attention of tea continued growing in the under 40 years old group.
1. Intention 2. Context Map 3. Market Research 4. Trend Study 5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
02/ 随着都市生活的節奏加快,人们已經不会有很多时 間去細細品味工序复杂的茶道,快餐茶,时尚茶的 趋势是不可避免的。 With the accelerated pace of urban life, people have not a lot of time to savor the complex process of tea, snack tea, tea fashion trend is inevitable.
P 16-25
PRODUCT & SYSTEM DESIGN
1. Intention 2. Context Map 3. Market Research 4. Trend Study 5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
06 / TEA × IKEBANA
/
03/ 咖啡館有漂亮的咖啡具,而符合 青、中年人审美的茶具不多。 Cafe has aesthetic coffee sets, however, tearoom seldom has tea sets which meet youth’s aesthetical standard.
04/ 茶具市场同質化现象严重,一般 将市场定位在中年人,青年人市 场潜力仍旧很大。 Homogenization is very common in tea sets market. Youth market still got potential.
P 16-25
PRODUCT & SYSTEM DESIGN
1. Intention 2. Context Map 3. Market Research 4. Trend Study 5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
06 / TEA Ă— IKEBANA
Pattern
Geometrical
Textrue
Xieyi Painting
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P 16-25
PRODUCT & SYSTEM DESIGN
1. Intention
06 / TEA Ă— IKEBANA
Pattern
2. Context Map 3. Market Research 4. Trend Study 5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
Textrue
/
P 16-25
PRODUCT & SYSTEM DESIGN
06 / TEA × IKEBANA
/
01/ 有一定購买力的20-40岁的,喜欢喝茶但是对茶并不 講究“文艺”青年。 02/ 茶室/咖啡店老板,希望摆脱同質化的困扰。
1. Intention 2. Context Map 3. Market Research 4. Trend Study 5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
P 16-25
PRODUCT & SYSTEM DESIGN
1. Intention 2. Context Map 3. Market Research 4. Trend Study 5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
06 / TEA Ă— IKEBANA
/
P 16-25
PRODUCT & SYSTEM DESIGN
06 / TEA × IKEBANA
/
P 16-25
杯子
衔接处
壶盖
壶嘴
1. Intention 2. Context Map 3. Market Research 4. Trend Study 5. Form & Style 6. Market Targeting 7. Product Design 8. Modeling
壶身
PRODUCT & SYSTEM DESIGN
06 / TEA × IKEBANA
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P 16-25
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
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P 26-35
WIN-WIN BOUTIQUE
SOLAR PANEL
where you donate, sell and buy second-hand clothes conveniently
DOOR Win-Win is a system where people to donoate, sell and buy second-hand clothes. The major part of Win-Win system is the Win-Win car, it is an intergration of delivery
INTERFACE
system and the second-hand clothes boutique. Not only does it solve the trouble of clothes “stockpile”, it also
SALE DISTRICT
provide work opportunity for students.
CLOTHES INLET
Problems in Hunan University Existing Problems Questionnaire
Design Research Existing System
Storyboard System Map
Win-Win Boutique
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
Existing Problem
Problems in Hunan University
●There is no organization for re-designing old clothes in or around Hunan University. ●The majority of students are not aware of the impact old clothes caused to the enviorment, they don’t consider the recycle process of old clothes either. ●Compared to other western countries, China, or Changsha seldom have second-hand clothes boutique.
●Not being self-sufficient in economics, the students are expecting to have a second-hand clothes store around them.
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P 26-35
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
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P 26-35
Existing Problem
The outcome of questionnaire â… Considering the existing problems, we made a questionnaire and printed 200. The outcome is shown below.
The amount of purchased clothes per year
34%
The expenditure of purchased clothes per year
6%
16%
6%
4%
30%
The percentage of students who think dormitory is not enough for their clothes storage
50% Most of the students think the room is not enough for their clothes.
<800
<5
800-1500
5-15
1500-3000
>15
17%
19%
>3000
8%
64%
<5 5-15 >15
24%
36%
34%
67%
75%
Boys
Girls
<800 800-1500 1500-3000 >3000
Male
Female
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
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P 26-35
Existing Problem
The outcome of questionnaire â&#x2026;Ą
How do you deal with your old clothes as usual?
What attitude do you hold towards old clothes recycling?
If there are recycle bins for old clothes, would you put your clothes in the bins as the classification board suggested?
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
/
P 26-35
Existing Problem
The outcome of questionnaire â&#x2026;Ą
How do you think old clothes would impact on the environment?
Have you ever considered how would you deal with the clothes after abadon them before buying?
Do you think the media provide numerous ways for you to know recycle of old clothes?
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
Existing System Storyboard
The stuff at Red Cross Instituion told us the usual procedure of dealing old clothes, and I made storyboard for fruther understanding.
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P 26-35
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
Existing System System map
We did field study at residential area, and we found out that there are usually two ways of dealing old clothes: Recycle Bin & Red Cross Instituion. Both ways have setbacks(shown in light font form) and are ineffective.
The resident
The resident
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P 26-35
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
/
P 26-35
SOLAR PANEL
Final Conclusion DOOR Having analysised the defects of the exsicting system, we came up with the new system map which is more eco-friendly and effective.
INTERFACE
SALE DISTRICT
CLOTHES INLET
人流量
SYSTEM MAP
7:30 8:30
11:30
14:30
16:30
21:30
南校区
时间
北校区
天马区 德智区
TRASPOTATION MAP
Having analysised the defects of the exsicting system, we came up with the new system map which is more eco-friendly and effective.
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
/
P 26-35
Story board of the new system 4
1 Final Conclusion 2
3
PRODUCT & SYSTEM DESIGN
07 / WIN-WIN BOUTIQUE
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P 26-35
PRODUCT & SYSTEM DESIGN
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE Tap to save your trip into the ticket
For further understand of the preference of pre-school shildren, we really did a lot of work: For field study, we went to kidgarden to play with them, to ask them several question and record the process they play for a whole day. For Maret Reseacrh, we had looked up several thesises and books to come up with the analysis system of products. It is an important case in my early study, we put the method we learned at school into practice and it worked out great. The project was highly praised by our instuctor.
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P 36-51
PRODUCT & SYSTEM DESIGN
幼儿园
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
My Favorite
初步了解儿童喜爱的产品
Horizon of Children
知识面和获取信息途径调查
Interview
进一步了解儿童身心特点
Play Toys
进一步观察儿童使用玩具
网络 图书资料
得出产品评价体系
儿童玩具反斗城
得出产品分类依据
市场
My Favorite 作为参与者的观察者 孩子
观察法
Interview 作为完全的观察者
老师
结构性访谈
Horizon of Children
Play Toys
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P 36-51
PRODUCT & SYSTEM DESIGN
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
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P 36-51
FIELD STUDY MY FAVORITE
CHIRDREN’S HORIZON
Medical facility
White
PRODUCT & SYSTEM DESIGN
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
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P 36-51
PHENOMENON ANALYSIS PHENOMENON 1
感受形态的粗细、胖瘦、尖圆 Teacher
懂得辨别区分并归位 不需要说出这具体是什么
不是的,这是一个让 孩子们感受形状的道 具。他们只需要将合 适的木块还原回盒子 里就可以了。
*4-7岁儿童主要处于对世界的感知和信息摄入的 阶段,而非理性、清醒的摄出信息阶段。 Teacher
孩子喜欢触碰、聆听、观察玩具 Observer (We)
Observer (We)
不在乎声音、颜色、材质上的区别,但是喜欢纯粹的“听”、“看” 合适而贴切的引导和解释是有可能使孩子正确理解世界的重要方式
请问老师,这个是什么道 具?孩子需要说出这是什 么东西吗?
PRODUCT & SYSTEM DESIGN
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
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P 36-51
PHENOMENON ANALYSIS PHENOMENON 2
PHENOMENON 3 男 女
玩具名称 停留时间
第一个人 第二个人 第三个人
第四个人 第五个人
3分20秒
2分10秒
2分40秒
2分20秒
2分45秒
3分00秒
4分40秒
6分30秒
3分50秒
2分00秒
7分10秒
1分30秒
10分0秒
1分20秒
3
10分45秒
3分40秒
5分00秒
0分35秒
3
情景一:生病
第六个人 第七个人 交换次数
变形金刚 玩具飞机 电子琴 百变魔尺 洋娃娃
2分15秒
4分30秒
医生
6 4
母亲
感谢
洋娃娃
情景二: 遇到坏人
警察
1
13分40秒 6分20秒
*调查员利用了20分钟,随机挑选了5种产品进行了追踪,记录下了使用者的性别,交换次数 以及单次停留时间。 注:蓝色边框的圈内表示孩子给自己所设定的角色
情景三:娃娃过生日
产品平均交换次数 平均每次停留时间 单个产品于女生处停留时间 单个产品于男生处停留时间 3.4次
约6分钟
6.1136分钟
2.9773分钟
*女孩子的玩耍过程趋向于稳定和持久(当然也会有相当活跃的女生),男孩子 的玩耍过程趋向活泼和易变。
*孩子有强烈的角色扮演或者导演感,会利用玩具编故事并自我演义。
给娃娃 穿衣打扮
PRODUCT & SYSTEM DESIGN
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
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P 36-51
PHENOMENON ANALYSIS PHENOMENON 4
PHENOMENON 5
19%
33%
move
move
? 20%
OR
16%
红色 黄色 蓝色 绿色 其他
kinfe ? .......
.......
shovel ?
*在学龄前的孩子心中最受欢迎的颜色通常是红黄蓝绿这种纯度较高、比较活泼明 快的颜色。这类颜色比较显眼,易被感知,也容易让孩子们联想到太阳、天空、 草地等身边常见的事物。另外通过观察和统计,男孩子普遍偏爱蓝色,女孩子普 遍偏爱红色。
*而对于产品的要求来看,小孩子会努力的探求一物多用,他会尝试物品的 各种假设的用途来认识一种工具的特征,这符合儿童在这一时期的认知方 式。这些充分表明了孩子这一时期喜欢尝试和一物多用的特征。
PRODUCT & SYSTEM DESIGN
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
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P 36-51
PHENOMENON ANALYSIS PHENOMENON 6
PHENOMENON 7
move
power up
move
magic
*孩子们通过不停地拉动给小车给予足够多的动力,要小车能够跑起来的 过程,会让孩子们卷入其中,孩子们是通过自己的努力让这些小车动起来 的,成就感因运而生。这一时期的孩子需要成就感,需要他人对自己的认 可,同时孩子们通过游戏这样一种方法得到成就感并自我认可。 *他们的想象力和创造力是联系于真实的物品,比如各种各样的飞机, 但都会有翅膀等基本结构,他们不会觉得花朵也可以变成飞机。通过在 孩子们玩创造性玩具的过程中的交谈与观察,这一时期的孩子喜欢创造 自已多爱并在生活实体的基础上进行想象并创造。
PRODUCT & SYSTEM DESIGN
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
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P 36-51
PHENOMENON ANALYSIS PHENOMENON 8
PHENOMENON 9
声音
11种 无动态产品
49种 动态产品
● 年龄段压缩是不是真的可以对“各个年龄段”的 孩子通用? ● 年龄段压缩对中国的学龄前孩子适用么? ● 孩子心目中有没有“区分玩具是属于什么年龄段 的孩子”的概念?
颜色
形态
Observer (We)
*孩子普遍喜欢有变化、有动态感的产品。通过按不同的按钮可以听到很多 声音的电子琴,按不同的按钮可以看到不同灯光闪烁的手机模型、旋转滚筒 可以看到很多不同颜色形状的望花筒,可以变成不同形态的变形金刚都是孩 子们选择更多、在玩具交换时间更想拿来玩的产品。
● 孩子只要觉得有趣、可玩儿、曾今知道就会表现出极大的热情。 ● 绝大部分孩子还没有萌发“对成熟的追求”这一概念。
“年龄段压缩”的概念在这一群特定的中国学龄前儿童中 体现的并不明显,或者几乎没有体现。
PRODUCT & SYSTEM DESIGN
08 / SURVEY OF PRE-SCHOOL CHILDREN’s PREFERENCE
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PRODUCT ANALYSIS EVALUATION SYSTEM
相关书籍 <儿童产品设计 攻略>
前期田野调查
Observer (We)
需求层次论
对儿童体格发育和身体协调能力的增强 对儿童智力发育和认知能力的发展 对儿童群体活动能力的刺激
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PRODUCT & SYSTEM DESIGN
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PRODUCT ANALYSIS 1. COMPANION
芭比 VS Bratz
金发碧眼、魔鬼身材的经典形象
网络、电视 信息爆炸
肤色各异、不同种族的“辣妹”
文化
因为计算机、网络与电视、录像带等信息的洗礼,现在许多八九岁的孩子 ,思想成熟度已经像是十三四岁的青少年,所以他们对于太过孩子气的玩具会排 斥。较大的女孩正在对它的旗舰产品失去兴趣,甚至6~7岁的小女孩们也被姐 姐们影响了,开始与芭比疏远起来。 芭比的没落,Bratz的崛起,有着深层次的文化因素以及社会思潮的影响, 给予人们深刻的启迪。可以看出,美国文化正朝着多元化的种族文化、鼓励追求 自我的方向大步迈进,而且流行文化风潮更迭迅速。小甜甜布兰妮早已成为昨日 黄花,当红的则是坏女孩的代表琳赛洛涵。美泰忽视了这个价值取向,或者说过 度的品牌保护主义、品牌自负心理蒙蔽了他们的视野,没有正确地认识大众的心 智,失去了领跑市场的先机。
对儿童体格发育和身体协调能力的增强 20% 对儿童智力发育和认知能力的发展 50% 对儿童群体活动能力的刺激 80%
PRODUCT & SYSTEM DESIGN
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PRODUCT ANALYSIS 2. ASSEMBLY
始终坚持做最简单的、只 奉献给孩子们的礼物——
总结
于时俱进,充分和其他先 进领域相结合,使自己的 产品始终不落时代。
始终以人文关怀为中心, 锻炼和培养孩子的心智, 并且尽可能调动全龄人来 加入到游戏当中。
使得不管在什么时候,0-6岁 的孩子都有他们喜爱的、可以 驾驭和自由玩耍的玩具,安全 而充满吸引力。
乐高公司始终愿意尝试与最先 进的科技相结合,来体现自己 产品的价值。这也是几十年来 吸引全世界各地小朋友的重要 原因。 应该引导孩子主动去思考、学 习,主动去创造和探知世界, 学会与他人合作和交流,充分 锻炼孩子的社会意识、社会自 认感,给予孩子社会分工和社 会角色扮演的提前预演。
对儿童体格发育和身体协调能力的增强 70% 对儿童智力发育和认知能力的发展 60% 对儿童群体活动能力的刺激 50%
PRODUCT & SYSTEM DESIGN
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PRODUCT ANALYSIS 3. ELETROIC GAGDETS
对儿童体格发育和身体协调能力的增强 50% 对儿童智力发育和认知能力的发展 90% 对儿童群体活动能力的刺激 40%
PRODUCT & SYSTEM DESIGN
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PRODUCT ANALYSIS 4. CREATION
V.S. WIN
!
Play-Doh橡皮泥的颜色并不是很全 面,由主要的颜色构成,包装也为大 桶装。
而国内生产的橡皮泥最少也有12色 ,这种12,24色已经成为了国内生产 橡皮泥的不成文的规定。
但幼儿喜欢的颜色往往是有限的,对于8种主流 颜色的喜好也是明显的。国内生产的橡皮泥的有些 颜色往往成为了摆设,孩子不会投以关注,也不太 可能使用一些生僻的颜色,即使一些熟悉的颜色 ——黑,也是很少使用的。国内大多数橡皮泥的 颜色的这种配置,往往造成了很多不必要的浪费, 导致环保性的下降。
*Play-Doh橡皮泥最大的特点 是给定了孩子一个创造事物的 范围,每一套橡皮泥都有一个 独特的主题。
对儿童体格发育和身体协调能力的增强 70% 对儿童智力发育和认知能力的发展 70% 对儿童群体活动能力的刺激 40%
PRODUCT & SYSTEM DESIGN
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PRODUCT ANALYSIS 5. PUBLIC FACILITIES Fractal pattern
人们只要选择一个形状“ 种子”,把它插入装置中 ,就可以亲眼观看美丽的 图形诞生的全过程。
Footprint Patterns 通过追寻在地上发光的脚 印的引导,孩子们可以尝 试像鸭子般摇摇晃晃的走 路,甚至可以像一个机器 人一般单脚跳。
Kaleido-draw 通过触摸屏幕选择笔刷的颜色和 形状;当绘制如蝴蝶,花朵,雪 花等图形时,“对称”命令能使 我们轻松很多。通过装置的处理 ,就算是最简单的图形也能带来 令人目瞪口呆的,万花筒般的效 果,并投射到巨大的墙面上。
对儿童体格发育和身体协调能力的增强 50% 对儿童智力发育和认知能力的发展 80% 对儿童群体活动能力的刺激 70%
PRODUCT & SYSTEM DESIGN
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PRODUCT ANALYSIS 5. PUBLIC FACILITIES 听觉设计
触觉设计: 增强感官刺激,增加触觉感受,吸引儿童 注意力。
新奇视觉设计
对儿童体格发育和身体协调能力的增强 20% 对儿童智力发育和认知能力的发展 90% 对儿童群体活动能力的刺激 40%
PRODUCT & SYSTEM DESIGN
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PRODUCT ANALYSIS CONCLUSION
Cynthia.l
1 大型、规范的儿童基础设施建设亟 待发展、改善。
Will.N
Future? Panda.G Terry.Z
2 儿童电子书的交互设计成为未来设 计师的重要领域。 3 未来儿童玩具设计要求其性能能够 带给孩子们带来全面的能力提升。 4 可以大胆的开拓高端电子媒介的儿 童使用程序、软件。 5 未来的儿童设计仍需要注意到地域 的差别,及时进行市场调研。
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PRODUCT & SYSTEM DESIGN
PRODUCT PROTOTYPE
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PRODUCT & SYSTEM DESIGN
KITCHEN SCISSORS
design kitchen scissors for Chinese kitchen Scissors are common-seen objects in our daily lives. However, when it comes to kitchen scissors, especially in China,things are different. In order to design scissors for Chinese kitchen, we did several field study, even let the chef cook dinner for us by only using scissors to prepare food to find out the â&#x20AC;&#x153;design pointâ&#x20AC;?. Finally we have conducted steretype.
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PRODUCT & SYSTEM DESIGN
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STATIC SIZE OF HANDS
STRESS POINT OF HANDS
A:
B: 手握剪刀的姿势每个人各不相同,我们在 肯德基进行了抽样调查,让不同的人去使 用同一把剪刀,并用相机记录他们的抓握 方式。最终汇总成果如图:有两种主流握 法(A group和B group)和若干种其他 握法(other group)
对主流的剪刀 握法A和B进行 了抓握的舒适 度分析。如图 :用绿点和红 点分别表示了 手部舒适的区 域和感到不适 的区域。
PRODUCT & SYSTEM DESIGN
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FIELD STUDY: HIGH CLASS RESTURANT KITCHEN
FIELD STUDY: SUPERMARKET
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PRODUCT & SYSTEM DESIGN
ACTION ANALYSIS
In this case, we have invited a chef to cook dinner for us by only using scissors to prepare the food.
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PRODUCT & SYSTEM DESIGN
ACTION ANALYSIS
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PRODUCT & SYSTEM DESIGN
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PRODUCT DESIGN
通过调查我们发现: 1. 厨房剪刀的使用频率十分低,但厨师们纷纷表示是因为使用过 程中有诸多不便因此才不适用剪刀。 2. 厨房用剪的刀片的硬度与锋利度要求高。 3. 因为食材的特性(滑、圆润等),所以需要在刀柄处做增加摩 擦力或者能够固定食材的设计。 4. 有一位厨师在描述他用过的一把好用的厨房剪刀时这样说道: “……所有硬度强的(食材)都能剪,用来剪鸡骨头啊、或者杀鱼啊都 好。” 因此,需要考虑的方面有: 1. 刀片卡口的设计(具体在哪个位置,卡口的形状等) 2. 把手的舒适度(使用时会与手掌的哪些部位触碰,是否会在使 用过程中造成不适) 3. 如果要做剪鸡骨头的家禽剪刀,那要怎样设计才能达到省力又 高效?
解决方案: 1.在刀柄靠近剪刀中心的地方做一个卡口,使得用 户更方便施力。因为在同样条件下,越靠近中心, 力越大,如此一来,剪刀能剪断比较坚硬的东西。 2.弹簧剪的设计使得用户更加省力。(能自动回到 原来的位置) 3.刀柄处的弧线形设计使得剪刀更能符合人手的曲 线,并且增加人对剪刀的控制力。 4.流畅的曲线造型大方简约,适合用于各种场景。
PRODUCT & SYSTEM DESIGN
SUNSHINE SURFING Rescue & Entertainment Integration System Sunshine Surfing: Rescue & Entertainment Integration System is a solar-power based system, which comprises electrical floating plate, rescue motorbike, and watchtower. When someone drowns, lifeguard come to rescue in a relatively short time by riding rescue motorbike; When everyone is safe, tourist can use the key ring to rent the floating plate to entertain themselves(charge by using time). The money gained from renting would be spent on maintaining facilities. Copyright Š 2009-2013 Shiney Guo/ All rights reserved/
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INTERACTION DESIGN
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GRAPHIC DESIGN
ZEN & TEA Tap to save your trip into the ticket
"Zen and Tea (人间草木) " is a tearoom located in my hometown: Xiamen. I was fortunately to get the chance to design the VI system for them. One of the beauty of Chinese characters is that they can be seperated and then put together. If we seperate the charater "茶 (tea) ", then we can get the simplified version of "人", "间", "草" and "木". In the meantime, "人间草木" is also a line of reowned Master Hong Yi.
Copyright © 2009-2013 Shiney Guo/ All rights reserved/
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GRAPHIC DESIGN
Through seperating and putting together the "人间草 木" characters, I got four new charaters, which have become the mainstreem of the VI design. Each new charater represents the benefits of a kind of tea.
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GRAPHIC DESIGN
12 / LINE COMPOSITION
LINE & DOT COMPOSITION very first design work of mine
Line is possibly the most basic element of visual composition. Strangely enough though, lines don't actually exist in nature. Lines serve many purposes in visual composition. They can divide the composition, they can direct the viewers eye, they can define shapes and they can make a statement to the feel or interpretation of the image by the viewer. Line's speaking to the feel of a composition is extremely important. This Chapter showcased some of my works of line&dot composition in my early years of design study. It haven’t been modified since I have done. When I look at them I felt very proud and touching: there is something unique and orginal in it, that’s just me. At that time, I haven’t been exposed to much design works, unlike now, I draw without considerations and limitations back then, and even today I still believe they are potential and aesthetic.
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GRAPHIC DESIGN
12 / LINE COMPOSITION
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GRAPHIC DESIGN
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OTHERS
13 / INCEPTION
INCEPTION
inspired by M.C.Escher and the moive <Inception> “Inception” is an installation and this is the picture I took during the exhibition hold in my school. We want to create an installation which can inspire people and allows people to take photos and have fun in it. The inspiration of this installation is derived from the movie <Inception>. Back then, it was really a big hit. I even went to cinema twice for it. Inspired by the moive, we would like to make an installion which explores the possiblity to combine two and three-dimensional images in a certain space. Given the fact that we only have 200 yuan’s budget, we chose KT boards for our dominant material. However, it turned out that we arevhzzz the only group which has managed to control budget under 200 yuan.
13_01 the scene in Inception & print gallery by Escher 13_01
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INTERACTION DESIGN
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Ascending Descending Escher was the most ostensible of Inception’s inspirations. Escher was a master of illusion. Most of his works on first glance look straightforward, but on closer inspection they reveal a deep paradox, depicting concepts that are logically and physically impossible. Escher played and twisted with notions of dimensions and space creating impossibly paradoxical, mind boggling works of art. Inception wears Escher’s influence on its sleeve. Scenes from the movie have been picked straight out of Escher’s works with little or no change. Let’s take a look at two sketches: ‘Relativity’ and ‘Ascending Descending’ and see how they recur in Inception.
Relativity
INTERACTION DESIGN
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13_02 Me sitting on the floor with cameraâ&#x20AC;&#x2122;s lid on my head right after finishing it. We stayed up whole night In the movie <Inception>, we can see many scenes salute to Dali and M.C.Escher, The prime idea of the installation art is to associate 2D with 3D. Our team used KT broad to build the frame, and used fishing line to hang it up.
13_02
making it and we were all exhausted and happy.
OTHERS
14 / PHOTOGRAPHY
PHOTOGRAPHY first time exploring into the world of commerical photography
As a desinger, it is really important to know about advertising and branding, Through this class, I have acquired a lot of commerical photography, now I can managed to set the light and equipment by myself. 14_01 The earphone ads. I always think that the earphone resembles human face. In this advertisement I salute to Michael Jackson, Jay-Z and Mozart, each of them represents a certain type of music.
13_01
14_01
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OTHERS
14 / PHOTOGRAPHY 14_02
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Advertising is at the front of delivering the proper message to customers and prospective customers. The purpose of advertising is to convince customers that the company products are the best, enhance the image of the company, point out and create a need for products or services, demonstrate new uses for established products, announce new products and programs, reinforce the salespeople's individual messages, draw customers to the business, and to hold existing customers. 14_01 the orginal photo of earphone ads.
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OTHERS
I am... emotional photography
This is a very early work of mine, back then I just got my new Canon 50D, and I want to tell a story about self-doubt and grow up through lens. We all have loney feelings, we all have been silence for a while to think about ourselves, we all have been struggled to forget the past, and finally we have to move on and embrace the unknown.
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OTHERS
15 / I am...
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EDITORAL DEISGN
16 / PRE-PORTFOLIO
PrePORTFOLIO emotional photography
This is the first time I got my works printed and came into booklet. It has five parts and each part has different width, so it would look like stairs from certain angle.
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EDITORAL DEISGN
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The end
Thank you for your time