EXPLORER_ Ying Ying Sun Portfolio
World of Motherboard. 2019.
2016-2019 selected work Hobart and William Smith Colleges Class of 2019 B.A. Architecture Studies_ Signal Alpha Studio Interactive Architecture Designer_
......There must be some ways to bring technology and human history together and make people be aware of the importance of pursuing their hearts in a restless society caused by technological revolutions. But the solution should never be out of the use of advanced technologied as human civilization should be pushing further. Solving the paradox through the way of “exploring� is my whole life goal. Ying Ying Sun 2019.3.18 12:17am
Contents_ Milestone_
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Applied skills on interactive and architecture design - The Taste Museum: Table of Tastes
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- The Taste Museum: Music of Tastes
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- Spacelab: Piperest
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Island Paradise_
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Story of human reproduction and gender revolution
Flowing Forest_
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Reconstruct of Shanghai Lilong ecologies through parametric design of open space
Cornerstone_
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- Form of Beethoven
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- Shape of Feminism
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- Footprint
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Construction of design system and conceptual building
Milestone_
Applied Skills On Interactive and Architecture Designs Interactive Architecture Projects Participated Commercial Works at Signal Alpha Inc. CEO & Design Manager: Charlie Zhang
In this small, new industry in China, I have been put myself quickly into everything new for me as my architecture background did not let me to get to much about electronic knowledge but more a tranditional way of teaching. Due to the fact that the idea of Interactive Architecture is new, everyone in our studio has to learn and work on all different parts to push projects smoothly. I’ve got chances here to not only work on concepts building and designing, but also learned how the product could be made by coorperating with different industries and helping and crafting in the factory. I include a few of the projects that I have attended in this section, as I think this is the start of my career in interactive design. Link to our studio website:
www.signal-alpha.com
THE TASTE MUSEUM Table of Tastes Position: Interactive Designer
The project is designed for the use of an installation in The Taste Museum that just opened at Shenyang, China. The whole project is a table with each fixed bowl on it with their bottom changed to screen display. When people sit in front of a bowl, the sensor would detected and the send the signal to the arduino board so that the video connected to tge screen will start playing.
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THE TASTE MUSEUM Music of Tastes Position: Concept Design and Testing Member
This music tube is a representation of the experience of 4 different tastes: sour, sweet, bitter, spicy. When people walk through the tube, each part has different lighting visuals and music which represents a taste. We hope to use this kind of interactive between the machanical and human to create connections. https://drive.google.com/file/d/1HjvOqdZSn7tCW9zX5CYtCubNf8PcKJew/view?usp=sharing
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SPACELAB Piperest Position: Concept Design and Testing Member
Spacelab is a fun restaurant that there is no waiters, but in stead, everything here served by the tube tracks directly to the guests. As they are opening a new store in Shanghai, they want an installation which fit their concept and also could have some interaction with people. I designed to extend the tube ideas to create natural structures which people could “listen from.�
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ISLAND PARADISE_
Story of Human Reproduction and Gender Revolution VR Game Design Project Group Work of Anti-Utopia: Ultimate Equality Game Process Instructor: Min Pan, Weidi Tang Game group member: Ying Ying Sun, Shuyu, Xu, Tong Shao
This project is build on the topic of Anti-Utopian World: Ultimate Equality. It is from this story where we started brainstorming the idea of “Ultimate Equality.� The theme was given with a story background: In 2039, human beings have got mature embryo breeding and outer-bone implant techniques so women are really independent from men. The truly equal of men and women brings the war and there came the end of the war... Based on this idea, we researched what has been happening in the real world to analyze the trends that matches this topic. We then built our own world and made a comlete story from it. By going deeper into our story, we illustrate the first part of our story in terms of a VR based game. In this game, each scenes matches our writting which people can get information by connecting what they see in the world.
Storyline Analysis
Surrogation
contract
contract scouting
advertising
planting matching
Gene Editting Children
output growing
Under-quality Child
surrogate mom
family trading
institution
By analysing and developing topic of “women completely independent from men” due to the mature-developing technologies of “artificial embryo breading,” we first collected a bunch of real world stories that related to the ideas in the topic: pregnancy, surrogation, adoption, or human-made embryo. After that, we reconstrcted the story and analyzed the whole system of “what,” “how,”and “why.” By this way we find a lot of problems in the system and tried to solve them to make a better system. From the new system, we built a whole world. The information on the left are about the stories we’ve been collecting, and below is our re-tell version that is showed by collages. The diagram above is our analysis of the system from the stories.
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Story Construction
New World Building Control Center: place where government watches and controls all activities.
I
Advertise
Game Camp: where all the embryo-made children and their game players live. Factory: place for manufacturing all the children.
Production
Output
“Mother”
Compiling
Embryo
Marketing
Arena: area for the kids attending the game doing the final test. Residential A (rich): area where rich people live.
Island Paradise World
Residential B (poor): area where poor people stay.
Based on our analysis, we built a world by writing a “script.” The text below is the background of our world histoty and the diagram on the left is the concept of the world map. The first chapter of the story happens in the “factoty,” where human beings will get reproducted in the future. We designed and created a new system which is about how the factory works.
disposing
n 2030s, the depression of natural environment and the increase of social problems lead to the lower trend of human reproduction capability. It is the first time, that the value of the increase of the world population has a negative sign. Meanwhile, the embryo breeding technique has been listed by the United Nations Population Agencies as the most probable reproductive technology to solve this crisis. In 2035, the first embryo-made infant has came to the world in the United States. After that, more and more children have been “made” from that technology. In 2040, the human-made embryo breeding technology has been claimed to be mature enough to be used world-widely. The year after that, the technology has been totally put into use. All the top hospitality institutions have built “embryo factories,” and started to open to the public use. As more and more people have the ability to use artificial embryo, some upper class people’s mentality has changed. They are no longer focused on just cultivating good successors. They also want their children to be different from the origin. Due to this demand, egg (sperm) sales eventually become legal – the embryonic factory has built a huge gene pool, which stores a variety of genetically compliant genes. Just by doing a few matching processes. , you can completely customize a child you want. Soon, “customizing babies” has become a new trend. The rich people are vying to customize different children and expect their children to be more outstanding than others. However, for ordinary people
limited economic ability, they often have only one choice—buy the best genes with limited money, and put their hopes on the next generation. Children who are better than themselves can improve their social status from generation to generation. As a result, most ordinary people have similar genes, and they all grow very close to each other—because only wealthy people have the power to choose diverse genes. In response to the growing rebellious sentiment of the general public, Country X has proposed a new competitive mechanism based on artificial embryo and gene editing technology -- a real-life role-playing game called ISLAND PARADISE. Island Paradise is sponsored by the government and is open to the whole society. It is set for every 20 years a round. Each participant can receive an embryo of his own at the beginning of the game, as long as the corresponding amount of money is paid. They can customize the genes of the embryos to get an ideal child with the help of an artificial embryo and gene editing technologies. These “designed” children will be placed with their parents in the Island Paradise game world that is completely isolated from the outside world – HEAVEN DREAM. Heaven Dream is a self-sufficient modern town with a set of rigorous operating systems that bring together a variety of high-quality social resources. The participants of the game and their children will be given the same initial resources as residents who moved into the town, starting their new life in this dream city from scratch. with
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Character Design
Based on the story and background we’ve created, we designed this system of production line. In our story, the main character accidentally get into the ventaliting duct in between the display and propoganda builfing and the factory space, and he has been mainly exploring the space and understands the secret of human production and get to know more about
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Interactive Design
private void OnHandHoverBegin(Hand. hand) { if (!isOpen) { isOpen = false; anim.SetTrigger(“Open”); } private void OnTriggerEnter(Collider other) { if (other.name == “bar_x”) { Destroy(other.gameObject); realStick.SetActive(true); } } if (ToggleGripButton.GetStateDown(Hand. Hand) // Hand.grabbing) { Hand.grabbing = true; if (Hand.TouchedCount > 0) { ActiveHand = Hand;
First Floor
Second Floor
Ventaliting Dust
Factory
Gaming System and Player Experience Design Based on the story and background we’ve created, we designed this system of production line. In our story, the main character accidentally get into the ventaliting duct in between the display and propoganda builfing and the factory space, and he has been mainly exploring the space and understands the secret of human production. We’ve designed 5 interactions in the game where we marked in the sketch. The first 2 floors of the dome are designed for viewing only. It is where the player can see through from the glass floor under the ventaliting dust.
if (ButtonB2_lightup) { StartCoroutine(GotoB2()); } else if (ButtonB1_lightup) { .....
if (!played) { played = true; anim.SetTrigger(“Play”); anim2.SetTrigger(“Play”); } hand.TriggerHapticPulse(1000);
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Upper Level Exhibition Structure
Game Scenes Selected
joist
display tree
ventaliting dust The whole gaming system is seperated into 3 big parts: starting scene, connecting scene, and story showing scene. ladder
The first two parts are more about understanding our world and get to know a bit of ourstory set up, and experiencing our design of this game. After the elevator scene which works as a connection between the two worlds, there comes our main site which directly shows our story setup. Here is a link of a video of one of our player’s experience: https://www.youtube.com/watch?v=KcYyS3Z7AZg&t=3s
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Embryo Factory Structure
Embryo Factory Scene
joist
power machine
convoyer track
console
bearing structure
bottom floor
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FLOWING FOREST_
Reconstruct of Shanghai Lilong Ecologies Through Open Space Architecture/Landscape Design Group Project of Digital Urban Ecologies - The Void Of A City Instructor: Soomeen Hahm, Akshay Goyal, Jiahao Syu (Alumus of UCL & MIT) Group Leader: Ying Ying Sun Group Member: Xi Chen, Anna Guan, Kiko Rong, Chritine Zhu
The project is an exploration of the use of parametrical design logic to build prototypes of green penetration for a type of architecture groups - Lilong in Shanghai. The lilong area is gradually disappearing due to the old architecture forms, and living environment and government policies. But it has unestimable historical values which would always be remind by people. The project intend to find a way to use the existing architecture structures and transform it to an area that is better for people to live under the present world. Our group is one of the teams that contribute to the whole project about the green design part. The use of parametrical ways in this project is a study of building prototypes through data collecting and analysing. Our team chosed to use the open space as the direction to push the use of the prototypes due to the analysis of the data we collected in our assigned area. This method mean to work on finding a “formula� exploring that could be applied to any kinds of architecture or landscape transforming studies.
Building Height
Street Length
Ecology Value
Density
Street Wide
Building Condition
Site Analysis
Based on multiple times of site visiting the Lilong area and datat collecting, we compiled the main problems that exsting in Lilong which people want to escape from. By building the mass model of area and then writing the logic in grasshopper based on the data we collected, we visualized the data information more clearly. Then we put each information visualization diagram together, we find there a lot of the most problemetical areas are concident with each other. We decided to go from these areas to push our prototype building.
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Architecture
De n sity
Ro o f t o p
Bus i ne s s
Green
Ecology
P ub l i c S p ac e
Life
Compile
Penetration Flow The diagram avove shows the relationship of the area our team studied about to the whole Lilomng area in Shanghai, with the green showing the how the penetration path that generated from affect the whole area.
Green Distribution Zoning Prototype
The axon drawing on the right is an illustration of the formation of our general result on the assigned area to our team. It includes the building blocks, the new public green space area, and the path of the penetrating system.
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Penetrating System
Public Space Building
Street Green Unit
Demolished Building
Public Green Unit
Prototypes
The diagram on the left is the logical work flow of how we pushed the data analysement all the way to the result of the open space building and the green development. The diagrams and results are extracting from the data analyse that generated from the Rhino Grasshopper. This way we generated a system that could be easily applied as long as we have enough data to arrange. After we get the green area data, we started to inventing different prototypes of public space and green building as the diagrams show above.
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The above illustration shows the idealized green penetration result to the whole building block area. Our goal is to make Lilong a more suitabke-living place from the perspective of green space. This is also a result of our study on data analysing and prototyped architecture transformation. All the results showing here are data-driven instead of drawings. Our database has more types that could be used. We put those that related to what we need to consider about public space.
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w
Cornerstone_
Construction of design system and conceptual building Architecture and 3-D modeling Project Self-works from William Smith College Architecture Department Instructors: Gabriella D’Angelo; Kirin J. Makker; Stanley Mathews
This section includes a few of my architecture projects during my study at Hobart and William Smith Colleges as an Architecture Studnt. I seleted a few of theprojects which has the most important meaning for me - those ones that helped and taught me most about building my our concept and design logics. At William Smith College Architecture Department, our education put all the attention on conceptual design. It is not just “building stuff,” but rather a way of teaching design in general in an architectural way. It is where I gained my identification on the idea of “design” to human beings, and how to push myself to think about design from people.
tempo
tempo
tempo
Superego
tempo
Id
tempo
tempo
Sonata Visualization
Form of Beethoven Fall 2017 ARCH 200
By investigating time and space from a music piece, we developed a series of studies of transforming 3-D structures from 2-D drawings, construction of linear compositions, and building metaphysical abstract concepts. It is important to capture the motif of the song. As for me, the Moonlight Sonata by Beethoven is about breaking through from crazy struggles. By combining the theme and compositional ideas together, we made a serious of 2-D diagrams and then constructed 3-D masses from them. The final model is a set of structures that allows people to “play� with. It is a representation of going through struggles as to find the way to the top of the building through the maze and stairs. There are three terrece areas on top of each small structure that could be moving around which would allow people to look through all the struggles they have been through to achieve their super ego.
Final Model
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Visualization Development
Model Details
Model Plan
Breaking Through
Craziness
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Diagram Anakysis
Crafting Process
Reasearch
Shape of Feminism Fall 2018 ARCH 300
When I’m talking about “feminist”, I am talking about breaking through from the stereotypes of men and women. Based on this concept, and combining with the diagrams developed from the analysis of the elevation of Grundtvig’s Church in Copenhagen, I constructed a bag for mothers. To better illustrate the idea, there are a few sub-concepts used while developing the project. First is recognizing lived femininity and its idealization form from the society general identification. Secondly, females should break through from the construction and stereotypes of their social identity.
Final Product
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Footprint Fall 2016
This wire shoe project is the first thing I made during the first time I took 3-D modeling class when I was a freshman in college. It is the start of where I got to transform line objects (iron wire) in to some certain object shape. It is an interaction of my hands with materials and tools, and it is a wearable shoe.
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