Identity Design, Information Design
The Quartz Museum is a proposed renaming and rebranding for the existing Corning Museum of Glass in Corning, New York. The identity is inspired by ribbed glass distortions, fresnel lenses structures, and the dichotomy of hiding and revealing.
The dynamism of the identity highlights the dualities of glass’s inherent qualities: hard, yet flexible; strong, yet fragile; beautiful, yet utilitarian. The visual and tactile qualities of glass is reflected through use of pattern, transparency and digital fabrication.
Game Design, Design Research
Built on the observation that design education is missing in the public school curriculum, FrankenFix targets young students who can use it as a stepping stone for design learning. Encouraging collaborative work, the game brings together young students to create “monsters” with specific traits and needs, then has each team solve a different monster’s problems. Through the game’s prompts, students learn the fundamentals of design thinking and user testing as well as the overarching lessons about empathy and failure.
Art Direction, Experiential Design
Food and fashion can both err on the side of excess and consumerism and revolve around the conversations between institutes of elitism, accessibility, and cultural appropriation. Yet these two spaces often take cues from affordable commodities and brands and further contextualize them in a less accessible manner.
As a commentary, Vitaments is an experiential pop-up mimicking the gestures of select high-fashion/streetwear using food as a medium. A ten course menu was prepared with descriptions of the course next to that of the original fashion. The opening night of Vitaments was accompanied with a juice lab where specialist served Vitament A, B6, C and D shots.
By juxtaposing the original fashion reference and the food interpretation, we ask the audience to be critical and take these concepts seriously in both the high-fashion and high-food world.
Made in collaboration with Olivia Park.
I like making things. Here are a series of them. Objects include furniture, sculptural books, and accessories.
Print Design, Bookbinding
re:memory serves as a memoir to create an intimate reading experience about two female artists, Sally Mann and Toni Morrison.
Through their individual works, Mann and Morrison each establishes wavering relationships with memory. By intersecting their voices, re:memory creates a dialogue between their works and lives. While the two worked in two separate realms, photos and quotes that speak to the power of memory are spliced in order to have Mann and Morrison respond to one another. As the book progresses, images and text are distorted and faded from previous spreads in order to have the new content have the context of previous elements.
Identity Design, Design Research
ASIAM is a speculative organization that aims to empower Asian Americans in creative fields by increasing Asian American representation in mainstream media. This campaign serves as an outlet for those frustrated with current climate of media representation and aims to channel that energy to actively make change.
The logo is inspired by the contrasting nature of the Asian American dual identity and flags. The flexibility of the identity captures the diverse definitions of the Asian American experience while still maintaining solidarity between them. Using abstracted flags as embellishments also enforces the campaign to promote various Asian American backgrounds as possible and not focus primarily on any particular ethnic experience.
As part of the campaign, wearables are primarily used as a method of spreading awareness and empowerment. Events like workshops will be held specifically targeting Asian American creators to network and mentor each other.
Print Design, Data Visualization
Western newspapers are often complicit with unconscious bias with whom and where the staff cover. Often with media, there are many current journalism sources that do not necessarily cover newsworthy events, simply because of place or audience. After analyzing the New York Times front section, information is presented to show the newspaper's coverage through geography, page space, and word count. The poster is meant to be read in three different ways that are color coded in order to gain a greater understanding of the coverage within the front section.
How do we use graphic design when words can’t communicate how we feel?
There’s Some Thing Between Us is a collection of objects that are tangible manifestations of different emotional distances in modern dating culture.
As emotional interaction becomes more prevalent, especially in graphic design, there is a lack of certainty that further obscure meaning from a message. Timing, body language, tone. This miscommunication and the very fluid nature of relationships is what inspired the creation of these objects.
Objects are inspired by personal experiences, but generalized in a broader context to make work that is quick, accessible, and representative of a cultural context that allows outsiders to relate in a new way to the experiences at hand. Using digital fabrication and downloadable content would allow these experiences to be democratized and shared with as many people as possible.
Jewelry Design, Speculative Design
Push x Pull is a ring that simulates the dynamic between two people in an early stage of a flirty relationship. The balancing act of being too close (and being perceived as "clingy") or being too far apart (and risk letting the chemistry fade) is mimicked through the interaction of wearers. When too close, the gemstones within the intertwined structure stab the wearer’s fingers. When too far apart, the wearers risk drag each other around. The ring forces the wearers to communicate in order to participate and understand one another.
Push x Pull is a part of a series of fabricated objects for my degree project about emotional distances.
UI/UX, User Research
Mobile app prototype of Starcity, a community orientated housing space in San Francisco. With their launch in 2017, we anticipated the Starcity residents’ need to keep track of and schedule community events, and to maintain smooth communication between the community and the residents. To meet this need, we created the app to allow residents easy access to events and communication.
You can test our interactive prototype here.
UI/UX, Data Visualization
e-motes is a web application that connects to a user’s webcam, reads their face via facial recognition scripts, and gathers and visualizes the data through color and size.
Speculative Design, UI/UX, Animation
Tidbit is a speculative digital pet inspired by Spore, Tamagotchi, and Webkinz. Using machine learning/artificial intelligence, Tidbit changes in personality and appearance as a result of what the user chooses to feed it by sharing different media to the app. Tidbit gathers information and media from the user's phone and then responds by giving back related and eerily amusing content. By creating this cycle, Tidbit plays with luring the user to keep feeding data as way of becoming more emotionally attached to their digital pets.