Categories
Clean design

The Collective Analogue, bring emotions into our digital lives

The Collective Analogue, bring emotions into our digital lives

Mr. Xingyu Du

Introduction

The mature theory explains that “emotion and emotion” are the subjective experience and corresponding behavioral response of people’s attitude towards objective external things, which reflects the relationship between the needs of the subject and objective external things. Emotion and emotion have three components, unique subjective experience, external
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expression and physiological awakening. In the vast majority of cases, people are talking about “Individvide’s self-feeling of different emotions”.
But nowadays, the “digitalization” of the world makes people’s emotions less pure, and some people in the age group who can’t keep up with “digitalization” are forgotten, resulting in some family emotional problems. At family gatherings, many family members will be immersed in digital devices. Those traditional forms of entertainment are gradually forgotten, but in fact, “unplug-in games” are a good means of entertainment to increase their feelings. This article creates a card game by studying the gameplay and design of many board games. Let people have one more game as an option when they get together.

Conclusion

After exploring the stories and gameplay behind many traditional games, we analyzed the “non-digital” characteristics of these games and improved their gameplay and settings. Using graphic design, semiotics knowledge, and some emotional theories, a desktop card game was successfully created. After experimenting with this game, good feedback was obtained. During the test, it did enhance the pleasant atmosphere of the party at that time. As a
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“unplugged game”, it increases the real interaction of players. The rules of the game are simple and easy to understand, providing an additional entertainment game option for family gatherings. The feedback from the tester also said that the size of the card is easy to carry, and it is very convenient to play the game. Even novice players can quickly understand the rules of the game and start the game.
Of course, it is really meaningful to use artistic design to solve problems; design is people- oriented. After completing this design, I also realized that many “irreversible” changes have taken place in today’s society. COVID-19 has made us communicate, and traveling and gathering relatives and friends have become a risky behavior. I look forward to my design. After the world slowly returns to normal, friends/family may entertain face to face.
Feel the emotions that can be touched by reaching out…………….After exploring the stories and gameplay behind many traditional games, we analyzed the “non-digital” characteristics of these games and improved their gameplay and settings. Using graphic design, semiotics knowledge, and some emotional theories, a desktop card game was successfully created. After experimenting with this game, good feedback was obtained. During the test, it did enhance the pleasant atmosphere of the party at that time. As a “unplugged game”, it increases the real interaction of players. The rules of the game are simple and easy to understand, providing an additional entertainment game option for family gatherings. The feedback from the tester also said that the size of the card is easy to carry, and it is very convenient to play the game. Even novice players can quickly understand the rules of the game and start the game.
Of course, it is really meaningful to use artistic design to solve problems; design is people- oriented. After completing this design, I also realized that many “irreversible” changes have taken place in today’s society. COVID-19 has made us communicate, and traveling and gathering relatives and friends have become a risky behavior. I look forward to my design. After the world slowly returns to normal, friends/family may entertain face to face.
Feel the emotions that can be touched by reaching out.

Objectives Aims or Purposes

Select DouDizhu, FlyNiujiu, Mahjong for further research. Including game background, game method, etc. Discovering traditional, classic and de-digital entertainment methods makes people cherish the emotional communication between lovers and avoid the phenomenon of “emotional lack”. Retrieve the emotional bond lost due to digitalization, regain the direct emotional connection with the near and dear, and increase the real emotional imprint between people.

Process or Methods

This article is committed to exploring the gameplay and design of existing board games, analyze the characteristics of its “de-digital entertainment”, improve gameplay and the components of game devices, design a game suitable for home entertainment. This game is promoted as an “Unplugged-game” to enhance the atmosphere of family entertainment. Provide more non-digital entertainment options for family gatherings
Research on well-known games: DouDizhu, MaDiao Cards, Mahjong, UNO, Through- through burrito. Design new games (Rules of the game and Components of game)

Techniques and materials

Literature Research, Product Design, Graphic Design

Size or Mins.





Categories
Clean design

The Evolution of Classic Values at a Moment of Flux

The Evolution of Classic Values at a Moment of Flux

Yiying Du

Introduction

Inthisprojectaseriesofstudiesandexperimentswereperformed to explore the approaches to connect traditional regional culture in my hometown to modern lifestyle. Design researches were carried out to understand individual interests in culture as well as relevant products, and figure out the current problems existing in the market. The result shows that lack of creativity, universality, adaption, function and resonance decreases individual preference on culture and its relevant products. Based on the study of four representative cultural heritages, cultural values were converted into design concept and via material and technique experiments, the application of ethnical craftsmanship such as tie- dye to contemporary design practice was explored. A collection of products for houseware and home décor were designed to integrate modern design with traditional local culture.

Conclusion

Via research and experiment, this work explores the possibility of applying traditional folk culture into contemporary design including both the cultural concepts and craftsmanship. According to the design research, lack of creativity, universality, adaption, function and resonance is the common problem of current culture-related products. The concept of design is proposed based on the study of representative local heritages and comprehensive understanding of the values behind them. Material and technique experiments enable the conceptual transition of regional craftsmanship such as tie-dye to modern design practice and the study of new approaches in ceramic making. Overall, the work focuses on the folk culture of my hometown, aiming at connecting it to everyday life and investigating the possible methods to conduct traditional folk craftsmanship out of its original or historical context and endow it with new purpose and application which can enable it to fit in modern lifestyle.

Objectives Aims or Purposes

This project aims at providing a possible direction to combine traditional culture into modern lifestyle, designing a collection of products that functions in everyday life, conveys cultural values in a creative way, reinterprets folk craftsmanship and fulfills people’s demands to combine contemporary aesthetics with classic legacy.

Process or Methods

Based on a survey and interview to figure out individual interests and knowledge on culture, an investigation on the current culture-related market, as well as a study on local cultural heritages, the design process starts from a series of experiments on materials and techniques through which I set my main material as clay and intended to apply tie-dye into ceramics. Texture experiments were carried out to convert traditional tie methods used in local tie-dye into the making process of clay and firing experiment were conducted to convert dyeing process in tie-dye into modern ceramics. Design concept was built on the basis of values in folk culture and discussed the fluidity between ‘man-made’ and ‘natural’.

Techniques and materials

Main materials used in the design include clay, fresh leaves and metal foils. Traditional folk craftsmanship such as tie-dye, pattern printing and firing of metal foils was experimented together with ceramics in the design process.

Size or Mins.

Photos (2-5 images) : 5×7


Categories
Clean design

Gift Box Design

Gift Box Design

YuanJun Xiong

Introduction

Review the traditional gift packaging picking process, people usually need to invest time, money, and effort to find the perfect match for their selective gift, the lack of appropriate concise and clear way on the market of packaging to allow customers to “one-step” to complete those steps, but today, in the field of design development is diversified and prosperous, design can do more. By merging the concept of gift box and the gift itself, give the new-style “gift box” the mission of conveying emotion, according to different types of emotional requirements to accurately express. Moreover, “gift box” become no longer a disposable item, it’s something that can be passed from hand to hand to bring people closer, and has more sentimental function and value. 

The concept of pattern design came from the psychotextiles experiment, which makes the “gift box” has a clear, distinctive, and designated connection between the giver and the recipient. It expresses and speaks the will of the giver that is suitable for multiple occasions, even if it is “ineffable”. This premium positioning gift box provides additional emotion influence function and with letter cards to maximize the capacity of expression and communication, making it have more specific and profound value on the basis of enhancing social relations in the gift box. Makes people reach a more intimate, close, and tacit understanding level.

Conclusion

Through an in-depth study of relevant information that explores a way to influence different emotions through texture, in the meantime, combines the profound meaning behind the gift-giving behavior, so as to achieve a change in the relationship between the giver and the recipient, and enhance the intimacy of people’s social relations. And solve the problem of normal gift boxes being limited and pattern stereotyped. on the other hand, increase the sense the participation of gift box for the giver. to the recipient, gift packaging is no longer a disposable item, they can through using the letter card to the next person to want to send a gift to convey information again, and is not restricted by the space of the gift box, Recipients can choose from small to medium- sized gifts that can be accommodated by transforming the box. This new way of gift box design can be applied to either positive or negative occasions and changeful structure to form more unexpected and interesting effects. Currently, psychotextiles are only used in a few areas such as fabric. This research combines it with the concept of gift box packaging to create an innovative and disparate result. modern design realized the possibility of solving multiple problems at once and making people’s life to have more convenient and expectations.

Objectives Aims or Purposes

The study aimed to explore the diversity value of the gift box, so as to expand the function of the product.

1. Using certain texture to achieve the goal of influencing people’s emotion

2. By using gift boxes to help people who are unwilling and to express emotion face to face with others to convey feelings

3. Increase the sense of participation of the giver in the process of preparing gift-giving

4. Recycling product

5. Diversified gift box structure and convenient storage

Process or Methods

Combine with the key information in the research, the gift box should be an object that integrates words, and geometric figures, from which an emotional message can be extracted and passed to the receiver. I designed the gift box in two aspects: the design of the letters as a function of emotional expression, and the design of the pattern of the gift box as a major part of emotional influence.
Based on the research of psychotextiles, the design used the characteristics of repetitive and non-repetitive patterns to design two kinds of gift boxes, “calm” and “passion”, which were applied to the emotions of the gift recipients. The second part of the letter card design uses the same research content, utilize the exciting emotional process of people using words to express themself to the recipient, designed a series of letter cards for people to complete the self-expression desire in the process of giving gifts.

Techniques and materials

This paper discusses the functions, aesthetics, advantages, and disadvantages of three kinds of paper materials, makes attempts to analyze, and further compares their thickness, defects, and other details for evaluation. Finally, choose coated paper as the most preferred one between ordinary A4 paper and corrugated pape.

Size or Mins.

Photos (2-5 images) 5×7



Categories
Clean design

Immersive Healing in Virtual Reality

Immersive Healing in Virtual Reality

Wongsakorn Kanchanapathum

Introduction

In the present day, technology has deeply integrated into our everyday lives and has many advantages and disadvantages too. The author wishes to take the positive side of easily available and affordable technologies and apply them to people with the same symptom with which the researcher is faced. That is, the symptom is connected to a form of severe anxiety disorder as well as stress of people caused by modern work life affecting their mental health. The researcher has found possibilities of using virtual reality (VR) as a tool to help heal people the stress and to help those suffering from severe anxiety disorders to heal themselves such as PTSD or AUTISM. The medical fraternity is already applying advanced versions of VR to this end, but the aim of this project is to reach out to everyday lives of people and allow them the satisfaction to develop customizable solutions to suit their needs. This technology is used in the medicine, but it is not as widely used as the gaming industry, movies and animation

Conclusion

This project was to let the players understand the feelings of the mental disorder group through interpreting objects and spaces within the virtual world, more or less depending on the player. In addition, it is also to heal the player in terms of understanding and empathy that they really feel this way. Because this group of people deserves the right treatment. People who already understand they may become even more accessible. Those who never understand may become more aware. The interpretation also depends on the person’s accessibility.
For the user who is mental disorder. This project will heal with colour therapy. It composes of various colours that have different tone. Colour therapy gives users positive feelings such as encouragement, relaxation, and enthusiasm.

Objectives Aims or Purposes

1. Allows the users to explore the experience, environment, and atmosphere to the world of people with abnormal mental states

2. Understand their thoughts through interpretations that use the space and shape of things as meaningful objects.

3. Heal users with understanding and empathy to a group of people with an abnormal mind to perform properly.

Process or Methods

VR Virtual Reality is one of the most talked-about technology trends in recent times. Although it is not a new technology it has attracted attention because now it seems that the technology has entered a phase where it can be used. However, accessing VR technology is not easy as the devices are expensive and they are not necessary for everyday life.
Therapy such as group therapy reducing stress and anxiety also started to turn their attention to VR Therapy, but with not enough trials in the control group, it is still impossible to conclude how effective VR therapy is.

Colours are all around us. Colour therapy uses these powers of colour to heal, energize, and soothe us. Colour therapy is an alternative therapy that uses colours and their frequencies to heal physical and emotional problems within the human body. Colour therapy is also known as chromopathy, chromotherapy, or colour healing. The goal of colour therapy is to correct physiological and psychological imbalances in the human body.

Movie Therapy affect many of us powerfully because the combined impact of images, music, dialogue, lighting, sound, and special effects can elicit deep feelings and help us reflect on our lives. They can help us to better understand our own lives, the lives of those around us, and even how our society and culture operate.
To design the movie therapy, the author was inspired by two movies namely, Avatar which is about adventure and explore in alien planet, Alice in wonderland is about the story of a young girl named Alice, who plunges into a rabbit hole and enters an underground fantasy world full of bizarre human-like creatures. It’s a movie that has a storyline based on a novel.
From the starting spawn point. Users can have three alternative choices for their exploration. The colour of the sea, with its dark and pale stripes, is the scar that is deeply embedded in the flow of thoughts and minds that will never heal.

In terms of colour therapy:
Orange colour signifies abundance, pleasure, well-being, and sexuality. Orange may be used to stimulate different organs in the human body for physical healing. It revitalizes you and gives you increased mental energy. It can increase your feeling of connectedness between your mind and body. (Galyen, 2020)

Techniques and materials

1 Study the Virtual Reality Program (VR)
2 Study the theory of colour therapy and medical-related psychology. A set of colours are selected to represent the subconscious part of people.
3 Make a VR treatment using the Unity program inspired by a set of movies, Avatar and Alice in wonderland.
Internally, various factors such as colours and objects were used to get more immersive and understanding. Moreover, some the principles of medical-related psychology were incorporated to aim the healing a target group.

Size or Mins.

Example scene from Avatar movie Source: https://smile4travel.de/en/asia/china/zhangjiajie-travelguide/
Example scene from Alice in wonderland movie https://smile4travel.de/en/asia/china/zhangjiajie-travelguide/
Example scene from Uncharted 3 (Game) Source: https://www.flickr.com/photos/rodrixap/11293147244
Rage stream that use green red and orange colours
Mushroom valley that uses green, yellow, and red colours
Map overview