portfolio.
lewis ten industrial design
curriculum vitae
+ spatial design
pan’o
+ discursive design
psycle
![]()
curriculum vitae
+ spatial design
pan’o
+ discursive design
psycle
+ experience design
(To cluster it in terms of project type and give details on year done)
peek peck
+ product design
festa
+ exploratory design
surficial bananas
With Pan’O, children are able to play with the nature that is all around us — wind.
As a child enters, the experience is likened to a maze that is constantly changing with the wind. In a sea of vibrantly coloured panels that vary in three sizes, Pan’O evokes imagination and gently challenges the child to explore beyond the familiar. With a simple rotation or bending of the panels, children are able to experience the phenomena of nature as they direct and generate wind.
Pan’O consists of numerous soft panels that are designed to spin with the direction of the wind, while remaining sturdy and resistant to harsh weather conditions. Each module is constructed to be light yet firm to allow for safe and weather-proof play.
The Pan’O playscape provides a platform for nature’s invisible resource to create a symphony of movement, orchestrated by the wind. The ever-changing site makes each visit to this playscape an opportunity for new discovery. As moving air funnels through Pan’O, the vibrantly coloured panels dance alongside the wind, drawing children into the space to play, discover and experience the ever-changing direction and intensity of the wind.
PSYCLE (2019)
SUSTAINABLE LIVING
The instinctive behaviour cycle of humans at the supermarket checkout
How often do we take into account how many plastic bags we take at the supermarket?
Psycle is a design installation that introduces visual speedbumps to encourage a rethinking of consumption patterns and actions that affect sustainability. It interrupts the daily supermarket experience through a surprise of rhetorical messages placed strategically along the aisles. A witty twist in facing what we are uncomfortable with – a change in behaviour.
To ease into long-term behaviour change, where more thought is given when consuming disposables, the iconic visual of a triangular fold of the plastic bag is utilised.
When neatly folded in such a manner, it is presented as a familiar object to many in their homes as a bag for reuse and this calls to question whether consumers really do need a new bag, since they have been alright with reusing.
PEEK PECK (2020)
EVERYTHING IS COVID
An ever-moving wally picture puzzle
Where’s Wally is a much loved puzzle book of our childhood.
Hidden in a crowded scene, what if Wally became even more elusive and harder to find?
What if…Wally could move?
Peek Peck is an ever-changing puzzle which has Peck the penguin (the one with shades) hiding in different spots of the scene everyday. Just when you thought you found him, with the help of some thermochromic pigments and heat, Peck will be gone the next day. Presenting an encounter with elusiveness where it can now be enjoyed.
FESTA (2021)
DRAWN TO DESIGN
(Series of inspired objects could be created from the translation of lines, shape and form of each drawing)
GUMMIES
The Selected Inspiration from Codex
INTERPRETATION OF INSPIRATION
“Gummy worms for childlike party fun”
(Translation of drawing into inspired 2D/3D artefacts)
Festa is a series of 3 product artefacts taking inspiration from a single analog drawing.
The Festa collection consists of summer pool party essentials, namely pool floats, party glasses and water guns. Each artefact when injected with the spirit of the drawing, embodies a jelly-like character in their distinct shapes and forms.
As each artefact are interacted with around the pool, warm sugary tones paint the atmosphere as the bodies of the individual vessels is illuminated by sunlight.
INSPECTING SURFACES : BANANA (2022)
THESIS PROJECT
An investigation of the banana skin surface and sticker applications –explorations of the impact of colour, content and texture with relation to context and materiality its interactions with the fruit.
If the banana is seen as a product, would its skin be seen as the packaging that holds the contents within?
This thesis project explores the different manipulations that are done on the organic packaging – the banana skin.
Surficial Bananas studies the fruit as a product and imagines what could and should complement the surface of the fruit other than natural patterns. In viewing fruit skins as an interactive surface that communicates with its users, the observations and explorations presented seek to discover alternative interactions and new starting points for the consumption experience – from seeing to eating.