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the design graduate exhibition.

Icon Key Technology

Artifical Intelligence


Iteractive Projection

Light Display










Art Installation



Infomation Visualisation




From the D19 Team




Bachelor of Design Computing


Bachelor of Design Computing (Honours)


Masters of Interaction Design and Electronic Arts






Preface From the D19 Team

This year’s exhibition theme is play, transforming Homebase into the ‘Wonderlab’. Our aim was to create a space where guests could relish in experimentation, wonder, and big ideas - to bring the community together through playful experiences. The Wonderlab is a place of endless possibilities, where our graduates can showcase their innovative ideas and you can be a part of the future of design. We would like to take this opportunity to offer the biggest congratulations to this years graduating cohort. To work alongside students who are so utterly creative, innovative, dedicated, and passionate about their discipline, has been an absolute pleasure. The work you’ve produced over the past three to four years has blown us away, and we can’t wait to see what you do with it. Best wishes, The D19 Team

Unit Coordinator Christina Rita Curation Jingxuan Cao Miriam Green Angineh Karabedian Branding/Marketing Elizabeth Hennessey Edmond Hua Ray Hwang Website Abhinav Bose Oliver Frohlich Catalogue Elizabeth Hennessey Miriam Green


Every year, the Design Graduate Exhibition takes guests from all walks of life down a rabbit hole of design. University of Sydney design graduates are able to take our wildest dreams and bring them to life, in a way that is human-centred, innovate, and which evokes a sense of absolute delight. This year’s graduating cohort is no exception. Throughout the semester, we’ve seen projects pushing boundaries at the intersection of design and technology, implementing cutting edge ideas across virtual reality, artificial intelligence, biodesign, and more. These are the designers creating a better world, and we couldn’t be more excited to share what their work.


Dr Martin Tomitsch Chair of Design

It is, therefore, also one of the most challenging times to be graduating with a Design degree. We need to more carefully think about our work as designers within the wider network of systems. Being a designer means being responsible for how people interact with the world around them and, indirectly, for the actions they do and how those actions affect their own lives and those of others around them. You, our graduates from the Bachelor of

Design Computing and the Master of Interaction Design & Electronic Arts, are well-placed to take on these challenges. You have learned how to tackle complex problems that are often open-ended, ill-defined and ambiguous. You have learned how to reframe design briefs and to understand who the stakeholders are that need to be considered in a design process. As you go out into the world, applying your knowledge and skills, never stop learning, reflecting and questioning. I would like to congratulate all the graduating students on their achievements. — Every one of you plays an important role in shaping the world of tomorrow! I’d also like to invite you to stay connected with our School and our community. — From attending our Design at Dusk talk series to helping teach our classes, bringing both the perspective of being a recent graduate and working in the industry back into the classroom, to joining our Design Career Events alongside your future employees. I’d also like to take a moment to acknowledge the many lecturers and tutors, who semester after semester, put their relentless dedication into the teaching of our programs – especially at a time when our programs have continued to experience unprecedented growth, requiring each of us to rethink how we deliver our classes. Finally, I’d like to extend my gratitude to all our sponsors and supporters for making this show possible and for their continuing contributions to our Design programs.


This is an exciting time for Design graduates. One might say that there never has been a more exciting time to be graduating with a Design degree. Almost every industry is turning to designers to help them create better products, services, systems and organisations. The world needs more designers, from helping to tackle small issues that lead to frustrating experiences – a challenge that seems to have scaled exponentially with the introduction of software applications running on computers, phones, TVs and all sorts of other devices – to addressing some of the most complex problems of our time. Designers have the opportunity (and responsibility!) to consider the greater impact of the thing they are designing. We are well-trained in prioritising the needs of our users and optimising their experiences. It is much more difficult to reflect on how our work as designers contributes to broader social and environmental values. As Mike Monteiro writes in his book Ruined by Design, “… the world is working exactly as designed. And it’s not working very well. Which means we need to do a better job of designing it.”


Dr Liam Bray Lecturer in AI & Design, Director of the Design Computing Program

Don Norman, professor of design and author of “Emotional Design: Why We Love (or Hate) Everyday Things” remarks:


“We are all designers. We manipulate the environment, the better to serve our needs. We select what items to own, which to have around us. We build, buy, arrange, and restructure: all this is a form of design.” In 2019 I think this rings true, from seemingly simple choices, will I use iPhone or Android? To more complex ones, should I opt out of having my medical information sorted digitally? Everyone’s role in building, buying, arranging, and restructuring is inescapable. So, if we are all designers, what then is the role of a Design Computing graduate? Our graduates are experts in thinking creatively about peoples’ experiences with technologies and services. They have spent three and four years, thinking intentionally and carefully about how to make good design decisions. The skills and methods in design that they have practiced in their time within our programs, have equipped them to make informed, considered, and human-centred design decisions. Our graduates have learned to uncover solutions that bring

with them meaningful change but remain aware of potential downstream consequences. This way of approaching design problems is critical as designers have the ability to shape our communities, change our behaviour and the future of society. In the coming years, the graduating class of 2019, will have the opportunity and the responsibility to advocate for the value of human-centred design. They will need to ensure that technologies and services continue to be designed with peoples’ experiences at the fore. This is an exciting challenge which our graduates are well equipped to tackle. This year again marks the largest graduating Design Computing cohort in all seventeen years of the program, this is recognition of the value placed on the skills our students have been working hard to develop. On behalf of your teaching staff we are extremely proud of what you have all accomplished. I’d like to thank the tireless efforts of the tutors and lecturers within our program, but most of all I’d like to thank the graduating class of 2019 for all your work over the past years. Congratulations and good luck.

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Dr Lian Loke Program Director, Masters of Interaction Design Electronic Arts

MIDEA turns 10 this year! As one of the first interaction design postgraduate degrees in Australia, it has set the benchmark for interaction design education. When the founders created the program in 2009, the interaction design profession was only just beginning to emerge.

Along with bitcoin, the death of Michael Jackson and the movie Avatar. Fast-forward to 2019 and the demand for human-centred design of the digital is everywhere. Speaking of the present, as of 20th November 2019, the original Bladerunner (1982) is no longer set in the future. So where do we go from here? Incite the imagination to incite ethical action for social change!


10 Years Looking Forward






The Natural, for the Built My work is an exploration of the changing colour palettes between urban and country environments. While I was commuting on public transport, I started to notice how different each environment was. In the country, my view was dominated by the natural landscape; skies, trees and grass, as well as roads, houses and street lights. In the city, it was the opposite. Everything is built; buildings, signs, billboards and traffic lights, all in close proximity. The sky is filtered through the built environment, with minimal

trees and other plants dotted throughout. My work takes you through that commute and gives you a view through my window, showing this change in scape, how we leave “the natural, for the built.� City lights giving way to country skies, but also country skies falling behind city lights. Materials: aluminium channelling, PLA Plastic, rgbw lets, power supply, Arduino Nano


Jason Moisiaids


42.7% of rural communities in Nigeria lack access to safe drinking water due to drought and contamination. In addition, factors such as high unemployment and extreme climate variability leave about a third of Nigerian children facing premature death as a result of malnutrition. Access to safe food and water isn’t just a need, but a basic human right. How can we make a difference? Afya (Swahili for ‘health’) is a humanitarian greenhouse solution that utilises water-harvesting and hydroponic technology to support rural African communities to establish their own food and water sources. The aim is to improve health, whilst also offering entrepreneurial and business opportunities to disadvantaged communities.

Afya volunteers teach communities how to harness the power of agriculture for self-sufficiency, by teaching them how they can use technology to cultivate their own fresh produce. By doing so, we’ll help communities establish their own food and water sources, and discover the importance of health and nutrition to forge generational change. Volunteers will also educate communities about agricultural production and run workshops, to ensure villagers are equipped to run a successful business from every perspective. Afya was developed in collaboration with the University of Sydney Nano-Science Hub, in response to a brief seeking new products the utilised atmospheric water-harvesting technology. Oliver Frohlich Celia Stewart Elizabeth Hennessey Claire Webb




Face D_Tect FACE D_TECT is an interactive artwork installation aimed at getting people to question an increasingly prevalent practice in the urban environment: computerised surveillance. The brief tasked our team with augmenting the urban environment within a frame of support or empowerment of marginalised communities.


Our early design process taught us an important lesson: designing for these communities is not as simple as a once over with a magnifying glass and hypothesising

a sandboxed solution. Creating products for these communities involves creating with them - to not do so quickly becomes exploitation. We sought to explore a way we could change the way people think about practices in the urban environment that further entrench inequality. How could we use people who have the power to change this environment to the benefit of those without? To interact with FACE D_TECT simply stand in front of the installation and watch the results as your face is analysed. Benjamin Fleming Bethany Koulyras Nathan Judges Connor Meehan


The Breathing Tree The Breathing Tree is an adaptable display system, designed for urban green spaces or suitable public areas, intended to convey information about air quality within its locality. The Breathing Tree’s primary purpose is to raise public awareness about air quality through daily interaction. Each Breathing Tree installation functions as part of a linked city wide system intended to map a city through

air quality. The Breathing tree combines reactive and interactive responses to generate both ambient and direct experiences. Users can engage with the Breathing Tree through its control interface or access the Breathing Tree app or website for further information.

Hamish Housego Edmond Hua

Maya Okada-Zalewski Ian Thomas




The Centenary Exhibition 3D Array of LEDS draped above the bottom floor of Wilkinson Building; at the entrance to DMAF labs. Students, professors and visitors will trigger ‘spirits’ that traverse this LED grid, chasing, orbiting and interacting with the users who walk by. As the user leaves the boundaries of the display, the spirits will appear to disperse into the walls of

wilkinson. The way these ‘spirits’ emerge and recede into the walls and interact with current students movements is a homage to the long history and development Wilkinson has seen, with previous generations of students guiding the next. Jessica Amy Fernandez Keegan Haugh

Soomin Lee Connor Meehan Jason Moisiadis


CopyCat CopyCat makes it easier for people to approach others with a hearing impairment. Our mission is to raise awareness of people with hearing impairments and build a more inclusive community. We educate the community about Australian sign language AUSLAN, and with gamification, create an exciting learning environment that not only entertains the user but enables them to learn a new language. The game

uses machine learning to learn and recognise people’s hand movements where they can compete to perform the given hand signs correctly. CopyCat also comes with a fully stacked mobile website connected to a server that keeps players’ accumulated points. Players are able to learn more about AUSLAN, check the overall leaderboard and redeem rewards based on their points. John El-Khoury Antonios Jessica Amy Fernandez Jaeho Choi Darren Phung




CNL Button The climber is a physical button game for pedestrian to play while waiting for the traffic light. User can press the button to make the koala in the pillar going up, they will only win when the koala achieved the top of the pillar. This game helps pedestrian to more focus on the traffic light rather than other products or things(such as mobile phone) which will distract them from the traffic light. In this way, it may decrease jaywalking or crossing the road in a wrong time.

Mengyu Li Siying Ma Yiqi Liu Jiayu Ye


Day of the Dead This project aims to help educate people about the Mexican Festival known as the Day of the Dead through a VR experience. The user learns about this festival by completing objectives provided throughout the game. They will be accompanied by a virtual guide that provides information about the festival as the user completes the various objectives.

Interaction is permissible through the virtual reality headset provided. A button on the headset is used to interact with buttons and other elements contained within the game. When the user has the headset on, they can hold down the button to move in the direction they are facing. To turn, they simply move their head and hold the button down to proceed in that direction. Andrew Aiello Jingxuan Cao Sergio De Las Heras Georgina Jajjo Dorren Lam Longworth



eMotus As urbanisation increases, congestion in cities and walkability have become key problem areas that continue to affect resident wellbeing. Congestion and a lack of walkability in cities is known to increase stress and anxiety for pedestrians, in turn creating a lack of empathy towards others.


eMotus is an interactive visualisation that detects the emotions of people passing by that engage with it. This is done by taking a picture of the user (indicated through a flash of light). The emotion of the person interacting is determined and converted into a colour which is then

illuminated. The lights then prompt the user toward the button, encouraging it to be pressed and sending their color into the visualisation. The colour then becomes a contribution to a larger picture of the emotions of the people in the environment. eMotus is designed around increasing walkability through empathy and decreasing anxiety levels in pedestrians. This concept not only improves walkability, but the way people think and feel about their environment and community throughout the day is enriched, promoting a sense of empathy for their surroundings. Abhinav Bose Ray Hwang

Daniel Lee Dominic Musolino



The Eye The Eye is a virtual reality (VR) experience designed to create awareness for mental health through an approachable and engaging medium. In the scope of “ReImagining Cities”, The Eye was created to place a focus on community engagement, as the communities that make up a “city” are just as important to it’s definition as the physical infrastructure that holds them. Especially in this modern

day and age, it is vital that the emerging social trend of destigmatising mental health can continue to further improve communities as a whole. Through the application users are exposed to feelings of social isolation, anxiety and stress in the form of various mini games and simple overarching narration to tie the experience together. Abhinav Bose Jessica Fernandez

Annie Han Yida Tan Evelyn Yew


Flux Flux is an interactive light installation that connects individuals through acts of collaboration. The product is designed to reduce social stress within Sydney urban dwellers. Through cumulative research, our team discovered that individuals seek community interaction more than ever, although they are not encouraged, nor provided, a space that accommodates this value. Thus, users can explore an unrestrained space that accepts and encourages the exchange of friendly association through the embodiment of Flux.


The prototype operates 20 interactive custom made light

poles fitted with 1 metre long double-sided LED strips emitting a full circulation of all colours in the spectrum. The animations of light are controlled by the capacitive touch sensors installed at the bottom of four main poles. These controls manipulate the colour, brightness and movement of light throughout the whole system. Users are able to bond as they become immersed in their creations of light mixtures, impending from their interactions with the poles. Flux is giving people the chance to explore the beauty of their surroundings, and bring familiarity to the faces they often just walk by. Angineh Karabedian Nicholas Lam

Monica Mediarito Jason Moisiadis



FriendBot 14.9 million passengers travel via the Sydney International Airport yearly and expect a fast and efficient level of service. This, unfortunately, is not always the case, with our research showing that the Sydney International Airport needs to focus on improving services for travellers in three key areas: wayfinding, providing updates, and security. FriendBot is an autonomous robot that we have designed to enhance the experience of travellers within airports. This bot greets travellers upon entering the airport, guides them through the security processes, and finally to the travellers’

boarding gate. While waiting for boarding, FriendBot provides a range of convenient and entertainment services including food and duty-free delivery, movies, and live notifications relevant to the user. This autonomous bot aims to improve the wayfinding, communication of updates to travellers, and overall sense of security to each user of the Sydney International Airport. FriendBot makes every trip feel like you’re in first class. Ludia Kim

Brittany Klaassens Maysa Wozeer




To facilitate positive mental health in hospitalised youths by offering the opportunity to escape the confines of their hospital bed and the joy of exploration and mental stimulation through virtual reality. Within each world users may observe the beauty of the scene and interact with the

environment, triggering elements or actions that heighten the immersive experience. Users can spend as long as they like in each world as they loop continuously to promote meditative play. Mikkel Astrom Henry Lynn


Live Well Similar to 100 years ago, people today are still getting ill from drinking contaminated water, but one key change since then is technological advancements. The Advanced Capture of Water from the Atmosphere (‘ACWA’) team has introduced the possibility to leverage nanostructured materials to maximise the capture of atmospheric moisture and thereby produce a sustainable source for clean drinking water. Access to clean water is a human right that is currently being ignored for 59% of the Indian slum population. Around 38 million people do not have access to water and must rely

on stealing contaminated water or buying it for 40x the actual price. We want to tackle this problem and provide everyone with their basic human right to have access to clean water. LiveWell is a non-profit making this possibility a reality through our self-sustaining well. LiveWell collects water in three different ways to provide individuals with access to clean water. Our new technology would enable a single well to produce 152L of clean water daily. LiveWell is a multifaceted solution that improves the entire journey of collecting water from collection to transportation. BACHELOR OF DESIGN COMPUTING

Grace Lu Selena Ung Maysa Wozeer




Urban green spaces are dark at nightime, which often makes them fairly unusable and unsafe. In order to solve this problem, we’ve created Lumos; an interactive lighting installation designed to sit in these poorly lit areas and cast colorful light into the surrounding park environment. Lumos allows users to walk up and customize the patterns

and colors through turning a knob, with different amounts of force leading to different gradients becoming part of the flowing animation. Users own custom light show will then remain on display in the park until another park goer comes along and decides to interact with it themselves. Jingxuan Cao Anna Mylordis Mitchell Hartigan Penny Ou



Mindfulness Pod Loud and disruptive environments can often induce sensory overload, stress and social anxiety to individuals with mental health conditions. Thus creating a barrier that prevents people from thriving within their environment, particularly in urban areas. We aimed to design an accessible solution so individuals can overcome that barrier, in order to succeed within the city environment. Our solution is an experience inspired by traditional hearths and campfires with the essence of reflection and relaxation to help people overcome the mental pressure of city life. The overall goal of the Mindfulness Hearth is relaxation, as

part of a multi-sensory, absorptive, and social experience. It can be enjoyed by many people at once thanks to the holographic pyramid display that allows several unique viewing angles. The digital fireplace can be interacted with by simply moving your hands around in front of the fire. This influences the fire’s movements based on how you act, and the fire reacts by growing larger and louder the longer you are engaged with the experience. This works via infrared hand tracking, which interacts with the particle simulation software running within the housing. Edward Huang Pat Hwang

Adam Vozzo Viktor Zivzec


Neo Kinesis


With an increasing number of pedestrian incidents occurring at night worldwide each year, narrowing down our research suggests a large reason for this is the lack of pedestrian awareness at crossing environments. The culprit? distracted walking from phone zombies. So we asked ourselves: “How might we ensure pedestrian safety when crossing at night, by attracting their attention and making their pedestrian experience more enjoyable?�. Introducing Neo Kinesis an interactive instalment that aims to provide entertainment at the crossing while still prioritising safety. Utilising a Kinect motion controller, pedestrians can use

their hands to easily draw interesting designs displayed on a large LCD screen. Various colours and pattern effects are assigned to each player at random, allowing up to 6 players to interact with it at a time. While displaying the remaining waiting red light and crossing green light times. Propped at the side of the road just before the crossing, Neo Kinesis serves to provide fun and quick entertainment while waiting, still ensuring pedestrians can interact safely from traffic by getting them to look up, and away from their phones. Mandy Luo Jiyoung Park

Evelyn Yew Annie Han Jackman Zhang



Oasis Oasis is a pocket of tranquility within urban parks and greenspaces, providing a respite from stress-inducing noise pollution. Oasis consists of a large angled wall with integrated speakers, interactive light discs and greenery placed in parks and greenspaces. Oasis picks up the environmental noise pollution, predominantly road traffic, and actively transforms it into a more pleasant listening experience which is played through the speakers. The light discs turn

to allow users to customise the sound to their liking, each corresponding to a specific tone they can turn up or down. Users sit in front of the wall and can relax with their desired soundscape, with calming lights to help them unwind. Oasis aims to reduce exposure to noise pollution in urban greenspaces, targeting users who frequent parks to relax and unwind, with the overall goal of positively impacting the health and wellbeing of urban communities. Mikkel Astrom Miriam Green Jodie Clothier Taha Kanj



Pollution in Ulaanbaatar Every winter the skies of close up over Mongolia’s most populated city, Ulaanbaatar, and a cloak of pollution sits for months on end. It is here where year round pollution levels average 133 times the WHO recommended level.

situation of this pollution through interactive, immersive data visualisation, completed for DECO3100 Information Visualisation studied during our Bachelor of Design Computing at the University of Sydney.

Most shockingly is that these conditions are typically only present in cities with 10s of millions of citizens in highlydense urban environments, Ulaanbaatar has neither. In Ulaanbaatar: choked by pollution we explore the unique

To interact simply scroll down, hover on elements to display more information and click on the pollution stations to show a high resolution image of the surrounding urban environment. Jodie Clothier Miriam Green Connor Meehan


Pick Me Up Pick Me Up is an app designed to help social workers identify signs of burnout early and encourage them to be proactive about their breaks. Social work is a profession that involves practising empathy on a daily basis. This has lead to a high level of burnout and turnover in the field. In finding a solution, we discovered that it is difficult to introduce organisation change such as improving resources in the workplace or quality of supervision. ‘Pick Me Up’ has been designed to be a self-initiative. It

encourages social workers to take breaks throughout their working days, allowing them to record what activities took place. I.e. mindfulness, taking a walk and doodling. At the end of the day or when they are home, ‘Pick Me Up’ switches to night mode. Here, social workers can reflect upon their day by writing or voicing how they felt. ‘Pick Me Up’ aims to be a tool that social workers can use to see how taking breaks can be beneficial, and to encourage them to be proactive in reducing burnout. Peter Chin Penny Ou Janina Osinsao BACHELOR OF DESIGN COMPUTING


Smart Ramp AI Assist


Smart-Ramp AI Assist uses camera recognition, machine learning, a screen user interface and pavement lights. To automate the process of wheelchair and mobility scooter users boarding and alighting metro trains without a station assistant. This uses smart city tech and optimum/minimum user interactions to implement universal design principles to normalise autonomy for disabled train users.

Benjamin Croser Kinson Hou


Strawberry brings exciting innovation to the sexually transmitted infection (STI)-diagnostics industry, in line with the priorities of the World Health Organisation and NSW Health. Our multi-disciplinary design combines the benefits of rapid multi-testing with the reliability of laboratorystandard testing, packed within a purposeful branding strategy to bring STI testing to the modern day. Genetics and virology have been harnessed as natural, sophisticated solutions to simplify the testing process for three major STIs; Chlamydia, Gonorrhoea and Syphilis. Bacteriophage are a class of virus that must infect a host cell to survive. Through evolution they have developed

the ability to infect bacterial cells with accuracy and precision, hijack their cellular machinery and replicate. It is this quality that Strawberry utilises to identify our target STIs. We propose a modified bacteriophage, termed a Phagosensor, that is transfected with uniquely coloured fluorescent reporter genes that activates after replication and can be visually identified following expulsion from the host cell. The fluorescent progeny indicate the presence of their respective STIs, allowing for rapid and reliable STI testing in the palm of the user’s hands.

Tom Clarke Rayza De Souza

Tsidkenu Mushariwa Nicholas Segran Ian Thomas






Tack-Tiles is a piece of smart pavement infrastructure, alerting pedestrians about roadside traffic conditions. Our concept aims to improve the ground surface indicators already present in most developed cities. While existing designs have proven effective in defining hazards, they lack effectiveness in conveying the type of obstacle present and alerting users to changes in traffic conditions. Tack-Tiles are modular pads that are designed to be implemented at zebra crossings and unmarked crossings, where there is currently no smart infrastructure. Visually they will appear almost identical to the existing tactile indicator pads you see at crossings already, but with the addition of LED lighting and other electronics embedded

beneath the pad. The pads are linked to an ultrasonic sensor that detects the presence of cars. When cars are detected the TackTiles vibrate at a steady pulse and a red LED flashes for those with partial sight. When it is safe to cross the TackTiles vibrate rapidly letting users know it’s safe to cross as the LEDs turn green. These signals replicate design patterns that Sydneysiders are familiar with from current pedestrian crossing buttons. The decision was made to replicate these existing signals so that new users do not need to be taught how to use the product, and the likelihood of confusion or misinterpreting the signals is reduced. Patrick Brennan Oliver Frolich Tom Clarke Reg Oke


TRAVELYN TRAVELYN is a mobile travel sharing app that allows families, friends, and colleagues to plan, organise and control travel information together with ease. It aims to take the pressure off travellers by ensuring that itineraries and plans are shared amongst the group, thus enabling everyone to stay updated on their travel journeys.

In TRAVELYN, people are able to share lists to prepare before the trip, see booked activities and stays, and post about their travel journeys to other group members in the form of updates. After travelling, groups are able to look back upon the memories they shared amongst each other in the form of statuses, photos or videos. Jacqueline Tenges



Walk with Me


It’s not uncommon to feel unsafe at night. For many individuals, a combination of psychological and environmental factors work together to distort their perceived safety, resulting in feelings of discomfort, unease, and panic. In other words, while we may be able to rationalise that a given context should be safe, unfortunately there is often a nagging feeling inside us that says otherwise. Our research aimed to uncover why it is that our safety may feel threatened at night, and how we respond in these instances, in order to develop a solution that grants urban dwellers the right to feel safe when travelling alone at night.

‘Walk with Me’ is a companion concept designed to comfort late night commuters. Through light and animation, ‘Walk with Me’ aims to distract travellers from unsettling thoughts by providing an interactive source of mental distraction. The concept works by auto-generating projections unique to each user in order to evoke a feeling of connectedness with a display that travels alongside them as they walk, and which reacts to individual movements and interactions. ‘Walk with Me’ also incorporates elements of wayfinding to direct users in poorly lit environments to their destinations. Elizabeth Hennessey Maddy Satterthwaite Jace Ng Celia Stewart



WanderMa WonderMa is an application that helps mothers recognize early symptoms of mental illness, offering contact details for help, whilst also providing support. The main features include: expert chat - chat with an expert who is chosen based on how you feel, a ‘love yourself’ section where you can read about coping strategies, ‘mums’ - a social network where you can find mothers with in similar situations, and a help section where you can: find professional help in your city by indicating your location, screen yourself (feature

based on national screening tools) or read about mental illnesses related to motherhood. The WonderMa was created based on my research as well as consultations with: Ms Lisiane Latouche, Director Social Work/Psychology at Tresillian; Dr Nicole Highet Executive Director And Founder at COPE; and Ms Chris Barnes Clinical Psychologist at Gidget Foundation Australia Magda Krzyzanowska


Whirlpool Currently school crossings fail to deliver a mainstream solution to engage young pedestrians to exercise safe crossing behaviours, due to its static perception where the active school environment overemphasises this problem. This decreasing value of a crossing has seen the ongoing decision to jaywalk, which underscores a disconnecting experience that is more due to necessity rather than for enjoyment and choice.


Whirlpool is an interactive instalment that is designed to complement a standard zebra crossing in a school zone, aiming to increase the children’s desire to use the crossing

by creating a dynamic appeal. This is achieved through progressive lures that are delivered in the form of lights and water for an unobtrusive display. Whirlpool’s dynamic appeal also creates a point of recognition for children, positioning them to easily locate and curiously want to use the crossing, rather than crossing prematurely. Once the user is within the set range of the sensor, a rising whirlpool will appear whilst the lights will change colours and patterns, based on the user’s proximity to the instalment. As users safely cross the road, a victorious sound effect will play for a feeling of accomplishment, whilst the whirlpool drains until the next user arrives. Jared Capili Han Yi Peng Jayce Gao Joshua Townsend-Long Victoria Tran








Doula For most women, falling pregnant is a joyous and memorable time in their lives. However, for too many women this experience can be overshadowed by the stress and confusion associated with the diagnosis of Gestational Diabetes Mellitus (GDM). GDM is the fastest growing type of diabetes in Australia with between 12-14% of pregnant women diagnosed every year. Current treatments on the market are invasive, inconvenient and often times isolating to women. Glucotek Inc. is a medical tech company founded by Tamara Mills, that has designed a pair of earrings for women suffering from GDM. The earrings, when worn, are able to constantly monitor a women’s blood glucose levels and other relevant data in a non-invasive manner, eliminating the need for finger-prick tests. Doula is designed to accompany the earrings, acting as a feedback system for users to view, enter and monitor their daily readings. Designed to empower women to take control of their health, and allow them to feel in control of what is often an overwhelming period of their lives. The app aims to remind them of the joys of being pregnant, and provides them with the tools to effectively manage their condition. The researchers involved in this project have spent the last year examining how a co-design approach could be utilised to assist in the creation of a mobile health application. Specifically looking at how features and functionality could improve the current GDM experience to promote long term behavioural change. Lindsay Page Miranda Phillips






Nurses are required to constantly demonstrate nurturing and compassionate behaviours to patients and their families, making them susceptible to burnout and compassion fatigue. Introspect is a guided mobile app that engages nurses in an independent process of vocalisation and reflection in order to improve their ability to cope with personal and emotional challenges. The artificially intelligent system prompts nurses with carefully formulated questions, allowing them to share their feelings in a safe environment. The user then listens back to a modulated recording of what they shared, prompting them to reflect on their emotional state and treat themselves with the same compassion they provide to others. Yanyi Feng Natalia Gulbransen-Diaz Rachel Montgomery





iBreath iBreath is a diagnosis and management tool for Chronic Obstructive Pulmonary Disease, that utilises gamification strategies to create and sustain engagement with users. Designed for early diagnosis in the Chinese market, the prototype application is the result of research conducted into existing mobile health (mHealth) applications and the potential for such an application and gamification strategies to work for Chinese users. Upon downloading the application, users would respond to a series of questions in regards to their current health status, living conditions and current experience of any COPD symptoms. This would then lead into the testing stage, where users would blow into the phone and the audio would be analysed. (This technology is not apart of this research project). This would generate a Chinese garden, which the user can manage and care for by completing further lung tests and training. The garden and its unlockable items create a set of goals for a user to achieve, providing motivation for the user to play the game and care for their garden as well as motivation to improve their health. The final prototype has been developed in InVision Studio and is focused around the three main components of the application; testing, tracking and training. While a full version of the application would have users to blow into their phone during the testing and training stages, this interaction can not be performed in this prototype. Travis Low








AT Imagine a reality in which you could speak to your doctor. Or anyone in particular. And you could view this person in a photorealistic manner but you could also see them in abstract ways. They could become butterflies. A set of squares. Glowing hearts. Or donuts.


You could change the appearance of this person by just saying how you would like to perceive them as. And you could explore this person from different angles. You could also turn on subtitles, so that you know what they’re talking about. You could use gestures, facial expressions and other

means to trigger the way you will see the other person. And at the same time, what you’ll say and how you’ll act will be analysed to define who you are, what your personality is and potentially what disorders you may be suffering from, so that you can receive help, if necessary. Grand vision but at the time, feel free to explore the butterflies, hearts and donuts part of it. You’ll become whatever you’d like yourself to become. Whatever makes you feel comfortable. Fuad Soudah



NevAR Lost Finding ways in big cities characterised by a high density of streets and buildings has always been a challenge for urban dwellers. With 68% of the world’s population projected to live in urban areas by 2050 (United Nations, 2018), coming up with a new approach to effectively aid navigations is particularly significant. Augmented Reality, with its ability to minimise abstraction in the interface, is taking an essential place in the user experience. A large amount of research has investigated how hand-held AR could support pedestrian navigation with directional

cues in the environment. However, very few studies have explored how the future AR HMD, with a field of view approaching human peripheral vision, could display a map in the world space. In this exploratory study, we simulated an AR HMD pedestrian navigation solution in VR with three different map positions, map upfront, map on street, and map on hand. The system was, however, not purely map-based navigation. The users could switch between the map view and the directional arrow view at will during navigation. Tram Tran




Meet Ghasper The Campus Ghost! Having recently woken up from a 150 year hibernation, Ghasper is surprised by how much the university has changed. This curious spirit likes to watch people as they come across him, hoping to make some human friends. All you have to do is walk across. It will follow you and show you some love.

For this grad show, it is a small scale adaptation of the project that was at the footbridge gallery - originally the size of a building, it was cast on the side of the wall outside the Holme building along with attached LEDs. This was the basis for a research into designing interactive hybridresolution media facades. Peggy liu


SKATE DOODLE Skate Doodle provides a unique interactive experience for skaters and spectators. The motion tracks of skaters generate glitch visual effects, projected on the big ramp. Spectators can add splash colours and messages to the visual display via a mobile app and QR code.

Yi Zhao Bing Jiang Xiaoyun Hu




ALUMNI MAPPING MIDEA Alumni Visualisation is part of Jessie Li’s Capstone Research project of “Designing for a flow experience in Non-Expert User Visualisation.” This research presents a NEUVisFlow model to design for an enjoyable and flow experience in data visualisation for the general public in non-utilitarian context based on the flow theory by Csikszentmihalyi. This visualisation is a pilot design using

the NEUVisFlow model as part of the Design through Research process. Located globally, MIDEA Alumni form a network of professionals in different countries. This information visualisation is the beginning of a data mapping system that illustrates where graduates go to live and work and help them connect locally and form a community. Jessie Li Rob Dongas


REFLECTION As part of an exchange program at Parsons School of Design in New York I had the unique opportunity to utilize a Full Body Motion Capture Studio with Motive OptiTrack System.

After spending hours in the motion capture studio

I can’t dance. So I decided to dance. And make it amazing. I never learned how to do many things in life. Dancing is one of those things. But somehow, I managed to make it happen and turn my shortcomings into strengths. See for yourself whether I achieved my semester’s objective. Fuad Soudah


I decided to create my own design process, contrary to how it works at my home and exchange institutions. With an objective just as simple: explore all the different technological solutions available to me at hand and create something that would stun even the audience set at the best art and design school in America.

exploring different combinations of Unity libraries to fuse my movements into something meaningful, I continued exploring and eventually discovered a totally new world of possibilities with the power of Unity’s Visual Graph and Keijiro Libraries. Crossed into a specific combination, suddenly, the outcome and concept became clear.


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