Yasmina Lucena Wallin - SPATIAL DESIGNER

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HELLO

7 November 1998

Swedish - Spanish

+46 704738817

lucena.wallin@gmail.com

Born and raised in southern Spain, I early found an Interest for creating. At the age of 16 I moved to Sweden to study and embrace my Swedish culture. After two years in the United States I realized my fascination with culture and locales.

Taking detours to see the architecture, observing the atmosphere at cafés and admiring the created experience in exposition, my interest in creating memorable experiences grew.

Now, armed with a degree in Spatial Design, I’m eager to embark on the next phase of my career.

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EDUCATION

2020 - 2023 Mälardalens University

B.A. Spatial Design - Information design

2015 - 2017 Aranäsgymnasiet Arts Prgram - Dance

SKILLS

PERSONAL PROFESSIONAL

Creative Driven

Strong work ethic

Team Player

Intuitive

Positive

Social

EXPERINCES

2023 Logotype for restaurant Posidonas - Göteborg

NOV 2022 - JAN 2023 Internships

Zoco Home - Málaga

2020 - 2023

SketchUp

VRay

Adobe InDesign

Adobe Illustrator

Adobe Photoshop

Auto CAD

Krita

DaVinci Resolve

LANGUAGES

Member of the board for Information Design

2020 - 2023 Lighting design project

Kloster Kyrka - Eskilstuna

ACHIEVEMENTS

2023

2023 Published Bachelors thesis

Winner of Idélabs Wildcard MDU´s Idea Competition

SOCIAL MEDIA

@d.espacio_design

Yasmina Lucena Wallin ”Bring the water back”

2022 Spatial Art Exhibition Mälardalens University

2023 Exhibition about swedish female education Västmanlands County Museum

2021 Lectured at ”Outdoor office day” Mälardalens University

Native
Native
Spanish
Swedish
English Advanced French Basic

Spatial Design

Concept Design

Wayshowing

Spatial Design

Graphic Design

CONTENTS
”MDUtomhus” ”NÄR,
TILE OUR STORY
VAR & HUR?”
Information
Concept Design Art
Design

SAVING RESOURCES

Concept Design

Spatial Design

Information Design

Graphic Design

3D RENDERS

3D Visualization

Spatial Design

BRING THE WATER BACK

Urban Design

Concept Design

Spatial Design

Information Design

”NÄR,

VAR

& HUR?”

A live game show in a limited space

Tanslating to “When, where & how?” this project gives shape to a gameshow created to fit a live band, an audience and a game along with production into a 145 m2 studio.

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ALL ABOUT THE FLOW

The set includes all the necessary spaces and components for the possible production of the show. The substantial creative freedom afforded allowed the design process to truly showcase its prowess in spatial planning.

Through the utilization of textured zones and strategic path creation, the design subtly guides the audience to their seats while ensuring minimal interference the production team.

A B C D 2

With the ample creative freedom, the design process culminated in a 70’s-inspired concept, blending nostalgia with modern elements to craft an entertainment experience suitable for all ages.

By stepping back from technology and allowing live entertainment to take center stage, the true essence of the. experience shines through

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70’S FAMILY GAME SHOW

CULTURAL HERITAGE PORTRAYED IN TILE

The beauty of tile is often underrated, and there´s alack of appreciation for the cultural heritage embedded in tile motifs from around the world. Additionally, there is a disconnect in recognizing the beauty of nature whisch is usually portrayed in said motifs.

TILE TELLS TALES... SUSTAINABLY

As part of a conceptual project for a digital Zoo, the idea of crating a tile wall emerged to symbolize the underestimation of natures beauty. Despite minimal resources, the project utilized waste foam - board to replicate the appereance of tiles. Using a lighter material also allowed the artwork to not too heavy and ensured its safety when standing exposed in a highly trafficked space.

LETS’S GATHER BY THE WALL

The artwork was a prototype for a larger wall in the created concept. It is a collection of cultural heritage, showcasting the motifs from various cultures. The addition of informative graphics enhances its educational value, providing insight into the origin of each motif.

First Ideas Prototype Plan the construction
the
Gather
motifs
F F Build the base Cut out recycled materials F Create the tiles Tile the wall Visualize the information
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”MDoUtdoors”

This is a suggested concept for Mälardalens University with the goal of encouraging students to bring their activities outdoors. Combining the universities acronym with the swedish word for outdoors, the project recieved the catchy name ”MDUtomhus”.

The concept includes a wayfinding system, a distinctive visual identity and various outdoor workspaces designed to encourage outdoor collaboration and mobility.

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OBSERVING THE NEEDS

Strömsholmen, a popular park in Eskilstuna, serves as a hub between the city´s different areas. The park, with it´s unique island-like character and views of the city´s landmarks, is located adjacent to the city´s river and the Univeristies new campus. Despite several daily visits, few linger for long. Simultaneously, there was a lack of outdoor spaces on campus that promote social interaction and prolonged outdoor work.

CREATING A VISUAL IDENTITY

The approach aimed to establish a distinct identity for the concept, aligning with the university’s graphic profile while distinguishing between indoor and outdoor spaces. It serves as a prompt to relocate activities outdoors, emphasizing the importance of fresh air and daily movement.

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FINDING THE ALTERNATIVE

The structures designed for this concept not only enhance the distinctive urban vistas of the park but are also strategically positioned to foster social interaction, urban vibrancy, and a more dynamic alternative to indoor work routines.

A comprehensive wayfinding system was developed to facilitate navigation from campus, prioritizing simplicity and functionality to ensure ease of use. The system uses scale to and imageability to allow navigation through aiming and path following. The conceptualization of ”MDUtomhus” encapsulates all elements into a cohesive identity, not only creating a new space but fostering an outdoor culture. This initiative not only presents marketing potential but also facilitates the integration of diverse activities around campus.

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SAVING RESOURCES THROUGH INFORMATION

SAVING GOTLANDS WATER

Hotels serve as temporary homes, often entailing limited understanding of our provisional location. While relaxation is associated with hotel stays, it can blur lines of responsibility. Tourism can impact local resources, ecosystems, and culture. Thie Swedish summer paradise that is Gotland faces water scarcity due to a combination of factors, one of them being increased water demand during peak tourism months.

Exploring sustainable tourism in hotel contexts, this project aims to engage tourists positively, creating an informative space to raise the tourists awareness, fostering informed decisions and ultimately conserving water resources.

HOW TO INVOLVE MORE PEOPLE?

The methods employed in the design process included surveys, a ”Whiteboard bathroom workshop”, and online observations. The survey and observations gathered insights from Gotland residents, revealing their positive attitude towards tourism but awareness and concerns about water resource issues. The Whiteboard bathroom exercise provided visual data on user interactions and preferences within the space.

Relaxation Interest in amenities Function Hygiene Interest in amenities Thoughts of self Needs Curiosity Phone Intuition Curiosity Phone RESAULTS FROM WORKSHOP
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MAKING INFORMED DECISIONS

The design proposal resulted in an elegant design of a bathroom that utilizes local materials to promote all aspects of sustainable tourism and connect to Gotland as a destination. A concept where various graphic elements are placed in the room has been developed to, through gamification, narrative discourse and nudging, entice visitors to read and improve their behavior on the island.

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3D RENDERS WITH ZOCO HOME

Visualizations created with SketchUp and Vray during internship with Zoco Home. Used to propose ideas to the design team and help the clients make decisions about layout, design and aesthetics.

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BRING THE WATER BACK

This study is a degree project aimed to comprehend residents’ connection with the popular tourist destination Fuengirola, Spain. Seeking to craft a design proposal in the urban space that cultivates an ”authentic” sense of place and honors cultural heritage, while also addressing the impact of tourism on the city’s identity.

Link to publishing : https://www.diva-portal.org/smash/record.jsf?pid=diva2%3A1776173&dswid=6997

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EXPLORING ”WHATS” AND ”WHYS”

Rooted in Critical Regionalism and Sense of Place perspectives, the study identified through workshops, interviews, observations and research factors influencing residents' place attachment and identity. It inspected the meaning of an authentic cultural experience and how it can be communicated through a spatial design.

SEAFRONT BETWEEN BUILDINGS

This design proposal focuses on revitalizing one of three selected streets based on Fuengirola´s original shoreline. Hence the concept ’Bring the Water Back,’ bringing the old coastal ambiance to present-day back streets, reapplying the human scale and reconnecting the city with its coastal heritage.

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THE NEW TRADITIONAL

Balancing modernity with tradition, the proposal aims to rejuvenate community spirit, still welcoming tourists. By honoring Fuengirola's past and implementing the insights from the research, the design seeks to enrich the city's cultural vitality and sense of identity.

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DESIGN THAT COMMUNICATES, ENGAGES FOSTERS PROFOUND EXPERIENCES.

THAT COMMUNICATES, AND PROFOUND EXPERIENCES.

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