Id portfolio yishu tan

Page 1

YISHU TAN DESIGN

industry + art business 2015


EXPERIENCE

EDUCATION

2013

2012/2014

2013

2007/2011

Participate in “Comite Colbert” Internatinal Design Workshop {Ensaama-CSM} with Oierre Frey, Lorenz Baumer, Cognac Remy Martin, Christian Dior

Participate in Roche Bobois “Future Sitting” Project

2009/2010

Central Saint Martins College of Art & Design Master Degree of Industrial Design London, UK

Academy of Arts and Design, Tsinghua University Bachelor Degree of Industrial Design Beijing, China

Design and Application of LED Green Lighting Participate in Tsinghua University “National Ministry of Education” Project

2010

Internship in Beijing Qingshang co, LTD “Future Office” Design International Project Workshop with Royal College of Art in “Creation of Hangzhou” Chinese Design & Manufacture Research in Hangzhou

2009

Join in “Tsinghua University Centenary Celebration” gift design group Design Research & Light Design Project in company NVC and Huayi Lighting Company Chinese Design Civilization Research in Anhui

AWARDS 2009

“Bank of Tokyo-UFJ” Scholarship in Tsinghua University Award of Prince Kung’s Mansion’s Gift Design Competition Selected in Popular Science CFCA Exhibition {China Fashion & Color Association}

2008

The Third Prize Scholarship in Academy of Arts and Design Excellence Award for Volunteer in Beijing Olympic Games

2008

Volunteer in 2008 Beijing Olympic Games

HELLO I’m Yishu industrial designer + dreamer VAARDIGHEDEN

CONTACT tanyishu0724@gmail.com +49 {0} 176 4585 6029 INTERESSES Product Design, Print Design, Branding + Corporate Design, Photography, Painting, Fashion, Music, Museum, Film, Travel

Solidworks Keyshot Adobe Photoshop Adobe InDesign Adobe Illustrator After Effects Microsoft Office

LANGUAGES English {Professional working proficiency}

++++

German {Intermediate - level}

+++

Chinese {Native}

+++++


PRODUCT DESIGN NEWFRESHER bachelor project Healthcare & Smart terminal

THU, CHINA 2011, beijing


INSTRODUCTUION It is designed for the North China urban families. Using indoor and outdoor air monitoring , heat exchange air system purification and other related technology, it even can make the place which can not be achieved ventilation successfully easier to adjust the indoor air smoothly and calmly. So that people can have a natural, fresh and clean indoor air environment and a better living environment.

Open Windows

Way of Ventilatin g

Outside Environment & Climate

When & How long

Factors of Ventilation

Ventilator

Residential structure

Air Condition

Effect

Residential area Structure Floor Windows

Fan Control

Central Air Conditioning

Other

Household

Ventilation Temperature Humidity Pollution

Indoor air

Outdoor air

Natural Ventilation

Cleanliness

Concern Area

Circulating

Way of Purifying

Plants

PROBLEM SUMMARY Electronic Products Humidity Temperature Other

Company

1. Because of the Northern climate factors, indoor air is not well carried out, so how to achieve indoor air conditioning? 2.The change of the indoor air environment can not be known accurately and objectively in time, so that people can’t take measures to solve this problem. 3. How to give people the feelings like nature, comfort and safety with the ventilation? 4. The problem of cleaning and maintenance of the product itself, how to design simply? 5. How to make the use of the product more intelligent?


USAGE & LOCATION

Small Multifunctional Fresh

Clean Quality Compatible

Heathy Safe Stable

Natural Energy-saving

DESIGN PRINCIPLES 1. Follow the mainstream of environmental characteristics of the family house in the northern China after three or five years ( human engineering and shape ).

HOUSEHOLD SURVEY Find the real problems and real user demand. Then determine design positioning and design principles.

2. The innovation in structure and appearance is comfortable and convenient to use. 3. Intelligent operation, more humane and more affinity. 4. Self-cleaning and maintenance is simple. The product is more durable and stable. 5. Provide some environmental information and visual effect.


Air Condition

Air Humidifier

Air Purifier

BENCHMARK & NEW CONCEPT ANALYSIS Use more environmental friendly technology, varieties forms, more suitable for family using. Pay more attention to details and user interactive experience.

Foreign brands focus more on higher-end market.Their products are easier to be accepted, especially made in Japan, Korea or Europe.The forms are simple and elegant. Most are made of metal. Their UI are simple, easy to remember.And also the advantages of technology are apparent. In China, Hair and Midea are very successful brands.But the shape is old fashioned.


double-duty wall-mounted

Module ceiling

Individual

Others

Simple but special for urben households So I choose this form to considermore details



Air Detector

Filter Combination

Heat Exchanger

Ordinary Filter + HEPA Filter + Activated Carbon

In summer, through the heat exchanger, the machine will make the temperature and the humidity of the outdoor air which will be sent indoor. In winter, it can also solve the same kind of problem.

STRUCTURE & WORK SCHEMATIC DIAGRAM


Home page

Monitor the indoor and outdoor air condition

Preaet air flow at different time

HOME

Gesture

control the power and direction of wind

Easier Light

perdect

change the new filter in more convenient way

color will prompt the changing of the air quality

good

general

bad

poor


Show future temperature curve and next working steps.

User can change any working step for any time point.

Different colors represent different temperatures.

APP FOR NEWFRESHER



SERVICE DESIGN NAVIGATION bachelor project Navigation & Service system

THU, CHINA 2010, beijing


DISCOVER

INVESTIGATE

CONTRIBUTE

USE

I don’t know where to go, after coming out of the elevator. Searching map

Lights are terrible. The map only shows the infomation of one floor.

EMOTION

Some places are too dark to find out the indication sign

People are very kind

Find maps and signs with a negative emotion “ARROW” is not easy to understand

Map

TOUCHPOINT

Maps

Security guards

Maps and signs at different floors Different staffs such as professors, security guards, cleaners, even other visitors and students

Information already keeping in mind

THE TASK Following the Using districts stream of people division and room number

Read maps and ask security guards for help, when not understand the provided information

Find the place by using the signs and asking coffee seller

Information on sides of elevator and corner is important

Inforamtion should appears in time

Special signs for Lecture in A301

CONTEXT

KEY LEARNING

Distinguish ABC area is the first step

Central map is not obvious to find

Ongoing, non-linear

Non-linear, but time based

Environment effect on during the whole process

Linear process

There is no stuff which can help people to find the restroom

There is no stuff which can help you to find the restroom

Indication should correspond to the normal thinking

The customer journey map can provide a high-level overview of the factors influencing user experience, constructed from the user's perspective. Basing the map on user insights allows it to chart both formal and informal touchpoints. "Psersonalising" the map - incorporating photographs along with per sonal quotes and commentary - can make it an much m o r e i m m e r s i v e u s e r- f o c u s e d experience. The overview the map provides enables the identification of both problem areas and opportunities for innovation, whilst focusing on specific touchpoints allow the service experience to be broken down into individual stages for futher analysis. This structured visual representation makes it possible to compare several experiences in the same language, and also facilitates quick and easy comparisons with other services.

CUSTOMER JOURNEY MAP 1


CUSTOMER JOURNEY MAP 2

DISCOVER

INVESTIGATE

CONTRIBUTE

The guide marker should be highlighted by the lighting system.

Why not put the notice outside the building?

USE

There is no need to show room numbers in many different ways. There are too many emergency exit markers.

EMOTION

It’s still hard for me to find the target room soon.

Understanding map is difficult, asking would be the faster way. Maps

TOUCHPOINT

Maps

Be enforced to obey the guidance

Security guards

Read maps searching for useful information

Read maps and ask security guards for help. Follow the guide, go to the fifth floor and turn left

Maps and signs at different floors Different staffs such as students, security guards, cleaners, etc.

Use maps and room numbers

Try to recognize the place through distinguishing urgent exits and stair indicative markers

Follow the facade of the indicative markers along the walking path

CONTEXT

KEY LEARNING Distinguish ABC area is the first step

Ongoing, non-linear

Navigation map should be simple enough and conspicuous

How to find the room independently

Non-linear, but time based

Some signs should change the position or highlight them

Linear process

Consider carefully about the number of special markers

Use unitive style to make the signs easy to understand

Information already keeping in mind

Take the elevator to get the exit (entrance)


STAKEHOLDER MAP I n t h e v i s i b l e p a rt , t h e connection of stakeholders can be found directly. The green lines represent the most influential the most frequent and the most direct value exchange which need to be enhanced. That means there is big design need as well.

CLEANER TRAINING SECURITY

The furtehr from the center, the weaker the connection is

ARCHITECT

VISITOR STUDENT

FRIEND NAVIGATE

SPONSOR

UNIVERSITY SELLER TECHNICAL SUPPORT UNIVERSITY STAFF

Visible

In the invisible part, dotted lines shows the connection of value exchange but the connection could be more and stronger between any two stakeholders when designing the new system in order to receive the better service experience.

Invisible


PERSONA

It can provide a range of different perspectives on a service allowing us to define and engage the different interest-groups that may exist within the target users. It shifts focus away abstract demographics, and towards the wants and needs of real people.

PERSONA

FRONTSTAGE

Pop music fan

Kind heart

BACKSTAGE

Efficient

Love surfing on the internet

Pragmatism

Play online games

Diffidence

Use android Under education

Sensitive Canny

Logicism

Love paper

Righteous

Lover art Health advocates IOS User

Gregarious Aestheticism Shrewd

Middle class High education

Obstinate Questioned


TOP FINDINGS TOP FINDINGS

Lost in fog

Simple translation into the real world

Emotional contact

Fall in cultural gap

Time is valuable

Serve as ONE team


SERVICE BLUEPRINT

BEFOREHAND

USING THE SERVICE

USERS USERS

Notice, understand, be triggered.

Search the number & find the floor

Take the elevator

A301

FRONT OFFICE

AFTER USE

Decide to use, first use, further use, help with problems.

Relationship building, stimulating re-use, end of use.

ACTIVITY

Clear the target

TOUCHPOINT

ACTIVITY

Smartphone

Map

Self-service reception

With the online app, color based map, or using the (self-service) reception, people can clear the target easily by using some key words.

Smartphone

Map

In this phase, visitor can use either app or maps to gather more detailed information to locate the target with the precise room number and floor.

Smartphone

Signs

App and the colorful signs will lead visitors to find the elevator.

Find the color

A301

Follow the color & find the room

A301

Signs

Signs

Different colors make visitors easily to find out the on right one which can bring them to the target room. Visitors follow the colored ribbon.

Colored ribbon will lead visitor to find the target room.

Information about University

Information about University

Pro-Service & support

Pro-Service & support

BEHIND THE SCENES

BACK OFFICE

By describing and outlinig all of the elements contained within a service, the blueprint allows the most crucial areas to be identified, whilst also revealing areas of overlap or duplication. It can promote co-operation and teamwork, and also helps to co-ordinate the people and resources the service provider has at its disposal. It is able to show the process that lie behind the critical service elements around which user experience is defined.

INTERNAL PROCESSES

Engineer

Information about University

Staffs

(daily maintaining)

EXTERNAL PROCESSES

Pro-Service & support (annually maintaining)

Engineer Training

Information about University

Pro-Service & support (annually maintaining)

Engineer

Information about University

Pro-Service & support (annually maintaining)

(annually maintaining)

(annually maintaining)


AAD.Navi Navigation for Academy of Art & Design A navigation application to Provide Navi within your trip in AAD. It helps you find the right way to the target room just with a few of key words. The app offers two different navigating models which can help you at any place during your visit.


GUIDE MAP & SCENE GRAPH

Guide Map for F4 ( Zone C and Zone B ) 2D dimension navogating map, can also be found through ADD.Navi app

Zone B from B459 to B466

from C417 to C420

Main Elevator Shop for Design

from B445 to B456

from C410 to C416

from B445 to B456

from B414 to B430

Zone C

from B408 to B413

from C417 to C420

from B401 to B407

from C402 to B416

from B401 to B405

from B406 to B407

from B414 to B419

from B459 to B466

from B420 to B430

from B431 to B443

from B408 to B413

from C402 to C408

AAD.Navi


WIREFRAME


RESPONSIVE DESIGN

INFORMATION The information application can provide info and about all kind of events or lectures in academy of art & design. User can simply type in the key words, then the application will show relevant text to user and provide the navigation at the same time .


FUTURE AND KITCHEN bachelor project Product & Software design

THU, CHINA 2010, beijing


RESEARCH FRAME FROM TEAM TO PERSON

Team work Problem definition Choose the method

Team work Problem analysis Decide main direction

Cooperation Brainstorm Primary concepts

Cooperation Estimate concepts

Individual work Decide final direction Concept development

PRIMARY BRAINSTORM & DEFINE OPPORTUNITY AREAS

SCHOOL LIFE

FAMILY LIFE

PUBLIC LIFE Home is the most important place for people. After asking 18 families, find the true problems or needs in family life.

Find design chance from our everyday life . The interviewees give me the problems & needs.

There are many problems and needs in modern life. In my research i find the main problem, and care much about the details.


1.Local man when you are a freshman, it will give you the company culture, key elements... 2. ... 3. ...

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1. E-chocolate share the data like chocolate sharing 2. Bump sharing 3. ...

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ig Fore

Tidy and seek

Love Cloud computing Product fun

an

1. A cellphone it make the other feel your mood, temperature and smell your perfume 2. Action passing watch 3. ...

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Spo

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Pe o 1. Food managing system manage the food shoping 2. Future kitchen teach you how to cook the food which is on photo, it will also tell you what material you need 3. ...

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Ho

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1.Running machine you can choose the speed and see the sceneries, you can choose your running speed (run with the speed of a jet aircraft or a snail or...) 2. Gesture adjusting tool 3. ...

BRAINSTORM


TARGET USER These apartments are designed for the white collars .They have much money but not enough to pay for a big house. So there’re a kind of apartment for these people. This kind of apartment is very small, but facilities are enough for people. (it has a bathroom, a kitchen, a room) So my target group is “young white collars”. According to their needs and characteristics I confirm the form of the future kitchen.

FUNCTION FORMULATION PHYSICAL

Separable, fit for young people

Manage the food

Exactly funcational area

TECHNOLOGY Future Concept Kitchen

Easy-to-operat visual

Upload, share the happiness

Do not need other help Change the recipes any time, more choices

Shopping at home

Follow the steps

Intelligent product

STORYBOARD


INSPIRATION

SKETCHES


FUTURE CONCEPT KITCHEN Based on the purpose of “Make Life More Fun�,we are exploring how people use IT products in the future, how people live and how they work. Aim to finding a innovation product with cloud computing which is a trend in future.In this project, we try to find a new way to use. My idea is to creat an equipment which can make people enjoy the cooking. So, I designed a future concept kitchen, which solved the troubles that young people could not cook. Meanwhile, the terminal system in the kitchen can upload and share the happiness of cooking.

three-view drawing


Storage area Cleaning area Operating area Garbage disposal Cooking area Eating area


USER INTERFACE DESIGN - OPERATING AREA 1. Put all material on the table 2. The Interface will tell you every step of cooking 3. Follow it with the interface 4. There are also two modes: automotiveand manual. To controll the fire and time

The interface on the fridge shows the user: the quantity of the food,the varities and the quality. Intelligent kitchen system will made your life more healthy.

USER INTERFACE


1.Input the photo of cakes which you like. 2.Choose the one you would like to make. The system will resolve the mateial of cake. 3.The system will show which mateial you have got and which you lock 4.If you need to buy these mateial right now,you can order them online instand of going out. 5.The could computing will select the best and nearest company or shop to provide your mateial.

USER INTERFACE DESIGN - COOKING ASSISTANT

Learning, and sharing


CREATIVITY AND THINKING master project Product & Creative method

CSM, UK

2014, london


LITERATURE RESEARCH A survey in Time magazine aroused my interests. It showed that ninety-four percents of Americans considered the creativity as the most valued quality of human being, higher than intelligence, kindness, humor and so on. World today is vigorously encouraging people to realize their creative ideas through various activities and techniques, especially in design field. Co-design and 3D printing technology are the best examples. Businesses have benefit, but have the creativity really been stimulated, exercised or improved? Or just provide the ideas, choose the colours and type the code in software, then let the machine to make it out? However, at least, all of these proved that every individual has a certain degree of creativity and people have such desires, they want to cultivate their creativity.

WHAT IS CREATIVITY? Numerous experts gave their different interpretations of creativity, from either the perspective of social issues or personal issues. Personally, I prefer this perspective of creativity: Creativity is a combination of two important factors: thinking and producing. if we only have ideas, but do not make them happen, ideas are just images staying in the brain so that others can not see them, touch them or use them. Meanwhile, if we just produce a simple and crude products without any meaning, no difference between us and mechanical programmed machines, nor are creative. The english word “creativity� translated into Chinese, is composed of two characters, while they are exactly those two aspects: thinking and producing.


Design is a relatively complex process, each stage has different tasks, so people will consciously or unconsciously think of applying various methods to sovle problems. Creative technique is a universal method applying in the large number of creative activities. Creative technique could crystallize the creativity and directly be used to guide people to carry out creative activities.

We need to present some creative methods to people, before the workshop.

INTERVIEW QUOTES

Everyone has the creativity, but stimulation of creativity is more importent and more difficult.

INTERVIEWS Interviewed with one user experience designer, one designer professor, one product designer, and three design students in order to gain the top findings from the first data. The conversations were about the using situation of creative method.

Design studients want to know more useful creative techniques to output ideas and solutions.

Creative methods frame by a large number of experience, its accessibility may not be detected and evaluated scientifically, but it will affect the actual efficiency.

Creativity comes from playing, it has a close relationship with imagination.

Ideas are perhaps sparked by sudden inspiration, creativity need a long-term nurture.

For design students, some creative methods are hard to understand, due to the language problem.


TOP FINDINGS

1. Because of the participants from different areas and with different education, the understanding and the acceptance are different. Some can be skilled in a short time, some needs more time to learn and understand before using the method into practice.

2. Different people need different methods. The quality and quantity of ideas will be different when using the same method in different people. It means the effect of the method could vary with individual.

3. The imparting problem. After introduction of the method, the participants will represent the acceptance in different levels. Language will be the main problem. Sometimes, words could not represent the meaning accurately, which could also reflect on the participants’ understanding and the usage of the method.

4. Prefer to diving into some familiar method rather challenging new method, experiencing new process and getting different results. Choose to stay in safety, fear the risks. After a long term, there will be no progress in personal creativity.

5. The stuck situation stops freeing the mind and getting more creative ideas. In some concrete projects, people always failed to overcome the frame of conventional thinking as soon as possible with the help from using creative method in time.


OPPORTUNITY AREA How might we improve the accessiblity of the creative methods for ordinary people? what is degree of desire and understand for these creative methods? Is it because jerk y and obscure professional terms, so that the limitation of the communication of the text affecting the acceptance of the method? How might we improve the accessibility of the creative methods and stimulate the individual creativity for designers or design students? These methods should not only be thought of when needed, but should be capable of being converted into a kind of language of their own, they can naturally and freely practice these methods. This question is actually thinking about the flexibility, pertinence and universality.

SHALL WE PLAY WITH OR WITHOUT RULES?


CASE STUDY

Through the study of precedents, first of all continue to look for potential design opportunities, secondly, locate my design orientation, which means the attributes of my design product, physical, virtual, commercial or educational.

2. CREATIVE TOOLKITS 1. IDEO METHOD CARD IDEO Method Card is a collection of 51 cards used to make a number of different methods accessible to all members of a design team, to explain how and when the methods are best used, and to demonstrate how they have been applied to real design projects. Inspired by playing cards, the cards are classified as four suits: Ask, Watch, Learn, Try that define the types of activities involved in using each method. Each approach is illustrated by a real-life example of how the method was applied to a specific project.

“Creative toolkits are a means of packaging the elements of any of several participatory, generative design methods. Engaging people in creative expression through facilitated participatory exercises can provide them with a tangible artifact on which to project thoughts, feelings, desires, and emotions that might be otherwise hard to articulate using traditional research methods.” Lego Serious Play uses LEGO bricks and elements to help people build metaphors, creative story making and imagination in business settings. And based on research that is hands-on, mind-on learning produces a deeper, more meaningful understanding of the world, people are empowered to "think through their fingers."

3. TOTEM Smart Interaction Lab explored how they can improve people’s experiences of the ideation process through tangible interaction. Their solution was TOTEM—a family of two unique objects based on electronic hardware experiments that help people get inspired and stay engaged in creative conversations and debates in order to generate new ideas.


MIND MAP Creativity

Daily repeated restructuring of tangible objects can keep people highly sensitive and train your creative design thinking. And, this interactional experience would raise the questioning. Questions are more important than the answers because this help you to be more engaged with your subject, constantly challenging fundamental assumptions and preconceptions. Through this kind of interaction, method is able to be converted into personal impression in the brain. SCAMPER is a start point of this project. Is it difficult to understand the meaning of the seven relatively abstract and vague texts behind? Is there any possibilities to visualize or materialize SCAMPER, transforming the text in to a tangible object? S - Substitute, C - Combine, A - Adapt, M - Modify, P - Put to other uses, E - Eliminate, R - Reverse

Can creative method really help people stimulate the creativity? always changing Is there some problems when using these creative method in pratice?

for making

keep sensitive

materialize one creative method in objects

“creativity from playing�

typology

for thinking

various objects


EXPERIMENTS I selected the basic elements that are instructive instead of existing product which maybe discourage divergent thinking. This approach can demonstrate the implications of this creative method more directly and precisely. The specific wood stick is used to explain the seven core aspects of SCAMPER through different forms of changing. Thus all of the components form a repository for the final design products.


According to the feedback I received from the WIP show and workshops, some wood sticks to translate the creative method were not enough legible in their forms. As a result, the audience thought there seemed to be no difference between these wood sticks and those existing toolkits. This collection of wood sticks were various, but to some extent, their forms and structures might easily make audience confuse about the purpose and fail to make a strong sense to experience impressively. Thence, I worked on finding the suitable daily object, for instance, table, light, chair and other study supplies.


FINAL CONCEPT Intentionally choose the most overlooked items, so that the designed contrast and comparison can cause people to rethink, and the process that people experience will not be obtrusive, but natural. It means sensing Five stools designed to deliver the hidden concepts: substitute, combine, put to other use, eliminate and reverse, based on the SCAMPER method research. It is not to force experts to demonstrate every theory through models, but to translate intangible meaning into real objects, so that the audience can play with them and get an interesting experience to start rethinking the creative method. The goal of this project is to make people doing, then make them thinking, finally impress people.


MODEL-MAKING PROCESS


“LEGS” conveys the concept of “substitute”. There are six holes under the top of the stool, and each hole fitting with one rubber grommet. The function of the rubber grommets is to catch the different forms and different material of legs. This structure is not complicated but has enough friction to hold the other objects as legs. Certainly, you are free to choose different items to get different experience, high or low, stable or unstable. however, people will focus on thinking what I can use to replace the legs instead of how to connect legs to the top. As a result, the process of changing legs would trigger the reflection of the method “substitute”.

“THREE” conveys the concept of “combine”. Three coaxial round tube legs combine three separate stools together. Each individual stools are completed sequentially stacked as a whole. And the transparent acrylic material can make people clearly see the operating structure. Meanwhile, the design conveys a more profound meaning context which is bringing more people to sit together. Even, in Chinese culture, number three can represent the meaning of many. Thus, this design let people think about the relationship between the single and the multi.


“WATER” conveys the concept of “put to other uses”. Instead of exploring the other using function of the stool, I more concern about the context which is an important factor affecting product form and function. So I put one of four legs into a water box to show the attribute of wood: buoyancy through it moving up and down. When sitting on the stool, people would play with the leg. Besides, people can replace the material in the box, such as colour water, sand, stones or nothing to observe the different states of wood. The process encourages people to consider the effect of context to an object in order to understand the meaning of “put to other uses”.

“MIRROR” conveys the concept of “eliminate”. I take away three original wood legs, just leave one leg. From this point of view, I do realize this purpose of eliminating. Inspired by the physical phenomena: specular reflection, I intentionally make two mirrors into a 90 degree angle to reflect the one leg. The other three legs will come back as false appearances. Do I really eliminate the legs? Many legs could be reduced, one leg could be increased. What is real many and what is real few? what is real true and what is real false? Such kind of questions will be raised in people’s mind to experience the method of “eliminate”.


“UP-TOWN” conveys the concept of “reverse”. I design the stool which has a surface both on the top and bottom, so that both two directions of the stool can be sit on. But the shapes of the two surface are quite different, one is flat, one is spherical. If people sit on any one of these two sides, neither of them are comfortable. Exactly, which side should I sit on? This kind of question will be produced. Thus, this design forces people to try the reverse thinking, and answer is open that need people themselves to choose.


DESIGN AND IDENTITY master project France & China culture

CSM, UK 2013, london


Chinese Culture Overview / Implicative, delicacy, can be sensed, but cannot be explained in words / "Following the natural way" or "let it be as it is" has become deep-rooted in the ordinary Chinese mentality, and serves as a guiding principle of the life of Chinese people. / Moderation and Harmon, balance, avoiding extremes Chinese people's character / Chinese do a great deal of communicating thorough symbolic expression, hints and allusions. Chinese are more interested in dealing with things using metaphors or intuitive comparisons. / Endurance and Diligence / Smart and nimble / Losing face The Chinese are very conscious of face. Face is essentially respected in a community and is a crucial underpinning of society. It means “dignity, prestige and reputation. / with Very strong curiosit


French Culture Overview / sensitive to aesthetics , whatsoever for Art, cinema, fashion, gastronomy... / We are keen on keeping traditions, know-hows of our different regions... and we are proud of it! Whatsoever to make traditionnal cheeses, wines, meals.. but also for crafts. The French luxury brands (Hermès, Chanel, Dior,...) uses this know-hows, and crafts as a good value for their product. Spirit / French people are usually quite critical. About government, politics, ... They are reknown for striking. They fight for their rights. / French are not disciplined. For examples: They don’t like queuing, they prefer cross the street when the pedestrian light is red.. / They like avoid, divert the rules.. They like to have ploys, to bargain.. / French could be quite lazy, love relaxing and enjoying good moments. / Contemplative people, love admiring beautiful things, Art... Key Words / Elegance : pleasingly graceful and stylish in appearance or manner / Refinement : sophistication, good taste / be Chic


ELEGANCE . MODERNISM . TRANQUILITY All materials and forms balance through the course of colliding and confronting within one volumn

• LIGHTNESS / HEAVINESS • LINES / LUMPS • VOID / SOILD


CONCEPT INSPIRATION This work is about cultural identities and how these are expressed in social practices and through material culture, and how the analysis of cultural identities might be used as design resource. • Cultural and national analysis • Semiotic and brand mapping tools • Scenarios and contexts

This idea is inspired by the typical french dress structure: crinoline during 18th-19th. This sort of object reflects what is beauty in women’s mind: small waist and big breast. In the opposite view, chinese women believe that fitting the body is beautiful. We can find the different spirits of these two culture: open and underlying. And these different forms of dressing share one common purpose or the desire: follow the beauty and elegance: become the icon.


SCENARIOS & CONTEXT It is not only a vase, but ... It can be decorated as a plant pot It can save a glance of your life story It is also a toy by conbining the modules


WEBSITE DESIGN The website offers a platform for people to communicate and share ideas in fans community. With the collaboration of the business partner (Kickstarter, Youtube ...), the platform can even offer the chance to develop the idea into a real business.


FUTURE AND LIVING master project Future & Furniture ROCHE BOBOIS

CSM, UK

2013, london


BRAND RESEARCH SUBLIME SITTING EXPERENCE • More than just aesthetics and evokes emotional reaction (astonishment, overwhelming beauty, exhileration, pain, inspiring ) • You get pulled out of every-day life stress and loose all sense of time and logic. - Where do you feel sublime in a city? (church, rainroom, music?) >When you are at a high spot and you can oversee things > In a church (isolation, respect,silince, ... contrary to busy streets in london) > Places with high historical value/ or with a story (personal or general) Chair which makes you stand upright and oversee things. you are sitting but you are in a higher position then others, and can overlook things. The chair forces you to take a sublime position + show your legs.


SKETCH AND PROTOTYPE




CELEBRATE AND EVENT master project ENSAAMA - Olivier de Serres Central Saint Martins

CSM, UK

2013, london & paris


There are two Equinoxes in a year, one at the beginning of Spring and the other one in Autumn. In the Spring equinox, the sun is in the highest point in the sky, at it’s Zenith. The time the earth spends in sunlight and in darkness is equal at this point. In many cultures, a festival is held to celebrate the rebirth and the profusion of the nature as the sun is symbolic of the Earth’s fertility. Here in the vibrant and dynamic city of Paris, we celebrate collaborations between Pierre Frey and Rémy Martin, and then Christian Dior and Lorenz Baümer as to compliment the creative energy inherent in each “maison”. Our event endeavors to create a unique and energetic experience for the consumer as well as celebrates the brands and their collaborations through the usage of natural light. The light concept reveals a new vision of the brands and through this phenomenon illuminates a new range of limited edition products. The Dior and Lorenz Baumer products demonstrate the “dematerialization of the diamond” utilizing the wonderous and chaotic scatter of tinted light, to create a unique motif that will be applied to many of the existing products to further celebrate this important event. Pierre Frey and Rémy Martin illustrate the evolution of form through the “natural fracturing” of organic forms into a controlled geometric chaos through the use of light and the rich colour of the cognac. To celebrate the rebirth of nature, we have created an event in the “Jardin du Luxembourg”, with an ephemeral architecture exposed to the natural environment. The VIP guests are invited to participate in a preview of a new experience that plays with the concept of light. With the invitation on photosensitive paper, the guests will experience the unique magical properties of light. When the invitation is taken out the envelope, it’s seemingly blank surface mystically transforms to reveal information about the event. The event creates an intimate connection between the brand and the clientele.

EQUINOX - LET THERE BE LIGHT LORENZ BAÜMER CHRISTIAN DIOR PIERRE FREY COGNAC RÉMY MARTIN


P I E R R E FREY AND COGNAC R É M Y MARTIN

SCENARIO OF EVENT 1. When the invitation in photosensitive p a p e r i s t a k e n o u t t h e e nv e l o p e , i t ’s seemingly blank surface mystically transforms to reveal information about the event. 2. A cocktail hosts guests then accesses the experimental room.


PIERRE FREY AND COGNAC RÉMY MARTIN 1. Gests could play with the light in the participative experience. This project aims to link the two product showing the special color of Cognac and the graphism invasion on the space. 2. The packaging translates the experience in a new product for RÊmy Martin and a creates a new range for Pierre Frey, with warm color and destructared graphism.


CHRISTIAN DIOR AND LORENZ BAĂœMER 1. The union between the haute couture and the jewelery. A sculture piece of Lorenz Baumer takes the visual identity of Raf Simons creation. During the Equinox, the light pass trought the esculture and project on the dress. 2. Durant the event the produits make will be expose as a limit edition born for the collaboration of the both brands. 3. The jewles keep the color, the reflect and the brightness. They will make a real print. 4. The experience space.


SKETCH


THANK YOU



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