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HCI Application Fall 2016
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J I A L U Z H A N G
D E S I G N P O R T F O L I O
01 fashion boutique soho, nyc
02 co-working office for sproutbox bloomington, indiana
03 play 360 playground nairobi, kenya
04 folded light art w/ jiangmei wu
05 lifestyle image game microgame design
studio 2013 // educational & sustainable design
internship 2015 // industrial design
studio 2015 // graphic & interaction design
studio 2014 // office design
studio 2015 // retail design
CONTENTS
4
SoHo, New YorkFA S H I O N B O U T I Q U E
The design challenge is to research garment construction techniques that are used in both fashion and architecture fields and try to apply the techniques to a design project.I used Revit, Rhino, PS and AI in this project. Also I experienced 3d printing and learned the importance of technology in today’s design field.
The fashion boutique design is based on garment technique research. The site is located at 130 Prince St, SoHo, NYC, about 8200 square feet.
Inspiration - Christopher Kane’s Wearable Art
Ruled Surface 3D Print Model
During the process of exploring the layering technique, it was noticed that because of the characteristics of fabric - softness - the layers create ruled surfaces.So in the following research, I studied the formation of ruled surface, and how it could work with layering to create a different visual effect.
5
Motif Research
Ruled Surface Prototype Study
Perspective
Single Surface
TwoMirrored Sufaces
Connectw/ a FlatSurface
Iteration
Front View
Top View
Right View
Front ElevationShading+Contour
Section
Application w/ Layering
Based on a basic ruled surface, the motif can be expanded to larger surface with an interesting contour.
With Layering, the surface is shown more clearly with a waving effect.
A-A’ B-B’ A
A’ B’ C’
B CC-C’
Perspective
6
Floor Plan
Seasonal Collection Display
Shoes, Bags & Accessories
Women’s & Men’sClothing
Lounge
OfficeFitting Rooms
Storefront Display
Cashier’s
Storage
Storage
Fitting Rooms
Instead of a traditional center-focused layout, the circulation is tilted to respond the ruled surface technique. Also, this enables a larger area for display, service area, and circulation.
The focus wall is placed at the center and built through two floors.
Semi-Private/Private AreaPublic Area
Horizaontal Circulation
Program & Circulation
A-A Section
A A
7
First Floor
Ceiling
0' - 0"
14' - 0"Dropped Ceiling
12' - 0"
The layering technique is used along with the ruled surface installation at the entrance to create a strong impact of the store concept - Using the combination of ruled surface and layering to create uniqueness and versatility.
This combination continues at the cashier’s.
View from the Entrance
8
First Floor0' - 0"
Dropped Ceiling12' - 0"
First Floor0' - 0"
Ceiling14' - 0"
Dropped Ceiling12' - 0"
Central Area
Basement
9
Shoes Area
10
The design emphases social interaction to decrease isolating of people or space because of new technology.
functional clusterpassageway / connection
Design Objective
Site
Subway works as the main public transit connecting main districts of a city.In the same way, for this project, a “subway tunnel” is built to connect all “stops”--offices, cafe, auditorium.....-- in the building.
As a new style of working experience that involves a shared working environment, the most important part of this coworking office project is considering the office more interms of “what it needs to do for the users.” The guiding principle is just like any other products in the design field- no matter architecture design, industrial design, or interaction design.
The design challenge is turning currently vacant, historic, downtown building into a new mixed office space. The subject site is approximately 2.0 acres, situated in downtown district of city of Bloomington, Indiana.
at Bloomington Tech ParkCO-WORKING OFFICE
The overall gird of Bloomington and the orginal building pattern is continued in the building.
Existing Grid
Design Approach
Subway Concept
Proposed Design Structure
IU CAMPUS
DOWNTON
BLOOMINGTONCOMMUNITY
B-Line Trail
NATIONAL PARK
RECREATION
RESIDENCE
EDUCATION
BUSINESS
Site
Surrounding Factors
11
A-A Section
PrivateIndividual Offices
Conference RoomsCo-working Office
Work StationsPhone Booths
AuditoriumCafe
Semi-Private/Public Public
A A
Floor Plan
1
3
2
4
5
6
Reception Area
Phone Booth/Thinking Tanks
Private Offices & Meeting Rooms
Cafe
Co-working Office
Auditorium
1
4
2
5
3
6
The “Tunnel” Private Rooms
Co-working Office Cafe
Auditorium
12
Reception Area
Color Palette
13
The Subway-like “Tunnel”
The ceiling, wall and floor of a subway “WRAP” up the carriage.
14
P l a y 3 6 0 P l a y g ro u n d D e s i g n
This project is a part of Play360, building low-cost sustainable playgrounds as a means of improving education throughout the developing world.
Sustainablity draws on multi-disciplines, which is critical to today’s world, especially developing countries. I study about how people are designing solutions to local problems using the principles of appropriate technology, and implement these for designing a public space for a neighborhood in the Slum of Kibera, Nairobi, Kenya.
The site is rectangular-shape and located between houses. The challenge is using the limited material to develop a flexible and safe playground system. Safe zones for playing must be considered during the whole design process.
Kibera Slum, Nairobi, Kenya
Playground Site
15
Basic Module
1 32 4
The materials used are mostly tires, wood, sand, ropes and other local material which are easy to access and recycle.
The design has unlimited possibilities becuase the module can be applied to both small and large scale design.
For this basic module, wood is the main material.
16
Different variations are created based on basic module. Various functions can be performed.*Icons from Play360.
Variations
3-4 years
5+ years<2500mm
<1500mm
<1200mm
<2500mm
1500-1800mm
2500-2800mm
3500-4000mm
3500-4000mm
1800mm
1200mm
3-4 years
5+ years<2500mm
<1500mm
1500-1800mm
2500-2800mm
3500-4000mm
3500-4000mm
1800mm
1200mm
3-4 years
5+ years<2500mm
<1500mm
1500-1900mm
<600mm
>600mm >600mm
Total Fallzone = 8.3m
>300 mm /12 “
1500-1900mm
<600mm
>600mm >600mm
Total Fallzone = 8.3m
>300 mm /12 “
1 Boards 3 Swing 3 Climbing Branches
17
600m
m
1200
mm
1800
mm
2000-2500mm
2000-2500mm4 Tire Bridge 5 Tire Climbing
Larger Scale Application
3-4 years
5+ years<2500mm
<1500mm
12
3=
x
+
-
5
6
7
45
6
1
2
3
13’ 3 3/4"
1
3
2
+
-
=5
6
7
4
5
6
2000mm-2500mm
1000-1500mm
6 Calculator Tire
18
Fo l d e d L i g h t A r tw/ Professor Jiangmei Wu
I assisted with the designs, their refinement and crafting the final product in this project.
Folded Light Art is a project by Jiangmei Wu that included a number of illuminated paper sculpture. It has been exhibited in different museums in the U.S and Asia. The paper lights are inspired from traditional Chinese paper folding. Transforming a flat sheet of paper to 3D form requires manipulation of the paper surface, and exploration of different structure, materiality, geometric rhythm and pattern.
BrainstormingPrototyping
Refining Details
Assembling
Testing
Design Process
19
20
Affinity Diagram
The key concept is “lifestyle.” After the field visit and brainstorming, I want to explore how people have their lifestyle choices, and what the relationship between these choices are.
*More details available on jialuzhang.com
L ifeSTYLE
FASHION
mUSIC
rECREATION
photo
festival
color
clothing
book
vintage
eXPERIENCEst
arts
wit
h
or ig inates
shopping is
shares
�l ls
is recorded by
bul ids through
tel ls
sh
ows
attracts
people by
educa
te p
eople
wit
h
i s learned from
is on
e
way of
one w
ay o
f
which
is
i s a core e lement of
has a corresponding
style of
tel ls
thro
ugh must
have
conta
ins
both te l l a person ’s
preference
adds to
highl ights
inf lue
nces
can b
oth
evoke e
moti
on
Concept Map
Concept Map
User Journey Mapping
Prototyping
Component Design
Logo & Package Design
L i fe s t y l e I m a ge G a m eGraphic Design
This is a microgame design project, in which shows how I think as a designer and interpret the design process and elements.The project consists two main parts - concept map and the game design. The microgame is designed based on the concept map.
This concept map is developed based on a series of design process, including field visit, brainstorming, problem statement, generate concepts and terms, and finally, creating a map.
Urban Outifitters is chosen as the field. The map is a basis for the following microgame design.
21
Sketches
Developing the guiding principles and opportunities through building an experience map and exploring the players’ actions and emotions through the whole process.
Graphic design skills are also challenged in this part so that the information could be delivered clearly.
Concept Map
User Journey Mapping
Prototyping
Component Design
Logo & Package Design
User Journey
Ask people who have played gameSearch online for help
GU
O
Guiding Principles
User Journey
People who play a (micro) game together are not limited to close friends or families
Microgames provide an opportunity to let players become familiar with each other on specific occasions
Microgames are popular nowadays because they are easy to carry and comprehend
Maximize attractiveness by a successful logo & package design Show the game concept explicitly
Let people have access to help when they need
Improve the rule book /sheet experience
Provide flexibility of the rules or goals to win
Support people in creating their own solutions
Opportunities
People choose the games which align with their lifestyles and preferences
Stage
Thinking
Feeling
Doing
Touchpoint
Choose a game Preperation Test Play Play the game Post play
-Share the game with others as soon as possible-Not going to play it again
-How to win the game?-What are others’ card/character?
-Enjoyable and having fun-Become competitive
-Get bored if one round is too longor the rules are too complicated
-How does the game work?-What should I deal with the cards?-Are the rules clear?
-What kind of game is it?-Does the box/logo design make the game look fun to play?-Who should I play it with?
-Excited, but a little unsure-Ready to get started
-Frustrated if cannot find a satisfying game
-Do I have everything ready?-Does everyone understand the rules?-Are people happy with the game?
-Glad when understand the rules
-Exhausted if the rules are too long-Want to ask for help-Worried
-Happy and satisfied-Want to start play the game
-Frustratedif it does not work-Get bored and want to choose another game to play
-Excited to play with other people-Willing to purchase the game set
-Frustrated if people do notenjoy the game
Ask friends for suggestions
Serach online for games
Look at the box/package
Read the brief discription
Open the box & take out game piecesRead Rule BookFigure out game piecesExplain game to others
Check the rules back and forthAsk about the rulesDecide own goal/rules if necessary
Distribute game componentsTest Play
Communicate with other players
Play the game
Get familiar with the rules
Introducing the gameto other people
Share photos
Play it again at another time/ placeBring it to another party
Uhh...?
“I’m not sure...”
“So much fun!”
“I got it!”
22
Concept Map
User Journey Mapping
Prototyping
Component Design
Logo & Package Design
Game Components, Logo & Package Design
23
Jialu [email protected]
jialuzhang.comB.S Interior design, Indiana University