As a design student, my design experience in the past year includes the probation project ACE collaborated with MoJ & Catch22, the optimization of 'Changing Lives Funds Program' collaborated with Crisis, and a child & play-centred project in partnership with London Play&Awesome.
Apart from RCA, I am also a designer at Design3, and a volunteer designer at Crisis.
For the future, there are three words in my mind, communication, social impact and freedom.
It is an over six-month, critical, exploratory project around closure narratives, off-boarding experiences, plush toys, and sustainable design.
It is driven by the dual objectives of assisting parents and children in easily and effectively caring for their beloved plush toys, fostering a lasting intimate relationship, while also facilitating the acceptance of pre-loved soft toys within the second-hand market to extend their service life. And the weapon we choose is standardisation covering hygiene and safety.
We believe that protecting what we love deeply and happily saying goodbye to those who are no longer loved will also be a sustainable behaviour in line with the laws of nature.
Islington is densely populated and many children live in poor overcrowded families, thus more play space is being called for. There are already many places to play in the community, and large playgrounds are only a small part of them. The real problem is that people, especially kids, don't know about these places and how playable they are.
So we designed Play@, a game-driven service that can be practised by play organizations to unlock playable places, bridge different players in the community, and establish a playground-centred network. In layman's terms, it is a toolkit that can be used by play organizations to transform real communities into games, which will map out all the playable spaces in the community and highlight the uniqueness of each place.
Ever since capitalism matured in the mid-eighteenth century, over-consumption has been a hotly debated topic in society. The quest for environmental protection and sustainability over generations has led to the creation of economies such as second-hand and sharing economies to minimise the environmental problems associated with over-consumption. Unfortunately, however, such business models currently only cover high-value, reusable goods such as branded clothing and large household items, while low-priced, inconspicuous items such as stationery and small tableware seem to be excluded from the 'sustainable' sector. If we reflect on ourselves, these low-cost items are often the ones most likely to be irresponsibly purchased, unused and discarded.
In the GIZMO project, we will no longer remain silent, reveal this problem and create new business models that make low-cost goods, or the consumption of low-cost goods, equally environmentally friendly.
Approved