Final project report

D – Describe objectively what you learned

My final project is aimed at the problem of plastic waste in the ocean, I designed it based on the present and the future. After extensive research, I discovered that the problem of marine debris is one of the most difficult problems at present. Plastic has existed in human life for nearly a hundred years, and it has brought tremendous convenience to human society. Humans cannot stop using plastic products (Hahladakis, 2019). However, plastic waste has become a major part of marine waste (Thompson et al., 2020). How to solve and balance the relationship between plastic products, humans and the ocean has become the main direction of my project.

In the process of constructing my final project, I used all the knowledge and skills I have learned in the last two semesters, including 5C, questionnaire survey, data analysis, mood board, PACT, User Experience Map, Ideation, Wireframes, Logo Design, prototype, AR, Poster design, Coding, device, speculative design, and so on. I combined these approaches with visual design and added blockchain technology. Blockchain has the characteristics of non-tampering, permanent data retention, and users of each node can intuitively see the flow of tokens (Rikken et al., 2019).

My final project contains four parts. The first part is background research and user research. This part helped me establish the final theme and potential problems of the project. The second part is APP design and Game design. This part is presented in the form of a mobile app, which solves the actual needs of users at this stage, allows users to actively participate in the treatment of marine garbage, reduces the use of disposable plastic products, and makes public welfare activities more transparent At the same time, users are encouraged to actively participate in public welfare activities, and the user experience is enhanced through updates and iterations. The third part is an interactive device designed for the future recycling and processing of plastic waste using speculative design. After thinking about “whether the convenience of plastic products can be completely abandoned”, “in the future, if plastic products are recycled, how will they be disposed of” and other issues, I assumed the scenario in 2178, targeting the future recycling of plastic trash cans The device was designed. The trash can in 2178 is full of microorganisms that can convert plastic waste into nutrient solutions needed by the human body. The fourth part is poster design. For the online and offline promotion of the project, I used Unity, C4D, Touchdesigner and Photoshop for poster design. AR posters and dynamic posters can attract the attention of users and increase the fun, while the full-page font design posters generate strong visual impact through typesetting, which can well interpret the sense of the future.

I – Interpret the insight

According to my research, 12 billion tons of plastic waste will be accumulated by 2050. And plastic waste has caused indelible damage to marine life, and at the same time, because of the food chain, it will also harm the human body (Sinja et al., 2018). Therefore, my opinion is that some users do not have the habit of cleaning up plastic garbage, and the government and non-profit organizations have not carried out good publicity on marine knowledge, leading to a lack of marine knowledge among people and ignoring the importance of garbage classification. At the same time, the publicity of public welfare activities is not in place, and many people do not know how to participate. Some users will also question the transparency of public welfare activities, resulting in lower enthusiasm for participating in public welfare activities.

In response to the pain points, I learned that the current crisis of trust has led to a further deterioration of the relationship between public welfare organizations and users. After conducting a lot of research, I learned about blockchain technology. The essence of blockchain is to solve the problem of being able to conduct transactions with each other under conditions of distrust (Shubhani et al., 2019). In the field of public welfare and charity, blockchain consensus mechanisms and technical means can be used to improve the transparency of public welfare information, thus solving the trust crisis of users in public welfare organizations. At the same time, I also used blockchain technology to solve potential user needs. Most users have a certain degree of vanity and desire to be seen or praised for doing good deeds (Widya et al., 2019). The blockchain will feed back the entire process of data, and the users of each node will see it, so that the user’s mentality of wanting to be praised can be solved.

E – Evaluate what you have learned

In the design of the APP, I combine games and micro-charity. In the APP, I create a sense of glory and mission to encourage users to participate more. In order to strengthen the user’s memory of the world view, I built a seabed scene and added the character design of the diver, which can convey to the user that the diver can be a member of a public welfare organization to help clean up the world view of plastic garbage in the ocean. And I combined online public welfare and offline public welfare, eliminating the risk of a single offline activity, and added the offline recycling of plastic waste and the exchange of environmentally friendly products to try to block the generation and flow of plastic waste from the source.

After researching, I found that the convenience of plastic products cannot be replaced at present, so I thought about the question of “whether the convenience of plastic products can be completely abandoned”, and then I thought about “if plastic products are recycled, How will it be handled in the future? I want to provide direction for the future development of this project, so I combined speculative design. Speculative design is a design that combines multiple disciplines. I investigated the methods that can be used to decompose or dispose of plastic waste, and finally chose to use microbial decomposition technology. I assumed the scene in 2178, and tried to use speculative design to conceive and design the trash can device in the future. In the trash can are microorganisms that can convert plastic waste into nutrient solution required by the human body. I think such a device design can stimulate people to reflect and discuss the purchase, use and disposal of plastic products, and may serve as a warning to people.

In the graduation project, I have a more in-depth understanding of various design methods and technologies for user research, and applied these methods to APP design. I tried to understand and made stop motion animation for the first time, and also learned new video editing skills. In a limited time, I learned game design, code writing skills and some design software that I had never touched before, such as Unity, Touchdesigner and C4D. I tried to make dynamic posters, AR posters and games for the first time. This is also true for me. A new self breakthrough. In the final project, I also used the visual communication design skills I learned from the undergraduate course. I improved the visual effects of the project as much as possible, and at the same time solved the problem of marine plastic waste that has appeared. Inspire people to have follow-up discussions on this topic and provide directions for future design. Through the completion of the last project, I fully demonstrated the methods and techniques I learned. My enthusiasm for design and curiosity for new things have always driven me to explore the possibilities of the final project.

P – Plan how this learning will be applied in practice

The final project is a summary of the knowledge and skills I learned this year. I apply these knowledge and skills to the final project to test which skills I have mastered and which skills I need to strengthen. During this project, I learned that traditional charity activities can no longer attract users. How to better improve the interaction between charity organizations and users is a challenge that needs to be resolved.

Through interdisciplinary design thinking, I added blockchain technology and microbial decomposition technology to my final design. At the same time, augmented reality technology and stop motion animation are used to enhance user immersion. By mobilizing more senses, users can get a deeper experience, and user feedback can also enhance the fun of the work when interacting with the work.

With the advancement of technology, the display form of design is no longer single. When working and doing projects in the future, I will try more different forms and techniques to realize my design, and at the same time, I will further explore the user experience design. Field, integrate my personal thoughts and insights into my work, and continue to learn new methods in my future career. At the same time, I will continue to improve myself, learn software skills and code according to the needs of design, and improve my aesthetic ability and understanding of design, and continue to maintain the enthusiasm for design and curiosity of new things.

References:

Hahladakis, J. (2019). ‘Delineating the global plastic marine litter challenge: clarifying the misconceptions’, Environmental Monitoring and Assessment, pp. 267. Available at: 10.1007/s10661-020-8202-9 (Accessed: 15 August 2020).

Rikken, O. et al. (2018) ‘Governance challenges of blockchain and decentralized autonomous organizations’, The International Journal of Government & Democracy in the Information Age, 24(4), pp. 397 – 417. Available at: 10.3233/IP-190154 (Accessed: 15 August 2020).

Sinja, R. et al. (2019) ‘A critical perspective on early communications concerning human health aspects of microplastics’, SCIENCE OF THE TOTAL ENVIRONMENT, pp. 720 – 726. Available at: 10.1016/j.scitotenv.2018.01.092 (Accessed: 15 August 2020).

Shubhani, A. et al. (2019) ‘Blockchain for smart communities: Applications, challenges and opportunities’, Journal of Network and Computer Applications, pp. 13 – 48. Available at: 10.1016/j.jnca.2019.06.018 (Accessed: 15 August 2020).

Thompson, R. et al. (2020). ‘Plastic Debris in the Marine Environment: History and Future Challenges’, Global Challenges, pp. 1 – 9. Available at: 10.1002/gch2.201900081 (Accessed: 15 August 2020).

Widya, P. et al. (2019) ‘The distinct effects of gratitude and pride on donation choice and amount’, Journal of Retailing and Consumer Services, pp. 1 – 10. Available at: 10.1016/j.jretconser.2019.101972 (Accessed: 15 August 2020).

Final Project – Ocean

This Final Project offers a framework for self-discovery and an opportunity to deploy skills and knowledge gained so far on the programme to develop into interdisciplinary project.

Project brief

WHAT?


What should we do to reduce the generation of marine debris and deal with existing marine debris as soon as possible?

WHY?


After I have a deep understanding of the current state of the ocean, I found that the problem of marine debris is one of the most difficult problems at present. According to my research, 12 billion tons of plastic waste will be accumulated by 2050. And plastic waste has caused indelible damage to marine life, and at the same time, it can also harm human bodies because of the food chain. Plastic has existed in human life for nearly a hundred years, and it has brought tremendous convenience to human society. Humans cannot stop using plastic products. However, plastic waste has become a major part of marine waste. How to solve and balance the relationship between plastic products, humans and the ocean has become the main direction of my project.

WHO?


Charity organizations and young people

HOW?

I want to design for the present and the future. In response to the current situation, I chose to use the APP to solve the current ocean issues, combining public welfare organizations and young people. First of all, this APP uses blockchain technology to solve the problem of public welfare transparency, which solves the user’s trust crisis in public welfare organizations. Secondly, I combined the game with public welfare to increase the interest of the product. At the same time, I want to provide direction for the future development of this project, so I combined speculative design. I assumed the scene in 2178, and tried to use speculative design to conceive and design the trash can device in the future. In the trash can are microorganisms that can convert plastic waste into nutrient solution required by the human body. I think such a device design can stimulate people to reflect and discuss the purchase, use and disposal of plastic products, and may serve as a warning to people.

This final project attempts to solve the problem of plastic waste in the ocean, and is designed based on the cleaning and recycling of plastic waste.

Introduction

I divided this final project into four modules, and the whole project was designed according to the current and future.

Research

Discover problems

I have done a lot of research on ocean issues, and finally turned my attention to the problem of ocean plastic garbage that needs to be solved urgently.

Background

The data shows how much plastic waste produced worldwide and how much debris enters the ocean, and shows how plastic affects wildlife and human health. The information expected to accumulate 12 billion tons of plastic waste by 2050. The damage to marine life and humans is irreversible.

Research Collect

After investigation, it is found that 80% of the garbage in the ocean is plastic products, and the plastic garbage in the ocean has caused great harm to marine life, causing injury and extinction of marine life. Plastic waste will become microplastics after exposure to the sun, and microplastics have entered the human body along the food chain, and will be deposited in the body, which may cause invisible damage to the human body. At present, the treatment of marine garbage is not very perfect, and there is no way to block the production of plastic garbage from the source.

Questionnaire survey

After conducting research, I conducted user research, which can help me clarify user groups.

Data analysis

After analyzing the data, I decided to design for young people and non-profit organizations between 20 and 40 years old, focusing on popularizing marine science knowledge, the hazards of pollutants, how to reduce plastic waste and how to deal with plastic pollution.

Mood Boards

I collected the colors and pictures of the theme direction, and used mood boards to clarify the user’s visual design needs.

PACT

I defined the direction of the research and confirmed the content of PACT.

People : Non-profit organization to clean up marine debris
Young people (20-40 years old)

Activities : Willing to participate in public welfare activities
Will use smartphones to play games
Have a habit of using a smartphone

Contexts : Willing to pay attention to the removal of plastic waste when traveling
Willing to reduce the use of plastic products
Want to contribute to cleaning up marine debris

Technologies : APP + Interactive device + Derivative product

INSIGHT : Due to insufficient publicity, people think that the impact of marine debris is not large, which leads to the lack of attention to the hazards of marine debris.


Young people are often confused because they want to participate in public welfare activities to clean up marine debris, but they do not know the corresponding channels and it is difficult to generate a sense of participation, so it is difficult to obtain interaction with public welfare organizations.


Because the transparency of public welfare activities is not enough, users cannot understand the progress of public welfare activities in real time, so it is difficult to arouse the enthusiasm of users.


Charity organizations that clean up marine debris often feel helpless, because sometimes the limitations of public welfare activities cannot allow users to have a deep sense of interactive experience and participation, so it is difficult to achieve a breakthrough in cleaning up marine debris.

POV : Young people need to pay more attention to the public welfare activities of ocean cleanup, because it will affect the breakthrough of cleaning up marine debris.


Users need to know what are the hazards of marine plastic waste, because if users know that marine plastic waste harms not only marine life, but also the human body, users will reduce the disposal of plastic waste.


Non-profit organizations need to pay more attention to the sense of participation in public welfare activities, because it will affect the interaction between young people and non-profit organizations.

HMW : How might we design so that people can actively participate in the process of processing marine debris, to encourage people to help deal with marine debris, thereby speeding up the processing of marine debris.


How might we use speculative design to design the transformation and treatment of plastic waste in the future.


How mignt we design offline recycling mechanisms to encourage people to give up disposable plastic products, thereby reducing the generation of plastic waste.

Empathy Map

I use the empathy map method to help me understand the user’s feelings, emotions, thoughts and pain points throughout the experience.

Personas

I created two personas for different users. Personas can quickly identify the actual needs of users, and quickly summarize the results of user research to simplify the design.

User Experience Map

I contacted a user who had participated in clean-up ocean public welfare activities. Based on her description, I created the User Experience Map.

Ideation

Define ideas and functions.

Blockchain technology

After learning that users questioned the transparency of public welfare activities, I tried to find a solution, and finally chose to use blockchain technology to solve this problem, and drew the token circulation diagram.

APP Design

User experience

Flow Chart – first draft

Define the workflow of the App.

Paper Prototype

I made a paper model to test the workflow and some functions.

During the test, I found some problems with the application.

Offline recycling is not obvious enough. If the offline recycling function is placed on the main page, it will be more convenient for users to perform offline recycling.

Daily missions are not enough to promote ocean knowledge and the current state of the ocean, so I consider adding ocean news to the daily missions, and users can get tokens after browsing. This can not only promote marine knowledge, but also allow users to understand the progress of marine garbage removal.

Wireframes

I used the wireframes approach to explore the logical framework of the app.、

LOGO design

App font and color selection

Game design

I did some research related to games.

Game design involves system logic and social psychology. And through the game, users can also be aware of some of the problems in the current society, which may make the world a better place.

OCEAN GAME

I have added OCEAN GAME to the daily missions of the APP. Users can earn tokens through the game and use the tokens to exchange for online products or participate in offline activities.

Digital Prototype

Interface Display

https://youtu.be/4qiG8tRtBVk

Moving Performance

Display all the operational processes of the CLEANUP App to users.

User test

Speculative design

Interactive device

Speculative design

Speculative design is a design that does not aim at solving problems, but allows you to discover problems. Different from problem-solving design, this is a design product full of exquisite surprises to inspire people to design and follow-up discussions on specific topics. Its essence is a kind of stimulation, not the final design itself.

Plastic waste disposal

I have investigated the current garbage disposal methods. The first four of the following five methods are currently more commonly used, and the fifth is under study.

Microbial degradation is an important way to treat plastic waste in the future, and will not cause secondary pollution to the environment, so I chose to combine the microbial degradation method with speculative design for design.

Research

I conducted research on related projects of speculative design.

Interactive Device ideas

Plastic products have served mankind for nearly a century, and the convenience that plastic products bring to mankind is irreplaceable, so I tried to think about the following three questions:
“Can the convenience of plastic products be completely abandoned?”
“If plastic products are recycled, how will they be treated?”
“What benefits will the processed plastic products bring to humans?”

Combining the conclusions of speculative design based on the research and these three questions, I designed my project for the future.

Interactive Device design

After brainstorming, I conceived and designed the device roughly and came to the following four conclusions.

  • The most convenient way to collect plastic garbage is through the garbage bin of garbage sorting.
  • There are microorganisms in the trash can, which can decompose plastic garbage.
  • Microplastics have entered the human body and organisms along the food chain, and food safety in the future is a serious problem.
  • The products of decomposition need to become necessities of human life.

Microbial Petri Dish Design

In the future, this microorganism may be able to be used in marine ecological purification and cleaning up plastic waste.

Petri dish display

Device Sketch – 1

The selected material is inappropriate, and the sealing is not tight enough when using the material to combine the device, which will cause the liquid to flow out.
The switch setting of the device is unreasonable, and it cannot be opened well and discarded plastic garbage.
The split device is not strong enough, and there is the possibility of falling apart during use.

Device Sketch – 2

I finally chose this glass bottle as the device, first of all because it does not leak water, and it also solves the problem of switch failure. Then I proceeded to the second step and applied the microbial pigment to the bottle.

Through the test, I found that the pigment does not show the growth of microorganisms well, so I chose to use glass colored decorations instead.

Stop motion animation

In order to better display the effect of the installation, I tried to find a lot of display methods. The stop motion animation gave me a lot of inspiration, so I finally chose the stop motion animation to show the usage of the Interactive device.

https://youtu.be/xWbzD6T6NpA

Storytelling

After deciding how to display, I thought about storytelling.

People tend to defend their opinions.

After others have listened to your story, they will interpret it on his own and draw some “self” conclusions.

In fact, those conclusions conveyed by your carefully designed story are also what you led them to draw. When the audience hears the story and draws their own conclusions, they will believe it firmly, and will defend it on all occasions in the future.

Because people tend to defend their opinions, and this is the result of Storytelling.

Storyboard

I assumed the scene in 2178 and designed a trash can device for recycling plastic garbage in the future. The trash can in 2178 is full of microorganisms that can convert plastic waste into nutrient solutions needed by the human body. Humans can obtain these nutrient solutions anytime and anywhere.

Decompose plastic – 2178

poster design

Online & Offline

In order to better promote the project online and offline, I chose to use posters. Because the promotion of posters online and offline has no limitations.

AR poster

AR posters can attract the user’s attention and increase the user’s interest in the project.

After understanding the characteristics of AR posters, I conducted research.

AR poster design

When designing the poster, I imagined the ocean, which is full of plastic garbage. Humans have ways to protect themselves, but marine life does not. They can only be exposed to various garbage pollution.

Dynamic poster

I made a dynamic poster with Touchdesigner. The dynamic poster can quickly catch the viewer’s attention, so that more users can understand the project.

C4D poster

I tried to use C4D to create a three-dimensional poster as part of offline promotion. The poster on the bottom layer uses black as the background color, and the poster on the upper layer uses red as the main color, forming a visual impact. And the upper poster I added a translucent material that simulates a plastic bag to form a connection with the theme of plastic garbage.

Typography poster

The full-page font design poster produces a strong visual effect through typesetting, giving people avant-garde, bold and futuristic sense.

Research

Typography poster design

#clean.up_ocean

I used posters to promote online and set up a tag called #clean.up_ocean to facilitate users to participate.

Sketchbook link

Sketchbook – 1 plastic ocean

Sketchbook – 2 CLEANUP APP design

Sketchbook – 3 Decompose plastic—2178 & Poster design

Reference:

https://speculativeedu.eu/approaches-methods-and-tools-for-speculative-design/

https://ourhamilton.co.nz/community-environment/plastic-free-july-a-chance-for-hamiltonians-to-make-a-difference/

https://earth911.com/eco-watch/pollution/products-from-upcycled-marine-plastic/

https://www.pattayamail.com/featured/thailand-reduces-marine-debris-265779

https://www.marinelittersolutions.com/about-marine-litter/frequently-asked-questions/

https://thankyouocean.org/threats/marine-debris/

https://debrisfreeoceans.org/plastics

https://theoceancleanup.com/oceans/

https://www.businessinsider.com/companies-that-use-recycled-ocean-plastic-in-products#captain-blankenship-7

https://kotaku.com/manifesto-the-21st-century-will-be-defined-by-games-1275355204

https://www.bsee.gov/resources-tools/incident-reporting

http://www.gbrmpa.gov.au/

https://www.environment.gov.au/marine/marine-pollution/marine-debris

https://marinedebris.noaa.gov/images/plastics-ocean-infographic

https://www.scubadiving.com/how-scuba-divers-can-help-fight-marine-debris

https://www.treehugger.com/what-is-the-great-pacific-ocean-garbage-patch-4864171

https://www.cbc.ca/news/canada/nova-scotia/balloons-garbage-pollution-ocean-creatures-1.4224102

https://www.projectaware.org/news/one-million-less-pieces-trash-our-ocean

https://www.newyorker.com/news/news-desk/where-does-all-the-plastic-go

https://www.fix.com/blog/reduce-plastic-use/

https://www.oecd.org

Project #3: remix/reveal

A short film can be a powerful way to communicate complex ideas, it can persuade, educate and entertain. Films can also be effective in stimulating discussion and debate about social, cultural and ethical implications of speculative ideas and future technologies.

Main Topic : Ocean

After investigation, I found that marine debris is currently the most urgent problem to be solved. After investigation, I learned that marine debris has entered the human body with the food chain, and has already caused harm to the human body.

Datas

The data shows how much plastic waste produced worldwide and how much debris enters the ocean, and shows how plastic affects wildlife and human health. The information expected to accumulate 12 billion tons of plastic waste by 2050. The damage to marine life and humans is irreversible.

Determine film theme

I brainstormed the prototype of the movie and determined storytelling. I decided to use a mirror to tell the story, and at the same time, I chose the silent film method, which allows the audience to focus more on the content of the film.

Storyboard

After Crit

After the tutorial I received suggestions about video tones, subtitles and audio remixes.

Secondary Research & PACT

Through secondary research, I identified remix and film tone.

More clearly PACT and how might way.

People: humans.
Activities: reduce marine litter, reduce pollution.
Contexts: sustainable development, protect the ecological environment of the ocean, remind humans.
Technology: film.

HMW: How to better warn the dangers of human marine debris?
How to make the movie more meaningful while attracting the audience?
How can I design a movie to remind people that they need to act now to protect the ocean?

Refined storyboard

I try to refine the storyboard.

Tool production

I made some props that I need for shooting film.

Plastic fish poster

Film – Magic mirror

My main idea is the magic mirror. The mirror represents the future, and the mirror represents the present. Now eating fresh fish and drinking pure water, but if you do not solve the pollution of plastic garbage in the ocean, you can only eat plastic and plastic in the future. In the end, humans will be surrounded by trash. At the same time, there is a second meaning. What is in the mirror is the water that is eaten by the food and filled with plastic.

The orange and black of the picture are in sharp contrast, the background music adds the sound of the waves, and at the same time, the subtitles with rhetorical questions are used to ask the audience whether they want to eat fish or plastic, drink water or drink plastic, which causes the audience to think, and In the final subtitles, the audience is warned not to be entangled with plastic, reminding the audience of the current situation in which marine animals are surrounded by marine debris. It warns the audience that they should immediately stop destroying the marine environment and reduce marine debris.

Gain

In this project, I learned and understood Speculative Critical Design, and tried to apply Speculative Critical Design to my movie idea.

Storyboard — Ocean

My storyboard is about the ocean and marine debris. After investigation, I learned that marine debris had entered the human body along with the food chain, so I think about it from this aspect and draw a storyboard.

Afterwards, I learned that the storyboard is to explain how a scene will be composed, what proportion of the character will be included in the lens to form the composition, what action to take. From that angle, the camera will cut in or out, how the camera itself moves, how much time recorded.

So after this, to ensure that the audience can better understand what I want to express, so I made some adjustments.

Project #2: Alt book

Books — novels, dictionaries, catalogues, instruction books, recipe books, travel guides, picture books, photo books, all need to communicate and to impart information.

Task

Explore more possibilities of books through book interaction.

Visiting Exhibitions

The theme of my project is the ocean. After determining the theme of the project, the instructor took us to London to participate in a design exhibition called “Eco Visionaries”. Before leaving, I inspected this exhibition. Some of the design projects in the exhibition are related to the ocean. Therefore, I visited the exhibition with some questions about the ocean.

Research about Ocean

I researched the relevant information about the ocean. The ocean is the origin of living things, but as the range of human activities gradually expands, and the ecological environment is destroyed, the ocean problem becomes urgent. Since 1991, the sustainable development of ecology has been emphasized, but the execution is not enough. I think it is because there is no actual impact on everyone, leading humans to believe that the ecology has not been destroyed. Therefore, I have selected some problems that need to be solved by many issues.

Determine the topic

After investigation, I found that marine debris is currently the most urgent problem to be solved.

Impacts on the marine environment

The most visible and disturbing impacts of marine plastics are the ingestion, suffocation and entanglement of hundreds of marine species. Floating plastics also contribute to the spread of invasive marine organisms and bacteria, which disrupt ecosystems.

Impacts on food and health

Invisible plastic has been identified in tap water, beer, salt and are present in all samples collected in the world’s oceans. Several chemicals used in the production of plastic materials are known to be carcinogenic and to interfere with the body’s endocrine system, causing developmental, reproductive, neurological, and immune disorders in both humans and wildlife.

Impacts on tourism

Plastic waste damages the aesthetic value of tourist destinations, leading to decreased tourism-related incomes and significant economic costs related to the cleaning and maintenance of the sites.

Book binding Workshop

Before the book binding design, tutors organized a binding and printmaking workshop. We learned how to make a handmade book and showed us many different types of handmade books.

I try to use a new way to design books while breaking through the limitations of books and familiar concepts so that readers can experience a new way of book interaction. And through novel styles, readers can better appreciate and understand it. I made a rough manuscript for me to continue to refine.

Alt – Book poster

Book display

Book material selection

First of all, I refer to the design of folding and missing pages, breaking the convention to design the book into a way that can read on both sides. To put down more pictures, I added a folding book bag for secure storage. As for the paper of the book, I chose four different styles to represent the increasing amount of marine debris. The first part is a plain white paper. In the second part, to show the increase in the amount of garbage, I chose a paper with gold leaf debris. In the third part, the amount of waste continued to increase, and I changed the article to yellow paper with garbage. In the forth part, I first added red paper as background to warn people that they need to act immediately to reduce marine debris and use translucent sulfuric acid paper to metaphorically describe the earth that will be surrounded by plastic garbage.

Visual display

Ocean book

Transparent data poster

Slide book

Gain

In this project, I learned how to design books as a new interactive medium, learned how to make books, and understood the importance of paper selection when making books.

DIEP – Alt Book

D – Describe objectively what you learned

Artist book is more like a readable art. In the digital reading environment, human beings need to supplement tactile, direct, textured, creative or interesting things, so the function of books is being transformed into works of art. This project is for book production. What is different from traditional book design is that the books produced by this project need to consider the way users interact with the books. This book is also called artist book (Hortensia, 2018). 

In the previous book design, I paid more attention to the content of the text. In the book binding workshop, we first designed some patterns and text graphics related to our theme create and combine again. After the poster was made, I selected a few new books to make a book about my theme. This is a new way to make books. This is the first time I think about how books interact with each other. I focus on visual effects.Through this workshop, I realized that better interaction methods could help books better convey design information and ideas, and useful book interaction and display methods can also increase user immersion. Interesting will also improve the user’s focus on the content of the book, and can better understand the content of the book.

I – Interpret the insight

An artist’s book can look healthy, appear as a scroll, or look like a newspaper or a magazine, or it can be a box filled with loose, unbound pages. There is no need to read them in the established order. Some artist books look even more weird, closer to sculpture. The content of the artist’s book is also varied and can be all text or only images. It can even have anything. It requires readers to open it, participate, and complete a performance event with the artist. This highly free and personal book-making experience is the difference between artist books and regular art books, exhibition catalogues and art albums (Stella, 2020).

First of all, the book is a unique medium for humans to obtain external information, and the value of the book itself lies in the fact that it is impossible to omit this step, whether it is the ancient books or the current electronic books. The choice of book material should also be related to the author’s fantasy and the content of the book. Commercially-selling books today place too much emphasis on economic factors, and most of them miss this critical point (Tian, 2017).

E – Evaluate what you have learned

The current difficulties, challenges, and opportunities of the traditional knowledge and cultural transmission represented by paper books reflect the profound changes of this era. This gives artists and designers a space to think and can create more depth and more Works of art that are conceptual, experimental, avant-garde and critical. At the same time, the diversity of reading media and terminals has enriched the creation of artist books, and new materials technology, printing technology and presentation technology have brought new opportunities and more possibilities to the creation of artist books.

When I made the book, I considered that my subject was marine debris. After researching it, I understood that marine debris is composed of a large amount of plastic. So the material of my books is more plastic and transparent, and I used a film-like way to show the old photos of marine life-related. I warned that if you continue to destroy the ocean, you can only use flat surfaces after the extinction of the organism—way to learn about biology.

P – Plan how this learning will be applied in practice

When making this project, I learned that traditional business books can no longer completely attract the attention of users. I want to further study how to better improve the way books interact with each other, and use this as a basis to enhance the interaction between books and users.

By making a selection of materials for this book, I will think more about the way of interaction and visual effects. I also used some innovative methods in book binding to enhance the user’s immersion. By mobilizing more senses, users can have a deeper experience, and user feedback can also enhance the fun of the work when interacting with the work.

As I work and do projects in the future, I will try more different styles and techniques to achieve my design. With the advancement of technology, e-books have become one of the necessary products that will become. How to combine artist books with e-books or virtual reality technology is the future research direction. I want to combine book design with virtual reality and augmented reality technology to obtain a better user experience.

Reference list

Bolaki, S. (2020). ‘Contemporary Artists’ Books and the Intimate Aesthetics of Illness.’. The Journal of medical humanities, 41 (1), pp. 21-39. (Accessed: 03 March 2020).

Feng, T et al. (2017). ‘Interactive illustration of collage for children with folktale e-book’. JOURNAL OF VISUALIZATION, 20(3), 639-650. (Accessed: 03 March 2020)

Mínguez-García, H. (2018). ‘Resisting the time: the artist’ books and the cultivation of memory’. Arte, Individuo y Sociedad, 30(3), 519-540. (Accessed: 03 March 2020)

The Future Mundane

1. The Future Mundane is filled with background talent.

The future world is still mainly about how to enjoy daily life quietly and enhance the practicality of the product, so for future design, it is more important to design products for ordinary people than to design products for heroes who save the world.

In science fiction movies there are spaceships, weird vehicles or weapons, but these are too far from daily life. The Red Dot Award eggbeater, hair dryer and other daily necessities are what users need.

2. The Future Mundane is an accretive space

It would be better to upgrade and recreate old designs than to imagine independent designs out of thin air. Combining the existing design with the new design can improve the user experience better, and also solve some of the problems of the existing design.

MUtable is an all-in-one play table for children ages one to eight years old. This table has made a breakthrough in the traditional design, making the height of the table adjustable, and adding the function of convenient storage of toys.

3. The Future Mundane is a bit broken.

There will be little or no future extreme darkness and light, and more of a broken space between them. Focusing on the more detailed parts of the design, constantly improving the user experience, and looking for better interaction methods are the future design directions.

Absolutely perfect design is difficult to achieve. In the design process, we need to consider the problems and corresponding solutions in advance. When designing, focusing on finding problems and solving problems, then the failure of the broken space is a beneficial motive for the future.

Marine debris

MARINE DEBRIS: SAVE BLUE, REVIVE LIFE.

The theme of my second project is marine debris.

With the advancement of human science and technology and the development of technology, the amount of marine debris has been increasing, not only destroying the ecological environment, but also causing a large number of marine organisms to become extinct. Rather than continue to implement sustainable development, let humans stop the destruction of marine ecology in a timely manner, and find a way to solve the problem of marine debris is the primary task.

Project 2, I chose to present was a book. First of all, I made a slide-like book with marine life posted on it. These photos are from myself and my friends.

I have not bound the second book, for better presentation it contains 4 parts, which are the types of marine debris, the existing solutions, the extinct marine life and the ocean card. I made it with a plastic bag Texture effect. Finally, I printed out the 2016-2019 marine debris pollution area on transparent printable paper and made a comparison.

Eco Visionaries

This entire exhibition works explore how architecture, art, and design respond to the world we live in, the dramatic deterioration of the ecological environment and the extinction of species, but only a single discussion of sustainable development can no longer be saved, serious attention and urgent efforts Alerting humans may be one of the effective ways.

Rimini Protokoll’s works win> <win .. I am very shocked. The whole interactive device is very delicately designed. Through the author’s guidance, the audience can reflect on their behaviour and recognize their evil practices. Jellyfish repeat simple movements as the ocean currents drift, and global warming makes it easier for them to reproduce. Such pure species will even exist longer than humans. Human beings have been using the highest intelligence to destroy the ecology and the living environment. It is not as good as a jellyfish without a brain.

If the species is extinct to only humans, will virtual scenes and simulated animal behaviour completely replace real animals? What kind of thinking do alternatives bring to humans? Rather than focusing solely on virtual simulation scenes, protecting existing living things is more important. Species will become extinct, and humans will be. When the balance of the environment is broken, humans will be reduced to alternatives to another significance.