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Jonning's Design Portfolio 2009


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Jonning's Design Portfolio 2009

  1. 1. // Jonning Chng Designer id + ixd
  2. 2. Highlights. Who is ... Master in Interaction Design, Domus Academy, Milan. Graduated with Distinction. 2008 Thesis work: DREAMfreq! is an interactive ambient lighting. A study into how human emotions could be perceived through natural behaviours. Work done in conjunction with!! , Interaction Design Internship, Italy, Milan. (2 months) 2008 Worked on the development of the Tinker Toolkit, a documentation of Tinker’s components, i.e sensors and actuators. Documentation medium - Print, Web and Video. Industrial / Graphic Designer, HPI Group Singapore. (4 months) 2007 In charge of Industrial design and product graphics for mobile phone accessories. Plastic products. President’s Design Award, Nominee. (Singapore) 2006 Project: Drowning Defender. Red Dot Award, Winner, Red Dot Design Concepts. (Singapore) 2005 Project: Drowning Defender. INDEX 2005 Design Award, Top Nominee. (Copenhagen, Denmark) 2005 Project: Drowning Defender. Exhibited at the month long public exhibition all around Copenhagen. Commissioned Military O cer, Singapore Armed Forces, ARMY. 2004 2.5 years National Service requirement in Singapore. Selected and advanced into O cer Cadet School. Held various appointments through the 10 months training; Cadet Platoon Sergeant, Cadet Platoon Commander, Cadet Wing Sergeant Major. Eventually held the appointment as Training Coordinating O cer. Creative Technology, Industrial Design Internship, Singapore. (3 months) 2002 Conceptualising portable entertainment devices. Study into materials and nishes. Design Skills // Tools. r p to sh o g ts ls io ho r g Pr 3D in VV lle tra ec a oo sin ud s Fl ak re ro to VV os us ot es St be rE ie M nt o er Ill di oc em e Ph Jonning Chng o Co te el oc tu ag be Ad Pr od Af Pr be |S in o Industrial Interaction m o icr /M be Ad Rh e o |I k ob Designer Ad es M o sk g Ad d Ad o de in to in yp to Au du ot Au http://www.coro Ar ot Pr +39 389 1978 262
  3. 3. Interaction Design // JONNING CHNG also an industrial designer EVERYDAY “Pasting” into physical environment, SALONE using Sketchpad. Crossing Design Seminar 03 Around Mobile | Always Beta! Brief | White Space & Black Box Project Leader | Setsu Ito Milan turns into the most vibrant city overnight because of the Salone del Mobile. It is the time when artists and designers alike get the opportunity to showcase their work in galler- Viewing artwork via ies and urban infrastructures all over the city, be it bus stops, bridges, or even footpaths. People can immerse themselves in the world of creativity, wherever they are. As the Salone mobile phone. ends, the liveliness fades, artists and designers resort to the conventional ways to exhibit their works, in the physical and the virtual environment, con ned to assigned spaces. EVERYDAYSALONE is a revolutionary online community-based system that blurs the bound- aries between the virtual and physical reality. By integrating virtual artwork with the real physical environment, a new form of self-expression is born, allowing the freedom to show artwork anywhere, hence creating a Salone atmosphere in our everyday lives. DESCRIPTION The project recreates a Salone atmosphere in the urban space that is not limited to a certain time of the year, but integrated into our everyday lives. By embedding virtual artwork into Dimensions the physical environment, artists have the freedom to showcase their work anywhere, with the physical environment as the “canvas”. A new behaviour is created as the viewers no longer need to resort to the conventional ways to discover and view artwork. The design proposal is an online community-based system that enables an interchange of information between exhibitors (e.g. artists, designers) and viewers. Visit the link for project details. Rendering of the Sketchpad. Collaborators :: Jakkapun Charinrattana, Michelle Man
  4. 4. Interaction Design // JONNING CHNG also an industrial designer CHANGE. CLOTHES Investigations 02 Retail Therapy Storefront Inside store Project Leader | Massimo Banzi In most retail stores, mannequins are used as means to communicate the brand’s image. They are usually tted with the brand’s latest collection to show the progressiveness in their products. Other than showcasing the latest out ts, body language of the mannequins on Projector display paints a picture of the brand’s style and story. The importance of body language is something which is consistent throughout fashion and lifestyle advertisements. Semi-transparent Screen Mannequins tell consumer what to wear and how to wear the brands’ collection. They portray di erent characters and personalities of a brand through di erent styles and poses but can also be used to communicate di erent things such as the consumer’s playfulness, togetherness, shareness and styleness in the store. Computer ARDUINO RFID Tagged clothings DESCRIPTION Interactive Table: RFID Sensors Basic setup of the installation. Change.Clothes is an installation for D&G’s stores where people can change the clothes of 3 visualised D&G models using clothing from the store. By physically moving clothing items, This on-going taking o it triggers the models to take o and put on the particular piece of clothing. Change and putting on process will Clothes could be used for promoting D&G’s collections, and creates a point for consumers generate random combi- to interact with the installation, with other consumers, and also with D&G. The images of nations of style. Hence the models are displayed by projecting interactive video on semi-transparent surfaces. The consumers are exposed to videos will be seen from both inside and outside the store; hence it could also be a form of a wide range of possible window display. ts with D&G’s collection. With Change.Clothes consumers are able to mix Visit the link for project details. and match clothing to have a rough visual feel, before physically trying them on. Images taken from the prototype exhibition. Collaborators :: Su Hyun Lee, Ekene Ijeoma
  5. 5. Interaction Design // JONNING CHNG also an industrial designer G2S // Overview on Garden status. Green Gardening System Crossing Design Seminar 02 Domestic Garden Project Leaders | Domenico Pisaturo Claudio Moderini This project aims to design a system that connects user’s home behaviours to the cultiva- User Energy Consumption + Garden needs. tion of a garden shared by a community. The system creates environmental awareness in the user through suggestions of sustainable behaviours that is translated into the satisfac- tion of the garden needs. A reward system in terms of harvest is put in place to stimulate the community towards a sustainable lifestyle. DESCRIPTION 2 G S is an interactive system which is aimed at harmoniously connecting plants with people in terms of behaviours and needs. It is a system that is applicable to di erent models of Cultivations available for harvest and amount of dwellings: high rise urban infrastructures and horizontal at neighbourhoods. Essentially exhange credits required. the interactive system works in the domestic environment, as a medium between users and the common garden, which is the shared open space in which the community seed, cultivate and harvest di erent crops (i.e. food fruits, owers, etc.). This space is eventually perceived as the domestic garden. The system is set in a community of users who are concern about their footprint on the environment, and loves the idea of cultivating biological food for a healthy diet. Hence, our project hopes to encourage people to a more sustainable lifestyle. Suggests to the user home activities in terms of water and energy consumption according to their objective. Visit the link for project details. Collaborators :: Gianpaolo Tucci, Mauro D’Alessandro
  6. 6. Interaction Design // JONNING CHNG also an industrial designer EDEN 2.0 Investigations 01 accessOS Project Leaders | Claudio Moderini Chiara Diana Today the culture of computer use sees the purpose of computing in establishing contacts, enabling social connections, accessing networks, creating, publishing and sharing contents. These complexities of human actions and interactions are starting make the current desktop metaphor seem obsolete. Eden 2.0 is a representation of your life stories, visualised as a garden of trees, outside your window. It captures a concept for how to interact and navigate through an operating system built on stories and relations. The design aims to provide a powerful collaboration environment, while incorporating simplicity and an easy to understand organic structure of navigation. In essence, Eden 2.0 comprises a highly customisable workspace and navigation space with two perspectives, a front view and a top view of a garden, which enables you to quickly, and exibly, isolate moments in time and focus on selected parts of your life stories. DESCRIPTION System Architecture :: Wireframe Representations Eden 2.0 is essentially based on the metaphor of a garden. Standing at the window, looking out to your garden of life stories. Trees in the garden represent stories. Stories that the user has planted and has full control over. From a single stem, the tree branches out forming sub-stories that is part of a main story. Screenshots The stories are contextually organised on the screen, in order to quickly be able to focus on the recently most important stories, based on historical access, quantity of content and frequency of recent access. Visit the link for project details. Collaborators :: Lars Rosengren, Chen Chu-Hsiang
  7. 7. Interaction Design // JONNING CHNG also an industrial designer iMON iMON Family. Crossing Design Seminar 01 Monomedium :: My own private media Project Leader | Stefano Cardini Children have wild imaginations. Having imaginary companions is part of a child’s growing up days. Imaginative play is nature’s way of teaching the developing child some of life’s simple lessons. iMON is a portable toy that gives life to their imaginary creations, who will stick by the child in times of fear and loneliness. Interaction between the child and the device stimulates enjoyment and establishes connections with other children. iMON will make every childhood experience a long lasting one DESCRIPTION iMON is designed to enhance the imaginative play of the child. With projection capa- bilities, the child is able to visualize their ideal imaginary friend with customisable parts. iMON takes the form of non human-like aesthetics. This language is adopted because most children have common fear of monsters and creatures. Therefore, iMON is a monster that the child has by his side in his ‘fight’ against the other mon- sters. Monster versus monster; this creates an ironic sense. In times of fear, the child is able to project the animated image of his imaginary friend on any surface. With the visualisation, it assures and reduces anxiety in the child. When you give a tight hug, it glows. This tactile feedback will provide increased assur- ance and calm the child’s emotions. Visit the link for project details. Collaborators :: Hyeonjeong Jeon, Trusha Sawant, Gianpaolo Tucci
  8. 8. Interaction Design // Physical Computing JONNING CHNG also an industrial designer Toy-Hacking Workshop Micro Controller : Arduino // Master Thesis
  9. 9. Industrial Design // JONNING CHNG also an interaction designer drowning << Steps in the Rescue. defender. lifeguard towards victim Drowning Defender was awarded a reddot Award in 2005 and recognised as a Top Nominee for INDEX:Award 2005. aid pushed lifeguard towards victim victim On speed and recovery. swivel downwards The sea is a formidable lure. Its unknown drags the panic stricken, its currents pulls away. Based on these two conditions, one physical, the other psychological, the design for Drown- ing Defender addresses both factors in concept and in design. The Drowning Defender is a two-part life saving device, consisting of a jet propulsion unit, towed back to safety and a oating aid. When racing towards a victim, the two units work as one, with the propul- sion unit adding speed to shorten the distance between life saver and victim. lifeguard victim The enhancement in speed is one of the key added values of this product. Upon reaching as the speed picks up, the stand will rise due the victim, the oating aid is used to support the victim. The oating aid is designed to to momentum. better support the victim, with the added structure of a leg stand that helps support the vertical weight of the victim. The aerodynamic design of the main oating device caters to the carrying of the upper torso that allows the victim to fully lean their weight on the device. This way, the oating aid provides an extra sense of security, which eminently reduces panic and anxiety, key psychological issues in the success of rescue e orts. 1:1 Scale Aesthetic Model. Materials : Fibre Glass, Wood. The propulsion unit is activated in the last leg of rescue by the life saver, as it carries the weight of life saver and victim, to speedily assist in the return to safety. The Drowning Defender is an innovation that understands the preservation of human life.
  10. 10. Industrial Design // JONNING CHNG also an interaction designer trans:plant apparel system The trans:plant apparel system is the future of fashion street-wear systems. With my proposed product system, the user will be able to select and 'download' graphic designs onto the T-skin which he or she is wearing. This will also mean that in future, consumers will go shopping sleaf :: tagging device not buying t-shirts, but rather they will just have to purchase the t-shirt designs. This will in turn cut down on the use of natural resources. T-skin is a piece of apparel specially designed for the system. Electronic Fabrics, such as Elektex and Softswitch, allows the fusion of electronics and fabrics and yet still maintaining the desirable aesthetic properties of fabrics. Weaved together with the optical bre threads, images could be display -ed on the apparel. The trans:plant apparel system kit consists of sleaf (a tagging device), and the stem cell (a docking station). Modelled and rendered in Alias | Studiotools 1:1 scale aesthetic model >>
  11. 11. Industrial Design // JONNING CHNG also an interaction designer trans:plant apparel system form exploration
  12. 12. Industrial Design // JONNING CHNG also an interaction designer SAC - Modelled and rendered in Alias | Studiotools Service Award. Long Service Recognition Award designed for the School’s Advisory Council. Sceptre - an icon of authority In the past, Kings and Queens own sceptres as it gives them a sense of power and command. The metaphor of the sceptre originated from the idea that the ruler was the shepherd of his people. My design proposal for the award is in a form of a sceptre. Presenting it as an award gives a symbolic reference of power to the recipient. Not power literally, but power in the sense that he has the ability to solve problems and make right decisions. Somebody who is worthy of this award would have reached a certain high level of excellence in his discipline and is able to command authority due to his years of experience. << Prototype e m hro c er silv ck bla llic ta sceptre me ssy glo er scale 1 : 1 matt silv champagn e gold
  13. 13. Industrial Design // CAD JONNING CHNG also an interaction designer Modelled and rendered in Alias | Studiotools