This product aims to gamify the access to information about sex for teenagers and young adults.
Inspired by the popular Cards Against Humanity game, it allows knowledge to be shared and learned in a comfortable and informal environment. Aimed at Year 9 and 10 students, it is designed to start the conversation about the rights, wrongs, myths and misconceptions relating to sex and sexual health and eliminate the stigma around such a sensitive topic.
With crucial topics like consent, contraception, sexual health, and sexuality, it follows a scenario format with the need to select relevant answers.
Gum that takes the cat out of calling
This product aims to subvert the value of cat calling and make women feel safer when walking alone in the city at night. Quirky, subverted cat calls and comebacks are written on the gum wrappers in order to raise awareness about street harassment and create a platform where the issue can be discussed in an informal manner.
This concept stems from my belief that every human being should have the right to feel equal and safe in this world. I wanted to create a tangible solution that could potentially shift social attitudes and behaviours. The product name symbolises the “chewed lip” branding as well as users’ promoting their attitude towards street harassment.
The bespoke way to cook and entertain
This is a Breville kitchen concept focused around a feature island bench, that provides a practical workspace for excellent cooking experiences. It adds flare and drama to the room, while also focusing on the movement of people and the shared experience of meal preparation.
Transdisciplinary learning and innovation
My second degree, a Bachelor of Creative Intelligence and Innovation (BCII), is a transdisciplinary learning environment focused around collaboration, complex system thinking, and of course, creativity and innovation.
I have completed a wide range of projects throughout my three years, ranging from the implementation of the UTS2027 strategy, to the future of mobility for Honda.
Within these projects I am always able to contribute my UX, service and product design expertise to assist my groups with reaching possible solutions. I have also learned to clearly articulate my ideas and concerns to non-designers, discovering that many design methodologies and frameworks, such as stakeholder and journey mapping, rapid ideation and How Might We statements, can be used as an effective collaboration tool for students of all disciplines.
A Pop of Her
Screen printing experiments
This textile design was inspired by the female pop singers of the 1960s, such as Cher. As potential merchandise for an album cover, I created a close-up cropped view of a woman’s face, with simple lines to emphasise contour and detail.
The vibrant paints and fabric colours were chosen to create a Pop Art look reminiscent of the time. I also experimented with puff paint, foils, repeat printing and embroidery, until deciding on the final design. The print was placed on the centre back of a white long sleeve top in order to be the focal point of the garment.
The sandwich maker
This standard appliance has been re-designed to create a new and meaningful interaction with the user. The lid is fitted with a loaded spring that allows it to automatically “pop up” and say “ready” every minute, so the user can check the toasting progress of their sandwich. It eliminates the need for bulky handles, alleviates impatient waiting time and creates a bit of quirk so an ordinary household object.
The final delivered prototype for this project was a working model. All the mechanical and electronic parts were designed and coded, to a beginners level of course, as I am no engineer. But partaking in this process was very insightful, as it gave a holistic perspective of designing and manufacturing such a product.
Bad habits hidden from view
This project was a textile elective with the objective to hide or shield an object within a repeat print. I chose to interpret this in a subversive way by exploring the intangibility of people’s bad habits; how they are essentially “hidden” from others in society.
The print displays a contour outline of a girl with concealed items hidden within her figure. If you look closely, there is a gambling chip as one of her jacket buttons, a cake slice near her sleeve, and even dollar signs tangled in her hair. The cigarette and pill floating in the negative space are crucial for creating a balanced print when the design is reflected four times, as well as when repeated for fabric lengths like the doona cover.
The geometric shapes arranged behind the outline add another dimension to a medium that is traditionally flat, and the options for colour choice enable a particular aesthetic to be expressed.
The Handy Drill
A practical sculpture for the kitchen
A brand swapping exercise dictated this Product Engineering project, with the intent to either design a drill for Breville or a stick mixer for Makita. All elements had to be designed with the considerations and limitations of mechanical parts, assembly and manufacturing techniques.
The hidden gem of Asian street-style cuisine
This group project, taught by an industry expert from Meld Studios, focused on the process of reaching a solution using research methods, ideation and collaboration. We had to investigate and assess a community area and then design a service to assist user experience.
Using methods from photo ethnography and journey mapping to rapid prototyping and interviews, we gained an extensive understanding of the problem space and created a product that assisted regulars with branching out from their usual meals.