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Design Products (MA)

Ye Jian

Ye Jian, as a product designer and interaction designer, has a keen interest in exploring the way things and people interact. The themes of her work often focus on fair design, inclusive design, health and other topics.

She makes use of design as a hub to influence people's transition from information consumption to information seeking. She intends to explore how an organism's different senses interact with its environment to create a range of narratives, including those that take the form of story space, formal space, and psychological space.

designer, object mediated interaction, design futures

How can the value that labour produces and the feedback that labour generates be matched? Why does the emergence of an intelligent society, which aims to free people from toilsome labour, force them to engage in yet another sort of absurd labour? In the future, "labour" will no longer be a means of subsistence but a basic need.

I want to use design to advance social justice and aid in the development of a more wholesome, regenerative social structure as a designer.

Touch keyboard, silicone, pneumatic, feedback

How do we define what we do? Is it what we do that defines us, or is it how we do it that defines us?

Compared to traditional manual laborers, people who rely on the Internet for their livelihoods are more focused on the content of their work and more likely to ignore their own state. Perhaps the way they move their cursor is more representative of their real work than the content of their work output?

exploration
introduction
light change
process
introduction

"Tracking" is a touchpad that tracks the user's finger trajectory, determines the user's working state by examining the user's touch patterns (click frequency, dwell time, movement speed, and trajectory curve), and by implementing various colour changes to reflect the user's "real state" in real time. It detects touch and uses pneumatic equipment to push gas into and out of the cavity, causing the surface of the panel to deform and providing feedback on pressure while directing the user to stop when it is designated as having "bad status." It acts as a subtle physical reminder for the user to devote less energy to cognitive and emotional processes related to their work in order to improve their perception of finger trajectory, increasing self-awareness of emotional shifts or physical exertion. I aim to improve users' self-awareness through it.


Touch keyboard, silicone, pneumatic, feedback
Click pneumatic touchpad
Touch keyboard, silicone, pneumatic, feedback
Pneumatic changes
Touch keyboard, silicone, pneumatic, feedback
Lighting changes
Touch keyboard, silicone, pneumatic, feedback
Monitoring touch time
Touch keyboard, silicone, pneumatic, feedback
Monitoring click frequency
Touch keyboard, silicone, pneumatic, feedback
Fingertip and pneumatic device feedback
Touch keyboard, silicone, pneumatic, feedback
Use scenario
Components
Components
Usage Scenarios

People's reliance on the Internet is growing, but neglecting one's own self-perception is also getting simpler. Has the Internet transformed into a tool, or have we, through its use, become a tool? By examining the tactile behaviour of using computers and visualising certain tactile and visual features, I attempt to rethink the nature of our job by examining each distinct "state" of work and examining the effectiveness, value, and identity definition in work.

Special thanks to

Zihao Guo (Innovation Design Engineering),

Yulu Xia (Fashion),

Sheryl Teng (Textiles)

Medium:

silicone, air pump, capacitive sensor, led light

Size:

200x175mm
coins in the sky
We know from psychological research that people need knowledge of results to accomplish performance goals and improve their performance over time. Feedback generally is acknowledged as an essential component of many management functions, such as providing training and development, setting goals, building teams, and evaluating job performance. Research and experience have shown that feedback often is the weak link in the management process between subordinates and their supervisor. My work explores the game-
coins in the sky
coins in the sky
coins in the sky
working state
Working state
competition at working
competition at working

A big portion of workers will put in too much work for too little pay if a supervisor makes a promise that won't be kept, which is known as the "pie in the sky" effect. In the future, they anticipate receiving more possibilities to give back in the form of cash, aspirations, social standing, or the joy of self-fulfillment.

The feedback relationship between coworkers, between supervisors and subordinates, and between employees and the organisation is presented through a game device in an effort to depict the give-and-take itself, which is fundamentally a relationship of game. Players are encouraged to invest more time and increase their job efficiency in order to receive more feedback since the more coins that are released and the faster you type, the faster the speed will be. When one more player joins, the likelihood that the coins will fall to the more competitive person increases since the direction of the directional pointer at the exit end of the coin drop will shift toward the more effective tapping player's end due to the different input speeds between the two. In fact, in the reality of Internet workers, who are particularly dependent on data returns, employees should be paid substantially more than they get because of the distribution's irrationality.


Medium:

acrylic,MDF