eMotus solves the pedestrian congestion through increasing walkability by visually representing emotions in form of color in hopes to elevate empathy and sense of belonging within the community. Users can contribute by standing in front of the interface which will signal a photo being taken with a flash followed by lights travelling towards the button prompting them to press it. This will send their emotion represented as a color through, contributing to the visualization.
Afya (Swahili for ‘health’) is a humanitarian greenhouse solution that utilises water-harvesting and hydroponic technology to support rural African communities in establishing their own food and water sources. The aim is to improve health, whilst also offering entrepreneurial and business opportunities to disadvantaged communities.
Afya was developed in collaboration with the University of Sydney Nano-Science Hub, in response to a brief seeking new products the utilised atmospheric water-harvesting technology.
NevAR Lost : AR HMD interface for pedestrian navigation
In this exploratory study, we simulated an AR HMD pedestrian navigation solution in VR with three different map positions, map upfront, map on street, and map on hand. The system was, however, not purely map-based navigation. The users could switch between the map view and the directional arrow view at will during navigation.
Imagine a reality in which you could speak to your doctor. Or anyone in particular. And you could view this person in a photorealistic manner but you could also see them in abstract ways. They could become butterflies. A set of squares. Glowing hearts. Or donuts.
Grand vision but at the time, feel free to explore the butterflies, hearts and donuts part of it. You’ll become whatever you’d like yourself to become.
Whatever makes you feel comfortable.
The Breathing Tree is an adaptable display system, designed for urban green spaces or suitable public areas, intended to convey information about air quality within its locality.
The Breathing Tree’s primary purpose is to raise public awareness about air quality through daily public interaction.
Each Breathing Tree installation functions as part of a linked city wide system intended to map a city through air quality.
CopyCat makes it easier for people to approach others with a hearing impairment. Our mission is to raise awareness of people with hearing impairments and build a more inclusive community.
We educate the community about Australian sign language AUSLAN and with gamification, create an exciting learning environment that not only entertains the user but enables them to learn a new language. The game uses machine learning to learn and recognise people’s hand movements where they can compete to perform the given hand signs correctly.
This project aims to help educate people about the Mexican Festival known as the Day of the Dead through a VR experience.
The user learns about this festival by completing objectives provided throughout the game. They will be accompanied by a virtual guide that provides information about the festival as the user completes the various objectives.
FriendBot is an autonomous robot that we have designed to enhance travellers experience within airports. This bot greets travellers upon entering the airport, guides them through the security processes, and finally to the travellers’ boarding gate.
While waiting for boarding, FriendBot provides a range of convenient and entertainment services including food and duty-free delivery, movies and live notifications relevant to the user.
Flux is an interactive light installation that connects individuals through acts of collaboration. The product is designed to reduce social stress within Sydney urban dwellers.
Through cumulative research, our team discovered that individuals seek community interaction more than ever, although they are not encouraged nor provided a space that accommodates this value. Thus, users can explore an unrestrained space that accepts and encourages the exchange of friendly association through the embodiment of Flux.
LiveWell is a self-sustaining well that collects water in three different ways to provide individuals with access to clean water. Our new technology would enable a single well to produce 152L of clean water daily.
LiveWell is a multifaceted solution that improves the entire journey of collecting water from collection to transportation.
Urban green spaces are dark at nightime, which makes them fairly unusable, as well as unsafe. In order to solve this problem, we've created Lumos, an interactive lighting installation designed to sit in these poorly lit areas and cast colorful light into the surrounding park environment.
Lumos allows users to walk up and customize the patterns and colors through turning a knob, with different levels of torque leading to different gradients becoming part of the flowing animation. Users own custom light show will then remain on display in the park until another park goer comes along and decides to interact with it themselves.
MIDEA Alumni Mapping Visualisation is part of Jessie Li’s Capstone Research project of “Designing for a flow experience in Non-Expert User Visualisation.”
This research presents a NEUVisFlow model to design for an enjoyable and flow experience in data visualisation for general public in non-utilitarian context based on the flow theory by Csikszentmihalyi.
Introducing Neo Kinesis: an interactive instalment that aims to provide entertainment at the crossing while still prioritising safety. Utilising a Kinect motion controller, pedestrians can use their hands to easily draw interesting designs displayed on a large LCD screen.
Propped at the side of the road just before the crossing, Neo Kinesis serves to provide fun and quick entertainment while waiting, still ensuring pedestrians can interact safely away from traffic by getting them to look up and away from their phones.
Strawberry brings exciting innovation to the sexually transmitted infection (STI)-diagnostics industry, in line with the priorities of the World Health Organisation and NSW Health.
Our multi-disciplinary design combines the benefits of rapid multi-testing with the reliability of laboratory-standard testing, packed within a purposeful branding strategy to bring STI testing to the modern day. It is this quality that Strawberry utilises to identify our target STIs.
Skate Doodle provides a unique interactive experience for skaters and spectators. The motion tracks of skaters generate glitch visual effects, projected on the big ramp. Spectators can add splash colours and messages to the visual display via a mobile app and QR code.
Whirlpool is an interactive instalment that is designed to complement a standard zebra crossing in a school zone, aiming to increase the children’s desire to use the crossing by creating a dynamic appeal. This is achieved through progressive lures that are delivered in the form of lights and water for an unobtrusive display.
The climber is a physical button game for pedestrian to play while waiting for the traffic light. User can press the button to make the koala in the pillar going up, they will only win when the koala achieved the top of the pillar.
This game helps pedestrian to more focus on the traffic light rather than other products or things(such as mobile phone) which will distract them from the traffic light. In this way, it may decrease jaywalking or crossing the road in a wrong time.
Oasis is a pocket of tranquility within urban parks and greenspaces, providing a respite from stress-inducing noise pollution. Oasis consists of a large angled wall with integrated speakers, interactive light discs and greenery placed in parks and greenspaces. Oasis picks up the environmental noise pollution, predominantly road traffic, and actively transforms it into a more pleasant listening experience which is played through the speakers.
‘Walk with Me’ is a companion concept designed to comfort late night commuters. Through light and animation, ‘Walk with Me’ aims to distract travellers from unsettling thoughts by providing an interactive source of mental distraction. The concept works by auto-generating projections unique to each user in order to evoke a feeling of connectedness with a display that travels alongside them as they walk, and which reacts to individual movements and interactions.
iBreath is a diagnosis and management tool for Chronic Obstructive Pulmonary Disease, that utilises gamification strategies to create and sustain engagement with users. Designed for early diagnosis in the Chinese market, the prototype application is the result of research conducted into existing mobile health (mHealth) applications and the potential for such an application and gamification strategies to work for Chinese users.
The Eye is a virtual reality (VR) experience designed to create awareness for mental health through an approachable and engaging medium. In the scope of "Re-Imagining Cities", The Eye was created to place a focus on community engagement, as the communities that make up a "city" are just as important to its' definition as the physical infrastructure that holds them. Especially in this modern day and age, it is vital that the emerging social trend of destigmatising mental health can continue to further improve communities as a whole.
By recognising meaningful interactions with objects in the home, Framely helps forge connections between individuals with similar interests in an effort to combat social isolation - a contributing factor to poor mental health in Australia’s ageing population.
Stay in touch with loved ones or meet new people. Framely uses AI to connect users to others with similar life experiences.
Meet Ghasper The Campus Ghost!
Having recently woken up from a 150 year hibernation, Ghasper is surprised by how much the university has changed.
This curious spirit likes to watch people as they come across him, hoping to make some human friends.
Loud and disruptive environments can often induce sensory overload, stress and social anxiety to individuals with mental health conditions, thus creating a barrier that prevents people from thriving within their environment, particularly in urban areas.
The overall goal of the Mindfulness Hearth is relaxation, as part of a multi-sensory, absorptive, and social experience. It can be enjoyed by many people at once thanks to the holographic pyramid display that allows several unique viewing angles.
"For most women falling pregnant is a joyous and memorable time in their lives. However, for too many women this experience can be overshadowed by the stress and confusion associated with the diagnosis of gestational diabetes mellitus (GDM).
The researchers involved in this project have spent the last year examining how a co-design approach could be utilising to assist in the creation of a mobile health application. Specifically looking at how features and functionality could improve the current GDM experience to promote long term behavioural change.
"Pick Me Up is an app designed to help social workers identify signs of burnout early and encourage them to be proactive about their breaks. Social work is a profession that involves practising empathy on a daily basis. This has lead to a high level of burnout and turnover in the field. In finding a solution, we discovered that it is difficult to introduce organisation change such as improving resources in the workplace or quality of supervision.
"My work is an exploration of the changing of colour between the Urban and the Country.
While I was commuting on public transport, I started to notice how different each environment was. In the country, my view is dominated by the Natural - skies, trees and grass, and then roads, and houses, and street lights. In the city, it is the opposite. Everything is Built - buildings, and signs, and billboards, and traffic lights, all right up in your face. You only see the sky filtered through the built environment, with trees and other plants only where they fit into the program.
Nurses are required to constantly demonstrate nurturing and compassionate behaviours to patients and their families, making them susceptible to burnout and compassion fatigue. Introspect is a guided mobile app that engages nurses in an independent process of vocalisation and reflection in order to improve their ability to cope with personal and emotional challenges.
WonderMa is an application that helps mothers recognize early symptoms of possible mental illness, lets know where to seek help and provides support. The WonderMa was created based on my research as well as consultations with: Ms Lisiane Latouche, Director Social Work/Psychology at Tresillian; Dr Nicole Highet Executive Director And Founder at COPE; and Ms Chris Barnes Clinical Psychologist at Gidget Foundation Australia.
Every winter the skies of close up over Mongolia's most populated city, Ulaanbaatar, and a cloak of pollutio sits for months on end. It is here where year round pollution levels average 133 times the WHO recommended levels, where harrowingly statistic. Most shockingly is that these conditions are typically only present in cities with 10s of million of citizens in hihghly dense urban environments