Jiarui Liu

About

Jiarui Liu is a Chinese designer with the background in industrial design and Interaction design. The progressive realization of various design projects enables her to master a great design thinking, engineering techniques and product aesthetics, which experience help her establish an outlook of “practice design”.Interactive innovation design, multi-stakeholder systems design, future retail, and manufacturing innovation are all her focus.

Degree

BA- China Academy of Art

MA- Royal College of Art 

Exhibition

TOOLFORM, Milan Design Week 2020-Cancelled(COVID-19)

Modular Hairdryer, Milan Design Week 2019

Modular Hairdryer, Invited to Zagreb Design Week 2019

Air-Extractor, James Dyson Award 2017

Air-Extractor, CUIDC Award 2017

Rong, CUIDC Award 2017

     

 

Contact

Statement

My work aims to solve real-world problems and design for the future scenario by systematic approach and design thinking based on quantitative and qualitative market analysis, stakeholders research and iterative prototype testings. I am more concerned with which design approach could be adopted to build the people-people, people-object and people-society connections, which in my eyes is a higher dimension of design. I am thinking about whether the original people’s behavioral design and production mode could be broken and create a new interactive behavioral pattern from different angles, casting a reflection upon the “relationship between environment, society and economics”. 

My projects combined the scientific technology and creative experience design in a better way, attempts to optimize or change people’s existing behaviors or market production and retail models through a series of creative designs. For example, my project “GNOME” and “TOOLFORM” humanize technology by enriching interaction combining the tangible and digital parts to encourage users to participate into a system design and provide practical possibilities for future creative product design and system design. 

GNOME

“GNOME” is a series of agency-oriented toys providing a set of multiple mode experience of making animations for children. It is also an actual working product.

There is still a lack of specific knowledge of what kinds of experience lead to spacial improvement. how spatial thinking could be best infused across curricula, and how to optimally incorporate new technologies, especially in the younger grades.

“GNOME” aims to foster children’s cognitive development, strategic planning and communication skills by making animation combing the tangible and digital experience of playing. It replaces the traditional operation mode of complex software systems, particularly embracing the importance of engaging children’s senses through physical products, It can simplify and transform the functional options of the original software interface into physical modules.

TOOLFORM

“ToolForm” aims to provide a more resource-efficient and ergonomic solution for manufacturing commercial products. It applies a self-service platform, using physical interaction and parametric 3D model generation (grasshopper), to reduce the waste of production materials and large inventory in the fashion industry. This collaborative process forms a future manufacturing interface, to allow the end-users to participate in the manufacturing process. This product is an actual working product.

It is a revolution by the physical touchpoint for retail business. End-users have the opportunity of physical interaction to play with it to design their glasses that fit their ergonomic. It also scopes a unique shop model to rethink what shop could be in the future.

“ToolForm” also provides a new zero-waste manufacture process for solving huge waste using 3D printing tech. A sobering prospect considering the UK used to manufacture 5 million spectacle frames a year. Unsurprisingly, the fusion of eyewear with fashion has generated big business — yet huge amounts of waste. Frames for glasses are cut from larger sheets of plastic with the ‘negative space’ ending up as non-recyclable waste material. along with the huge amounts of unused stock, meaning that thousands more go to the landfill, the now-gigantic eyewear industry now contributes to the millions of tons of plastic waste that end up in the ground, or in our oceans. Contrary to traditional eyewear production like for example metal or acetate glasses, where you cut out the glasses from a piece of raw material and dispose of 85% of the raw material. 3D printing is also called ‘Additive Manufacturing, it uses only the amount of raw material which are needed for the glasses. A process that generates hardly any waste — using only what is necessary.

Taking the eyewear production as an example, “ToolForm” explores my own design language through creating a new design methodology for resource-waste products, which would help the other businesses of manufacturing to grow and transform.

Sponsors