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Global Innovation Design (MA)

Xinyi Xie

I moved from China to England to study industrial design at the University of Liverpool before coming to GID at the RCA and Imperial College London. During the period of pursuing a graduate degree, I explored various directions: product-, user experience-, and interaction design.

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Degree Details

School of Design

Global Innovation Design (MA)

Driven by user-centered design, I believe that a good design requires designers to always treat their users' requirements as the main concern. The key point is to identify users’ requirements correctly, due to users not always being clear about their true requirements. While today's pervasive digital devices put the world’s information at our fingertips, making it seem like everything is easy and quick. 

As a designer, I am always passionate about how technologies can address the challenges in our daily life in a global context. I want to explore how I can combine technology with design tools to design for a better future and enrich human-machine interactions with human ability.

Wio 90s Xinyi Xie & Xinyu Yao

Wio

Instruction 001

Background:
Due to the high population, house prices, and intense competition, living in the city can be very stressful.
In a survey of more than 100 participants from Asia and Europe, 84% identified stressful conditions in their daily lives. However, only 7.9% have tried or are following stress coping strategies. The reasons for that include stigma, doubts concerning the effectiveness, or simply a lack of money and time to adopt stress management methods.

Process:
In a case study with young people (16-28) living in London, we identified several major reasons for stress: due to financial restraints, most of them live in non-ideal environments like basement apartments or have rooms with windows that face walls or the street (leading to a lack of privacy and closed curtains).
The increased amount of time spent working from home has an additional negative effect on this stressful situation. From these insights, we defined the key insights for the final outcome:
An engaging experience, minimal effort required to implement, all to visualise the subtle or even invisible stress states of the user

Wio is a digital window for people who live in a windowless environment. It brings in the relaxing external view and guides people to do box breathing in a more engaging way. The goal of Wio is to incentivise users to do box breathing to manage stress.

Medium:

Physical Digital Window and digital platform

Size:

3 months

next Box App

Family Pajama

OrganStickers

AR Scan

Sex education in China is misunderstood by most people as teaching how to have sex. Due to that misunderstanding, sex education in China is a topic parents and children avoid. After realising the importance of sex education, Chinese parents still feel overwhelmed, because they themselves didn’t receive similar education. As a result, most parents don’t know how to give this education to their children. They don’t know what and how to talk about.

We want to educate parents and children together and make the education process less embarrassing and more engaging. Also due to it being a project for preschool children, we designed it as an interactive game, making the knowledge interesting and easy to understand. The final outcome consists of two parts: The physical part –the pajama and stickers about the human body and digital part – an app designed in Unity to work as a complementary tool to explain knowledge.

NextBox provides parents with a less embarrassing way to talk about Sex Education with their children. Parents and children can explore the secrets of the human body together. With that knowledge, children can gradually learn to respect others and protect themselves.

Medium:

Digital App and Physical pyjama and stickers

Size:

2 months

Emobition

Emotion Recognition — Worked with Tsinghua University Graduate Exhibition Group to instal cameras and record visitors' emotion change

Implementation

Museum gift shops are so popular among visitors. In the art shop, visitors can buy mini size artworks or classic souvenirs such as postcards, mugs or T-shirts.
For the museum, the gifted shops do not only make contributions economically, but also help to educate visitors, build the museum’s brand, and highlight or even enlarge the impact of the art.

Can souvenirs mean more for visitors, the designers and the museum?
What about a souvenir that is customised for visitors with their visiting experience?

Emobition is a project aiming to improve the management and experience for exhibitions in a museum or a gallery. With facial recognition technology (emotion tracking), we change emotion data into physical products and other meaningful digital output. For visitors, they can repaint their used ticket into a customised postcard. For the museum, a real-time emotion map may support the management. For exhibitions, an art-work emotion feedback report will be given.

Medium:

Emotion Data, Physical Output

Size:

1 month

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