LOOK/HEAR project explores the relationship between scenes and soundscapes, looking and hearing. A system of aural and visual signals generates shifting typographic forms and triggers associations about people and environment.The letters respond to a range of ambient recordings made in New York City—from the relative stillness of Central Park to the clamor of the subway—as well as to aural input from visitors to the exhibition.
My design solution: I designed a 3D letter sculpture, Interactive screen, main video wall, the print letter “O”, and two books. All design elements in the exhibition space support one visual system but with a different method.
This work will exhibit in New York City of United States, Canada, China, England, France, Germany, Indonesia, Israel, Japan, Poland, Russia, South Korea, Spain, Taiwan, Thailand, and Vietnam.
Location (City/State/Country): Baltimore, Maryland
Open Date: 03/25/2016
Project Area (m2 or ft2): 13.8 m2
Project website: http://thesis2016.micadesign.org/ran/
The ADC Annual Awards, Bronze Cube
Muse Creative Awards Rose Gold Winner
SEGD Global Design Merit Award Winner
TDC The Type Directors Club Award Winner
2016 Adobe Design Achievement Award Winner
Beijing, CAFA, Designnova Awards: Grand Prix
7th Annual Typography Competion of Communication Arts Magazine Winner
7th Annual Typography Competion of Communication Arts Magazine Press Release
AIGA eye on design:
PAGE ist the leading german magazine for digital design and typography.
Made by Processing, Using Keypress, generate random forms on typeface.
How Posters Work is a project which required students to build a short animation to introduce a topic from the poster exhibition at Cooper Hewitt Museum in New York. I used dense patterns and wandering lines to create sensory overload and to lead the eye on a restless journey.
My task in this exhibition was depict the part entitled "Overwhelm the eye" I decided to create an animation for each letter in the expression " Overwhelm the eye" For example, the "O" in "Overwhelm" has an animation devoted to it, then the letter " V" has the same, and so on, The imagery is purposely saturated, bold,and pulsating. The pace is designed to inundate the viewer's visual sensory apparatus
This work published in CooperHewitt's instagram
This sound scene was my thesis trailer. I created a scene, which included sound from the rain, a clock, and footsteps. These sounds affected the appearance of the letter “A”.
This projects challenged me to redesign and rename MICA’s primary publication, Juxtapositions, The name “More” not only devives from Baltimore but boldly suggest many other things: more ideas, more innovation,more reach.
Flow: “Deconstructing the word “Flow” into multiple parts to visualize the word as a 3 dimensional movement against physical surfaces”
Curator: Taylor Williams
Designer: Ran Zheng
Afterimage Museum presents historical motion picture devices,sequential images, and installation art. Every six months, Afterimage Museum commissions a team of writers, artists, and directors to produce a visual story that unfolds in space. All artworks in the museum will be transformed into frames that can be applied to a historical method of making motion pictures. The artworks also become sequential images and an installation. Afterimage Museum uses timelines and space to let visitors become part of the story and enjoy a memorable visual journey.
This is an Imaginary Museum project. My museum topic was an afterimage museum; it presented historical motion pictures, sequential images, and installation art. I designed the logo which was drawn in a square grid and has multiple logos based on different content. For example, I created an after-taste cafe and an after-thought store. Because this museum was about motion images and animation, I created a concept blending a timeline and sequential storytelling. Each ticket carried one static frame selected from the exhibition, and each recipient of a ticket would hold a different image of the frame from the story. Also in the exhibition, there was time signage on the wall, which showed the specific, minuscule details of the story. Visitors were able to follow the timeline and watch the sequential tale unfold. Additionally, I also used this timeline concept for the outdoor advertisements. It allowed our surroundings to become part of the afterimage museum.
1+1museum wants to show visitors a real process of art created by an artist and a person from another field with a different way of thinking.
Artists will collaborate with their partners to create art works. During this time, they will get to know each other and influence each other.
The process of creating art could be shown in transparent space made of coated glass. Audiences can watch them creating, eating, sleeping and thinking. But artists can not see audiences to avoid distractions.
As a Curator, My job is mainly about name of museum, main logo, main content and visual direction. Graphic Design Partner: Linxuan Lyu ( visual identity )
In Advanced Publication project, Ellen Lupton became the client for the class for her new book called Design is Storytelling.
The Graduate Show campaigns of 2015 and 2014 employed a vocabulary of clearly delineated structured forms and arrangements, in this year’s approach we celebrate the ephemeral, organic, liquid qualities that behave as a counterpoint to the gridded typographic lock up and serve to remind us that art and design is at its core a visceral human endeavor.
The typography in the sentence is translated as 3 dimensional particles to represent movement of sound into the silence.
It is a APP for selecting quotes from artist & designers. the project could be a service or gift for the art museum. Audiences can choose quotes and make a unique quotes posters through this app, here is 3 different ways to find your interest quotes:
1, Randomly select
2, Photos and names
3, Title of celebrity
Disabled Dancer. This star ballerina lost her ability to perform in a tragic automobile accident. An animal lover by nature, she began experimenting with using her hands to make animals through light projections on the wall. She then learned to animate her animal forms with such skill that her natural gifts with choreography – rhythm, pacing, movement – exploded into rich performative motion graphics. She now dances and delights audiences through her magnificent designs.
For the 2014-15 Lille Design for Change Challenge, we were tasked to tackle the concept of "mass catering" in Lille, France. Our approach was to encourage citizens to drink tap water instead of expensive, wasteful bottled water.
Lake to Lille is a mobile, interactive exhibit that builds trust and pride in Lille city water by taking students through the journey of tap water “from lake, to Lille.” By involving primary school students in a model process of water collection, filtration, and distribution, Lake to Lille engages themes of sustainability, economics, and community health, and creates lifelong tap water drinkers.
My work in this project is mainly about logo design, app game design and story board in truck.
We proposed the solution of Lake to Lille: a mobile, interactive exhibit that builds trust and pride in Lille water by taking primary school students through the journey of tap water “from lake, to Lille.” The exhibit, contained in two trailers, driven by a biodiesel-fuled truck, travels from school to school and becomes an out-of-the ordinary experience for students ages 6-11.
Once entering the exhibit, students travel through four rooms with playful, participatory exhibits that are metaphors for the stages of water treatment: (1) collection from nature, (2) extensive filtration in the treatment plant, (3) distribution through the city pipes, and (4) the many uses of water at home. Throughout the process, they discuss issues of sustainability, health, and why Lille tap water is of very high quality.
In the Collection phase, children enter from the rear door of the truck. They walk through a “lake” filled with balls that symbolically represent water. Blue balls signify clean water, while the purple, pink, yellow, and green balls represent impurities found in unfiltered water. Each set of colored balls is a different size.The students collect the water along with its “impurities” and bring it into the next stage, the “treatment plant.”
During the summer internship in Gallagher and Associates, I participated in multiple project of interface design. The first one is COX, it is a privately owned subsidiary of Cox Enterprises providing digital cable television & Home Automation services in the United States. my responsibility is to provide some visual and interactive idea of their user experience center. After that, I took part in Google user experience center team. at same time, I also took part in a City of Hope digital experience center. I really like this project because I was involved to design the style of timeline and create icons.
Thanks my team, I got a lot of work experiences from those project.
Considering from sustainable development, I designed a concept of recycle and contradictory space and then the design was further improved by team work. What I created included rattan-styled characters, rubbish bag-typed characters, melting snow-typed characters and waste paper-styled characters. I also made a poster showing this design.
With the passage of time, we forget some people and some faces each day. Meanwhile, we walk pass a lot of strangers everyday, just leaving our back views to each other. I spent one year (365 days) photographing one stranger's back each day. I made use of this kind of art form to record strangers passing by me. The digital data printed on the side of each photo is the proof of this work. In the end, I compiled all photos I took in the whole year into a book to reflect this period of experience.. The book's cover is made of memory foam and white blanket. The foam will appear a cave when one pushes hard on it, but will gradually gets back to it’s original smooth look later. The soft surface and special touch feeling is just like our memory for strangers, disappearing in a blink.
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