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Global Innovation Design (MA/MSc)

Xin Wen

Xin is an interdisciplinary experience designer with a background in environmental psychology, spatial design, and design strategy. Driven by a fascination with the ways humans sense the environment and interact with the world, she designs experiences and systems for a more delightful, sustainable and inclusive future through elevating human-human and human-environment connections.

Selected Experiences

Education

  • 2023: MA/ MSc Global Innovation Design, Royal College of Art & Imperial College London
  • Exchange at Tsinghua University (virtual) and Nanyang Technological University
  • 2020: BSc Design and Environmental Analysis, Cornell University

Awards

  • Top 3 finalist, Media Architecture Biennale 2023: Transmedial Media Architecture Student Awards Category (With JJ Agcaoili, 2023)
  • 2nd Place, Cresta Climate Challenge: Student Category (With Adira Andlay, 2022)
  • 1st Place, Put it to the Test: Service Category, Thermo Fisher Scientific (With Jialin Ke, 2021)


Xin sitting in front of her Periplus:Form exhibition in Greece, 2022.

Hi there, I am Xin! I love thinking about the sensorial human experience, and the ways our moods and behaviors are influenced by tangible environments and intangible atmospheres. I enjoy applying these insights to designs across all scales, from small interactions to systemic solutions. 

Over the past 2 years, I've had the opportunity to spend time in seven new countries across Europe and Asia. These experiences solidified my interest in people's relationships with spaces and places, as well as the way they interact with each other in these environments. In a world where we desperately need collectivity, I want to design experiences that deepen people’s relationship with places, each other, and themselves. I also love making things!

About the exhibition

Here, you will find (1) Line Lab, (2) Box Body, (3) Skitty, and (4) Sense of Place. These are a range of collaborative projects that explore themes from human-environment relationships to interactions across physical and digital mediums. Drop me a message if you would like to connect and chat!

An augmented reality robot on top of paper cardboard cubes, next to the words "Line Lab"
Digital robot components visualized through AR on top of cardboard cubes
Line Lab brings cardboard and ink to life through AR
Initial prototype showcased at D-Lab (community maker space in London) to the public.
5 paper/card cubes that showcases a method applicable to most paper-based materials
A method to create cubes out of any paper based material, from printer paper to corrugated cardboard.
Making method demo
5 paper cubes on a pieces of paper, with a list of times written down from iterations
Different iterations of robots and task times recorded from a participant in our workshop
Initial user testing with children: they get to move the blocks around and JJ recreates the robot on the screen. The challenge is to create a robot that stays on the shrinking green island as long as possible.

Line Lab lets anyone design animated robots with little more than cardboard, ink, and a mobile device. Our project leverages emerging technologies (including machine learning and augmented reality) through widely available devices to enhance low-resource creative play.

The UK faces an alarming shortfall of STEM skills, costing the nation an estimated 1.5 billion pounds annually. This calls for a strategic and sustainable approach to engineering education from primary school onwards in order to engage with the issue at its root.

A critical component of this educational transformation involves promoting iterative thinking in early education. Yet, actualizing this concept within classrooms poses challenges, particularly in Design & Technology (D&T), the closest subject area to engineering in early education: Time and resources are increasingly constrained. Kits can be prohibitively expensive for underfunded schools, and sustainability is an increasingly critical consideration.

Our solution was co-designed with D&T teachers and further developed through workshops with primary-aged students. By utilizing increasingly available devices like smartphones or tablets, Line Lab lets anyone upcycle scrap cardboard to design and iterate their own virtual toy robots to accomplish different tasks. It blends the tactile joy of physical creation with the magic of digital interaction.

A giant human trapped inside a box on a large LED screen on a tall building in Singapore (from intended viewing angle)
Box Body at ART-ACT Festival, Singapore
A collection of footage from various tests (music by Luling Wang)
Behind the scenes set up, including camera, lighting, box, etc.
Film site set up
Filmed footage remapped to the LED screen
A giant human inside a box on a large LED screen on a tall building in Singapore.
Photo from alternative viewing angle (Photographers: Ahad Mahmood and Arnau Donate)

Showcased at Ten Square Singapore (1 Short Street) as a part of the 2023 ART-ACT Festival, Box Body is a live interactive 3D performance of a giant inside a box on a curved billboard screen. It is made with an unique film-based production technique that can generate instantaneous anamorphic 3D visuals without the need for technical 3D modeling expertise, and results in the potential for live interaction.

The imagery concept is inspired by themes of urban isolation and systemic constriction. Visually inspired by Dimitris Papaioannou’s Transverse Orientation and by contortionist performance, we wanted to express the feeling of big-city isolation right above a busy thoroughfare. 

A special thank you to Ahad, our director of photography who took the project above and beyond in inception, our next photographer Erving, who kept the project alive, Ina, whose enthusiasm fueled us, Gary, who owns the building, and all our friends who made this happen.

Medium:

Interactive Media
A spiky creature made of iron filings, with an introduction to its personality and the the way to interact with it.
Skitty in action
Compilation of graphics and text describing how Skitty functions (sensors, mechanism, etc).
How Skitty works

Meet Skitty, a little creature made of iron filings that enjoys spending its idle time swaying in the sun and pondering life. It is curious but can be a bit shy, and very easily spooked!

Skitty is controlled by a magnet that operates on three axis through servo motors and gear-based mechanisms, responding to vibration and distance sensors.

The Sense of Place Toolkit, featuring the companion and several beads and cards scattered in front of the slider.
The Sense of Place Toolkit helps individuals to foster a deeper personal relationship with their environment through simple, playful interactions
Sense of Place Toolkit: The Companion
Part 1: The Companion
The companion helps to track moments of felt connection
The Indoor Reflection Set, featuring an abacus style slider with beads in a gradient of colors; a deck of cards
Part 2: The Indoor Reflection Set
Cards showing various elements of place based on Canter's Place Model
Cards with elements of place based on Canter's Place Model.
A variety of materials and component that went into the making process
Materials and components
Making of the companion shell with tessellation folds
Making of the companion shell with tessellation folds
A map of Singapore showing its reclaimed land history in 3 layers (past, present, and planned future) in different colors
Participatory workshop in Singapore focused on perception of land reclamation
A series of photos showing two different sets of map-based boundary objects used for place-based workshop.
Map-based boundary objects used in London (top) and Singapore (bottom) workshops.

The Sense of Place Toolkit is designed to help individuals foster a deeper personal relationship with their environment through simple, playful interactions. Consisting of an outdoor companion and an indoor card game, the toolkit aims to promote mindfulness by encouraging people to pay attention to their local surroundings.

The toolkit is created based on secondary research insights and participatory workshops conducted in London and Singapore. Through workshops across different scales and location, we realized that the concept of ‘sense of place’ is complex, intangible, and incredibly individualized. Yet it has so many implications for mental well being. We focused on ‘place attachment’ as the primary element within “sense of place”, and designed interactions that foster an individual’s felt connection with a place of their choice over time. 

Jack Kent Cooke Foundation