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从人工智能、数据科学和未来媒体传输格式的接口，到毕业时具备就业技能和专业知识。他们将能够选择专业领域，包括游戏、媒体艺术技术、交互式机器人和虚拟交互设计

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The MSc in Innovative Multimedia Entertainment (MScIME) programme has been designed to supersede the storied MSc in Multimedia and Entertainment Technology (MScMET) programme.
Aims
This programme aims to attract top creative talent to shape the future of interactive digital media and entertainment experiences. Students will master the technologies from AI and data science that are driving industrial change, and future interfaces of media delivery formats, thereby enabling them to graduate with job-ready skills and expertise. They will be able to specialise in areas such as games, media art technology, interactive robotics and virtual interaction design. Our curriculum pathways will also allow students to select core areas of interest - in technical specialisations or applied research directions in art, digital and entertainment media - to deeply explore areas that match their backgrounds and passions.
Characteristics
The programme offers students rich learning environments with strong industry engagement. Industry collaborators include NVIDIA, Tencent Games Lightspeed Studios, Unreal Engine etc. The curriculum offers students two pathways to choose with four different focus areas, either Practice Pathway or Applied Research Pathway.
Focus Areas

Media Art Technology

Entertainment/ Games

Interactive Toys and Robotics

Entrepreneurship in Multimedia

Industry-based internship is offered as part of curriculum for selection. Students will be supported by corporation research centres (such as PolyU-NVIDIA Joint Research Centre) to make connections with our industry partners. The structure of subjects are combining lectures, tutorials or practical lab sessions to provide hands-on experience. Graduates will emerge with a skillset primed to pioneer the next generation of digital media and entertainment technology.

Close ties to the Greater Bay Area, Mainland companies, universities and locally here in Hong Kong will provide unparalleled access to leading entertainment companies, from which students can draw inspiration and opportunities. By engineering serendipity across areas from games to application development to immersive experiences, students can build their expertise while building connections across cultures.
Intended Learning Outcomes
Professional/Academic Knowledge Skills

A. Demonstrate mastery of a structured body of knowledge spanning multimedia, AI, ethics, and entertainment theories and practices. Students will gain a systematic understanding of the multimedia landscape, with a focus on a variety of entertainment media tools and areas of specialisation.

B. Apply multimedia skills and innovations introduced by AI and data science to solve complex problems, and create engaging and entertaining products using entertainment design and production theories. Students will utilise cutting-edge multimedia production tools and technical skills to create transformative experiences.

C. Employ specialised skills in multimedia design and in team-based collaborations to deliver impactful group projects. Students will work in teams to combine technical skills and build entertainment experiences that leverage the power of AI and data science.

D. Continuously review and advance knowledge and skills at the frontier of multimedia entertainment. Students will challenge assumptions, take risks and push the boundaries of what AI and multimedia entertainment can achieve. Furthermore, students will design and apply appropriate methodologies to conduct such explorations. They will emerge with an entrepreneurial mindset that will advance the field.
Generic Skills for All-Roundedness
E. Develop strategic planning and project coordination skills

F. Craft and convey innovative ideas effectively

G. Foster interpersonal skills to collaborate across disciplines

H. Cultivate creativity and critical thinking for ongoing impact beyond the programme

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73040-FTM-PTM - Master of Science in Innovative Multimedia Entertainment | The Hong Kong Polytechnic University (PolyU)

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The MSc in Innovative Multimedia Entertainment (MScIME) programme has been designed to supersede the storied MSc in Multimedia and Entertainment Technology (MScMET) programme. Aims This programme aims to attract top creative talent to shape the future of interactive digital media and entertainment experiences.

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智能出行：感官融合放松系统

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智能出行：感官融合放松系统

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提高 MPV 乘客的舒适度和放松度

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Skip to main content Start main content

Future Vision of MPV Intelligent Mobility - A Sensory Fusion Relaxation System
by Xu Yinming, Gui Chenbei, Yuan Zhenjun
Master of Design (Intelligent Systems Design)

In 2035, as L4 autonomous driving becomes popular and new energy vehicles become more affordable, an increasing number of Chinese families are choosing self-driving travel. Breazen aims to enhance the comfort and relaxation of MPV passengers while promoting family connections through a sensory-augmented interaction system. They incorporate airbags to help passengers manage physical and psychological fatigue and facilitate emotional recovery. By strategically placing airbags, Breazen prioritises passenger well-being and safety. The system creates an immersive environment with personalized lighting, ambient sounds, and tactile feedback to provide a tranquil and connected experience. Breazen's innovative design revolutionizes family travel during self-driving journeys, elevating it to new heights. By combining technology with passenger-centric features, they aim to create a future where self-driving is synonymous with rejuvenating travel for Chinese families.

Academic Supervisors: Prof. Stephen Jia Wang, Dr Hailiang Wang
Industry Supervisor: Mr Stephen Chan
Industry Partner: GAC

Future Vision of MPV Intelligent Mobility - A Sensory Fusion Relaxation System

by Xu Yinming, Gui Chenbei, Yuan Zhenjun

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Master of Design | Project Showcase | Students | School of Design

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Future Vision of MPV Intelligent Mobility - A Sensory Fusion Relaxation System by Xu Yinming, Gui Chenbei, Yuan Zhenjun Master of Design (Intelligent Sy...

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职业社交网络 LinkedIn 准备在其平台上引入益智类游戏，该公司表示此举旨在释放乐趣、加深关系、创造对话机会。LinkedIn 将引入类似 Wordle 的热门益智游戏，玩家的分数将根据他们的工作地点进行排序排名。

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爬楼梯或简单运动有益心脏健康

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爬楼梯或简单运动有益心脏健康

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研究表明，即使是短暂的身体活动也会对健康产生有益影响，短时间爬楼梯应该是一个可以融入日常生活的、容易实现的活动。

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奇客Solidot | 爬楼梯或简单运动有益心脏健康

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Solidot是至顶网的科技资讯网站，主要面对开源自由软件和关心科技资讯读者群，包括众多中国开源软件的开发者，爱好者和布道者。口号是“奇客的知识，重要的东西”。

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“Book Through”是一项实验性的尝试，旨在探索书籍领域、书籍文化、社区以及设计在为读者提供另一种方式沉迷于多样化和丰富的文学景观中的作用。

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通过改善香港当地的寺庙服务来促进传统文化的可持续性和有凝聚力的社区。该项目旨在解决阻碍人们参与寺庙文化的障碍。通过数字化和技术的应用，Tempre Go 提供了一系列功能来创建可定制和持续的寺庙体验，以培养社会联系感并促进传统文化的可持续性。

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Temple Go
by CHAN Kwun-hei Kristy, CHEUNG Lok-yiu Nicole, KWAN Lai-yin Rex, TANG Ming-wai Vivian
BA (Hons) in Advertising Design, BA (Hons) in Communication Design

Tempre Go, aims to promote the sustainability of traditional culture and a cohesive community by improving local temple services in Hong Kong. Despite their rich historical and social significance, intangible cultural heritage such as traditional craftsmanship and social norms are at risk of being lost. Temples have the potential to serve as a container for traditional practices and demand for traditional craftsmanship. Tempre Go bridges the gap between temples and daily life, encouraging believers to support and practice traditional culture with a sense of certainty, relief, and social connectedness. The project seeks to address the obstacles that prevent people from engaging with temple culture. With the application of digitalization and technology, Tempre Go provides a range of features to create a customisable and continuous temple experience to foster a sense of social connectedness and promote the sustainability of traditional culture.

Tutor: Westley WONG

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Integrated Designpreneurship | Project Showcase | Students | School of Design

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Temple Go by CHAN Kwun-hei Kristy, CHEUNG Lok-yiu Nicole, KWAN Lai-yin Rex, TANG Ming-wai Vivian BA (Hons) in Advertising Design, BA (Hons) in Communica...

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儿童健康的营养快乐生活方式

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儿童健康的营养快乐生活方式

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通过创造一个创新的游戏化服务平台，专门为满足 5 至 7 岁患有胃肠炎的儿童（主要是在家庭环境中）的护理需求而设计。联合医院家庭帮助儿童预防和进行肠胃炎的护理。

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马晓东的“修复社会”通过金继和3D打印复活破碎的物体

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马晓东的“修复社会”通过金继和3D打印复活破碎的物体

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马晓东的《修理社》是通过设计进行的社会批判，主张我们修理而不是更换。与现代生活的过度消费和有计划的废弃不同，它邀请人们通过修复（“旧的比新的更好”）、移植（“重新组合以重新利用”）的设计实践，与物体建立更牢固、更长期的关系，和 Autotomy（“维修设计”）。通过反复修复，同时复兴传统的修复和创作方法，该倡议希望为熟练工匠创造更多机会，也让公民也成为修复人。

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designboom | architecture & design magazine

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'repair society' invites stronger bonds with used objects

Xiaodong Ma's Repairing Society is a social critique via design, proposing that we repair, not replace. Deviating from the overconsumption and planned obsolescence of modern life, it invites people to cultivate stronger and more long-term relationships with objects through the design practice of Repair ('old is better than new'), Graft ('recombine for repurpose'), and Autotomy ('design for repair'). Through repeated repair while reviving traditional methods of restoration and creation, the initiative hopes to create more opportunities for skilled artisans and also empowers citizens to become repair people too.

Embracing the old and used, the project is thusly inspired by Kintsugi, the Japanese art of mending broken pottery with lacquer dusted or mixed with powdered gold. It accordingly embraces breakages as part of the valuable history of an object, rather than defects to conceal. As such, a fragmented piggy bank, plate, cup, and resin dish are given new life with gold that highlights the damage instead of concealing it - the gilded joineries bearing traces of the stories of its owner. Meanwhile, an old basket is repaired with 3D printing and scanning, presenting new possibilities of both craftsmanship and use.

all images courtesy of Xiaodong Ma

Repair, graft, and autonomy

Through repeated Repair, while reviving traditional methods of restoration and creation, the initiative hopes to create more opportunities for skilled artisans and also empowers citizens to become repair people too. A withering rattan basket is restored half to its original state, and half with 3D printed woven PLA, deeming it difficult to be defined as old or new. A broken dish is also repaired with clear resin by newly trained repairmen. The transparency of the material cherishes its lived past, as each broken vine declaring the history of the dish can be clearly observed.

Designer Xiaodong Ma also adopts the horticultural technique of Graft, or Graftage, whereby plant tissues are joined to facilitate growth together. The broken fragments can be recombined and repurposed into a new product which extends the function and usability of the originals, and at the same time, it savors the original objects, or parts of them, to allow owners to continue cultivating bonds within them. This method has given rise to newly revived kitchen utensils: a colander is grafted into a soup spoon by filling its holes with plastic, while a spatula is fashioned from a plastic barbecue fork.

xiaodong ma proposes design intended to break

Autonomy is also a design ethic embraced for Repairing Society, intentionally designing objects to be gracefully broken and repurposed with ease. 'We design for a long arc of use, and an evolving appearance and meaning,' says Xiaodong Ma. Ma proposes that designers can plan an object's afterlife from the outset as well as considering how they will be used. For instance, the Autonomy Bowl is conceived by keeping in mind that ceramic bowls tend to break at their thinnest points - the walls and rims - while the base usually stays complete. It accordingly features five bases that break into predicted fragments that can then be easily repaired and grafted - 'it is a bowl holding the potential for five future lives.' The Autonomy Cup likewise connects with its handle via weak joints and once broken, it detaches from the joint instead of its handle and body, leaving just clean parts for repair.

Repairing Society was envisioned to spark a lasting shift of both perception and action, not only for consumers on how to consume, but also for designers on how to make. 'I believe this could provide readers with insights to boldly speculate an alternative way of consumption and production that is opposed to the current throw-away society,' notes designer Xiaodong Ma.
project info: designboom has received this project from our edited by: ravail khan | designboom DIY submissions feature, where we welcome our readers to submit their own work for publication. see more project submissions from our readers

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xiaodong ma's 'repairing society' revives broken objects through kintsugi and 3D printing

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xiaodong ma's repairing society cultivates stronger and longer bonds with our objects through repair, grafting, and autonomous design.

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生命可视化，虚拟葬礼体验

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缓解经期疼痛的可穿戴设备

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缓解经期疼痛的可穿戴设备

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这款名为Myoovi的无线设备使用经皮神经电刺激 (TENS) 技术来缓解旅途中的疼痛。

Myoovi 创始人 Hamdi 表示，他在英国国家医疗服务体系 (NHS) 从事全科医生工作时提出了这个产品创意，当时他注意到非处方止痛药并不适合所有经历经期疼痛的人。

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为女性提供了一个缓解经期痉挛的公共场所。

该项目名为“暖墙”，旨在解决女性经期缺乏公共设施的问题。

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在儿童医院打造的互动森林媒体展示，以缓解儿童患者的焦虑

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在儿童医院打造的互动森林媒体展示，以缓解儿童患者的焦虑

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沿着占地 415 平方英尺（38 平方米）的数字体验，孩子们可以选择一个动物伙伴，定制它的皮毛，添加配件，然后将其释放到“野外”。

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American architecture studio NBBJ has created a series of interactive media displays in a California children's hospital to ease young patients' anxiety.

Designed by the NBBJ's New York experience design studio ESI Design, the installations consist of screens that display a native California landscape where children can create animal characters to release into the wild.

It is located at Loma Linda University Children's Hospital (LLUCH) outside of Los Angeles. The team wanted to install a feature to quell the nerves of young patients entering the hospital for surgeries and other appointments.

The studio created an interactive digital forest display called Loma Land that spans five screens built into a lobby wall, and is accompanied by an audio soundtrack.

"Loma Land will greet young patients with an idyllic forest of animated creatures, rustling plants and the gentle sounds of flowing water," said the team.

Along the digital experience, which spans 415 square feet (38 square metres), children select an animal companion, customise its fur, add accessories, and then release it into the "wild".

Children select and customize their animals just outside security gates, within three oval-shaped touchscreens. There, they pick animals native to the surrounding California landscape including a fox, bear, deer and raccoon.

Moving along the screens, they can select from a variety of brightly-coloured fur and add accessories, including an acorn hat, leaf mask and grass top hat.

Once the animal is made, children can interact with it one-on-one via a fourth screen, or pass through the security gates, where the creature is released into a larger landscape that's displayed on a 60-foot-wide (18-metre) screen.

As children and parents walk past the landscape and further into the hospital, the animal can be seen interacting with creatures created by other children and roaming around a forested environment.

"When it came time to design Loma Land, the greatest challenge became the fact there is truly nothing quite like it," said the team.

"So, the team looked for inspiration from libraries, children's museums and games. These cultural media experiences motivated the team to incorporate elements such as character play, active and passive disruption, and collaborative composition."

The team surveyed a group of children and their families to select the digital setting for the installation, with the majority preferring a natural environment.

ESI Design incorporated native trees and shrubs into the environment to provide further familiarity and comfort.

NBBJ and Flea of the Red Hot Chili Peppers create LA playground

The team believes the Loma Land concept could be incorporated into other hospitals and expanded across LLUCH to meet future needs.

"While this innovation is truly remarkable, what makes it especially relevant to today's healthcare system is the fact it can be easily replicated by any hospital that has the vision to transform the patient experience from one of dread into one of delight," said the team.

They also noted additional displays could include different environments and plush toys of the animals could be incorporated into gift shops for an "offline" experience as an extension of the concept.

The team also prioritized the use of projectors when possible, instead of LED screens, in the interest of making the displays easier to clean as the display wall simply needs to be sanitized.

NBBJ recently collaborated with Flea of the Red Hot Chili Peppers on a LA Playground and created a pediatric clinic in Seattle with "no blank walls".
The photography is by Sean Airhart

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NBBJ creates interactive forest display to ease children's fears in hospitals

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American architecture studio NBBJ has created a series of interactive media displays in a California children's hospital to ease young patients' worries

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“Ritually”是用于个人仪式创建的数字助理，使您能够建立新的行为或有趣的思维模式，例如通过设计自己的仪式对象。利用仪式设计的原则，“仪式”提供了引导性反思和鼓舞人心的工具，使您能够发展独特且有意义的个人实践

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有点类似于加强版本的习惯养成

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针对退休后人群找寻新目标的设计

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针对退休后人群找寻新目标的设计

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它将即将退休的人们联系起来，使他们能够通过与他人启动有影响力的社区项目来找到生活的新目标。

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高强度的工作下，人们容易出现慢性压力并威胁健康，是一项在组织层面支持远程员工探索自然并在工作时间内获得社会支持的服务。

通过劳作与休息的有机结合，改善福祉，采用更健康的生活方式和更高效的新工作方式。

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比较强调远程工作的情况下

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通过不同家庭的个性化生活体验创建多家庭联系，让个人在拜访家人时有宾至如归的感觉，并在不在一起时以虚拟方式联系家庭成员。主要载体的便携式投影仪

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帮助设计专业学生更好提升能力和就业的一站式平台

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帮助设计专业学生更好提升能力和就业的一站式平台

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提供一个居民能够领导和指导重建项目的愿景阶段

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提供一个居民能够领导和指导重建项目的愿景阶段

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Kristof is a strategic designer with the ambition to make lasting positive change in the world. He graduated in Design Engineering (MEng) from Imperial College London; part of the first cohort of its kind globally. This unique background provided him a platform to establish a distinctive identity; being a jack-of-all-trades between the fields of engineering, technology, design and innovation. He has practiced design in Silicon Valley, London and in Amsterdam; spanning startups (in ed-tech), open-innovation for cities (AMS Institute & CTO of Amsterdam’s office) and architecture (UNStudio & UNSense).Having been exposed to the Royal College of Art’s ethos, he is equipped with the necessary design and storytelling skills to significantly drive design for social innovation, resilience and solve systemic challenges anywhere in the world.Interested in designing at scale, creative processes and big ideas.He is a founding partner of RCA’s Design & Philosophy Society, and during his time at RCA he collaborated on entrepreneurial projects, exploratory visions and social impact ventures with the Helen Hamlyn Centre for Design, Wellcome Trust, CERN, Logitech, London Business School MBA programme, London Borough of Camden, and Aalto University Campus & Real Estate Board (ACRE).

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为没有车的新手司机提供帮助，消除驾驶恐惧

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为没有车的新手司机提供帮助，消除驾驶恐惧

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前期，设计了新手教程来指导新司机熟悉自己的租车。在此期间，如果发生意外情况，我们会为司机提供紧急服务。在后期，我们使用评论板来联系人们并接收客户反馈。

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Hi, this is Tom.Masters student in both Service design and industrial design, specializing in research, product management , user experience, user interface, 3D CAD modeling, rendering, motion graphic. Having strong consciousness of leading project and team collaboration. Know how to access to programmer and team manager, have seven years experience.

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为消费者和美容行业公司提供双向的帮助以达到可持续美妆的良性循环

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帮助更年期女性度过此阶段的精神健康社区

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帮助更年期女性度过此阶段的精神健康社区

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作为更年期期间的伙伴，更年期帮助女性走上正轨，缓解她们的恐惧和困惑，并为她们提供个性化的应对方法，而不必诉诸药物。我们还帮助女性与同伴建立联系。

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将物理物品带到数字世界中的交互

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将物理物品带到数字世界中的交互

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解决观众无法与艺术品或工匠互动，因此他们无法看到细节，也无法欣赏在线冰冷的产品描述背后的故事中的精确、专注和坚持的问题。

工艺品展示将是Beyond²的初步应用。随着数字交互日益取代物理交互，我们需要超越 2D 并重新激活数字化物理对象背后丢失的故事。

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帮助非本地的国际学生快速了解当地文化的社区

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帮助非本地的国际学生快速了解当地文化的社区

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帮助城市居民出行快速找寻车位的app

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帮助城市居民出行快速找寻车位的app

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让用户和车位主人在可接受的范围内实现双赢

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思考如何让大众参与设计，参与文化的未来又将如何展现

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Participatory urban planning is a crucial aspect of fostering local democracy, as it empowers residents to take an active role in shaping their urban environment. In recent years, technology has been increasingly utilized to promote greater citizen participation, marking a shift away from traditional analog methods. Despite the expectation that this shift would result in greater diversity and inclusion, the target demographic for participation has largely remained unchanged. Notably, young people under the age of 30 have been particularly underrepresented in the planning process, despite their growing interest.

After an intense research phase, I realized current participatory planning methods need to be rethought in order to attract young citizens and entice them to participate in the planning of their city. This project explores the potential of technology to create a participatory culture that is more adaptable and inclusive, with a particular emphasis on involving young, tech-savvy urban residents in planning processes.

Spacemaker is a mobile application that leverages flexible, situated, and lightweight interactions to enable citizens to reflect and comment on their given surroundings. By taking advantage of emerging technologies such as augmented reality, citizens are enabled to participate in engaging ways and experience urban projects through visualizations in context.

Context
Cities are in a constant state of flux. They are dynamic entities that evolve in response to various factors, such as economic growth, climate change, and cultural shifts. Therefore, creating inclusive cities that represents its citizens' many perspectives, desires, and aspirations necessitates careful planning that takes those perspectives into consideration.

As I delved into my research on urban planning, I learned that traditional methods, which have been relied upon for decades, may not be enough to engage the diverse range of people who call our cities home. While digital approaches were expected to bridge the gap and attract a broader, more diverse, and younger audience, it turns out they have been falling short as well, reporting low levels of participation. I realised that instead of translating traditional methods to the digital realm, current participatory planning methods need to be rethought in order to be more accessible, attract young citizens and encourage their participation in the planning of their city.
Research
The initial research focused on immersing myself in the topic by reading numerous articles, blogs, magazines, and books about urban planning, its history, and challenges in order to gain comprehensive understanding of urban planning and participatory planning, as well as its future visions.

As the project's goal should be valuable to both the municipality and citizens, I had to examine both of their perspectives. I conducted various expert interviews to gain a better knowledge of the experts' work, regular urban planning processes, and municipalities' processes for considering city-dwellers' perspectives in city planning. I also conducted several interviews and workshops with diverse citizens living in big cities such as Tokyo, Berlin, and Munich, as well as in smaller towns. All-in-all, I talked to around 30 people representing 12 countries. An additional survey drew a large number of responses from people all across the world. In order to obtain early insights from the residents, as well as to simply explore alternative methods to gain valuable insights, I performed several experiments in the city of Umea, where I was located.
Ideation and Prototyping
After synthesising my findings into relevant insights, I conducted several co-creation workshops and feedback sessions, to narrow down the concept to 3 directions. In this phase, prototypes were developed and tested, and the final design proposal delivered.

Final Outcome

Spacemaker is a mobile app that offers a two-part experience. Its primary objective is to raise awareness about urban development, provide detailed information about current and future projects, and enable users to explore and express their opinions and ideas to the municipality. Thus, the app allows the municipality to gather valuable insights from citizens' polls, providing a non-expert and co-owner's perspective of the city.
App Clip: The Contextual Experience
The App Clip offers a seamless and engaging on-site participation experience. Users simply need to scan a code on a poster located in a project site, which informs them about the opportunity to participate in the development of the location. Through the App Clip, they can access various features without downloading the full app; they can get an overview of the project, and explore new projects in augmented reality. Moreover, users can vote for their favorites, leave comments and feedback for the city government, and even check how their fellow citizens have voted so far. This way, the project promotes transparency and encourages citizens to make their voices heard.
Spacemaker App: The In-depth Experience
The app offers an overview of all ongoing urban development projects in a city, enabling users to explore and engage in participatory projects without the need to be on location. Users are able to gain more detailed information, follow project developments, and receive notifications about milestones for projects they are interested in. Additionally, the app provides a platform for dialogue where users can share their ideas, suggestions, and complaints with the municipality and their fellow citizens.

Conclusion

This project addresses the need to rethink participatory urban planning methods and create new approaches that engage young citizens to participate in the process. Spacemaker aims to create an inclusive city that sheds light on both the municipality's and the citizens' perspectives and opinions. Instead of replacing traditional methods, this project aims to complement them by providing a flexible and engaging entry point to participate in planning opportunities and create transparency. By empowering citizens to express their opinions, it instills them with a sense of ownership and responsibility for their city's development. With this project, I want to highlight the need to rethink and revitalize participatory planning methods in order to build more equitable and sustainable cities for the future.

By including more citizens' perspectives, we can create cities that are not just functional and aesthetically pleasing, but also reflect the diverse needs and aspirations of those who live there. Spacemaker makes your city a place where everyone feels home.

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Spacemaker: Empowering young citizens to take part in shaping the future of their city - by Barbara Schussmann / Core77 Design Awards

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My project always focuses on the human's exploration and expression of life, the behavioural motivation behind choices and the interpretation of their own destiny. I am obsessed with abstract things. My inspiration comes from my interest in astrology, psychology and literature. Design becomes my unique way to interact with the world.

Two years ago, I considered designers play the role of improving or creating better life experience for users. The practice in Royal College of Art made me realize that Service Design is not just about delivering the final solution, but also delivering the process.
The responsibilities of designers include communication and coordination with people, the ability to manage project progress in chaos, and effectively express outputs to different audiences.
I will bring these gifts into my future experience:

# Empathy. There is a limitation to get in touch with the 100% real needs of users, no matter how brilliant interview skills we have. The truth is not always clear, so we need to listen. Our brains are full of known voices and judgements, we can't even understand our partners, parents or friends. Lack of empathy to ourselves and others will make us sensitive and furious.

# Problem-solving. We always mistakenly believe that the whole project process should be under control. The truth is some part of it may suddenly fall into chaos. Designers should be trained to know how to get back on track when things accidentally out of control, how to define the problems so as to create solutions.

# Clear Communication. Sometimes the discoveries are not concrete, but abstract. Human beings invented languages as the most sophisticated ways to communicate, but it is still imprecise. Design has taught me to use different media: sound, images, illustrations, diagrams, maps, etc. to make audiences as clear as possible what I want to express and give correct feedback.

When looking back my final project, I found that I have expressed nothing but my own prejudice.

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In 2022, I began to accept everything that happened, including the dark side which brought me infinite life force.My project always focuses on the human's exploration and expression of life, the behavioural motivation behind choices and the interpretation of their own destiny. I am obsessed with abstract things.

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随着ai发展，文字新闻出稿速度越来越快，越来越多唬人眼球的标题也随之出现，但是其中新闻的真实性却不得而知，那么如何增强大众对于新闻的真实性的辨别能力呢

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