by Xinkai Tang, Rockie Yu, Jack Hirst & Abraham Sunil
Through the use of empathy and personal connection with a plant that users will care for, the Power Plant seeks to help its users build healthy and long-lasting habits in their lives. By following their personalised habit plans, users will in turn be caring for their plant, as well as caring for themselves.
by Xiao Liu, Yilin Su, Jiarui Li & Xinyu Tan
Sofycomfy aims to provide a non-verbal opportunity for employees to express and communicate to their supervisors the stress caused by work overload.
by Michelle Cheng, Qingqing Hua, Jason Qiu & Tina Goyal
The Galaxy Charter aims to solve a major digital marketing workplace issue which is allotment and tracking of tasks for employees. The intended experience through this is to make this process easier and more interactive for company employees by giving them the ability to accept or reject the task and to let other employees interact with the completed tasks.
by Sabrina Menezes, Xueli Bai, Yiwei Zhao & Neil Zhang
Invisible Angels is an emotionally expressive jacket that aims to help young people express themselves and regulate their emotions freely in everyday life. Our jacket integrates fashion with technology to give users a visual and physical way to learn about their emotions and also how to manage them.
by Yichuan Chen, Wanqi Yang, Daniel Kang & Mish Kwok
The MARK II-VII jacket uses dynamic light to allow people to enjoy self-expression, making interaction more fun and promoting a new level of individualism in fashion.
by Jerry Jeong, Robin Lee, Yuanchao Jiang, Meng-Chun Hsieh & Harry Song
Spark is a device that allows its users to overcome their reluctance in starting a conversation during social events. It does so by telling the user who has common interests with them, while being used as a conversation prop for everyone.
Humming Urban Park
by Anthony Jeon, Skylar Sun, Yi Wang & Anqi Cui
Urban Humming Park aims to provide a special healing experience in park to stressed users. While people walk on the paths, it will play smooth sounds and ambient lighting will lead them to watch the greeneries around them. Each person can create different sounds and multiple different sounds each user makes will be mixed in to one music which people can enjoy.
by Katrina Fu, Si Shen, Defeng Kong & Kavya Menda
Monster Bin is an educational tool aimed at teaching children how to sort the trash correctly. Try your best to feed the correct types of trash to the monsters, and do not feed the wrong types of trash to the monsters which could make them unhappy!
by Noah Cotterell, Tom Webber, Fleur Nicholson, Hannah Hinckfuss & Amelia Rowhani
UmNum is a personal tidying and decluttering companion for young adults and students. When users do not have time to put their mess away, they can store it inside UmNum rather than throwing it on the floor and creating clutter. UmNum is sad when empty, happy when items are being added to him, but his emotional state begins to deteriorate if items are stored for too long as his goal is to declutter. This reflects the mental and physical health impacts of living in clutter.
Great Musical Court
by Yuang Zhang, Zhen Zhou, Dhruv Tanwar, Kenia Zerlinda & Yu Wang
The Great Musical Court is an interactive musical area that aims to encourage mass collaboration amongst inviduals present in the area, and those passing by. The pillars act as musical instruments that can be interacted with, producing musical sounds and visual effects with each touch.
by Carlos Liu, Fei Ni, Finn Beardmore & Gavin Zhu
The music masher a musical cube that is creating a new future for instrumentation by enabling children to learn music creation in exploratory ways. The cubes allow children to interact with them and through that interaction create sound with others, which is then visualised through a projected auditory soundscape.
by Rui Gao, Bingxuan Li, Yuexuan Sheng & Cheryl Zhang
In our concept, users are able to play a marine animal in a virtual underwater world and interact with scenes or other creatures to learn about the way marine life lives and the ecological chain of the ocean ecosystem. The target group can immerse themselves in nature through entertainment, learn about marine life, and provoke philosophical thoughts about the value of living.
The Cig's Case
by Yongbo Zhang, Yuzhe Zou, Yeonjin Kim, Alex Ni & Jiasheng Li
The Cig’s Case is a smart cigarette case with an innovative method of smoking cessation to help people gradually quit smoking. Through acoustic and physical interaction patterns, the product can help users divert their attention from smoking and realize the harm and unnecessariness of smoking through their sense of belonging and guilt to their family and friends.
by Shuyi Chen, Haoke Sheng, Jiayi Jiang & Boyu Peng
Lightbang is a device that gives users an additional entertainment option when hosting a house party. It adjusts the ambience of the disco with gesture control of lights and music.
Project Earth 101
by Katrina Li, Zahra Abraara, Jade Taylan, Gabriela Nicole Nathania & Yamin Zhang
Our concept is an interactive floor projection that aims to immerse children in nature and outdoor play for longer, whilst also teaching them about the world they live in. To do this, in each biome, they will be able to experiment with physical tokens that represent rubbish, flora and fauna to see what positively and negatively impacts their environments.
by Rob O'Connor, Yiting Liu, Mengqi Huang & Natalia Sarabia Fretes
Living Clothing is a project that aims to empower women through posture and fashion. We've found there are many mental benefits to entering and maintaining a 'positive posture', especially when presenting, leading teams, or having all the attention on you. Through our clothing we are seeking to improve the confidence of women in leadership roles or those aspiring to leadership roles in the workplace. We will achieve this through our posture-detection clothing. When a positive posture is entered, our clothing deploys shape enhancing features to help our wearers feel more powerful, command more attention, and encourage them to keep a positive posture to reap the mental benefits, and look great while doing so.
Musical Interactive Hoodie
by Eric Zhu, Hanting Zhao, Yang Su & Shawn Zhang
This is a novel musical interactive hoodie, as a wearable portable musical instrument, it can recognise and analyse the body's movements in different states to emit different pitches and tones，enabling users to create a unique song via their behaviours. You are free to do various movements and see what kind of sound you can make!
by Jingyi Li, Ge Tang, Tsamara Ramadhanti, Krish Gangaram & Riley Henningsen
Project Breakfear is a physical kitchen space that aims to help users maintain a healthy lifestyle by using fear and discomfort as friction. The way that the user would interact with the project would be in a physical kitchen space and there will be certain tasks that if they are not done properly or in a certain period of time then the user, will start having different uncomfortable sounds playing, visual discomfort, different objects appearing etc.