More young adults struggle to socialize, rising trend in social anxiety is also observed. This was exacerbated by the COVID-19 lockdown period when social interaction was minimized. Albeit there is a wide range of information on how to socialize, there is a lack of perspectives on how to navigate social interactions beyond just being more extroverted. To encourage young adults to navigate social situations comfortably in their own way, this project aims to create an accessible multi-faceted guide to engage young adults to reflect, learn, and provide opportunities to practice diverse ways to deal with social situations. This project hopes to encourage them to be more comfortable in social situations and help reduce the sense of social apprehension.
Design Art – Visual Communication
A Guide for Green Little Beings: How to See Plants embarks on an exploration of the Singaporean relationship with nature through the perspective of a fictional space programme, SPARC. As SPARC documents its discoveries of alien exploration on Earth, it uncovers intriguing insights by the aliens into the various aspects of humanity’s eroding relationship and behaviours towards terrestrial nature.
Through the narrative of SPARC’s discoveries, it offers a commentary on the urgent need to reconstruct our bond with nature, urging for a redefinition, relearning, and appreciation of our natural world.
Nostalgia, the bittersweet yearning for the past, is a universal feeling that transcends time and culture. Nostalgia: Rose Tinted Glasses is a zine that aims to investigate and explain why this feeling exists, how to better comprehend the nature of nostalgia, while documenting my own experiences with it.
Stories of Mathtopia is a series of storybooks that aims to introduce intricate mathematical concepts to children via unconventional methods.
The goal is to create a joyful and engaging education system by crafting narrative episodes with imaginative visuals to unfold difficult math ideas that appear from secondary school to A-level education.
Through an interactive Virtual Reality (VR) experience, the readers can immerse themselves in the 3D environment depicted within the narratives, thereby enhancing their engagement with the story.
“Don’t Throw Away” is an autobiographical narrative that explores the de/romanticisation of family life and memory, through the use of object storytelling. As I sift through my grandparents’ old stuff in hopes of uncovering truths about their past lives, I am confronted with lost histories, estranged relationships, and my own unmet ideals. What does it really mean to remember someone, and what is left after everything has been ‘thrown away’?