Sweeping Adventures is designed to infuse a sense of delight and childlike wonder into mundane household chores, particularly the act of sweeping with a broom. Rooted in the belief that playfulness and imagination can be rekindled in adults through interactive experiences, the installation transforms the ordinary into the extraordinary. By combining the physicality of sweeping with a multisensory and interactive digital experience, the installation bridges the gap between the routine and the extraordinary, encouraging participants to embrace a childlike sense of play.
Kinderwork aims to help parents who work from home and take care of their children better. Inspired by the Circuit Breaker period where childcare was unavailable, the child-sized furnishing encourages independence in children, while still forming healthy attachment to their parents by being close to their parents.
The set of three tables caters to the child from 0-5 years old. The bassinet transforms into a stool for the child, and they are able to use the age and height appropriate pieces as they grow. Even past the age of 5, parents are able to transform the set into a set of drawers with an add-on. The use of plywood means children can scribble on any surface to make it their own, and parents are able to lightly sand off the markings, before passing the piece onto the next family for their brand new baby.
Singaporeans often live stressful lifestyles. Through research, play has been found to both mitigate the effects of stress and build resilience to stressors. This project has been designed to help young Singaporean adults in identifying opportunities to play in their everyday lives. It takes into account the barriers to play that the average young Singaporean might face. The project uses a mobile application and interactive spaces that have been designed to reframe the minds of the users and encourage them to play. The goal of this project is that to help Singaporeans achieve a higher standard of living through having less stressful everyday lives.
Paying tribute to the kunstkammer (‘art chamber’ or cabinet of curiosities) which flourished in 16th century Europe, the Cabinet of Ludicrosity is an interactive installation consisting of ludicrous contraptions and objects.
A precursor to the modern museum, the kunstkammer was historically owned by aristocrats or individuals with vast collections of natural specimens, antiques, automata and scientific instruments. While museums are often systematically organised, the kunstkammer resists any linear, categorical ordering. Instead, it invites visitors to create order by making their own associations. The kunstkammer also encourages experimentation, functioning simultaneously as a workshop, laboratory and playroom.
The Cabinet of Ludicrosity is a collection of machines, contraptions and specimens, united by an underlying spirit of play and absurdity. Visitors are invited to explore the inventor’s workshop and interact with the various curiosities. Innocently irreverent, the Cabinet of Ludicrosity celebrates the impractical, trivial and absurd amidst our preoccupation with utility and significance.
Let’s Play! is an inter-disciplinary design research project which seeks to foster social skills among children living with Autism Spectrum Disorder through a Story Role-Play Kit. By introducing and lending design skills, it explores the dynamics between the designer and Early Intervention teachers in creating a kit to facilitate the teaching of social skills.