pds // logo inspiration

Instructor: Rune Madsen | Student: Jackie


I’m going to design a few variations for Power Station of Art Shanghai based on its recent exhibitions. I’m also interested in design for their Emerging Curators Projects, and museum store products(such as a logo printed in tote bags).

The current design is an abstract illustration of the museum architecture, which previously was a factory.

It looks pretty good already but lack of a dynamic, especially given that so many exhibitions it holds every year, and they’re already designing posters with the adaption of the current logo.

I would consider PSA as a very open-minded client – you can tell it from their website.

Possible exhibitions I would design for:


pds // brockman poster 10082018

Instructor: Rune Madsen | Student: Jackie


I first dragged the picture in photoshop to see the RGB of three colors, and then copied the number to a HSL converter to see the Hue of each one. Their Saturation and Brightness are pretty similar, and there’s a roughly a gap of 10 among the Hues.

I tried using modulo to intimate the colors, but the color order for the rectangles I got are reversed. I ended up using switch instead.


pds // the martian 09262018

Instructor: Rune Madsen | Student: Jackie


I interpreted the book/film as a story about surviving and rescuing between Mars and Earth of the astronaut, so I made these three elements my key figures for my poster. Since most of the story happens on Mars, I designed the perspective to be closer to Mars, and earth is further away. This way, Mars looks bigger than Earth. The astronaut is floating in between the two planets, indicating an oscillating situation of his life. He also becomes the bridge between earth.

I tried to use relative positioning for all the shapes created so that it works on canvas in any size except the astronaut, for it has a lot of rotated rectangles and I didn’t figure out how to set his position to be relative too. I also tried to add some stars with ellipses but removed it later on, because I feel the scattered stars destroys the coalesce, bold style it has now.


pds // wet and sharp 09172018

Instructor: Rune Madsen | Student: Jackie Hu


A drop of tear falls into terrestrial mountains.

I want to create something simple and poetic, and I want the “wet” and “sharp” part can speak to each other. I still think my current design of “wet” is too literal, but can’t think of a better idea yet.

What are the objects that are “wet”? Rain, water, tears, ocean… But what are the things that can create a “wet” atmosphere? Mist, windows in a rainy day, spilt drink… Maybe it’s not the best idea to convey an atmosphere with shapes..

pds // response to Paul Rand 09122018

Instructor: Rune Madsen | Student: Jackie

In page 45-46, Paul Rand talked about the process of design: Preparation – Incubation – Revelation. I want to discuss the second part, incubation, in class.

To quote Rand’s words in the book:

“You forget about it, and let it incubate. Let is simmer in your mind…the incubation period is vert important, to forget in a week, or a day, or whatever. You take the time so you can decide.”

“Start with a problem, forget the problem, the problem reveals itself or the solution reveals itself.”

However, can we really just forget everything and suddenly have a great idea the next day?  And as working in creative field always requires to hand in design in strict deadline, I don’t think most designers have the luxury to have a week to incubate his or her ideas. So what do people usually do in the process of “forget the problem”? What do you do during this process?

pds // ice-cream cone 09092018

Instructor: Rune Madsen | Student: Jackie

I’m very inspired by the  first ice-cream cone example given in the book by Luisa Pereira – it is aesthetics, simple, and it is such a well used example of figure and ground. I think it is a challenging task to create something simple and memorable with only black and white. Personally I would say an icon with minimum elements and the most contrast will stand out the most among similar designs, so I decided to create an ice-cream cone with not too much shapes but more tension between black and white spaces, instead of going too fancy over it.


pds / 0904

Instructor: Rune Madsen
Student: Jackie

Question Present: Find an example of a design product in the real world that in some way uses a system (it does not need to be made in software).

Andy Warhol’s work always catch my eyes in the first second. The first time I see Campbell’s Soup Cans is in Foundations of Louis Vuitton, where they moved most MoMA’s collection to Paris. I was surprised and amazed by this huge wall of repetition, wondering how can an art-piece simply replicated itself be so interesting and aesthetic the same time. 

If saying the piece Campbell’s Soup Cans above is more like a use of repetition than a design system, the following one Colored Campbell’s Soup Cans is a perfect example of using design system. Painted with (almost) exact same ratio, content, the soup type, the only difference among those cans is their color Warhol choose to use. Though expressive, the color looks coherent and harmonious.

Locative Media Project 3: Capture the Treasures

My final design of locative game is very similar to Capture the Flag, but just adds more technical elements in it. After changing several ideas and watching several TV shows I think add something new to a already success traditional game will be a good way.

There’re still going to be two teams with same people(ideally each group have 4 people or more, let’s use “n” to represent the number), and each team will have n-1 objects to be picked up by another team. These objects are virtual treasures(which can be different) and and be unlocked with AR scanning. You can tell the location of these treasures on your phone side but can only know what it exactly is until you unlock it. When enemy players is “tagged” by the opposite team member, they will be “frozen” until freed by a member of his own team. The team that unlocks all the items quicker will win and can collect all the items.

So instead of only one side has a “lag, both team have items to be captured on their side in this game, because it takes more time to collect items on phone. Also it requires bigger and more complex environment for players to hide instead of plain playground. Playing in playground will be too much running involved and difficult to unlock anything from your phone (I can imaging people get tagged once they take out their phones out of pocket). So in this sense, think of CS that requires using more strategy when approaching to the “flags” .



(The prototype is based on Jardin du Luxembourg in Paris, which I think is a good location to play this game ^ ^)