
HCI Projects & Design Manifesto
Timeline: 4 months, September - December 2025. notes: Team work/ / UX.UI / Mock-Up / Website Design / HCI / Game Design.
Team: 3 Separate Teams with Various Team Members. (Listed under each individual project)
A 4 month duration creating 3 independent projects revolving around human centred interactions to improve user experience and interface.
Using evidence based design to re-design pre-existing games and interface by evaluating accessibility, research, human cognitive functions and behaviour.
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Grey-Scale accessibility focus for 2009 game Fire Boy & Water Girl. Re-approaching game design for colour blind disability to prevent segregation.
Simon Fraser University student portal, go.SFU iUX/UI improvement to simplify information, minimize stress, and allow for user comfortability.
Nostalgic 2007 Windows-era PC installation game Purble Place with 3 mini games. Focus on first time users, 3 loop system, and cozy aesthetics.
Design Manifesto.
As a designer, I’m inspired by everything I see, experience, and surround myself with. Much of my process comes from observing the natural world, everyday structures, architecture, colour, and form; an approach rooted in my childhood growing up in an Aboriginal community in Taiwan, where creativity was closely tied to the life and spirit of the world around us.
I’m also deeply influenced by Japanese design and art, especially the use of reflection, mirrors, and immersive colour to create ethereal, almost otherworldly experiences; installations like TeamLab Planets and Tokyo’s goldfish art aquarium have shaped how I think about emotional impact and sensory storytelling. Another key influence is Dutch designer Chris Ashworth, whose work with layered textures, expressive physical typography, and bold colour continues to inform how I approach composition and visual depth.
Together, these inspirations guide me toward creating work that feels intentional, immersive, and grounded in both cultural roots and contemporary experimentation.

Statement of Practice:
When I think about designing systems for people with diverse ways of knowing, I always come back to how differently we all process information. Whether it’s through Gardner’s multiple intelligences, cognitive styles, or the shared thinking that happens in socially distributed environments, good design has to meet people where they are. To me, thoughtful systems should guide users naturally, regardless of age, background, language ability, or cognitive strengths. That means acknowledging that people learn in different ways: some visually, some socially, some hands-on, and ensuring the design supports all of those perspectives without overwhelming anyone. A well-built system makes the experience feel intuitive from every angle, so individuals with varying abilities and ways of understanding can still feel seen, supported, and confident as they navigate it.
Ways of Knowing & Inclusive System Design
Predictions for Interaction, AI, and Society
Looking ahead, I think the line between human interaction and AI-driven systems will continue to blur until it becomes almost unnoticeable. We’re already seeing AI-generated content blend seamlessly into everyday platforms, whether through social media, productivity tools, or the way we communicate in organizations. As technology grows more interactive and more embedded into daily routines, our attention, behaviour, and expectations will shift along with it. Over the next decade, I expect AI to become a quiet but constant layer underneath nearly everything we use, from personal devices to workplace systems, shaping how information is delivered, how we collaborate, and even how we perceive “authentic” interactions. Instead of AI being a separate tool, it will simply feel like part of the environment we live in.
Building an Evidence-Based Design Career
Bringing these ideas together, my goal over the next decade is to build a design practice that’s grounded in evidence, empathy, and real human behaviour. I want to become a well-rounded designer who balances aesthetics with usability, accessibility, and clarity. As technology becomes more integrated into daily life, I’m interested in improving the seemingly small things—road systems, parking layouts, building interiors, furniture, digital platforms, games—because these details shape how people move, feel, and function every day. By combining research-backed insights with inclusive design thinking, I hope to create environments and interfaces that genuinely support people and adapt to the way society is evolving. Ultimately, I want my work to contribute to a future where thoughtful design quietly improves life for everyone.







