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Conversations

This game is about exploring our daily conversations with one another. Do we carefully select the words we use when talking to someone, or are we straight talkers? Do we use certain words for a motive or to direct a conversation, or is speaking the truth our mantra? This game is all about the players and how they may influence the way the game is played. It may turn out to be a silent (and visual) conversation where each player concentrates on crafting their sentences to accumulate the most points, or it may be a loud and interactive conversation with much banter and laughter.

HOW TO PLAY

1. This multi-player game is a conversation between the players who communicate using the word cards.


2. The player whose first name has the fewest alphabets starts the conversation by forming a sentence using cards from the deck. A maximum of 10 cards can be used any one time.

3. Each player then takes turns to form a sentence to continue the conversation, with the objective of using words with the most number of points (as indicated at the top right of each card) but also relevant to the direction of the conversation.

4.The game ends when no further conversation is possible. The winner is the player with the highest accumulated points.

5. Players can use Help words (5 nouns, 5 verbs & 5 adjectives) in forming a sentence but no points are given for them. Each word card can only be used once. Punctuation cards are reusable.

Book design

In line with the title of the book, ‘Fractures of anxiety’, I used the concept of time to record the heightening level of anxiety forms the book cover which reads from back to front, similar illustrations related to each short story is added on the inside pages.

‘I should’ letterpressed posters

* I should NOT THINK


The idea of not helping the reader decide on hard-to-decide issues but instead play a mind game, is the objective of this poster series. It brings out private thoughts which constantly runs through our heads but which we may not translate into words or communicate it to others.

A read aloud cricket concrete poetry book

A read aloud cricket concrete poetry book (continue above)

Poor aunt



A visual interpretation of a section of ‘Poor aunt’ by Haruki Murakami in his book ‘Blind Willow, Sleeping Woman’

Realfake

1210am1255am

1am

Time is a fictional system we create to believe in. Realfake challenges our deep-rooted perception of Time and asks if it is possible that we reject the current system.

The numbers on the clock rearrange randomly every minute, forcing the clock hands to follow suite. The accurate time is read by the numbers and not by the positions of the hands which we are so familiar with. Time is read by the minute hand every 5 minutes.

Realfake at OpenProcessing



sleep mode

sleepmode

active mode

activemode


Final application

- dynamic desktop icon
- a watch*



* work in progress

created with Processing (www.processing.org), with great help from Rebecca Ross & Henry Hadlow


Conversations
Book design
‘I should’ letterpressed posters
Deception
Poor aunt
“Warning”
Realfake

About:

free artist
Central Saint Martins BA Graphic Design
also @ http://5din5.net

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