Sweet Perspective is a visual project I undertook to capture ambiguity in the form of candy and everyday day objects. I styled and photographed various types of sweets to create imagined concepts representing the likeness of food with mundane things.
The Badhams Game was a interactive response project addressing the need for exhibit engagement within the State Library of NSW's exhibit of the oil painting 'Domesticity' by Sydney artist Herbert Edward Badham (1959) that depicts his family.
This interactive project aims to invoke 1950s nostalgia through its aesthetic features that stay true to the original image; the use of muted, neutral colours along with the clothes, objects and furniture of the painting, making the art more appealing to the younger generation who own smartphones and tablets. This game revolves around collecting commonplace objects, as commonplace scenes and items are always a subject of commonality in Badham’s various paintings, including ‘Domesticity’.
The user is able to interact with the painting in a playful and quirky way using Augmented Reality and Image-Recognition technologies within an interactive ‘Viewfinder’ application.
1. Initial view: User reads instructions on how to download augmented (AR) reality app via a QR code and proceeds to use the app to view the painting via phone camera access as directed. When viewed via the interactive AR app, the painting on the phone screen is detected by the image recognition (IR) technology.
2-5. Screen view: The image on the screen then flickers like a typical mid 20th century CRT television display. The static dissippates to reveal a vectorised version of the image as the title sequence of the interactive game.
6. Close up: The title image of ‘The Badhams Game’.
7-10. The user may opt to play as Herbert, Chebi or Enid to collect their corresponding objects.
11. Notification that the game is about to begin.
12-13. The user moves the character by dragging it across the screen to catch objects.
14. When a character is struck by an object that it is not supposed to collect, the user loses a life.
15. When all 5 lives are lost, the game ends.
“What should I eat today”?
A common #firstworldproblem. You could choose to ignore this dire call of the gut to search for flavours you’ve never had before and simply grab a can of time-thrifty baked beans to dump over that stale slice of bread. But why do that when you could shake it up a little?
The ‘Shake the Plate’ app seeks to give you that meal break you deserve whether you have time constraints and need to think about what to eat before getting back in time for work, or whether you’ve got all day to eat. This app is distinctly different to things like Zomato or Broadsheet; our goal was simple:
We sought to create an avenue to bring out the inner cuisine-hunter in you by giving you full reign of choosing the individual ingredients you crave on your plate.
The app was designed to quench your inner cravings; the key feature of our mobile technology being ingredient selection and the generation of dish suggestions based on your input.
‘Typography is Loco!’ is a poster that represents the chaos, disorder, and kitsch that designers often run into when trying to make sense of typographic technicalities.
To create an efficient, fun typographical play on ‘Loco!’, I decided to work with bright colours as these could reflect an eccentric, cheeky tone that goes well with the word ‘Loco!’. The yellow, pink, green, orange, white and blue to create a festive environment of colours that one might come across in a Mexican Cantina.