2026年10月13日星期二

ClaraView

ClaraView: A Privacy-First Smart Glasses Ecosystem for Inclusive Living

Class: PD2402

Location: A405

Time: Tue. am; Fri. pm


1. Project Overview

- Project Name: 

Clara, from Latin Clarus--bright, clear, transparent--carries a deliberate double meaning in this project. 

Optically, it names what eyewear has always done: render the world clear.

Ethically, it names what this device must do differently, which is to remain clear to its wearer. Here, privacy is not a promise, but a verifiable state. Transparency is not just a technical feature, but also a form of respect.

- Vision statement: 

To develop smart glasses that seamlessly integrate AI capabilities and elevate privacy and scenario-driven ecosystem connectivity.

- Core Objectives:

  • Privacy can be a design constraint that becomes a selling point, not just a compliance checkbox.
  • Deliver a technically robust, comfortable, and stylish AI-powered wearable.
  • Validate product-market fit across target user segments.
  • Establish sustainable business model and ecosystem partnerships.
- Project Duration: 11.3-12.25

2. Workstream Structure

Phase 1: Discovery & Research (Week 9-12)
- Materials
Create a product that is lightweight, durable, and desirable to wear daily.
Frame materials, Lens technology, Battery & power; Sensors integration; Comfort engineering; Sustainability
Deliverables: Material selection matrix

- Core Technology
Build the technical foundation enabling intelligent, context-aware interactions.
Deliverables: Technical architecture document

- Market Research & Competitive Analysis
Understand market landscape, sizing, and positioning opportunities.
Deliverables: Market research report, competitive matrix, pricing strategy brief

- User Research
Ensure product-market fit through deep user understanding.
Persona development (vision/hearing impaired users), User journey mapping
Deliverables: User persona deck, journey maps

- Speech (Week 10-11)
- A Short Report (Week 12)


Phase 2: Concept & Design (W13)
- Scene discovery & Ecosystem Integration
Position glasses as a control hub within broader ecosystems.
Scene discovery workshops
Deliverables: Ecosystem integration roadmap, initial prototypes

Phase 3: Testing and Iteration (W14)
- Usability testing

Phase 4: Marketing strategy (W15)
- Brand Positioning
Make AI glasses a desirable fashion item, not just a tech gadget.
Deliverables: Brand positioning document

- Business Model
Define sustainable revenue streams and go-to-market strategy.
Deliverables: Business model canvas

Phase 5: Final Presentation (Week16)

3. Case Study: Even G2

G2 demonstrates that doing less (no camera, no complex onboard compute) but doing it reliably, privately, and stylishly can outperform a feature-maximalist approach. 

4. Pillars:

  • Pillar A: Privacy-by-Design

Privacy is no longer a sub-bullet under "Technology"--it is a gating criterion for every feature decision.

  • Pillar B: Scene-Based Design

Scene discovery workshops (user research)

Deliverable: Scene Prioritization Matrix + Scene Journey Maps

  • Pillar C: Ecosystem Embedding (Beyond the Device)

The glasses are the mobile gateway to a broader, secure ecosystem.

  • Pillar D: Perceptual Augmentation

Extending human vision to the invisible: revealing the hidden properties of everyday objects, such as water quality, sound visualization etc., without passing moral judgement.

  • Pillar E: Branding with a stylish look

2026年3月10日星期二

Margin

班級:产品2401
W1-8










Drawing by 吴思仪 童晨妤











Drawing by 韦橼源 陈桐羽 何纪颖



Exercises:
1. icon/index/symbol
Three objects: functional/emotional/"chicken ribs" everyday artifacts
different methods of classification

2. Reading objects 1: what is this object saying, to whom, and is that what we intend?
Japanese brands, its target market and products (Zhenliang Liu's speech)
- Choose one product that you have already owned or can easily access.
- Collect consumer feedbacks online (Bilibili, Taobao, Tiktok...); Understand the current challenges faced by brands; Discover the object and its context.
- Contextual change: denotation/connotation in transition

3. Reading objects 2:
- Grouping (2p/1g), swapping objects
- Reading, from designers' view (card game)
- Reading, from users' view (card game)
- Discussion
- Rearranging cards
- Card perliferation
Discussion: 
- political concepts of everyday objects
- difference between artefacts in storage and artefacts in use

4. Routine/ritual drawing
Routine vs Ritual
Routine - Ritual
Intangible affordance vs tangible affordance
Routine/ritual graph
Object's identity affirmation
Discussion: vintage/second-hand objects

Project: Margin

日常物的邊界
Contexts shape objects and vice versa.
Most design ends at the factory. A product is conceived, refined, manufactured, and delivered — and the designer's relationship with it ends there. What happens next, in the hands and lives of real people, is considered the user's problem.

Margin Design begins where most design ends. It is a philosophy that holds that a product is only half-made when it leaves the designer's hands. The other half is completed by the user — through imagination, through habit, routine and ritual, through the slow weaving of an object into the fabric of a life. Just as a reader fills the margins of a book with their own thoughts and meanings, a user fills the margins of a product with their own life.
The Full Logic:
Designer creates an open, imaginative framework
User completes it through their own imagination and context
Usage becomes personal and lifestyle-integrated
Personal integration means the product stays — it isn't discarded
Products that stay mean less waste, less environmental damage

1. Select either one user or one object, document how users create new contexts related to objects.
2. Open-source thinking: 
Desire Lines/Paths: organic trails created by repeated foot or animal traffic that kills or compresses grass, creating a visible shortcut. These trails typically emerge along the most direct or easily navigated route between two points, resulting in worn soil.
– Instead of 'Who is our user?' ask 'What range of lives could this product enter?'
– Instead of 'What does this product do?' ask 'What can a user imagine doing with this?'
– Instead of 'Is this product finished?' ask 'Have we left enough margin for the user to inhabit?'
– Instead of 'Will this product sell?' ask 'Will this product stay?'
'Margin' can be understood as a declaration. It is through it that one truly owns the object.

3. Routines vs. Non-routines
drawing
Kansi words
SD scale
Radar chart
4. Conclusion
Margin Design insists that the user's imagination matters equally — that the space between the object and the life it enters is not a gap to be closed, but a margin to be offered.
Write the text well. Leave the margin wide.

"在日本鄉下做設計"
Lecturer:
Liu Zhenliang
Graduated at School of Design, Jiangnan University. Now working as a designer in Japan
Time: 18:00-19:30pm
Date: Mar. 20, 2026
Tencent Meeting Number: 716857177

Reference:
What Is Understanding? – Geoffrey Hinton | IASEAI 2025
D'ADDERIO, L. U. C. I. A. N. A. (2011). Artifacts at the centre of routines: Performing the material turn in routines theory. Journal of institutional economics, 7(2), 197-230.
K-means clustering
Use Persona and Semantic Differential Method to Assist Undergraduate Students Learning Product Design
良品计画
IDEE
Everday Object
"每一件東西如果要去深挖,它都會很有趣."
"讓使用者賦予物件意義"
「它可以是橡皮擦」
NOT A HOTEL
Nakagin Capsule TowerNaoto Fukasawa: The Definition of Good Design

2025年10月14日星期二

The Trivial Matters

The climate and ecological emergency and the covid pandemic have been major factors influencing change in design education, as well as continual economic and political crises. Design education is opening up beyond traditional disciplinary boundaries and becoming less siloed, more trans and interdisciplinary – rather than simply multi-disciplinary.
AI has a significant impact on thinking and practice in all sectors. In Spatial Practices at CSM, we are responding to the challenges of AI positively and experimentally, working with it in collaboration with external industry and research partners, to explore the potential of AI to support advanced thinking and practice around the climate emergency and planetary futures.
"AI has a significant impact on thinking and practice" says CSM's Alex Warnock-Smith

Entitled 'The Trivial Matters: Autonomous Mobility Platform', the project explores how the 'no-man-driving technique' could transform life in urban and rural communities. The mobility platform studies fairly ordinary situations that are thorny and challenging. The project imbues these autonomous hybrid entities with a sense of purpose and significance, aiding in the navigation of challenges such as transportation, food safety, and community relations, thereby mitigating the substantial pressure experienced in contemporary society.

Some background information is provided below:
Revillaging is an international movement towards localized communal living, as a powerful solution to the global metacrises humanity faces. The idea is to reintroduce the sense of community and neighborly practices inherently found in villages (I’m referring to vibrant, thriving villages, not dwindling ones) into urban environments. This approach, coupled with redesigning spaces to cater to the primary needs of city dwellers within walking distance, can effectively tackle mental health issues, housing shortages, and even the climate crisis.
digital nomadism:The first village for digital nomads
Pop-up cities

Keywords:
embedded systems, intertextual world-making

Objectives
Katrina Spade: When I die, recompose me

2) contextualize design practice
energy, society, nature
Futuristic, modular, organic, experimental and always in flux

5) future speculation, story telling
making the invisible visible, new human-object relationships, tackling your worries...
Social Robots at Reichman University
Inside Kyoto University’s self-governed Yoshida Dorm student residence and its radical philosophy
tomorrow-now-when-design-meets-science-fiction

Research
project teams of 1 to 3 students with AI as a partner
encourage bold ideas and view art as a key tool
regular meetings with instructors
build social relationships
ethics and safety

Module 1: social context analysis
Week 09: questions to raise
genuine design innovation: 
layered, improvised, not smooth or logical
to invite exploration, carry memory
participation, people shaping their spaces, bending rules, clashing styles, leaving traces, nourishing human creativity, unpredictability, identity, agency, self-expression
to grow organically over time
Life Inside "THE LINE" - Why Saudi Arabia’s Glass Megacity Will Fail
The Line
homelessness, delivery workers, garbage classification, elderly lifestyles, mental disorders, abandoned mansions, market, breakfast, light meal, children's cafeterias, medical assistance, art activities, museum...
Week 10: community models
atypica.ai

Speech:
Nov.14, 2025 
“自动驾驶如何重塑人机交互”,讲者:范晓宇
“人机共驾 Situation Awareness 和心理负荷”,讲者:杨晔
Nov.21, 2025 “智能技术概要”,讲者:赵佳

Module 2: crafting the speculation
Week 11: data, structure and information
Week 12: proposal presentation

Part 1: new value
1. warm-up exercise: people and space
2. timeline arrangement: prompt design
3. from non-linear thinking to linear thinking to non-linear thinking: anchor points
4. community model building

How do self-driving cars “see”?
Material and Energy Flow Analysis (MEFA)
Week 14: experimenting
Italdesign unveils Climb-E: A unique urban mobility concept at CES 2023
Pixmoving 喻川
Generative Design at PIX
PIX Modular Chassis Platforms With Reconfigurable Wheelbase and Wheel-track
neolix.net 新石器
Why Self-Driving Taxis are a Terrible Idea

Module 4: module growing 
Week 15: testing and iteration
Week 16: final presentation

Part 2: new interactions/skin
1. user - capsule - community 
2. user to capsule: wearables 
3. user in capsule: privacy, trust, security, activities…
4. user in community: business/service model
journey map, storyboard, mood board

Speech: 
Dec.1, 2025 "人机共生时代的交互美学", 讲者:陈辉

Workshop:
Dec.8, 2025 OPPO Wearable Watch Workshop

Final Report:
Dec.25, 2025 
Guests: 武洲,沈亦可,陳春虹,朱令儀。
1. community model building: new value
2. mood board: new skin
3. user - capsule - community: new interactions (wearables, modules, activities)
4. conclusion: ethical thinking for the future

Grading overview
1) 40% of the grade: 
user research (20%), reading and discussions (10%), bi-weekly updates (10%)
2) 60% of the grade:
a high-quality research project: proposal (25%) and final presentations (35%)

2025年4月20日星期日

Hand

产品语意设计

产品2301(A502)

Duration: Apr.27~Jun.6

大多数时候,我们会忘记身体,只有当身体机能故障发生,这种状态才会改变。因为疾病、衰老或是意外伤害,身体无例外变得不完美和残缺。

1) Biological entity: 肉身越来越依赖工具支持,眼睛与眼镜,耳朵与助听器,口腔里的假牙,颈椎与颈托,行动需要义肢轮椅拐杖,这是俄狄浦斯对斯芬克斯之谜的回答;

2) Psycho-sexual construction: 即使身体足够健康,人们也总在设法改造身体——健身减肥,美妆,美甲,美体,美发,首饰,时尚,纹身,医美;

3) Cultural products: 舞蹈,戏剧,游戏,仪式,以及体育竞技里的高科技身体……

身体永远朝向衰退,我们将愈来愈受困于身体年复一年日复一日的渐次失能,因而需要器官“备份”,可替代支持或扩展增强失能器官的功能。课程模糊身体与物的界限,探索现实中身体的不同发展可能,与身体的悲剧命运达成和解。

“ Body and Object: Hand”
Product Design Department, School of Design, Jiangnan University

Affordance: How does it fit with its surroundings?
Biological entity: How do you operate it?
Psycho-sexual construction: How does it feel?
Cultural and social connection: What is its role in OUR daily lives?

Reference:
Brooks, P. (1993). Body work: Objects of desire in modern narrative. Harvard University Press.
Design of Chinese traditional Jiaoyi (Folding chair) based on Kansei Engineering and CNN-GRU-attention
Kansei words 語義詞
Perceptual mapping is a visual representation of where a brand, product, or service stands among competitors. It is also known as positional mapping.

Schedule:

W11-12 Lectures

W13-14 Workshops, Discussion

Stage1: object with a body

Materials: zip tie, cardboard

Workshop: 如果身體長多一個器官...

May 18, 2025 無錫少年宮

Step1: 2 groups; story solitaire 數據庫

Step2: 10 groups; zip tie prototypes 扎帶的作用比較受限


Stage2: object without a body

Materials: cardboard, plastic bottle

有与无

Semantic range for "body"
your chair is your body
experiment: context recording: 场景和任务分解
10根手指的功能拆分
手的漏洞
手或者副手(附加在其它部位替代手)

Stage3: a body-object

Materials: mixed

The Third Thumb

daniclodedesign.com/thethirdthumb


W15-16 Concept prototypes, video and mini-show

Materials: zip tie, cardboard, PVC pipe, foam board, plastic bottles or other recycled materials

June 6, 2025, Final presentation


More reference:

身体 Body (2015 Polish film)

某种物质 The Substance (2024)

拿针的女孩 Pigen med nålen (2024)

《寻求修复:人机合成的前沿故事》

2025年2月4日星期二

Stray animals

User Research and Product Definition

Duration:7 weeks

产品2302(A504)

Support organizations:

带它回家无锡三国城流浪动物保护基地

中国小动物保护协会联盟无锡梅园基地

杨柳风艺文空间

书本放映

Coordinator:朱令仪

Aims:

-to unpack mutuality as it manifests in interactions between human and nonhuman stakeholders

-to imaginatively “explore a radically better future without attempting to define it”

Schedule:

W1-2: Lecture1 (UR)

Exercise1: The User Clock Sketch

很简单有效的工具,值得反复应用。

(1)focus group 的游戏道具;

(2)设计研究小组用来做问题假设。

Exercise2: Stakeholder map

Exercise3: Stakeholder theatre

流浪动物基地利益相关者分析;

基于桌面调研的戏剧表现,呈现不同利益相关者的关切与忧虑。

W3-4: Field research

Mar. 5, 2025 (惊蛰) 三国城基地;梅园基地。

Stakeholders: the bases in Wuxi, pet café, pet owners, pet shops, pet care, pet hospitals, pet market, volunteers...

Data collection: field notes, photos, audio recordings, and artifact collections that included flyers, catalogues, and booklets, community-building activities and events, to learn how activities and interaction unfolds in the base and how interface with others outside the base.

Data analysis: explication de texte. Seeking to find “fragments” or “glimmers” of that world worth pursuing—even if those fragments were partial, flawed, or incomplete.

Mar. 14, 2025 Presentation1 (secondary research, also known as desk research, online survey, field research)

W5-6: Lecture2 (PD), Design strategy

Mar. 19, 2025 书本放映,杨柳风艺文空间(阮夕清、蒋钺、朱令仪),三国城基地(志愿者:婵娟)

倾听柳风37

倾听柳风36

1) Who is the user(s)?
(the public? the founders? the government? abandoners? adopter? or those animals? their psychological trauma)
双向测试(personas-pain points; pain points-personas)
2) Putting the pieces of the puzzle together. (designer's adventure, discovering acupuncture points)
3) Spotting and addressing customer pain points. (problems occurring at the different levels of the customer experience: interaction level, customer-journey level, or relationship level.)
radar chart
4) Identifying touchpoints. (elements of the user journey in which the user interacts with the brand or product.)
5) CJM as a strategic innovation tool
Rosenbaum, M. S., Otalora, M. L., & Ramírez, G. C. (2017). How to create a realistic customer journey map. Business horizons, 60(1), 143-150.

W7: Output:
Design for Coexistence:animal identity, base planning, service, operation, ecosystems……
Apr. 2, 2025 Final presentation (ur&pd, movie) 季挺,苏令辉,尤秀媛,阮锡青,蒋钺,朱令仪
柳风谈47设计是被风筝线拴住的天马

Rerference:
Animal Welfare in Hong Kong
Bardzell, J., Bardzell, S., & Light, A. (2021, May). Wanting to live here: Design after anthropocentric functionalism. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-24).


Symbiotic methods: more-than-human companions for knowing

Despite aspiring otherwise, too often more-than-human research superficially engages with other organisms and treats them as subordinate to social theorising. We are influenced by scholars who remain curious and in touch with the lives of their nonhuman companions, and the socio-ecological worlds they dwell in. Other beings are more than merely good to think with - their biological, relational, fleshy and creative capacities can carry and augment our thoughts. A scholarly indebtedness and ethical obligation that requires we seriously acknowledge how their lives and deaths compose our conceptual activities.

... explore how our other-than-human intellectual partners inspire us towards other-worldly methods. Their unique modes of breathing, eating, sensing and connecting offer instruction for knowing, and open challenging conversations about how we conduct research. By following and corresponding with the bodies and behaviours of other beings we can generate new questions, processes, and techniques. For example, what can moles teach us about digging and accommodating to fuzziness (Parreñas 2023), or fungi and bacteria about collaboration (Tsing 2015; Benezra 2023)? How do eels help us understand transformations (Kaishian 2022), or how are plants entangled in knowledge-making (Kimmerer 2003, 2013)? And what do porcine tastes tell us about the omnivorous intellectual consumption of scholars?

... to propose novel ways of doing research beyond routine academic paradigms. ...for thought-provoking insights into living organisms, ones that think through the ethical, political and epistemological possibilities of research. How can a symbiotic, methodological conversation generate new reflections on our more-than-human companions and what they do to our ways of knowing?

Interspecies agencies: controversies, ontologies and new forms of cohabitation 

2024年11月5日星期二

Underwater Robotics

专题研究1

产品2203

合作方:中电海康无锡科技有限公司

支持单位:无锡市尚贤融创小学

实际项目,用户群为12+青少年。
-藉由PVC水管等各种零件組裝出不同造型的水下机器人,降低套件成本,以利在个人、校园与创客领域推广。
-参与式设计,与青少年合作,探究机器人用户需求和使用场景,完善设计细节。
-提出品牌策略和盈利模式构想。

Problems:
1) Where: pond; swimming pool; bathtub; fish tank...
2) Who: parent-child; teacher-student; student-student...
3) What: nature education; green initiatives, game...
4) When: day; night
5) Why: fun; education...
6) How: journey map

Participatory design workshop:

Workshop1: 
Water Games; Underwater Robot Design Ideas 
Monday, Nov.18, 2024, 11:05am to11:55am 无锡市尚贤融创小学
-icebreaker and grouping (10 mins)
-playful probing games (25 mins): Children's definitions of FUN
-robot imagination (10 mins)

Workshop2: (cancelled)
Monday, Nov.25, 2024, 11:05am to11:55am 
-Science: principle of buoyancy (15 mins)
-Art and Design: modular variations (30 mins)

Workshop3:
Monday, Dec.2, 2024, 11:05am to11:55am
-Science: principle of buoyancy, water resistance (15 mins)
-Art and Design: modular variations and form (30 mins)

Workshop4:
Monday, Dec.9, 2024, 11:05am to11:55am 
--Science: robotics (15 mins)
-Art and Design: concept models (30 mins)
Colour planning
Storyboarding

Dec.12, 2024 Concept Presentation 

Workshop5:
Monday, Dec.16, 2024, 11:05am to11:55am 
-Science, Art and Design: prototype test (30 mins)
-discussion (15 mins)

Dec.19, 2024 Robot prototype test in a pond scenario 

Workshop6:
Monday, Dec.23, 2024, 11:05am to11:55am 
-Haikang underwater robot test (30 mins)
-discussion (15 mins)
Underwater Robot Competition


How Japan Created a Robot-Friendly Future, Today | Momentum

2024年8月14日星期三

蟲

蟲(釋義)
本義是動物的總名,古時包括人在內,都可以“蟲”稱之。
蟲天(百蟲能各自適應所處的環境);
蟲吊(蟲聲。其聲悽切,有如弔問);
蟲出(人死後數日則屍體生蟲。喻死後不得入土安葬)

跨专业设计实践
时长:Week 1-8
班级:产品2101
指导老师:张宪
合作机构:杨柳风人文学堂
支持机构:三零生态系统研究中心

从最日常的虫入手,以艺术、设计与科学,理解和沟通虫的生活世界。

“这就是我理想中的土地,我打算从此跟昆虫彼此亲密无间地生活在这极乐伊甸园内,我的伊甸园就是这个样子。”——法布尔《昆虫记》

一 背景
More-Than-Human Design
is an emerging approach in design that seeks to move beyond human-centric perspectives to include the broader ecosystem of interactions involving humans, other organisms, and the environment.

东郭子问于庄子曰:
「所谓道,恶乎在?」庄子曰:「无所不在。」东郭子曰:「期而后可。」庄子曰:「在蝼蚁。」曰:「何其下邪?」曰:「在稊稗。」曰:「何其愈下邪?」曰:「在瓦甓。」曰:「何其愈甚邪?」曰:「在屎溺。」东郭子不应。
——《庄子·知北游》

This course explores how other-than-human partners inspire us toward other-worldly research methods.
探索非人类如何启发我们不同世界的研究方法。
To generate new questions, processes, and techniques.
催生新的问题、流程和技术。
To propose novel ways of doing research beyond routine academic paradigms.
提出创新的研究方法,超越常规学术范式。

二 讨论
问题一:非人类中心设计是否是仿生设计?
问题二:非人类中心设计是否是生态设计?
问题三:非人类中心设计是否是可持续设计?
问题四:为什么是非人类中心设计?
……
关键概念:
1)昆虫的主体世界 (Umwelt):以昆虫的视角展现出的生活世界。
2)变态发育 (Metamorphosis):神奇的昆虫。
3)生态:从整个生态系统审视昆虫的角色。
4)身体、感官世界:昆虫独特的生存能力。
5)美学:昆虫与人类的关系。
6)伦理:益虫与害虫。

三 内容与方法
1. 回到小时候:大学生跟杨柳风小朋友的互动合作。(3+2) or (2+3)。
2. 资料研读:书籍、电影、纪录片、案例……
3. 访谈:与昆虫达人、自然教育专家的交流讨论。
4. 田野调查:湿地、种植园、博物馆……以我为中心的虫;以虫为中心的生活世界。
5. 装置实验:身体(角色)置换(Life Swap);其它实验设计……
6. 研究范围:
虫(标本、碎片、活物)、養寵、防虫与消杀、环境(家、附近)、生态系统 
可能涉及的领域:动物(昆虫)学、昆虫社会学、生态学、生理学、人类学、动物伦理学、昆虫食物(Entomophagy)……

四 产出

文本、设计(visual communication, comics and animation, product)、装置(robot, prosthesis, wearable system...)、戏剧及其它。



















五 时间表
1)Week 1-2 课题介绍、讨论
·破冰游戲設計;
-蟲的畫像1:想象的蟲
-生态系统

2)Week 3-4 分组;田野调查及装置实验
-夜游
-蟲的畫像2: 家蟲
-Q&A rotation game
-Persona(H/I) and Product Definition

3)Week 5-6 文献阅读;设计构思及实验
-Q: Humans and Insects (roles/relationship/future society and future nature)
-蟲疑(虛實真假)
-蟲的畫像3:flipbook (motion)
-Report+Script (地點:楊柳風課堂)

4)Week 7-8 制作、汇报
- script
-章魚課堂
-綫上沙龍
会议提纲:
1)课程介绍(10分钟)
2)嘉宾介绍和各自项目交流(30分钟)
3)话题(60分钟)
(1)人类活动对生态的影响
(2)害虫与益虫
(3)自然循环全生态 vs 技术赋能
(4)安全饮食
4)参与者互动问答(20分钟)

-Movie+Theatre

Insect-Diary

上海昆蟲博物館
南京紫金山昆蟲博物館
昆蟲多樣性監測研究科普基地:無錫大溪港省級濕地公園
瑞士博物學家、科學插畫家 Maria Sibylla Merian
李勝:華南師範大學教授,揭示昆蟲變態發育潛在分子機制。
法布爾《昆蟲記》
安妮 斯韋德魯普-蒂格松《昆蟲的奇妙生活》
有熊谷守一在的地方(2018)
我們由奇跡構成(2018)

川崎聪

Metamorfosis (Franz Kafka - short film)Dragonfly (Short Film | 360° - 3D - Spatial Audio)

Why are cockroaches so hard to kill? - Ameya Gondhalekar

SDGC19 | Matt Ratto: Critical Making as an Antidote to Design ThinkingCómo Hacer un Mini Robot Araña Casero

What If All Insects Disappeared?Women, Evolution and Insects as Food On Reproductive Ecology

《小日常的哲學》代序──小日常與大實踐

ClaraView

ClaraView: A Privacy-First Smart Glasses Ecosystem for Inclusive Living Class: PD2402 Location: A405 Time: Tue. am; Fri. pm 1. Project Over...