Intercultural Design / Lectures & Project
07/2/2025 - 21/3/2025 (Week 1 - Week 7)
Rachel Ng Jie Ting/ 0378902
Bachelors of design (Honours) in creative media
Intercultural Design / Lectures and Projects (100%)
Table of content
Lecture 1 : Culture & Design
Visual culture - a study of visual object beyond textual meaning, focusing on their materiality, and the interactions they have with people.
A) Visuals
1. Everything that can be seen
this definition is wide, all-inclusive including nature
- Nature not culture, unless meaning and representation is attached
Ex: A regular tree
2. Everything produced or created by human that can be seen
This proposes that the visual is everything that can be seen and which is produced or created by humans for the purpose of visual representations that has functions, content and communicative purpose.
Ex 1: A tree, but with a deeper meaning
Ex 2: Tattoo
Sailor tattoo
- used to identify the sailor,
- the more a sailor travels, the more tattoo they get to record their story.
Japanese tattoo
- Traditionally, began as a means of conveying societal status, as spiritual symbols, protection charm
- Then, the Yakuza started using tattoo too, so tattoos began to be associated with them
* Designers need to be aware of cultural nuances, symbolism, and context to create design that are inclusive.
B) Design significance
Artifacts and products
Implementation & use
Ex : Ladybug lucky charms
Norms and values
Design language & aesthetics
Ex : Ladybug's number of dots
Western : number of lucky months
Japanese : number of bad luckBasic assumption
Cultural functions & Purpose
Ex : Ladybug as symbol of luck in western culture
Cultural Sensitivity Awareness
Symbolism and Imagery: Certain symbols and images may carry different meanings in different cultures. Designers should be mindful of potential cultural interpretations to avoid unintentional misunderstandings or offense.
Color Considerations: Colors can have cultural significance, and their meanings may vary across different societies. Understanding the cultural associations of colors can help designers make appropriate choices.
Typography and Language: Choosing fonts and text styles that are culturally appropriate is important. Additionally, considering language variations and ensuring accurate translations is crucial for reaching diverse audiences.
Addressing Cultural Sensitivity
Inclusive Design: Designers should strive to create products and experiences that are accessible and inclusive for people from various cultural backgrounds, including those with different abilities and needs.
User Research: Conducting thorough user research, including ethnographic studies and user testing across diverse groups, helps designers gain insights into cultural preferences and behaviors.
Localization: Adapting designs to specific cultural contexts through localization can enhance the relevance and acceptance of a product or service.
Cultural Awareness Training: Design teams may benefit from cultural awareness training to develop a deeper understanding of diverse perspectives and sensitivities.
* Cultural sensitivity in design goes beyond aesthetics; it also encompasses functionality, usability, and the overall user experience.
Instruction
Project 1 - Proposal
This is a group project
In project 1, we are required to write a proposal to concretise our ideas, supported by research, for a final design revolving a given theme that reflects our understanding and interpretation of global issues and design aesthetics.
The general theme is “Everyday Design”
(Everyday design refers to the observation and analysis of design elements that are seamlessly integrated into daily life. These designs may not be iconic or extravagant but play a crucial role in shaping the cultural and functional aspects of society.)
We need to produce some preliminary ideas on how to visually express our interpretation using design language. Each idea is to be supported by a short rationale.
Idea gathering and research
First, as a group, we went on the internet to find everyday design ideas. There were so many ideas, so we limited to 2 ideas per person. There were 6 of us, so we came out with 12 different ideas.
After coming out with 12 different ideas, we held a vote and voted for 6 ideas.
Then, we did more research on those 6 ideas and after a lengthy discussion, we all voted for the top 3 ideas:
-Teacups
- Boardgames
-Constellation
Then, after more research, we held another discussion and settled on the idea: Teacups
After doing research and discussions, we compiled our research into Canva slides and recorded our presentation.
Final Project 1 : Proposal
Project 2 - Field study & data collection
In this part, we are to collect artefacts of the visual culture we are studying. Suggested data collection methods includes:
- Observation study
- Interview relevant stakeholders
- Online and/or actual physical material - visual research of the selected culture (the people/arts/symbols/architecture/text/calligraphy etc)
*Artefacts can be in any form: photos, videos, observation write-ups, physical artefacts like packaging, books, brochures etc and any related forms. Artefacts collected should have explanations or rationales to bridge the information between your proposal and your proposed final output.
Our project focuses on Chinese teacups, we decided to do the following data collection method:
1. Interview
- We conducted semi-structured interviews with tea houses and tea artisans.
- The interviews focused on the significance of design, material, and ritual aspects of tea consumption.
- Respondents will be selected based on their expertise and personal engagement with tea culture.
2. Survey
- A structured survey was designed to examine player engagement with inspired games like Cookie Run Kingdom, Hades and Sky: Children of the Light.
- The survey included multiple-choice questions and open-ended responses to assess players’ perceptions of inspired aesthetics and historical elements represented in the games.
- The survey was distributed online (Instagram etc...) and to our family and friends.
3. First-hand Experience (Netnography)
- Netnography was used to analyze gaming platforms.
- Key data sources included related gaming communities where individuals share their experiences and knowledges.
- This method allowed for an immersive understanding of contemporary interpretations of game practices, aesthetics, and preferences.
4. Secondary Research
- A comprehensive literature review was conducted using online resources to better understand tea culture, teacup materials, tea cups designs and their symbolic meanings.
- This secondary research helped identify functional aspects of tea cups, and the symbolic meanings attached to them in various cultures.
For secondary research, our team went online to look for scholarly articles, books, websites, and blogs on Chinese tea cups, specifically on more in depth knowledge of the design and materials used in tea cup making.
Final Project 2: Field study & data collection
Below is the Canva PowerPoint where we compiled all gathered data for data collection.
Fig 3.1 - Canva PowerPoint: Data collection
Final project - Video portfolio
In this final part, we were tasked to document and communicate our experiences through a TikTok page. This page will serve as a cultural journal, where we record, reflect, and creatively present our interactions, observations, and insights about everyday design.
The goal is to communicate our chosen cultural topics, that would be Chinese Teacups, to a broader audience, fostering understanding and appreciation of everyday design through engaging short-form videos.
We decided to make several different types of videos to communicate our chosen cultural topic. That is Animated infographics, animatics, and interview clips. I was tasked with making the animated infographics, while other members of the team did other videos.
Once done, we compiled all the videos together and published it on our Tik Tok page.
https://www.tiktok.com/@teacuphaven
After that, we also had to make a presentation deck comprising of:
- Introduction to our project
- 200 word rationale (that we did during Task 1)
- Summary of our data collection (more like a recap of things we did during Task 2)
- Progress of your final project (it could be sketches, digital progression, or anything as long as it shows the progress of our final output).
- Final output
- Link to our e-portfolio(s) - individual links
- Link to our TikTok account and record ourselves presenting
So we got to work and made a presentation slide and recorded our presentation. Below is the Canva presentation link (I couldn't embed the pdf for some reason).
and here is the group presentation video.
Feedback
WEEK 1: Formed a group, pick a topic related to everyday design.
WEEK 2: We proposed three of the topics (teacups, board games, constellations) we had considered and Ms. Anis was interested in the Chinese teacups, which was also the most detailed.
WEEK 3: We showed her the three ideas and she was most interested in the game as the other two were too straight-forward. Revised the website idea to be more interactive.
WEEK 4: We showed her the revised version of the website idea and got approved. She said to either proceed with the game or website (more doable time-wise).
WEEK 5: We consulted Ms. Anis regarding our progress work and whether we were on the right track. She said to highlight what was said during the interview to put in the slide rather than putting the whole transcript. No need interview transcript and presentation video.
WEEK 6: We showed Ms. Anis our video ideas. She recommended and liked the ideas of animatics and told us we should delegate the task to produce quality work. Those who cannot do digital art can do backgrounds on traditional to help along or work on data gathering for infographics.
WEEK 7: Continuation on Final Project (no consultation).
Reflection
Experience:
Our team found the project to be quite challenging. Our given theme is, frankly speaking, very broad, and we were not quite sure on what to do for this project. This lead to a very confusing first 2 weeks of class until we got some pointers and explanation from our lecturer in charge.
As first, the plan was to do research on teacups in general. However, our lecturer advised us to focus more on a specific direction. Narrowing down our focus from "teacups" to "Chinese teacups" was a difficult decision, as there were many possible directions to explore.
Data collection was fun, as we got to go out and visiting teahouses to conduct interviews and gather photos of Chinese teacups. I got to experience filming and interview people in a public setting for the first time.
Despite these challenges, our team worked effectively, dividing tasks strategically and supporting each other throughout the process. So I'd say it's a job well done.
Observations:
Our interviews with tea artisans and shop owners provided firsthand insights into how design choices in teacups are not merely aesthetic but also functional and symbolic. For example, the shape and material of a teacup affect the tea’s aroma and temperature retention, demonstrating the intricate relationship between design and usability.
From the gaming perspective, our survey revealed that players often appreciate cultural and historical elements in game design, even when they are not the primary focus. Games like Sky: Children of the Light and Hades incorporate visual storytelling that subtly integrates cultural motifs, enhancing player engagement.
Findings:
- Everyday objects carry deeper cultural meanings than we often realize. Chinese teacups, for instance, are not just vessels for drinking tea—they embody centuries of tradition, craftsmanship, and symbolic meanings.
- The materials, patterns, and shapes of teacups are not just aesthetic choices but are influenced by tradition and symbolism, shaping the tea-drinking experience in meaningful ways.
- Different regions have unique teacup designs, with materials like Yixing clay or porcelain serving specific purposes, while colors and motifs carry symbolic meanings tied to prosperity, status, or spirituality.
- Apparently, you can embed Canva slides into bloggers!


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