Lilian Yi-Hsuan Lin

I'm a product designer grounded in educational fields, intrigued by how people use technologies to enhance their love of learning. Following my passion, I'm currently pursuing my MA in Instructional Technology and Media at Teachers College Columbia University, leveraging theoretical aspects to EdTech products. My continued interests focus on exploring the application of computational modeling to support children to build their knowledge systems. I believe the most powerful learning is that learners can create artifacts that represent their meaningful experience.

p.s. Have I mentioned there are lots of good stuffs hiding in every Learn MORE🎈?

Fractal Play

Generative Representation for Learning Fractals

School project (Generative Design)

#Product Designer

Feb 2018 -

Fractal Play utilizes the generative design workflow in exploring the form of physical toys for fractal geometry. The study serves as an experimental application of the generative design to seek a better understanding of subject-specific representations, eventually nudging the boundary of the representational system.

"To challenge the traditional design framework, I adopted a new workflow - generative design and imagined the application in learning, framed by constructionism. Surprisingly, I found an interesting topic that connecting the two."

A mother and her child are playing with Wreddygo.

Intro

Fractal Play provides the affordance of exploring shapes and patterns in nature. The pieces with different forms are generated by a single computational design model that runs through significant simulations. With the aid of the computer software, it is relatively simple to form a system of shapes - a representation system which opens up a new window for young learners to create their own constructive toys. These systems can be materialized with 3D printers and become tangible in hand and shareable with the world. In addition, the learners can play with a social tabletop game invoking dialogues regarding rule-making in fractal geometry.

The generative units with scaling selves
The generative units with scaling selves.

01

Generative Design

The generative design workflow is inspired by the evolutionary process, requiring a well-structured definition to generates various possible forms and optimization to achieve design goals. Each step chains one and another, leading to uncovering the holistic design space. It releases the limitation of a human designer’ productivity and enables s/he to thoroughly explore the potential solutions. Given the feasibility of generating forms with different features, we can easily alter the affordance resides in an artifact by dragging a single slider.

The definition of the form in Grasshopper software
The generative units with scaling selves.

02

The Design Space

The performance metrics of the design model

The circle is the mother of all shapes. To generate multiple irregular polygons with a certain degree of flexibility, I set each vertex with a pair of polar coordinate — the angles range from 0 to 360, and the radius determines the scaling factor. By altering the angles, the model can generate multiple shapes. During the evolutionary process, it is important to define the objective and the constraint of the design model to filter out the unqualified designs and find the ideal form.

The charts show the optimal parameters of each angle that contribute to better performances.

My higher-level goal is to explore the perfect shape for stacking upon a recursive structure. To achieve that, I further define the objective as minimizing the overlapping area in the structure. Meanwhile, the base area of the shape should be larger than 180 square centimeters to have enough contact area that provides sufficient friction. The two settings help shape the evolutionary process of the unit.

03

Tabletop Game

Fractal Play is a social tabletop game for primary school children to explore and discuss fractal shapes in a social play setting. To set up, each player will have a set of cells, an object card, a rule card, several guessing cards, and a garden board. The players, as rule-owners, reveal their object cards, construct natural objects, and guess others' rules.

Three example pages of Wreddygo APP
Rule Cards

The players execute/create the rules (e.g. divide each cell into two) and interpret them visually by manipulating the game artifacts - cells.

Two wooden toys, character Ma-ah and Wreddy
Generative Cells

The 3d-printed cells are generated by the design pattern and give children affordances to explore natural forms.

Seven marine animals made of wood

Step 1. Make an object

Visualize the object with the cells.

Step 2. Make 2nd generation

Produce the 2nd generation of the object based on the production rule.

Step 3. Guess rule

Guess the production rule of the player at the right-hand side and write it down.

Electronic module is laid under the pop-up book.
Tokensense - Electronic module

Provides novel ways of interaction and allows tracking of the child’s current development by sensing electronic circuits embedded in the toys.

05

Process

Behind the Scene

This idea stems from a thought: while learning the generative design methods (Pf. Danil Nagy, it's such a pleasure to attend your class), I was trying to apply the method to explore proper representations for a specific learning topic. At first, it wasn’t clear what the topic is until one day I found that there was a group of shapes called fractal geometry that described structures lies under natural objects. As a designer, I always get inspired by beautiful and well-balanced the natural objects can be. I was then so surprised that there existed a specific term called fractal geometry which provided me a new perspective of making sense of nature. Therefore, I develop the idea into the pilot study with myself: exploring the emergent meaningful topic - fractal geometry with the new computational design workflow. One of the greatest thing about the design workflow is that it is fairly easy to tinker once the design model is created, and thus I believe there is a potential of utilizing the feature to not only explore a single representation but a representational system (Thank Dr. Nathan Holbert for lots of meaningful conversations). I am excited to share the temporal result, and I hope to invite children to the exploratory journey and help them create their own meaningful play system. This is a starting point of my master thesis, stay tuned for uncovering future work!


Back to OVERVIEW

Wallpaper of a learning toolkit named Wreddygo

Doodle

Drawing app for Android

School project (Object-oriented Programming)

#Software Developer

March - May 2018

Doodle is a simple-to-use drawing app for users to express their thoughts through shapes. This project means a lot to me - a milestone reminds me of being capable to develop a complete software.

"Tonight, I'm so proud and excited to announce the birth of my very first app - Doodle!"
Mockup made by Orevuart

Connect me with LinkedIn :)

Intro

Doodle is a part of a bigger picture that provides an exploratory learning experience about fractal shapes. We position the application as a tool for learners to make sense of the structure underlying fractal shapes. They can draw any 2D/3D shapes and grow them into fractal structures. In Doodle, it contains drawing features including changing the color and the stroke, save drawings to the Firebase Cloud, and login/signup mechanism managing accounts. We expect to provide as completed features as possible within a short amount of time, and we made it!

01

Screencast video

(The orange icon is added by the screencast app - RecMe)

Team Members

This project forced me to wear a developer's hat - I can not merely draw cool sketches or beautiful mockups but write workable functions with CODES! But because of my old designer's hat, I constantly have a dilemma of making the app more user-friendly or making it bug-free. A user-friendly app means to write smart functions to either prevent users from being wrong or direct them with hints - which can potentially cause more bugs. Given that we decided to focus on a small proportion of our idea and polish it. I'm happy to share the accomplishment with you. Please feel free to check out the codes on Github:)

Back to OVERVIEW

Wallpaper of a learning toolkit named Wreddygo

Computational Fortune Cookie

Computational 3D Forms Program

School project (Object-oriented Programming)

#Software Developer

 Oct - Dec 2017

Computational Fortune Cookie (CFC) is a java program that generates 3D models based on users' reflection of the year 2017. The program translates their meaningful words into the vertices, edges, and faces of the generative forms that symbolized as their dreams, hope, and new year resolutions.

“Treat yourself to a little break and a computational fortune cookie!”
Mockup made by Sovon Halder

Connect me with LinkedIn :)

Intro

-----------------Computational Fortune Cookie (CFC)-----------------
Treat yourself to a little break and a computational fortune cookie!

The new year approaching is a good time for personal reflection, meditation and a time to plan new possibilities for our well being as well as dreams.

This app is an opportunity for you to take 15min off, disconnect of
others and connect to yourself and your dreams. Reflect and write a
little on the questions to follow, then take a deep breath and enjoy
your unique cookie.

You may view and print your unique cookie representation which was computationally generated based on your own words and thoughts.
Happy New Year!
Lilian and Paola
********************************************************************

The result is not another motivational text or a coach’s recommendations, but a visual card with an original image computationally generated from meaningful words each person will write. The images will be composed from the number of letters in the longest words (often adjectives) as well as other characteristics of the text we are currently testing, written in each section which will be translated into vertices, faces, and positions of user defined forms.

01

Set the filename with user's name

To play, please answer the questions below How do you like to be called?

"Lilian"

Thinking about the new year it is always good to look inside to be able
to design your best possible next steps for the life you wish for.
So, here are a few questions to help you do that...

02

Parametrize the angle of the camera

1. What do you really love doing, that brings you alive and gets you
in a state of flow?

"Dreaming"

03

Parametrize the color of the form

2. How you could contribute to the world around you while doing what you love?

"Make good things happen!"

04

Parametrize the amplitude of waves in the fortune cookie

3. What are a few little things you could do to get closer to what
you wish for?

"Keep learning!"

05

Parametrize the number of waves in the fortune cookie

4. How would you describe to a 10 year old your goals and dreams for 2018?

"I will keep dreaming and learning until good things happen:)"

06

Set the position of light

5. What would you wish yourself on a New Year Card?

"Well-being"

07

Now #hashtag the change you want to see in the world?

"#LilianRocks"

08

Demo video

Team Members

The biggest challenge in the project was to generate 3D models using lines of code. In fact, we had only had a 3-month training of java programming. It seemed impossible to make it happen when we came up this idea. However, with a strong desire of making 3D models with code which challenged my normal design workflow - setting parameter in modeling software, I looked up lots of online resources and built up pieces by pieces. It was such a great pleasure to make the art piece happen!Mockup made by Sovon Halder.

Salmona-Ricci, Paola
‍
Maker & Educator

Back to OVERVIEW

Wallpaper of a learning toolkit named Wreddygo

Math heroes

Hand-on Augmented Reality Math Game

TC Innovation Award Finalist

#Product Designer

 Sep - Dec 2017

Math heroes is a learning app that provides an additional representation of equation for learners to understand the concept of arithmetic (  × Ă· ) and variable. The equation is visualized as an airplane carrying boxes in a certain gravity that reacts instantly to students’ configuration.It utilizes Augmented Reality(AR) technique to present a visual way to understand equations, and supports instant interaction between learners and math.

“Algebra is a huge pain for both teachers, students, and me. If I could study math again in middle school, I would definitely find another way to learn it rather than reading textbooks.”

Wallpaper of a learning toolkit named Wreddygo

Wreddygo

Learning Toolkit for Developmentally Delayed Children

IDEA Award Finalist

#Multi-functional Designer

2015 - 2016

Wreddygo is a tangible learning kit designed to advance the visual perception of preschoolers, especially of those with developmental delay. Through various adventures with characters, parents and children can create their own stories and learn from the playful settings.

"This is my senior project that represents all the professional training I received in college. This valuable experience inspired me to devote myself to educational technology."

A mother and her child are playing with Wreddygo.

Intro

Wreddygo is a learning kit designed to advance the visual perception of preschoolers with developmental delay, drawing on application (2D), pop-up books (2.5D), wooden toys (3D) and electronic modules to develop a multi-dimensional learning process that also help users track a child’s current progress.

01

Multidimensional Environment

Common visual perceptional teaching aids are often 2D diagrams, which often failed at maintaining children’s attention due to its lack of interactive features, resulting in inefficiency at integrating perceptional skills into children’s daily activity. In order to help children develop visual perceptional skills, we drew on an application (2D), pop-up books(2.5D), wooden toys (3D) and three kinds of electronic modules to develop a multi-dimensional learning process to help parents and educators understand children’s growth. Under this design, children can play the role of an adventurer, Wreddy, in a rich environment and accomplish different tasks. Through passing different stages, children could eventually reach their developmental milestones.

Three example pages of Wreddygo APP
Wreddygo APP

These easy-to-use interfaces allow inexperienced parents to teach children and provides story-telling and sound effects.

Two wooden toys, character Ma-ah and Wreddy
Characters

The wise man, Ma-ah(left), leads the adventurer, Wreddy(right), to complete missions. As long as the child holds Wreddy in his/her hand, there is nothing to be afraid of!

Seven marine animals made of wood
Wooden Toys

Physical objects contain an abundance of visual and tactile information such as size, shape, colour, and texture cues. The abstract shapes also leave room for kid’s own imagination and interpretation.

Electronic module is laid under the pop-up book.
Tokensense - Electronic module

Provides novel ways of interaction and allows tracking of the child’s current development by sensing electronic circuits embedded in the toys.

02

Family-centered Early Intervention

Early intervention practices are increasingly shifting from the institutional environment towards the home environment. Through exploratory learning,  children could process and exercise their visual perception skills and parents could become more sensitive to children’s needs. Occupational therapists engaging from a distance can take care of the whole family.

03

Visual Perception 

Visual perceptual skills involve the ability to organize and interpret visual signals, and further apply meanings to the received information. Meeting a number of design requirements for play interaction, Wreddygo provides various kits and adventures for key component areas—visual discrimination/form constancy/figure ground, visual memory and spatial relations.

Series one presents a undersea story

Who is hiding behind the coral reef?

Many marine animals are hiding behind these colorful coral reefs. Wreddy's mission is to find the target, along with other similar animals and parts of animals from the background.

Related areas:
Visual Discrimination
Form Constancy
Figure Ground

Series two presents a story in Magic Forest

Shiny Magical Mushrooms

Entering this magic forest, Wreddy's mission is to jump over the flickering mushrooms. Kids need to memorize their positions and the sequence.

Related areas:
Visual Memory

Series three presents a story in the sky

Rainbow Bridge in the Kingdom of Cloud

There is a big hole at the center of the Kingdom of Cloud; Wreddy’s mission is to build a bridge from one tower to another to join the isolating towers.

Related areas:
Spatial Relations

04

Skill sets

In series I, children can not only practice fundamental visual perception but also exercise attention, figure identification and translating 2D to 3D and even receive various stimuli. When playing series II, children can practice short-term memory and concentration. In series III, they can develop their basic senses for space using building blocks.

Attention

The app tells/shows a story and grabs the child’s attention.

Figure Identification

He/She inputs an image that is shown on the screen.

Translating 2D to 3D

He/She is pairing physical objects with the image.

Tactile Stimulus

His/Her sense of touch will be stimulated while he/she grabs the matching object.

Visual and Auditory Stimulus

The app gives feedbacks with congratulations and surprising images.

Expression

Through sharing joy with parents, he/she practices emotional expression skills.

Attention

The app is showing another story, grabbing the child’s attention.

Concentration

He/She knows the physical objects will soon be flickering, so he/she is concentrating.

Short-term Memory

He/She is reflecting on what has just happened, after the objects flicker.

Tactile Stimulus

He/She presses the physical objects in sequence based on his/her short-term memory.

Attention

The app shows another story and once again, grabbing the child’s attention.

Figure Identification

He/She needs to identify the correct physical object to complete the task on screen.

Path Planning

He/She figures out a route from one place to another.

Hand and Eye Coordination

Through synchronizing his/her eyes and fingers, he/she puts the blocks in arrays.

05

Interaction Demo

06

Process

Acknowledgement

This project involved huge amount of work, research and dedication. Implementation of ideas would not have been possible if I did not have the support of many individuals and organizations. Therefore, I would like to extend my sincere gratitude to all of those who support me along the journey. First of all, I am thankful of Prof. Hsien-Hui Tang and Instructor Hung Cheng for providing me  guidelines throughout numerous consultations.

I would also like to express my appreciation towards Power & Health Physical Medicine & Rehabilitation Center and Occupational Therapist Sheu-Hsin Pin for provision of expertise, and technical support in the implementation. Without their superior knowledge and experience, the Project would lack quality of outcomes. At last, I would like to express my sincere thanks towards my team members who devoted their time and knowledge in the implementation of this project.

Back to OVERVIEW

Snatch Tetris

Tangible Tetris Game

Gausstoys Hackathon Winner

#Interaction Designer

Sep 2015

Snatch Tetris is a tangible game redesigned from Tetris Battle. Through the limited numbers of physical blocks and an additional rule, the game reinforced the interpersonal interaction and the competitive feeling between two players of the original game.

"Gaussense Hackathon 2015 was one of my greatest team-working experiences. I like the idea, the rules for the game, my teammates, and everything about Snatch Tetris!"

People playing snatch tetris

Intro

Tetris + Tangible Interaction = Snatch Tetris!
Tetris is one of the most popular video games for years in which different versions have been developed worldwide. Inspired by the idea of battling between two people, Snatch Tetris provides limited blocks for two players to snatch and compete. Drawing on the Mini GaussSense (a magnetic-sensor toolkit for rapid prototyping), a tangible version of the Tetris game was invented. 

01

Gameplay

Through rotating and moving the white block, the shape of Tetriminos can be transformed and rotated respectively. The way it is played remains the same as the original game except for one additional rule—once a player triggers the black block, the other player’s base will rotate and thus he/she would be forced to stop reacting to the floating Tetriminos due to the confusing directions.

Rule 1 of snatch tetris game

Rule 1:  Grab the color block that matches the color of the Tetrimino desired.

Rule 2 of snatch tetris game

Rule 2:   Control the Tetrimono by moving or rotating the color block.

Rule 3 of snatch tetris game

Rule 3:  When the cooldown time is reloaded, trigger the black block to beat down your rival.

02

Interaction Demo

Team Members

 Within two days, we rapidly came up with an idea and tinkered with it through every individual leveraging his and her specialties. I'm incredibly fortunate and grateful to have had this opportunity to work with this team!

Tzu-Chieh Yu
Developer
Jui-Chun Hsiao
Developer
Wei-Tse Lee
Developer

Back to OVERVIEW

Wallpaper of PVO eyewear

PVO Eyewear

Eye Care Reminder

Exhibit-Tech Competition 3rd prize

#Product Designer

2014

PVO Eyewear is an example of smart healthcare solutions which helps users cultivate good eye care habits and maintain their healthy eye sight. With the increasing time spent on smart devices, safeguarding the eyesight is a critical issue for the near-sighted.

"Tackling a workable prototype with GUI was a challenging task, while what made this project even thornier was that all the electronics must be embodied in a pair of eyeglasses."

A girl with a pair of PVO eyewear writing in her notebook

Intro

As smart solutions for healthcare became increasingly widespread, apps and other digital devices may effectively complement various form of psychotherapy. PVO Eyewear is a wearable device for near-sighted people to track and cultivate eye care habits in four different scenarios. The PVO app tracks visual behavior through analyzing data received from the device. While a user is processing the obtained information from various visual stimuli, PVO eyewear helps him/her take care of their eyes.

01

Scenarios

PVO protects near-sighted people, especially heavy computer readers, from four bad habits—getting too close to the screen, staring at the screen for too long, bad sitting posture, and looking at the screen in the dark.

02

Modularized Design

Eyeglasses are key objects to show your personality and lifestyle, thus PVO provides modular elements with embedded electronics to customize a unique style that meet specific needs.

Idea sketch of PVO eyewearAssembly drawing of PVO eyewear

03

Functions

Embedded electronics include two ambient light sensors to detect the darkness of the environment, an acceleration sensor to know how much degree has the neck been bending forward, an ultrasonic sensor to calculate the distance between the eyes and objects, and an infrared ray sensor to detect blinks. These data will be sent to the app via Bluetooth where behvior history and caring advices would then be shown on screen.

(Hint: Hover/ Click on the glowing dots)

04

Process

The following picture contains the artifacts involved in the whole process. Starting from the top left picture moving downward and rightward, we can see the sketches of ideas, paper prototypes in finding the perfect eyeglass frame for the implementation, model-making and function-testing of the product, and finally, the complete presentation. We tried many possible approaches to compress the space for various electronics and finally came up with this chubby version. While there is still space for improvement in this project, we see technology integrated glasses as a probable choice in human’s progression towards smart healthcare.

Things that related to pvo eyewear

Team Members

This project was my first time considering and incorporating both hardware and software designs, where I had developed better understandings of engineering and electronic matters throughout the process. This first co-working experience established a strong milestone for my future projects. I truly appreciate my teammates for teaching me basic programming, and was grateful for the healthy communications between designers and developers.

Cheng-En Ke
Designer

Back to OVERVIEW

Wallpaper of PVO eyewear

Graphic Design Collections

#Illustrator x Photographer x 3D Model designer

2014 -

I love mixing my photography, sketches, 3D models to form cool visual effects.

"My styles has been changing over time... It alters with what I've absorbed from the daily life."

Load More Projects
Wallpaper of AEROO air purifier

AEROO   

Air Purifier Concept

School project

#Industrial Designer

2014 - 2015

AEROO is an air purifier of which the concept is an extension of the movement of airflow. It demonstrates a potential of household appliances internalizing the origin concept within product design and semantics.

"Through an iterative process of model-making, I developed a better skill of balancing proportions and a keen sense of beauty."

Intro

AEROO is an air purifier that removes contaminants from air in a surrounding. The cleanness of the filters can simply be checked by observing its glass-made body. The shape of AEROO is inspired by a cyclone imitating the way air flows and rotates.

Details in AEROO air purifier
Details of AEROO air purifier

01

Structure

Due to the relation between function and shape, the direction of air flow and the desired air cleaning technique dominated the construction of AEROO. Thus the air outlet was followed by a fan, a motor, filters of different purposes, and finally an air inlet.

Details of AEROO air purifier
prototype-making process of AEROO air purifier

02

Process

This is a process of pursuing a perfectly balanced figure and shape. As the idea of imitating air flow was cultivated, the journey of visualizing shapes had begun. Through several design and prototype-making processes, the angles were rounded into smooth corners, and the diameter of the tube was scaled to a balance proportion.

Back to OVERVIEW

Wallpaper of Baby I'm Here intravenous injection aid for children

Baby I’m Here

Intravenous Injection Aid for Children 

School project

#Product Designer

2015

This is a project which linked designers with nurses together to tackle an nursing issue. Through an eye of design, we found that there should be an improvement on how children receive medication via intravenous therapy.

"The idea of this project is derived from an interview with a nurse in charge of Department of Pediatrics, Chang Gung Children's Hospital."

Intro

In many hospitals in Taiwan, there is no specialized intravenous infusion aid for children aged 0 to 3. In order to prevent the children’s hands from disturbing injection procedure, nurses had to regulate their hands on paper boards with tapes. This leads to further inconvenience when dismantling hands from tapes, meanwhile offers no help in reducing children’s fear during the treatment. Baby I'm Here emerged from this practical requirement in hospitals, providing improvement on the injection process from three aspects — appearance, usage, and stabilizing emotions.

Idea sketch of Baby I'm HereAssembly drawing  of Baby I'm Here

01

Appearance

The shape of the model is derived from cute animals. The roundness of products and the colorful choices can help relieve children’s nervous emotion.

Collection of intravenous injection
Zoo collection: Panda, Cat, Pig, and Bear.

02

Usage & Emotion

The interacting functions of recording and displaying is integrated in the design of the product, which is aimed to distract and calm children from the intravenous injection process. By pressing the red button, children's nervousness can be placated by the voice of their parents.

03

Details

The porous surface design not only serves the function of allowing for air and sweat to pass through, but the design of the holes' placement also has an intended dual function, for the elastic belt to be adjusted to the wearer's desired tightness and hook into place. The curve of the shape fits the hands of children between 0-3 years old, and the red button that can trigger the recordings was placed at the back of the aid. The entire aid, except for the electronic module, is washable and reusable.

Back view of Baby I'm Here

Back

Front view of Baby I'm Here

Front

Team Members

This project is a product of the collaboration between product design and nursing disciplines. Through field studies and learning from first-hand experiences of the nurses, we found that the entire intravenous injection process, especially the ones for children, can be improved. Thus, we sketched our ideas, created prototypes, tested our models to fine-tune details and finally created this product.

Yu Li
Designer

Chen- Hsin Hao
Designer

Ya-Ting Sheu
Nurse

Back to OVERVIEW

Kemoji  

Social Interaction Learning Machine

OpenHCI 2016 Workshop

#fiction design

Jul 2016

Intro

As smart solutions for healthcare are becoming increasingly widespread, apps and other digital devices may effectively complement various form of psychotherapy. PVO Eyewear is a wearable device for near-sighted people to cultivate eye care habits in four different scenarios. The PVO app tracks visual health through analyzing data received from the device. While a user is processing the overloaded information, PVO eyewear helps he/she take care of the eyes.

Teachers College Columbia University

October 2017 -  May 2018
Columbia University Ed Tech Design Challenge
‍
December 2017
Teachers College Innovation Award - Finalist

National Taiwan University of Science and Technology

June 2016
The International Design Excellence Awards - Finalist

July 2015
Exhibit-Tech Competition - Third Price

June 2015
MIT Future City Workshop - Winner

Teachers College Columbia University

January 2018 -  May 2018
Advanced Design of Educational Games  Programming/Research Serious Games 
Generative Design
Object-Oriented Programming (Android)
Qualitative Research Methods in Bio-behavioral Sciences

September 2017 -  December 2017
Cognition and Computers
Development Of Creativity
Object-Oriented Programming (Java)

National Taiwan University of Science and Technology

September 2015 - June 2016
Industrial Design Senior Project
Critical Interaction Design
Interactive Fiction Design

September 2014 - June 2015
Product Design
Intelligent Electronic Systems
Website Planning & Design
Exhibition Design
Cognitive Psychology
Campus Service : Helping the Needy Children

September 2013 - June 2014
Basic Product Design
Creative Thinking
Design Method
Computer Aided Design (Creo)
Three-Dimensional Computer Graphics (Rhinoceros)
Spatial Interaction Design

September 2012 - June 2013
Color Theory
Model Making
Design History
Commercial Photography

Online Courses

November 2014
Learn How To Learn,  UC San Diego - via Coursera

National Taiwan University of Science and Technology

July 2015 - May 2016
Industrial Design Senior Project - Teaching Assistant

February 2014 - June 2014
Design Method - Teacher Assistant

September 2013 - January 2014
Creative Thinking - Teacher Assistant




© 2018 Lilian Yi-Hsuan Lin