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Reimagine Camera

The Project outline & Value:

In this project, I reconsider the features of the camera. What is a camera? What is a playful camera? What would it look like? Whom would it for? How can the camera express its personality and generate a unique attachment with its users?
With a focus on creating an object that aims to provide a compelling user experience, this project develops my ability to manifest my understanding of the material culture.

Design Process


I started the project by researching the aesthetic, functions, form language, materiality and interface of different cameras, learning the relationship between their design and cultural background. To do this, I gathered information about different cameras and their materials and their design background. I also use the paper model to help myself to experience the feeling of using those cameras. 
I also research and interview ‘playful’ people and lifestyles, which can help me to understand what people and scenarios I am facing in this project. The outcome of this study is a user persona that I can reference during the rest of the project.

One of my initial concepts is a camera that can be triggered by people playing an arm wrestling game at a party. The idea is that the user always wishes to use the camera to record happy moments at the party; however, because everyone is having fun, no one takes enough photos. Therefore, why not designs a camera that embedded in a game? Make the camera in the centre of the room, which can record all the happy moments.
I put much effort into making prototypes and testing my idea, but I also received valuable feedback for my product development. 
Initial Concept Storyboard
Form Design

In the outcome, the user uses the camera from two opposite sides of the camera at the same time. Each user grip one handles to play the arm-wrestling game. The camera will take photos of the winner at the moment he/she wins, and the image will pop up on top of the camera and face the loser.

The main body of the camera allows users to draw whatever they want, increasing playability.
The light inside of the camera can hide when it is not in use but tells people how close are they to lose or win during the game, which makes the game more intense.
As a reflection, I think I can make the product more tangible by developing brands of the package around it.

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