Graphic Design, Workshop
Roll With It Game is a collaboration between Action for Children, Inclusion is Prevention, Public Health, Youth & Violence Reduction, The Floating Designer and young people.
We created this game as a fun and creative engagement tool, and was inspired by the classic Snakes and Ladders, with prompts designed to encourage young people to share and discuss their lived experiences, opinions and feedback with their peers and friends.
Graphic Design, Workshop
Read the comic HERE
“We are the Research Raccoons. We're a group of 9 high school researchers from Drumchapel High. The main reason we joined the research group is because most children don't get a chance to do research or get their views & points across - this group gave us the chance to do that. We learned all about research and then as a group we picked a topic and did our own research project. As well as writing a report on our findings, we made this comic to help other young people understand research ethics.
CYCJ believe involving children in research is one way to respect our rights. They helped us learn about research, carry out our project, write our report and make this comic and share it with others. They want to do that with other groups of young people too. We really enjoyed getting to choose our own topic to research and being in control of all the decisions we made. It always involved us all.”
Research by students from Drumchapel High School, supported by CYCJ.
Comic Illustration by you.
This project was funded by the School of Social Work and Social Policy at the University of Strathclyde
Graphic Design, Graphic Recording, Workshop
“Our game, SEvEN: Seven Voices, One Future, highlights Minoritised Ethnic people’s voices and the importance of Traditional Ecological Knowledge (TEK) on the sustainable futures of Scotland.
SEvEN is co-created by the University of Glasgow (Urban Studies, Games and Gaming Lab), Education Evolved Ltd., Ethnic Minority Environmental Network, and the Floating Designer.
We are incredibly proud of this academic-industry-community partnership, which underpinned every step of the development of SEvEN. The game was inspired by a shared sense of urgency to highlight Minoritised Ethnic people’s perspectives and the importance of Traditional Ecological Knowledge on Scotland’s sustainable future. These perspectives are often missing in the public and media discourse around Net Zero targets and decarbonising industries.
The game serves as a creative way to invite people across Scotland, and beyond, to reflect on what a sustainable future truly means and for whom.
We are passionate about amplifying the voices and actions within Scotland's Minoritised Ethnic communities. The authentic and genuine representation of real people and communities was central to the design of the game.
As a player, you will be immersed in a virtual recreation of the Western Scottish Highlands, set in 2045. You will discover seven narratives about Traditional Ecological Knowledge (TEK) and real-life climate actions led by Minoritised Ethnic-led organisations and initiatives. The seven characters you'll meet are all voiced by and created in the likeness of real Minoritised Ethnic people across Scotland.”
Graphic Design, Workshop
Read the comic HERE
“As part of #ChallengePoverty week we want to share some outputs from our incredibly insightful 'Imagining a Future Without Child Poverty' event Aberlour Children's Charity. The comic book, The Light in Us, was created by Sarah Ahmad, The Floating Designer and represents the thoughts & feedback from the young people.
The comic tells the story of Glasgow being taken over by a poverty monster – a parasite that feeds on the money of citizens. A young boy, Charlie musters up the courage to stand up to the monster & protect his family, & little by little, the poverty monster shrinks.”
Graphic Design, Data Visualisation, Report Visual Treatment
Read the report here.
In recent years, the contribution of Nepali migrant workers in Malaysia has been significant. Nepal receives almost a third of its Gross Domestic Product from remittances. In 2018, Nepali migrant workers sent home USD$8.1 billion, making it the 19th biggest beneficiary of funds sent by migrants around the world, according to a report released by the World Bank.
For Nepali workers, Malaysia has been the top destination for labour migration since 2008 when the government started keeping records of labour migrants. In 2019, Nepali mission in Malaysia reported around 500,000 Nepalis living in Malaysia. A total of 4.23 percent labour permits were issued in 2018/19 for Nepali migrants who sought to work in Malaysia (IOM, 2019).
Malaysia continues to rely heavily on foreign migrant labour. About 14 percent of its workforce is populated by workers of various nationalities, amounting to approximately 1.5 million workers (Department of Statistics Malaysia, 2020). Many Nepalis are employed in manufacturing, services, agriculture and plantation, as well as construction (Immigration Department Malaysia, 2020).
Like so many other foreign migrant workers in Malaysia, numerous Nepali migrants have to cope with harsh working conditions, exploitation and human rights abuses on a daily basis as they endeavour to provide in providing for their families back home. Their particular narratives and experiences as human beings and as important contributors to the Malaysian and Nepal economies are not well documented nor appreciated.
The Nepal-Malaysia Corridor focuses on three major research themes (“Work Packages”):
Work Package One (Gender and migration) examines the gendered nature of migration and mobility.
Work Package Four (Migrant perceptions, knowledge and decision-making) examines how these elements shape migrant subjectivities and how they evolve over time in the migration experience.
Work Package Five (Intermediaries) examines the facilitation of migrant recruitment and mobility along the Nepal-Malaysia corridor.
This booklet provides preliminary findings primarily from the Malaysian end of the Nepal-Malaysia corridor.
Graphic Design, Report Visual Treatment, Data Visualisation, Graphic Recording, Animation
Read the full report here.
You can also read the child-friendly version here.
“When faced with the justice system, children are thrown into an intimidating adult world which they cannot understand. Adapting justice to their needs is therefore necessary.” (Council of Europe, 2010).
Current conceptualisations and subsequent implementation of ‘justice’ is built on a myriad of understandings - the central uniting factor of these is that they are almost exclusively developed and designed through the lens and understanding of adults (Hammond, 2019). There is very little cognisance of children’s potentially differing interpretations and understanding of justice. That is not to say that children and young people are not active in shaping the current justice system, however when this takes place it tends to focus on aspects of the system, or processes rather than conceptualisations of justice. Understanding children’s conceptualisation of justice is imperative as they appear to experience justice differently to adults. This research project would be an important component of part of a wider programme of change about ensuring that children and young people’s contact with the Scottish Justice System is rights-respecting. It is essential then that any vision of justice prioritises child-friendly justice for all children and young people who come into contact with the law. The Scottish Government has committed to full incorporation of the United Nations Convention on the Rights of the Child (UNCRC) into domestic law, which provides an added imperative to ensuring justice for all. This research will support UNCRC incorporation by listening to and providing opportunities for children to participate in shaping justice policy and practice (‘children’ is used here to refer to all those under 18 years old).
This report outlines the findings of participatory research project ‘Aspirations for Justice’, where using creative methods, a range of children were encouraged to think about justice. This report will explore the findings in relation to children’s understanding, experiences of, and aspirations for justice in Scotland, which is important for our development of child-friendly justice systems. This research was commissioned and funded by Justice Analytical Services of the Scottish Government, under their call for research on ‘Understanding and taking action to improve people’s experience of justice’ (2020).
Visual Treatment | Report
For CYCJ’s evaluation report, I was approached to visually treat it to make it more presentable, including corporate branding and data visualisation. I applied the CYCJ colours to Catherine-Rose’s well written, informative and extensive report. This report is available online and can be read in full on the official website.
The summary of the report was printed and presented during the Grappling with uncomfortable truths: Future-proofing youth justice in Scotland event in Strathclyde University on the 6th of February 2020.
View full report here
Design Research, Service Design, Graphic Design
Read my publication here.
While studying MDes in Design Innovation and Environmental Design in Glasgow School of Art, I produced this masters design research thesis focusing on the relationship between empowering local community members and derelict spaces.
In the current days, many old, historical buildings and empty wedges of land are found to be abandoned and unused. These spaces end up deteriorating physically and appear to be eyesores for the local communities. Even in Glasgow, there are many derelict spaces and buildings, found to be completely left behind and ultimately forgotten by local residents and local authority.
In this project, I attempt to grasp the idea behind on how these spaces and physical fabrics could be identified, transformed, re-appropriated and reactivated into a valuable piece of treasure for the community; to understand the methods on how to properly convert something disappearing and considered as “waste” into something alive and flourishing with purpose, and as a result, discovering and formulating a methodology that could be used when re-appropriation is needed. These reignited spaces could be a thriving pot of social interactions and inspirational hubs for the public.
But as we aspire for projects such as these to be successful, some take a huge turn and fail to perform its re-appropriated purpose. So what I intend on documenting and further understanding in this project is how re-appropriation developments maintain its success, and what key elements contribute to the well-being of progressions and projects as months/years go by. By making comparisons between case studies that currently exist in Glasgow and around the world (through research, interviews, observations and site visits), I can identify the essentials, principles and also flaws that direct the pathway towards success or failure of a project.
With this in mind, understanding the meaning of community empowerment, involvement and ownership is also vital in bringing forth a concept that encourages things to be done, by the people and for the people. This, along with understand how current authority models and frameworks function within living standards of Glaswegians will contribute immensely to the development of a highly beneficial and useful concept.
Design Research, Graphic Design, Print
The Institute of Design Innovation in Glasgow School of Art collaborated with the Scottish Government for this short 4 month project. We had to develop a design proposal with the given topic of "ageing". Our project, TimeOut, is the combination of elements from our initial concepts.
It is a service that induces the transient nature of an environment in the earlier stage of people's lives and soon, becomes more of a familiar pattern within your lifestyle.
TimeOut is a transitional space between Ageing in Place and Place Detachment which provides the option of “Ageing out of Place”. It’s a space which creates a balance between work and play, shifts the time and rhythm of your lifestyle, as well as gives individuals opportunities to step out of their repetitious working life to be involved with TimeOut Volunteer Activities.
An individual’s participation will provide chances to travel, meet new people and collect redeemable credits that would benefit them in the future in terms of healthcare and basic necessities. These credits are rewards collected from the TimeOut volunteer activities that you choose to join.
TimeOut is a new Work & Play scheme which provides individuals with meaningful experiences, through responsible travel, international internships and gap time programmes. In this alternative scheme, part of your (normal) salary is dedicated to the TimeOut activities instead of taxes for State Pensions etc.
With this, you are welcome to take advantage of it and enjoy your benefits throughout your whole life and the relaxation time (which is part of TimeOut) is divided into installments over the course of your lifetime, which is better than of waiting after over 65 years of working; worrying about your job, skills and health. By opting for the TimeOut Volunteer activities, it gives great potential in gradually enhancing and enriching the process of ageing.
A person would be exposed to different places, environments, cultures and jobs that could positively broaden his/her mind, network, knowledge and will help in strengthening overall communities.
TimeOut acts as a natural transition and it gives an opportunity to build independence and maintaining proactive ageing. It also gives a sense of curiosity, adventure, and enthusiasm and will most definitely allow for progressive growth in terms of physical and mental health.
Design Research, Graphic Design, Print
Tokyo, Japan
This project is a collaboration between The Glasgow School of Art, UK and Fujitsu, Japan.
The aim of the project is to consider how Information and Communication Technology (ICT) might contribute to revitalisation of the prison community in 2020. We sought to achieve this by understanding how isolation from society and separation from family and friends impact the individual and group experience of prison inmates.
We looked at how the application of ICT might improve their life by facilitating better interactions and experiences. The design outcome focuses on the projected scenario for 2020, based on our understanding of the current penal system and the potential trajectory of change. The concept: What if we could create something that is neither prison, nor freedom, but something in between? This will be a time when an offender will be helped to become a free citizen, and a productive member of society.
This is the free zone - a government funded rehabilitation scheme. A prisoner will spend less time in prison and part of the sentence will be served outside - as a freezoner, within a program of rehabilitation, supported by a mentor - his “buddy”, with his behaviour monitored, and rewarded for doing the right things.
The concept is founded on a number of research insights. The free zone will reduce the amount of time inmates spend in prison. This is based on several factors:
● the prisons are currently overpopulated and this is growing. Reducing the time an individual spends in prison will reduce the prison population
● it is very expensive to incarcerate people. This scheme will reduce costs
● reducing the time people spend in prison will reduce isolation from society and the likelihood of family breakups Value of Freezone Free zone focuses on the individual journeys and experiences as an integral part of the rehabilitation process.
The advancements in technology will support better and personalised programme plans, allow real time tracking and management of individual data feeds, and provides the scope for quicker and targeted intervention when needed. While it allows for passive monitoring and correction, greater emphasis is laid on providing motivation and incentivisation to impart a greater sense of ownership and achievement in the free zoner.