A selection of work done between 2014-2025
Welcome to MOMO Planet
Areas of interest
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As a form of gamified activism, Serious Play for Sustainable Development Goals is a series of playful yet purpose-driven design projects. From climate change board games (2024) to dementia care design (2023), the work spans gamified workshops, spatial interventions, and K–12 design thinking courses (2023). Earlier projects include a 2019 card game on waste management—each aiming to make meaningful issues engaging and accessible.
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In my 2015 master’s thesis, I explored how unfinished buildings could be creatively reused. Earlier, in my 2013 undergraduate thesis, I investigated how architecture could become a product—portable and prefabricated, like capsule hotels. Both projects reflect my ongoing interest in playful approaches to serious spatial challenges.
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Visual storytelling in all forms—comic, visual recording, zine, graphic novel—you name it. I’ve been drawing since I was two, filling hundreds of sketchbooks over the past 30 years. It’s more than a habit; it’s a lifelong way of seeing and sharing the world through lines, colors, and imagination.
Serious play
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Serious play •
Serious Play for Sustainable Development Goals
Act for Climate change board game
As climate change intensifies, extreme weather is becoming more frequent in cities, posing challenges to community life. Through the United Foundation's “Better Home Action,” changemaker Yuanmo Xie launched a project combining research and gamified board game design to raise awareness and resilience, while fostering long-term community support networks.
Serious Play for Sustainable Development Goals
Trash Fl!P card game
Waste management has been a major theme in China since 2019, as trash sorting poses a challenge for many citizens. I co-created a board game called Trash Flip to address this issue, alongside organizing Circular Economy workshops, lectures, and exhibitions to educate people in a fun and engaging way.
Serious Play for Sustainable Development Goals
Waste management infographic
In order to better understand the waste management situation in China, I began interviewing people working in NGOs, as well as those in tier-1 cities and rural areas. In this documentary, I collaborated with the IMPROVE project of the Global Shapers Community Shanghai Hub to explore innovative waste management strategies using cutting-edge technologies.
Serious Play for Sustainable Development Goals
Gamified design for dementia care
When we talk about dementia, what comes to mind first? For many, it’s often associated with aging and the idea that patients become a burden on their families. But I believe dementia care spaces shouldn’t be merely functional—they should be colorful, uplifting, and inspiring. In the following projects in Shanghai and Ningbo, I use color and visual storytelling to help those unfamiliar with the disease gain a more compassionate and deeper understanding of dementia care.
Serious Play for Sustainable Development Goals
Dementia Care Gamified Workshop
These cards spark visual associations to support creative interaction between dementia patients and caregivers. Coloring activities help seniors express discomfort and hopes through color-based self-representation.
Future cities
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Future cities •
Reimagine the future
Redesign unfinished buildings
This master’s thesis (2015) addresses the issue of ghost cities in China, focusing on Yujiapu in Tianjin—a once-ambitious plan to become a “second Manhattan” that remains unfinished. The project proposes converting an abandoned high-rise into a vertical farm with housing for migrant workers.
Reimagine the future
Capsule way of living
My undergraduate thesis (2013) explored the possibility of architecture as a product. The capsule hotel served as a way to imagine architecture that is pre-manufactured and assembled like LEGO blocks. It also acted as a metaphor for life in a megacity, where people must minimize their living space—as if they are living in a capsule.
Visual Storytelling
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Visual Storytelling •
Whether it’s a comic, a visual recording, a zine, or a graphic novel—if it tells a story through images, I’m all in.
Selected Clients
Including commercial clients such as the British Council, World Economic Forum, and BIX etc;
NGO projects supporting aging communities;
Academic institutions like Tongji University and NYU Shanghai.
Year
2018-2025