个人总结 | Personal Summary

I hold a Master’s degree in Strategic Design and Entrepreneurship from the Royal Danish Academy of Fine Arts (KADK) in partnership with Copenhagen Business School (CBS). My academic and professional journey has been dedicated to applying design thinking and human factors engineering to uncover core user needs and transform insights into innovative, sustainable design solutions. I specialize in conducting in-depth user research, behavior analysis, and experimental evaluations to develop data-driven strategies that enhance product usability and overall experience across multiple sensory channels (sight, sound, touch). With a keen eye for emerging trends and a passion for sustainability, I thrive in interdisciplinary teams to drive product innovation and bolster market competitiveness while championing a human-centered design approach.


我拥有丹麦皇家艺术学院(KADK)与哥本哈根商学院(CBS)联合培养的战略设计与创业硕士学位。我的学术与职业历程一直致力于运用设计思维,从深入的用户研究中发掘核心需求,并将洞察转化为创新且可持续的设计方案。我擅长利用用户行为分析、实验设计、用户交流与评估等方法,制定数据驱动的策略,全面提升产品的可用性和整体用户体验(涵盖视觉、听觉、触觉等多个感知维度)。凭借对前沿趋势的敏锐洞察和对可持续设计的热忱,我能够与跨学科团队高效协作,推动产品创新,增强市场竞争力,同时始终秉持以人为本的设计理念。

技能 | Skill

  • User research and demand analysis: proficient in user research methods (questionnaire survey, in-depth interview, user observation, etc.) and data analysis (qualitative and quantitative analysis), able to gain insight into user needs and translate them into design improvement schemes.
  •  Design and innovation: Proficient in Adobe Creative Suite (Illustrator, Photoshop, XD), proficient in Figma, InDesign for prototyping and user interface design.
  •  Human factor engineering and human-computer interaction: familiar with the basic principles and applications of human factor engineering, able to design product experience solutions in line with human factors from visual, auditory, touch and other aspects
  • 3D Modeling and rendering: Proficient in 3D design software such as Cinema 4D, Rhino and KeyShot to quickly build high-quality visual models and render effects.
  • Project management and strategic design: Good at cross-departmental cooperation and communication, with excellent project management ability, able to promote the design plan from concept to implementation.
  • 用户研究与需求分析: 精通用户调研方法(问卷调查、深度访谈、用户观察等)和数据分析(定性与定量分析),能够洞察用户需求并转化为设计改进方案。
  • 设计与创新: 熟练使用Adobe Creative Suite(Illustrator, Photoshop, XD),精通Figma、InDesign进行原型设计和用户界面设计。
  • 人因工程与人机交互: 熟悉人因工程基本原理及应用,能从视、听、触等多方面设计符合人因的产品体验方案。
  • 3D建模与渲染: 精通Cinema 4D、Rhino和KeyShot等3D设计软件,能够快速构建高质量视觉模型和渲染效果。
  • 项目管理与战略设计: 擅长跨部门合作与沟通,具有出色的项目管理能力,能够推动设计方案从概念到落地实施。

教育背景 | Education Background

       全球唯一被该专业录取的中国学生(2022届)

  • 学位 | Diploma设计学硕士(战略) | MA in Design – Strategic 
  • 专业 | Programme:战略设计与创业专业((与哥本哈根商学院(CBS)联合培养)|
    Strategic Design and Entrepreneurship (collaboration with Copenhagen Business School (CBS))
  • 主修科目|Majors:课程着重于战略设计和跨学科协作 | Courses focus on strategic design and interdisciplinary collaboration
    • 战略思维和商业模式:商业模式和组织策略、战略设计与咨询课程培养了在复杂环境中定位产品和项目的能力。
      Strategic Thinking and Business Models: The Business Models and Organizational Strategies, Strategic Design and Consulting courses develop the ability to position products and projects in complex environments.
    • 用户导向和利益相关者参与:设计思维、用户和利益相关者的促进课程培养了在项目中理解和融入多方利益的能力。
      User Orientation and Stakeholder Engagement: Design Thinking, User and Stakeholder Facilitation courses develop the ability to understand and incorporate multiple interests in projects.
    • 可持续发展和未来情景测试:强调在设计中考虑可持续性,并运用未来情景测试来适应未来的市场需求。
      Sustainability and Future Scenario Testing: Emphasizes the consideration of sustainability in design and the use of future scenario testing to adapt to future market needs.
    • 跨学科合作:通过与管理和商科学生的协作,增强了在跨领域团队中领导项目的能力。
      Interdisciplinary Collaboration: enhanced ability to lead projects in cross-disciplinary teams through collaboration with management and business students.
  • GPA:2.98(Top20%)
  • 学位 | Diploma:设计学学士 | Bachelor of Design
  • 专业 | Programme:产品设计专业 | Product Design
  • 主修科目|Majors:课程涵盖了产品设计的基础和专业技能 | The fundamentals and specialized skills of product design
    • 设计基础和理论:设计概论、设计表现(二维和三维)、形态构成和形式语言,为视觉表达和设计创意奠定了基础。
      Design Fundamentals and Theory: Introduction to Design, Design Representation (2D and 3D), Morphological Composition and Form Language, which lays the foundation for visual expression and design creativity.
    • 用户研究和体验设计:产品用户研究、产品交互原理与方法、人机工程学,提升了用户需求分析和用户体验设计的能力。
      User research and experience design: product user research, product interaction principles and methods, ergonomics, which enhances the ability of user demand analysis and user experience design.
    • 技术与材料:材料与工艺、色彩学和交互与技术,涵盖了产品设计中的材料运用和技术支持。
      Technology and Materials: Materials and Processes, Color Science and Interaction and Technology, covering the use of materials and technical support in product design.
    • 社会创新和可持续设计:社会创新调研、可持续设计、服务设计,帮助培养了适应未来趋势和市场需求的创新思维。
      Social Innovation and Sustainable Design: Social Innovation Research, Sustainable Design, and Service Design, which helped to cultivate innovative thinking that adapts to future trends and market demands.

工作经历 | Job Experence

2024.9-2024.12

As a trainee teacher and administrative teacher at the School of Art, Anshun College, I was responsible for teaching, student counseling, curriculum design, and assessment, assisting in the organization of exhibitions and academic events, dealing with day-to-day faculty and student affairs, coordinating internal communication, and supervising trainees and teaching assistants.

2023.02-2023.06

As part of a project team from CBS and the Royal Danish Academy, we collaborated with the service team at Region Hovedstaden’s Educational Centre to redesign their space based on user experience.
By applying user experience design principles and design thinking methodologies—including co-creation workshops, ethnographic research, and prototyping—we developed a user-centered design concept and proposed an innovative redesign solution for the educational centre, enhancing its functionality and user experience.

2021.09-2022.06

Teaches 3D modeling courses for beginning design students, primarily using Rhino and Keyshot

项目经历 | Project Experence

  • 角色:用户体验设计师、战略顾问
  • 项目描述: Gentofte医院教育培训中心的用户体验不佳,空间利用率低,且存在预算限制的问题,急需改善以提高整体用户满意度和资源使用效率。
    作为项目的用户体验设计师和战略顾问,深入挖掘目标用户群体的使用场景和核心需求,分析现有服务和空间的用户体验痛点,并提出创新的设计解决方案来优化用户体验和空间使用效率。
  • 工作描述:
    用户研究:
    通过用户问卷调查、深度访谈和影子跟踪法,系统性地收集和分析用户的行为模式、情感体验和需求痛点。
    数据分析与需求定义:基于收集的数据和研究结果,进行分析后与教育中心的负责人员采用合作共创的方法,识别关键使用目的和使用过程中的核心需求,使用Rhino进行建模后使用激光切割的方式制作1:50的大厅模型对人流动线进行分析,提炼用户体验优化机会点。
    方案设计与实施:结合社会脚本理论,提出新的空间规划和交互设计方案,包括大厅空间的重构与流线优化,确保设计符合用户的实际使用需求。通过用户反馈的持续收集和迭代,优化设计方案。
  • 成果:项目完成后,用户满意度从38%提升至86%,空间使用率提升23%。此外,教育中心的年使用订单量从232单提升至370单,显著增强了教育中心在同行业中的竞争力和用户满意度。
  • Role: UX Designer, Strategic Consultant
  • Project Description: Gentofte Hospital’s Education and Training Center suffers from poor user experience, low space utilization, and budgetary constraints, and is in urgent need of improvement to increase overall user satisfaction and resource efficiency.
    As the user experience designer and strategic consultant for the project, we deeply explored the usage scenarios and core needs of the target user groups, analyzed the user experience pain points of the existing services and spaces, and proposed innovative design solutions to optimize the user experience and space utilization efficiency.
  • Job Description:
    User research: Systematically collect and analyze users’ behavioral patterns, emotional experiences and demand pain points through user questionnaires, in-depth interviews and shadow tracking method.
    Data analysis and demand definition: Based on the collected data and research results, analyze and then adopt the cooperative co-creation method with the responsible personnel of the education center to identify the key usage purposes and core demands in the usage process, use Rhino to model and then use the laser cutting method to make a 1:50 hall model to analyze the flow of people, and refine the optimization opportunities of user experience.
    Program design and implementation: Combined with the social script theory, we propose a new space planning and interaction design program, including the reconstruction of the hall space and flow optimization, to ensure that the design meets the actual needs of users. Optimize the design through continuous collection and iteration of user feedback.
  • Results: Upon completion of the project, user satisfaction increased from 38% to 86%, and space utilization increased by 23%. In addition, the annual number of orders for the education center increased from 232 to 370, significantly enhancing the competitiveness of the education center in the industry and user satisfaction.
  • 角色: 产品设计师、战略设计师
  • 项目描述:在哥本哈根市虽然公众拥有很强的环保意识,但是对建筑废弃塑料的处理意识不足,缺乏有效的社会行为引导和参与激励机制。
 作为产品设计师和战略设计师,通过用户研究和设计创新来提升公众对建筑塑料垃圾回收的认知与参与度,开发适用于教育和宣传的工具和材料。
  • 工作描述:
    用户调研与需求分析: 使用Miro进行小组讨论和头脑风暴,深入分析公众对建筑塑料垃圾回收的认知障碍和行为动机。
    教育工具设计: 利用Illustrator、Photoshop和Canva设计出视觉效果鲜明的教育漫画,结合定性研究中的用户反馈,确保内容的易懂性和视觉吸引力。
    项目执行与用户反馈收集: 多次与客户和团队沟通,优化设计方案,持续收集公众反馈,进行设计迭代,增强社会认同感和参与度。
  • 成果:该教育漫画系列成功唤起了社会广泛关注,公众对建筑塑料垃圾回收问题的关注度和参与度显著提高。项目得到了Copenhagen Plastindustrien公司的高度赞扬,成为其环保宣传的核心部分,提升了公司的社会责任形象。
  • Roles: Product Designer, strategy designer
  • Project description: In Copenhagen, although the public has a strong awareness of environmental protection, they are not aware of the disposal of building waste plastics, and lack of effective social behavior guidance and participation incentive mechanism.
    • As a product designer and strategic designer, we promote public awareness and engagement in building plastic waste recycling through user research and design innovation, and develop tools and materials for education and advocacy.
  • Job Description:
    User research and demand analysis: Miro was used for group discussions and brainstorming to analyze the public’s cognitive barriers and behavioral motivations for construction plastic waste recycling.
    Educational tool design: Use Illustrator, Photoshop and Canva to design visually striking educational comics, combined with user feedback from qualitative research, to ensure that the content is understandable and visually appealing.
    Project execution and user feedback collection: communicated with customers and the team many times, optimized the design scheme, continuously collected public feedback, carried out design iteration, and enhanced social identity and participation.
  • Results: The educational comic series has successfully aroused widespread social attention, and the public’s attention and participation in the recycling of construction plastic waste has significantly increased. The project has been highly praised by Copenhagen Plastindustrien as a core part of its environmental promotion, enhancing the company’s image of social responsibility.
  • 角色: 产品设计师
  • 项目描述:随着城市化进程的加速,许多都市宠物因为主人长时间外出而面临孤独和情绪问题,尤其是长期独处的宠物更容易产生抑郁症状。为了解决这一问题,我设计了一款能够通过手机远程控制的宠物陪伴机器人,帮助宠物主人与宠物在不在家时进行互动,提升宠物的幸福感,并有效减少孤独和抑郁。
  • 工作描述:
    用户调研与需求分析:通过使用用户旅程图调查发现,一半以上生活在城市中的宠物狗在家中独处时表现出情绪问题,且许多主人对宠物的情绪状况表示担忧。通过对照实验发现,与主人进行远程互动的宠物狗情绪明显比独处时更加愉悦和活跃。
    功能设计与原型开发:使用Rhino对宠物陪伴机器人进行建模设计,机器人集成了摄像头、声音和运动功能。宠物主人可以通过手机远程控制机器人,与宠物互动,包括查看宠物状态、远程抛食、发出声音和播放主人的声音指令。使用KeyShot对产品进行渲染,制作使用场景图,并使用Procreate进行故事板绘制,展示产品的使用情景。
    用户界面与体验优化:使用Adobe XD设计用户友好的手机应用界面,使主人能够直观、轻松地与宠物互动。通过多轮用户测试和反馈迭代,优化机器人的移动功能和交互体验,确保产品能够在实际场景中提升用户体验和使用效果。
  • 成果:该宠物陪伴机器人通过远程互动帮助宠物主人有效缓解了宠物独处带来的孤独和抑郁问题,显著提升了宠物的幸福感。项目获得了用户的积极反馈,展示了宠物科技产品在提升宠物生活质量方面的巨大潜力。
  • Role: Product Designer
  • Project Desciption: With the acceleration of urbanization, many urban pets face loneliness and emotional problems because their owners are away for long periods of time, and especially pets that are left alone for long periods of time are more prone to depressive symptoms. To solve this problem, I designed a pet companion robot that can be controlled remotely via cell phone to help pet owners interact with their pets when they are not at home, to enhance their pets’ sense of well-being, and to effectively reduce loneliness and depression.
  • Job Description:
  • User Research and Requirements Analysis: Through a survey using a user journey map, it was found that more than half of the pet dogs living in the city showed emotional problems when they were alone at home, and that many owners were concerned about their pet’s emotional state. A controlled experiment revealed that dogs that interacted remotely with their owners were significantly more happy and active than when they were alone.
  • Functional design and prototyping: Rhino was used to model and design the pet companion robot, which integrates camera, sound, and motion functions. Pet owners can control the robot remotely from their cell phones to interact with their pets, including checking their pet’s status, throwing food remotely, making sounds, and playing the owner’s voice commands. The product was rendered using KeyShot to create a diagram of the usage scenario, and storyboarded using Procreate to demonstrate the usage scenario of the product.
  • User Interface and Experience Optimization: Adobe XD was used to design a user-friendly mobile app interface that allows owners to interact with their pets intuitively and easily. Through multiple rounds of user testing and feedback iterations, we optimize the robot’s mobile functionality and interaction experience to ensure that the product can enhance user experience and usage in real-world scenarios.
  • Results: The pet companion robot helps pet owners effectively alleviate the loneliness and depression caused by pets being alone through remote interaction, significantly improving the pets’ sense of well-being. The project has received positive feedback from users, demonstrating the great potential of pet technology products in improving the quality of life of pets.