curriculum vitae

CV

Education

Jul 2026 — Dec 2026
Visiting Student, Exertion Games LabMonash University, Melbourne — Department of Human-Centred Computing
Embodied interaction, exertion games, wearable and immersive technology, interactive prototyping, research through design.
Feb 2025 — Dec 2026
Master of Design Innovation and TechnologyRMIT University, Melbourne — School of Design
Expected Dec 2026. Human-computer interaction, design research, user experience research, affective and physiological interaction.
Jan 2026 — Jun 2026
Visiting Student, Game Design and DevelopmentAalto University, Helsinki
Game development, Unity prototyping, interaction design, UX prototyping, spatial interaction.
Sep 2019 — Jun 2023
B.Eng. in Industrial DesignShenzhen Technology University, Shenzhen
Front-end development, UX and interaction design, embedded systems, prototyping, human-centered design.

Experience

May 2024 — now
FounderShenzhen Inspiration Puzzle Design Co., Shenzhen
Educational robotics and interactive technology for learning contexts. Designed the body structure of ROS-based smart carts and supported YOLO-based vision algorithm design.
Jul 2023 — Dec 2023
Research AssistantTencent, Shenzhen
UX measurement for Tencent Meeting. Ran ~20 hours of user testing and 7 hours of semi-structured interviews; synthesised 24 interview records and 48 feedback items into 6 experience directions and 6 design recommendations.
Sep 2022 — Jan 2023
Game UX Design InternNetEase, Guangzhou
UX team for Peak Speed, a AAA racing mobile title. Gameplay interaction flows, interface logic, information architecture and Figma prototypes; implemented interface designs in Unreal Engine 4 with designers, planners, artists and engineers.

Research

Oct 2025 — now
Dissonant Affect: An Immersive Affective News System for Media Bias CognitionRMIT University — independent project
A VR affective news system asking whether immersive interaction can support critical thinking about media bias rather than only amplifying empathy. Proposes affective-semantic dissonance as a design pattern, using conflict between AI-analysed emotional tone and apparently neutral framing to expose hidden bias. Three-group between-subjects study: webpage baseline, 2D AI-text baseline, and the VR system.

Awards

2026
Honorable Mention, CHI 2026ACM SIGCHI
For Mapping the Landscape of Affective Extended Reality.

Memberships

2026 — now
Student MemberACM Special Interest Group on Computer-Human Interaction (SIGCHI)

Skills

Research
User testing · Semi-structured interviews · Qualitative synthesis · Between-subjects study design · Scoping review
Building
Unity · Unreal Engine 4 · Figma · Front-end development · ROS · Hardware prototyping
Languages
Chinese (native) · English (academic and professional)