Information Design
Metaphorical Timeline

The movie, Groundhog Day (1993), directed by Harold Ramis, is a story about a news weatherman who gets stuck living the same day over and over again. The only way to break this seemly continuous loop is to get his producer to fall in love with him. With the movie having so many loops, I decided to focus on the seemingly infinite amount of them by making the timeline into an infinity symbol shape. However, at the end of the symbol, it flattens out to indicate that the loops have ended. The time, 6:00 AM, is in the middle of the timeline because it is when the loops start. There are two quotes in the middle of each “circle” on either side of the 6:00 AM. These quotes were chosen to show how much the main character, Phil Connors, has changed over the course of the movie. We see that Phil has evolved from being an arrogant and egotistical person to one who is compassionate and kind to others. There are symbols that represent major and repeated events throughout the movie. There is a symbol that represents a new loop, as it is sometimes not clear in the movie. For example, there is a “new loop” symbol next to a slap symbol with a times eight within it, symbolizing that Phil gets slapped eight times in a row during that time. The colour palette was chosen with the aesthetic of the movie in mind. There was a big representation of soft colours throughout the movie and I wanted to connect the timeline to the movie visually.
Charts, Tables, & Maps
For this project, we had to analyze data from eight different countries and design that data accordingly in a readable/user-friendly way. We had to analyze the data of CO2 Emissions (tonnes per person), the total population, child mortality, life expectancy, income per person (GPA/capita), and forest coverage.

Dynamic Data Visualization
This interactive interface was created to provide information about biomimicry and how fireflies inspired an efficient LED light. This interactive interface’s target audience is the general public and high school students since there is a large amount of text/information. Data is in a format that is easy to understand as there are easy to follow illustrations and graphs.
When first opening the interface, there is a learn more button, which leads you to the three topics, represented with fireflies, of the interaction: History of Biomimicry, Biomimicry Methodologies, and Sensing & Responding. The History of Biomimicry goes through the important points in design history when nature inspired designs/inventions. Biomimicry Methodologies goes over the definition of biomimicry and the methods used in the biomimicry design process. Sensing and Responding is information about how fireflies inspired the invention of a more efficient LED light by mimicking the insect’s bioluminescent organ. Throughout the interface, certain buttons and illustrations light up when hovered over. This creates a unified design and informs the user that the main topic is about fireflies. With the “light-up” interactions, it keeps the user intrigued and interested.