Global Diplomacy to Game Design

UI/UX/UN

On April 16, 2026 the MFA Design first year cohort, Qing Zeng, Jung A Huh, and Ali El-Chaer, conducted field research across two distinct institutional spaces in New York City: the United Nations Headquarters and the New Museum. The objective was to investigate the intersection of global governance, architectural systems, and contemporary curation, resulting in a game that maps interactions onto the digital interface.

The morning began at the United Nations Headquarters, delving into the operational architecture of the UN: This track examined the institutional mechanisms and systemic frameworks of the UN, focusing on how global diplomacy is structured, executed, and maintained across international boundaries. The second tour spoke on the physical architecture: This track explained the design of the headquarters, investigating how the physical forms, materials, and spatial layouts reflect or challenge the UN’s foundational mandates of transparency, unity, and international cooperation. In the afternoon, the class visited the New Museum, engaging with current exhibitions, such as New Humans: Memories of the Future, and explored the new extension built to the New Museum. 

Throughout the field study, students used their phone cameras to observe and document “interactions”—the unintended or intended visual traces of human presence in spaces. Rather than documenting the monuments themselves. Back in the studio, these photographs served as the material for digital experimentation. Using Figma, the cohort translated the images into a tablet-based, interactive layout.

The game operates on a geometric repetition. At the beginning, the user selects one of three primary shapes: a triangle, a circle, or a rectangle. This choice initiates a path, requiring the player to follow the steps of the selected shape as it reoccurs, morphs, and embeds itself within the documentation of the UN space. By restructuring the field research into a responsive UI/UX system, the project challenges the boundary between passive observation and active navigation, architecture, and complex systems.

Special thanks to Atif Akin for facilitating this research expedition and taking photos.

Short Description for Advanced Design Class

Spring 2013

Advanced Design in Spring 2013 will be a practicum, in collaboration with biomedical engineering department of Rutgers University.
Throughout this course, design students will work on a research project to build a mobile game/ application which will be used to monitor kids at early ages for detecting autism and some other neuro-developmental abnormalities. As previously discussed in interaction design classes, these new digital artifacts and gadgets are equipped with a wide range of sensor set, that they can sense human body and its reactions. Designers’ challenge here is not only creating an attractive, fun and friendly interface but also trying to reduce the noise in the data set by iterating the interaction design with the user feedback.

Design crew will specifically work on:
‣ visual identity for the project
‣ designing the keyframes and animations ‣ improvement biometric space around
‣ reducing the data noise
‣ producing printed and video tutorial sets
This game like application will hep to establish a foundation to systematically answer questions about the developmental trajectories and genetic influences that characterize autism spectrum disorder, and, ultimately, apply these answers toward cost-effective platforms that enable early-stage intervention and improve quality of care.
Working on this project will improve designers’ skills on:
‣ interdisciplinary research ‣ teamwork
‣ game design
‣ user interface design
‣ interaction design
Most importantly, students will have the chance to help an healthcare project which can dramatically reduce the costs of these kind of detection practices and make it available to economically or geographically challenged communities.
Please contact Atif Akin [atif.akin [at] rutgers.edu] for further inquiries.