Jingkui Gao

Assistive/Educational Tech Practices
"Technology is social before it is technical."
Beginning with the application of computational technologies in assistive spaces for children with autism, this project explores how emerging technologies—such as digital fabrication, AR, and human-computer interaction—can contribute to social good. It emphasizes designing for children as a social group, including typical, neurodiverse, and underserved children, using a user-centered or participatory design methodology.
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01
Assistive Child-centered Therapy Space For Autism
This study, inspired by Temple Grandin’s “Hug Machine,” aims to develop a therapeutic play space prototype that incorporates elements of play therapy. This prototype features dynamic movement pathways and a responsive system that offers varying levels of pressure through a hybrid textile material.
02
Cultivating Children Critical Thinking Through AR Games
This project explores the potential of augmented reality (AR) games as tools for fostering critical thinking skills. Featuring five characters from various classes of the Qin Dynasty, a significant period in Chinese history, the game invites players to reflect on the complexities of this era.
Our game aims to provide a rich educational experience that encourages collaboration and reflection, enhancing players’ critical and creative thinking as they navigate real historical scenarios.
03
How Human Waste Affects the Environment
Through immersive gameplay and realistic scenarios, this initiative aims to deepen understanding of the critical relationship between human activities and ecological health while promoting awareness of sustainable waste management practices.
04
Enhancing the Participatory Design Process with AR: Wellness Room Design
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05
Creative Drawing App Development
This project aims to enhance understanding of data structures, data transfer, and functional logic in the Python programming language through the design of a creative drawing software, utilizing the Processing platform.




