ᱵᱤᱥᱚᱭ ᱨᱮ ᱪᱟᱞᱟᱜ ᱢᱮ
Cat-in-the-box

✓ ᱯᱩᱨᱥᱠᱟᱨ-ᱯᱟᱨᱠᱷᱟᱭᱟᱠᱟᱱ ᱛᱟᱭᱣᱟᱱ (ᱪᱤᱱ) ᱡᱚᱣᱟᱱ ᱫᱚᱞ

Cat-in-the-box

  • ✓ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱨᱮᱱᱟᱜ ᱡᱤᱛᱠᱟᱨ᱾
  • ✓ ᱥᱤᱠᱷᱱᱟᱹᱛ ᱰᱤᱡᱟᱭᱱ ᱨᱮ ᱵᱤᱥᱮᱥ᱾
  • ✓ ᱱᱟᱣᱟ ᱪᱮᱛᱟᱱᱤᱭᱟᱹ, ᱢᱚᱱ ᱞᱟᱹᱜᱤᱫ ᱟᱨ ᱱᱟᱣᱟᱴᱟᱨᱤ᱾
1ᱯᱩᱨᱥᱠᱟᱨ ᱠᱚ
№ 6,726ᱫᱩᱱᱤᱭᱟᱝ ᱨᱮᱝᱠ
№ 1,160ᱛᱟᱭᱣᱟᱱ (ᱪᱤᱱ) ᱨᱮᱭᱟᱜ ᱨᱮᱝᱠ
1ᱵᱤᱥᱮᱥ ᱠᱟᱹᱢᱤ ᱠᱚ

ᱰᱤᱡᱟᱭᱱᱟᱨ

Cat-in-the-box ᱵᱟᱵᱚᱫ ᱨᱮ

This design practice originates from Ming Chi University of Technology, specializing in the integration of digital media, User Experience (UX), and educational innovation. The work focuses on transforming regional narratives into interactive learning systems that enhance cultural engagement. By synthesizing visual communication with pedagogical depth, the practice develops tangible tools that facilitate heritage preservation and community learning. This methodology prioritizes the social impact of design, bridging the gap between digital interfaces and humanistic values. It provides systematic solutions that empower learners to rediscover local identities through optimized interaction and narrative precision.

ᱫᱩᱱᱤᱭᱟᱝ ᱰᱤᱡᱟᱭᱤᱱ ᱨᱮᱡᱤᱥᱴᱨᱤ ᱯᱟᱨᱠᱷᱟᱭᱟᱠᱟᱱ ᱥᱫᱚᱥᱭ

Cat-in-the-box ᱯᱨᱚᱼᱯᱷᱟᱭᱤᱞ ᱢᱤᱫ ᱧᱮᱞ ᱨᱮ

ᱫᱤᱥᱚᱢ
ᱛᱟᱭᱣᱟᱱ (ᱪᱤᱱ)
ᱮᱠᱟᱣᱩᱱᱴ ᱞᱮᱠᱟᱱ
ᱡᱚᱣᱟᱱ ᱫᱚᱞ
ᱵᱤᱥᱮᱥᱜᱭᱟᱱ
ᱥᱤᱠᱷᱱᱟᱹᱛ
ᱫᱩᱱᱤᱭᱟᱝ ᱰᱤᱡᱟᱭᱤᱱ ᱨᱮᱴᱤᱝ
ᱟᱜᱟᱢᱤ ᱚᱵᱷᱭᱟᱥᱤ
ᱥᱛᱚᱨ ᱞᱮᱠᱟᱛᱮ ᱯᱩᱨᱥᱠᱟᱨ ᱠᱚ
ᱞᱚᱦᱟ 1

ᱚᱠᱟ ᱨᱮ ᱯᱩᱨᱥᱠᱟᱨ ᱧᱟᱢ ᱮᱱᱟ

ᱯᱩᱨᱥᱠᱟᱨ ᱧᱟᱢᱮᱱᱟ

ᱰᱤᱡᱟᱭᱤᱱ ᱵᱤᱥᱟᱭ ᱠᱚ ᱡᱟᱦᱟᱝ ᱨᱮ Cat-in-the-box A' Design Award ᱡᱤᱛᱟᱣ ᱮᱱᱟ᱾

ᱯᱚᱨᱴᱯᱷᱚᱞᱤᱭᱚ

Cat-in-the-box ᱫᱟᱨᱟᱭᱛᱮ ᱯᱩᱨᱥᱠᱟᱨ ᱧᱟᱢᱟᱠᱟᱱ ᱠᱟᱹᱢᱤ ᱠᱚ

Cat-in-the-box ᱨᱮᱭᱟᱜ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ ᱧᱮᱞ ᱢᱮ ᱡᱟᱦᱟᱱ ᱠᱚ A' Design Award and Competition ᱫᱟᱨᱟᱭᱛᱮ ᱢᱟᱱᱟᱣ ᱮᱱᱟ᱾

ᱰᱤᱡᱟᱭᱤᱱ ᱵᱤᱵᱷᱟᱡᱚᱱ ᱠᱚ

ᱰᱤᱡᱟᱭᱤᱱ ᱵᱤᱥᱟᱭ ᱞᱮᱠᱟᱛᱮ ᱨᱮᱝᱠᱤᱝ ᱠᱚ

Designers.org ᱨᱮᱭᱟᱜ ᱰᱤᱡᱟᱭᱤᱱ ᱵᱤᱵᱷᱟᱡᱚᱱ ᱠᱚ ᱨᱮ Cat-in-the-box ᱨᱮᱭᱟᱜ ᱥᱛᱷᱟᱱ᱾

ᱥᱯᱚᱱᱥᱚᱨᱰ

Designers.org ᱠᱷᱚᱱ ᱯᱟᱨᱚᱢ ᱛᱟᱞᱟᱥ

ᱟᱞᱮᱭᱟᱜ ᱵᱤᱜᱽᱭᱟᱯᱚᱱ ᱥᱟᱹᱜᱟᱹᱭ ᱠᱚ ᱠᱷᱚᱱ ᱯᱨᱚᱰᱟᱠᱴ, ᱥᱮᱵᱟ ᱟᱨ ᱢᱚᱠᱟ ᱩᱫᱩᱜ ᱢᱮ᱾

ᱟᱢ ᱱᱤᱛ ᱴᱷᱤᱠ ᱡᱟᱭᱜᱟ ᱨᱮ ᱢᱮᱱᱟᱢ

Designers.org ᱨᱮ ᱥᱮᱞᱮᱫ ᱦᱩᱭ ᱠᱟᱛᱮ ᱟᱢᱟᱜ ᱰᱤᱡᱟᱭᱱ ᱫᱩᱱᱤᱟᱹ ᱡᱟᱦᱟᱱ ᱨᱮ ᱯᱨᱪᱟᱨ ᱮᱦᱚᱵ ᱢᱮ᱾

ᱱᱟᱣᱟ ᱮᱠᱟᱣᱱᱴ ᱛᱮᱭᱟᱨ