midiAbout
A Seattle-based visual communication & interaction designer with roots in Saigon, Vietnam. may (aka midi) has the most fun when creating packaging and websites.
RESUME.PDF

Experiencepari passu, 2024 – present
Creator & Designer
Smeoow, 2021 – 2023
Artist Assistant
Depop, 2019 – 2020
Lead Campus Manager

Education Bachelor of Fine Arts in Design, MAY 2024
Cornish College of the Arts
Seattle, WA
How to Steal an Idea
Academic 6 weeks
Data Analytics
Interaction Design
User Experience

An interactive toolkit that supports young artists in the development of design ethics, presenting the legal concepts of copyright and fair use in an accessible yet engaging format. The design of this product is derived from playing cards to facilitate a low-stakes recreational learning experience.
  • Design educational tools to help young artists build an understanding of complex legal concepts
  • Perform usability testing to evaluate and improve product performance
  • Deliver physical and digital prototypes


May DinhGraphic Design
Interaction Design
Research & Writing
Usability Testing

Alisha Langley
Research & Writing

Jada RasmussenGraphic Design
Usability Testing

Carrie Wang Illustration



GRAPHIC ELEMENTS
Concept sketches

Process


The team agreed that this educational product should be exprienced in multiple interactive elements: tactile flashcards in a protective case, an interactive poster with space for notes, and lastly a website for digital learning. All these elements require complex information to be broken down as much as possible for a lower text count while preserving the context.
Slipcase dieline iterations
The lead illustrator and I worked to convey nuanced legal concepts by introducing an art burglar character. This playful mascot adds a comedic touch to the serious topic of creative property theft, making it more approachable and easier to understand. The character appears in every illustration, helping to shape the product’s visual style.



Testing


Usability testing was performed with a screening focus on people of ages 16-24 who are new to or expecting to join the creative industry using a rough draft of the package. Some of the research goals include:
  • Gathering user feedback on learning pain points and product functionality
  • Observing user navigation of the website prototype and their comprehension of information
  • Measuring user quiz scores to pinpoint ineffective teaching components and areas that lack clarity
Responsive design exploration


Slipcase, flashcards, and poster booklet
poster booklet
try in Figma!


Findings


The following insights were extracted from data that we collected through discussion sessions with a pool of 4 participants.

Our Learners...
  • find fair use relevant to highly relevant
  • find the product easy to handle, store, and navigate
  • “find the poster useful”
  • “find the illustrations helpful in facilitating learning
  • are “satisfied with information (they) learned in the amount of time spent”
  • would use the product for personal reference
  • would recommend the product to a friend or colleague
Updated Feb 2025 Directory