02 / SPECULATIVE EXPERIENCE

NeoGenesis

2024—25Nature ↔ SurvivalTwo-person collaboration
Irene, the biomimetic designer guiding humanity through the wasteland
01 / PROJECT QUESTION

In a future of forced migration, how might humans learn survival from nature instead of continuing to dominate it?

NeoGenesis is set in 2080, after humanity’s destruction of nature has made migration unavoidable. Across a wasteland desert, travellers face extreme climates and plants and animals mutated by pollution. The protagonist, Irene, studies how other species protect, warn, camouflage and adapt. By translating this survival wisdom into clothing, she helps the migrating community survive while forcing them to confront the environmental mistakes that created this world. The wearable is therefore not only protective equipment; it proposes a new collaborative relationship between humans and nature under extreme conditions.

Two-person collaboration · 2024—2025 · Time: 2080 · Wasteland Desert

I led all work beyond garment design and construction, including the speculative narrative, migration and biomimicry research, character and creature development, functional system design, visual identity, poster, photography, Arduino and EEG tests, 3D world-building and final communication.

02 / PROJECT LOGIC

The argument
in four moves.

Speculative world-buildingMigration researchBiomimicryWearable system designCharacter developmentPhotography and 3D
01

A world made uninhabitable

Historical migrations caused by climate, famine and ecological collapse established the project’s premise: in 2080, humanity becomes a travelling population because it destroyed the conditions that once supported settled life.

02

Irene learns from nature

Rather than treating nature as a resource to conquer, Irene studies the survival intelligence of desert species—neural control, defensive structures, camouflage and warning colour.

03

Biology becomes protection

Each biological strategy is translated into a wearable function: an EEG-triggered helmet, protective scales, extendable warning structures, adaptive colour and an exoskeletal support system.

04

The traveller becomes a question

The garment, mutant creature and wasteland environment form one narrative encounter. Irene protects the travellers, but her design also asks whether survival is possible without changing humanity’s relationship with nature.

CENTRAL INSIGHT
NeoGenesis is not simply a survival costume. It imagines biomimicry as an ethical shift: humans survive by learning how to collaborate with nature, while confronting the destruction that made migration necessary.
01 / Context research

Climate, famine and environmental collapse have repeatedly forced human migration—the historical basis of the 2080 scenario

Climate, famine and environmental collapse have repeatedly forced human migration—the historical basis of the 2080 scenario
02 / Core ideation / system map

Octopus, porcupine, lizard, butterfly and frog survival strategies become one integrated protective clothing system

Octopus, porcupine, lizard, butterfly and frog survival strategies become one integrated protective clothing system
03 / World-building and development

Irene, the Mutant Arachnis and the wasteland desert were developed together so garment, character and environment tell the same story

Irene, the Mutant Arachnis and the wasteland desert were developed together so garment, character and environment tell the same story
04 / Technical implementation

EEG and Arduino provide one concise responsive layer: extreme stress signals activate the wearable’s protective protocols

EEG and Arduino provide one concise responsive layer: extreme stress signals activate the wearable’s protective protocols
03 / OUTCOME

A proposition
made tangible.

A complete speculative world centred on Irene and the migrating travellers: a fabricated biomimetic wearable, an integrated protective system, a mutant desert creature, a 3D wasteland environment, photography and a visual narrative set in 2080.

The final Irene wearable embodies survival through collaboration with nature
OUTCOMEThe final Irene wearable embodies survival through collaboration with nature
PROJECT DETAILS

FormatTwo-person collaboration · 2024—2025 · Time: 2080 · Wasteland Desert

ContributionI led all work beyond garment design and construction, including the speculative narrative, migration and biomimicry research, character and creature development, functional system design, visual identity, poster, photography, Arduino and EEG tests, 3D world-building and final communication.

MethodsSpeculative world-building · Migration research · Biomimicry · Wearable system design · Character development · Photography and 3D

StatusComplete case-study entry · further raw media can be added over time

FULL PROJECT ARCHIVE

See the complete project,
in its original sequence.

The webpage foregrounds the project’s argument. The PDF preserves the full research, visual development and documentation.

PDFOpen complete project
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