Where does your enthusiasm to challenge the social stigma around dumpster diving stem from?
Honestly, it comes from the joy of sharing. Although I wanted to challenge Singaporean's stigma around dumpster diving, more importantly I just wanted to share my way of life and get others on board.
A lot of it also comes from personal pet peeves. I beat myself up if I lose something or feel like I haven't maximised an item's lifespan. I feel guilty replacing something I already own, or buying something I already have. I assumed everyone felt this way – [laughs] – turns out it's not true.
What's unique about Singapore's current waste ecosystem and disposal systems that inspired your research?
I really have to give credit to Singapore's public housing. Because of our land constraints, we've built very dense housing estates made up of high-rise apartment blocks. When an entire block shares a common bulky refuse area, the turnover rate of furniture becomes incredibly visible. You start to notice just how frequently items are discarded, not necessarily because they're broken, but because they no longer fit someone's lifestyle, renovation plans, or aesthetic preferences.
That density creates a kind of unintended exhibition space. The bulky refuse area becomes a site where cycles of consumption are laid bare. I often think that if I had grown up in a landed estate or somewhere with less shared infrastructure, I might not have developed this sensitivity toward furniture disposal. The physical landscape shaped my awareness. It exposed to me patterns that might otherwise have remained invisible.
Culturally, practices like spring cleaning during the Lunar New Year are also significant. There's a widely held belief that you need to clear out the old to make space for blessings and prosperity in the new year. It's a ritual of renewal, but it also results in a noticeable surge of discarded items. Observing this annual cycle made me think more deeply about how cultural beliefs, infrastructure and urban design intersect to shape our relationship with objects, which ultimately sparked many of the questions that led to this research.
What was your motivation behind including a range of interactive elements in Refuse that make it such an unusually tactile experience?
A lot of this stems from me being an industrial designer working with a completely foreign medium. I've always been a fan of art books, photo books and research publications, but my exposure to print was mostly as a reader, not a maker. So when I began designing Refuse, I was very aware that I was stepping into unfamiliar territory.
Instead of trying to imitate conventional book design, I approached it the only way I knew how. I treated the book like a product. I thought about how a reader would first encounter it, how their hands would slide the sleeve off, how the exposed binding would allow the book to lie completely flat on a table while they're examining materials they've found, almost like a manual in use. I explored how the accordion fold could strategically reveal information, controlling pacing and discovery, and becoming a storytelling device in its own right rather than just a formatting choice.
There were also moments where traditional pages simply wouldn't have worked. Take the "ingredients" fold-out, for example. In my mind, it only made sense if the components that make up a chair were layered on translucent paper. That layering creates an experience similar to flipping through material swatches, each sheet revealing structure and composition progressively. It's not just informational, it's tactile and experiential.
There's an interview from the podcast Off Camera with Sam Jones where Dave Grohl talks about transitioning from being a drummer in Nirvana to writing songs on the guitar for Foo Fighters. He mentioned that he never formally learned guitar, instead, he played it like a drum. That analogy really resonated with me. Designing the interactive elements of Refuse felt similar. I wasn't approaching the book like a traditional graphic designer might. I was approaching it like an industrial designer, treating paper, binding and folds as materials and mechanisms, and designing the reading experience the way I would design a physical object.