More Work

Tubular

Defy gravity. Shape the path.

Tubular project visual

A tactile, experimental toy that teaches fluid dynamics through play.

Intro

Tubular is a working physical-digital prototype: a toy that teaches fluid dynamics through play, not instruction.

It explores how physical play can make abstract physics (flow, pressure, pathing) intuitive for learners and curious adults, sitting deliberately between toy, science kit, and design object.

Role

Product Designer · Maker

Timeline

Spring 2026

Team

One Designer, End to End

Scope

Concept · Industrial Form · Digital Prototyping

Outcome

Product Narrative · Physical-Digital Prototype

Tools

CAD · Prototyping · Motion Studies

Research

I looked at STEM toys that over-explain vs. those that under-guide. The sweet spot seemed to be discoverable constraints: enough structure to learn, enough freedom to experiment.

Visual references pulled from lab glassware, modular pipelines, and minimalist product design.

Problem

How can we teach fluid dynamics without a textbook voice or fragile classroom-only equipment?

The object had to survive real play, invite repetition, and photograph clearly for portfolio and pitch contexts.

Design process

Sketches moved quickly into volumetric studies and simple digital prototypes to test affordances. I iterated joint geometry, path visibility, and how 'success' should feel in the hand.

Narrative and key visuals aligned around gravity, control, and delight.

Final design

Conceptualized and built an experimental physics-based toy that teaches fluid dynamics through play.

Combined industrial design with digital prototyping to create an intuitive, tactile learning experience.

Impact

The project sharpens my maker-designer fluency: fewer handoffs between 'idea,' 'form,' and 'story.'

It also works as a portfolio anchor for systems thinking in a non-screen-first domain.

Reflection

Physical products punish vague interactions; every ambiguity becomes a manufacturing question. I’d next involve a materials engineer earlier and test with kids in structured sessions.

Tubular reminded me that play is a serious design medium.

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