Lily Bamber Graphic Designer

ABOUT

A campaign created as a response to research in urban design and its influence on crime. Challenging the issue of violence against women using VR technology to provide an immersive experience.

The epidemic of violence against women is a grave and ongoing human rights issue that affects millions of women and girls worldwide. From physical and sexual violence to emotional and economic abuse, women face a range of dangers and harms that limit their ability to live their lives free from fear and violence. This epidemic is fuelled by deeply ingrained social norms that perpetuate gender inequality, as well as a lack of legal and policy frameworks that adequately address and prevent violence against women.The issue of violence against women is deeply intertwined with urban planning, as the design and layout of cities and public spaces can either exacerbate or mitigate the risk of gender-based violence.


Not Safe for Women
A campaign created as a response to research in urban design and its influence on crime. Challenging the issue of violence against women using VR technology to provide an immersive experience.

Major Project
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The epidemic of violence against women is a grave and ongoing human rights issue that affects millions of women and girls worldwide. From physical and sexual violence to emotional and economic abuse, women face a range of dangers and harms that limit their ability to live their lives free from fear and violence. This epidemic is fuelled by deeply ingrained social norms that perpetuate gender inequality, as well as a lack of legal and policy frameworks that adequately address and prevent violence against women.The issue of violence against women is deeply intertwined with urban planning, as the design and layout of cities and public spaces can either exacerbate or mitigate the risk of gender-based violence.

Through personal experiences and stories shared by fellow young women living independently, I have come to understand the pervasive fear and oppression that women face simply by walking home. One particular street lamp caught my eye - it looked different from the typical ones found on sidewalks and appeared more like a projector. This inspired me to use creative mediums such as street art to bring attention to this critical issue. Through my studies, I have learned how the environment we inhabit impacts criminal behavior and our perceived safety, further fueling my drive to make a difference.

Driven by a desire to foster empathy and raise awareness about the issue of violence against women, I sought to create an immersive experience that would resonate with people. I used Unreal Engine 5.1 to built a virtual reality alleyway environment that incorporated visual and audio cues to evoke a palpable sense of fear. In addition, I produced a campaign rational booklet and guide for town planners, offering practical suggestions for improving these spaces in ways that deter criminal behaviour and enhance perceived safety. Through these efforts, I hope to make a meaningful impact on the lives of women, promoting a safer and more just society for all.

MADEIT CREDITS

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