GRAPHIC DESIGNER

AEJAY VIVANH-VONGEmail: aejayv02@gmail.com
Instagram: @fujiaua

AeJay is a graphic designer from Iowa. He graduated from Iowa State University with a Bachelor’s in Graphic Design and a minor in User Experience Design as of May 2026. With experimentation and curiosity for design, AeJay emphasizes research, exploration and refinement to each project.

He collaborates within the working design industry, with work spanning across branding, visual identity, posters, editorial, web & digital design.

His work has been selected for and received multiple awards and recognitions, including GDUSA Student to Watch, Midwestern Graphic Design Biennial, UCDA Design Awards, Art Director’s Association of Iowa, Flux National Student Design Competition, among others. 



INFO
RE

RE
GRAPHIC DESIGN

Technical:
 Adobe Illustrator
Adobe Photoshop
Adobe Indesign
 Figma

 HTML
 CSS
 Javascript
 P5.js


Categories:
 Visual Identity
 Product Design
Interactive
Experimental
DESCRIPTION
RE explores indecision as a condition shaped by overthinking, social expectations, and the pressure to feel “figured out.” This project takes the form of a self-reflective interactive experience that examines how individuals respond to uncertainty. Rather than producing fixed outcomes like labels or scores, each decision subtly alters visual elements, layout, typography, color, and form, gradually building a final, printable artifact. The system emphasizes process over outcome, allowing each interaction to shape a unique visual result.

By prioritizing participation and completion over perfection, RE reframes indecision not as failure, but as a natural response to navigating complex systems, identities, and expectations. It invites users to engage with uncertainty, recognizing that meaning is not always found in having the right answer, but in the act of choosing, reflecting, and continuing forward.


THE DELIVERABLES
“If you’re waiting for design, this is it.”

This statement captures a central idea behind RE, at some point, uncertainty has to become something tangible. Rather than waiting for the perfect answer, perfect moment, or perfect outcome, the experience encourages users to make a choice and see where it leads. The resulting design may be unexpected or imperfect, but it exists because a decision was made.

The visual identity extends this idea beyond the interactive experience through posters, banners, signage, and other environmental applications. These materials act as an introduction to RE, using expressive typography, shifting compositions, and fragments of the digital system to bring the unpredictability of the digital experience into physical space.

Together, these deliverables create a visual environment that invites curiosity before a user ever begins the experience. Instead of explaining exactly what will happen, they offer glimpses into the system and encourage users to enter, interact, choose, and discover an outcome for themselves.



THE LOGO
The RE logo brings together several ideas central to the experience: the letters “R” and “E,” the transition between uncertainty and certainty, and the possibility of trying again.

Its form reflects the mental shift that occurs when making a decision. Before choosing, possibilities can feel unresolved, overlapping, and difficult to define. Once a choice is made, some of that uncertainty begins to take shape, not necessarily because the “right” answer has been found, but because there is now an outcome to respond to and learn from.

The name RE reinforces this cyclical process. Familiar ideas such as redo, repeat, rethink, rework, and reflect suggest that making a choice does not have to represent an ending. We can return to an idea, reconsider what we know, and approach it differently.

Rather than symbolizing a transformation into a perfect or “better” version of ourselves, the logo represents continued movement which involves making a choice, learning from its outcome, and reemerging with a clearer understanding of what might come next.



THE PROCESS
Research upon indecision has suggested that it often occurs when we become too invested in the possibilities surrounding a choice, overthinking not only what we should choose, but every outcome that could follow. RE recreates this tension through a series of thought-provoking questions designed to encourage reflection while intentionally introducing uncertainty.

Each question is paired with a timer, creating a sense of pressure that challenges users to move beyond overthinking and commit to a choice. Even when an answer may not perfectly reflect who they are or how they feel, the experience encourages users to choose rather than remain caught between possibilities.

Every question presents four possible responses, each programmed to influence the visual composition of the final artifact at random. As users progress, their decisions gradually alter different elements that allow the design to develop as a direct result of their choices.

The experience concludes when the user completes all of the questions or runs out of time. Their accumulated decisions are then translated into a unique printable artifact, a visual record of having moved through uncertainty, however imperfect or unexpected it may be.

Below showcases the initial work flows of what the questions and projected outcomes would look like.



THE PRINTED ARTIFACT
The final artifact serves as a visual record of the decisions made throughout the digital experience. Its composition may feel messy, unpredictable, or unbound by traditional ideas of structure, hierarchy, and balance, but that imperfection is intentional. Each element exists because of a choice the user made, allowing the final piece to reflect the uncertainty and unpredictability that often accompany decision-making.

Rather than representing a “right” or “wrong” outcome, the artifact suggests that our choices do not always lead where we expect them to. A decision may produce an imperfect result, but making it gives us something uncertainty cannot, new information. Through choosing, we begin to understand what works, what does not, and what we might approach differently moving forward.

In this way, the final artifact becomes less about achieving a perfect composition and more about documenting progress. What initially appears unresolved or imperfect represents a person who has made decisions, learned from their outcomes, and gained the perspective needed to make more informed and refined choices in the future.

Below are a few of the artifacts created by users during its exhibition.



THE LEARNING CURVE
For transparency, I initially wanted more control over the hierarchy of the final compositions so they would more closely resemble intentionally designed posters. A clear header, secondary text, supporting visual elements, and an established sense of hierarchy were all considered throughout the programming process.

However, introducing uncertainty into the system meant giving up some of that control. The final results often became far more unexpected, lively, and expressive than I originally imagined, and that became an important part of the project itself. Rather than forcing every outcome into a predetermined structure, I began to appreciate how unpredictability could create compositions I may not have arrived at on my own. 

This project has changed the way I think about visual systems and control within design. It opened up new possibilities for using uncertainty as part of the creative process, and I look forward to exploring where those ideas might lead in future work.




©2026 RIGHTS RESERVED