G1 Week 13: Final Presentation On NTU Museum Tour

Prezi Style

In our final presentation, we spoke about the mapping of artworks around NTU. Creating routes and tours to guide our users to navigate around in this enjoyable journey. Again, Prezi seemed to be the best in animating the tour concept, navigating our viewers through our slides.

The following is a link to our presentation slides.


We hope you enjoyed our Prezi presentation, till we meet again!


Group 1 cool

Week 14: Heritage Tour


The only way I could describe my insights to the Heritage Tour was WOW. It was extremely insightful that so much thought goes into a tour. There were many pointers which I noted during the tour, but I thought I list those that had more relevance to our next project.

First Hand Experience

I was extremely appreciative of the fact that the tours are experienced by the staff members and the tour guides themselves before introducing them to the public.

Our guide mentioned that the experience could allow her to “feel the information in context”.

Our group agreed with this point as many times, we discovered things during a field trip which cannot be done in front of the laptop. In addition to this, it was value adding if the users could test out the route in beta before it was launched to the public.

Visuals & Other Learners

Also, she provided us with various visuals and information notes just to allow different learners to pick up information in different ways. The visual learners could look at photos and typed words better relate to them rather than listening to what the guide had to say.

It was significant that she mentioned that as well. Upon finishing the tour, our group discussed and thought of ways to involve the different senses. One of which was the sense of hearing.

Indicate Purpose

There were two purposes of this heritage tour. First was to educate, second was to preserve.

Our group also knew that we needed to state our objectives towards our NTU Museum tour to have a clearer direction. In our case, it was to educated and bring awareness towards the artworks while making it fun for the users.


Last but not least, we were mostly comfortable or provided with comfort in majority of the tour. Our guide mentioned that this allows people to be less exhausted and more interested in what was going on in the tour.

All in all, I really loved the tour and what I had learnt out of it. It was an exciting journey to discover new things as a local. I really look forward to creating our own tours in NTU.

Notes Taken During The Tour

G1 Week 11: Final Touches

Detailed Write Up On Art Works

As we moved onto designing the experience, we picked out information which were required within the application or brochure. It was tough as we did not hope for the designed brochure to be too wordy. So we summarised the points and listed the basic information (Name, Artist, Date Created, Summarised Info).

The following is the link to our write up:



As we discovered that the NTU museum does not have their own logo or main branding for its fun personality, we felt that it was crucial for them to differentiate themselves from the NTU body (academic/serious). Although they are a subsidiary of the school, they need a more distinct identity in order to gain more awareness as a museum which had its own artistic side. Therefore, we created a logo for this project using the word ‘Muse’, which was an abbreviation to ‘Museum’ and also has a doubled meaning of a creativity side of the user. It is also a catchy name as compared to the lengthier ‘NTU museum’.

We decided to go with blue and grey for our colour palette. Through research, we found out that Blue aids the mind to learn, which is why it was widely used for educational purpose. Since NTU is an educational institution, we wanted to portray the academia side of the Museum using this colour as well as subconsciously aiding the users to learn about the artworks.

Spatial Elements Design

Next, we discussed on the medium in which we will use to deliver the tour. Our concept was to provide a tour that allows users be at ease when travelling around the school visiting the artworks exhibited. Hence we thought of having a physical map (brochure) and a digital map (application) available for the users to navigate. Also we decided to incorporate soundscapes for certain artworks to bring out the theme or environment that the artwork was trying to express. Moreover, we created digital ‘stickers’ in which users can collect through the app as an attempt to deepen the user’s understanding and interaction with the

As we chose a panel folding method of our brochure design, we thought of the direct folds creating panels as though reflecting a real museum observational panels. This improves the user experience flow as they look at the panels as pages of information. Rather than cramming all information in a one page poster-like design.

Also, together with the mobile application design, we used an overall colour scheme of blue and grey for the best results of a learning based experience.

G1 Week 10: Embarking On Project Two NTU Museum Tour Design

Design Concept

As the first step, our group worked on incorporating games and puzzles in hopes to create a fun factor for the NTU museum tour. A tour that deviates from the usual you would see in a formal setting. We wanted the users to make use of a kit to solve puzzles that will tell them various locations of the artworks scattered around the NTU campus.

Our works took references to the Tokyo Metro Game as well as the collection of travel stamps trend overseas.

Design Concept

Through fun activities, our design was to create a physical set of game kit. Directing users around campus to view the artworks. The balance between good and bad game design was the difficulty and we struggled to fuse the difficulty level along with interest level of the users. Upon speaking to some of our friends, they felt that it was not extremely enticing to get on these tours as they felt that it might be too difficult to  through some tasks. Time was key that the tours were not too long such that it disrupts their day.

Field Research

We made sure that each and everyone of us went down on different days and times to explore the situation and find out about the artworks. All of us had different perspectives and took note of different details. Menno in particular had the preference of looking at works from far, and how it harmonises with the surroundings while the rest of us took many close up shots.

Here are some photos which we had taken:

We hope to show you more and here are two links to the images we had taken



It was during our field trip that we realise that even as a NTU student, we had a hard time when we tried to look for the artworks as some of them are secluded or are exhibited at places which we ourselves didn’t knew existed. We each went on separate occasions and found out that it took us at least 4 hours to finish exploring the artworks listed.

This idea became not fun anymore when the design issue is time.

The tour was to allow users to visit the artworks at their own time, thus it was important to retain the idea of time efficiency. We decided to morph this idea while retaining the idea of fun!

Interesting Finds

Something interesting that we had never expected to find out was the word MUSEUM created by some of the artworks. It was definitely a gem found and Laura recommended that we could possibly use it in one of the marketing collaterals as it was certainly a unique point we had in the project.

Ultimately we decided to develop them into stickers which could be interactive sticker and cards used for special occasions such as on NTU orientation or open house. As constantly replenishing the items on a long run would be extremely exhausting for the NTU museum team.

Hence, we decided to also implemented a challenging tour which requires the effort of uses to discover the Muse in them. Allowing them to look at these thoughtfully designed images and match them according to their artworks. Only upon matching are they allowed to proceed onto the next location revealed.


We plotted out a map of the artworks on campus and came up with a full tour route that is the most time efficient. We also decided to incorporate the bus routes around the campus, which we already mapped out in our previous project. However, at this point since we realise that the tour will take approximately 4hours long to complete the entire tour which we had mapped out. The duration is too lengthy and users will be easily exhausted since they are required to do a lot of walking as the artworks are scattered around the whole school compound. Thus, we took in the suggestion to split the artworks up into themes to create various sub-tours. By doing so we cut down on the time spent to 1-2 hours on each tour, which is more manageable for the users.

Shorter Route Options

As mentioned in our first project, the ability to choose shorter tour routes was extremely important. This allows the user to hold the flexibility of choosing a longer or shorter route according to their own time constraints. Lastly, we had the numerical markers on the map and key to finding the artworks as the overall map. This allows users to look at a glance where were the works located for informational purposes.

Ultimately, we derived two tours of <Find Your Muse> as well as the <Sustainability Tour> which allows you to look at a fun and challenging tour vs another tour which is direction for educating methods of sustainability initiatives taken on by NTU Museum.




G1 Week 9: Essay Presentation

Prezi Style

As we came together for our group presentation, we realise that it was difficult to captivate the attention of our viewers through a simple essay presentation. Instead, we took the approach of Prezi Application as this was most appropriate for a discussion on space. The animated slides made our users go through a series of movements, as though looking through what we have reflected on.

The following is a link to our presentation slides.


G1 Week 7: Colour Palette, Word Map, Body Storming

Main Colour Palette :
To reduce the complexity of reading, yellow text was used on top of the neutral grey background as a form of highlight and method to captivate the attention of its users.

Fig 1. Main Colour Palette
#ffed51   |   #4a4a4a   |   

In this mobile application, it aims to mitigate the crowd we observe around popular eateries/ foodcourts in school. One may navigate around NTU to find alternatives and discover different types of food located all over campus.

Capacity & Vacancy Word Map

The purpose of the word map was to visually show the capacity of the various food locations around school as well as the rough location in the NTU shaped area.  More importantly, our group derived a mechanism to discourage people from visiting over populated canteens. As the canteens fill up in real time, the word opacity would change and disappear as the canteen becomes filled (full). This way, users would not get a chance to see filled canteens and over populate the place.

More Images: https://drive.google.com/open?id=0BwDNxcZKJYE6bS1pY0hkOGxoU3M

The application supports the ability to allow a slider to show different timings of the breakfast, lunch and dinner crowd. At first glance it shows you the map of the timing you are currently belong to.

Localised Map

The mobile application features localised maps to navigate users based on where their GPS pings their location to be. In addition to a location dot, we added a directional arrow to show where users are faced to reflect a directional location dot on the map.

Also, to improve the navigation experience, we added the videos to be played back at every point of turning point so that users get a better sense of where they are headed to visually. Videos are speed up for quick viewing purposes.


Bus Routes (Campus & SBS)
We wanted to provide a good set of information for people taking busses on campus by mapping out all the available busses in a single navigating map. Colours of the various campus busses were coded accordingly. As for the SBS busses, we made use of the orange and red colours of SBS to represent bus routes 179 and 199.

Physical Signages
– uniformity
– logo recognition

Unfamiliarity of the campus buses often led to with the food places around campus, we wanted to encourage

Best of all, it shows you the different routes available all in one app!

Body Storming
During body storming, we found the ideal font size and typeface to use for the appropriate signages. It was important that we tested out our research as reality might differ from the data (researched overseas). As we did the body storming session,


Reading : Atmospheres By Peter Zumthor


In this reading, the author, Petev Zumthor, gave a valuable insight towards his perspective on the question : 

“What do we mean when we speak of architectural quality?”

–   Peter Zumthor

He critics the issue that quality does not simply deal with how a design has attained historical mention, or getting into a publication. Instead, it touches on the topic of how a good design addresses both the tangible and intangible aspects.


It got me thinking does quality design equate to timeless design?


Where it would not be affected by the changes in society or time. This idea relates closely to a Chinese term “耐看”which simply means the ability to withstand careful appreciation well worth a second look. Impressed by how some designs had such appeal, its inherent presence seemingly moves him every single time. His answer to this profound theory of good design was its atmosphere. Bringing up the importance of first impressions.


“I enter a building, see a room, and – in the fraction of a second – have this feeling about it.”

–   Peter Zumthor


His reference to music also revealed an interesting thought that, architectural design could also move people at first sight. An instinctive reaction we have when we enter an atmosphere not only helps us to survive. The secondary effect of this unplanned emotion allows us experience quickly the appreciation or rejection towards a space.

An example of this would be the reference to people suffering from claustrophobia. Where spatial perception of a tightly arranged room evokes a sense of uncontrolled stress.

Atmosphere considers all aspect of arrangements. Not only the fittings placed in a space, but also the afterthought of placing a square versus round table. Could a round table encourage better sense of social cohesion?

Zumthor recognizes that people, air, noise, sound, colours, material, texture and forms, all contributes to an atmospheric experience. He pushed boundaries beyond spatial elements and even discussed about the user’s contribution. Through feelings, expectations that every individual defines the atmosphere differently. Where beauty is in the eye of its beholder.

Redefining a user as a spatial element. Where one has to go through a space and this experience is unique to a user in a specific moment. This is impossible to replicate for another user because they would view this experience differently.

This thought made me think, could this physical aspect ever be replaced with a virtual experience? Maybe not in the next few days that this could occur, but in the near future, it is interesting to look at how technology could value add an atmospheric experience.

A very relevant discussion would be how museums are starting to conduct their exhibits in both physical and virtual spaces. One example would be the NTU Museum where the guest speaker (10.09.17) Ms Faith Teh shared on the existing virtual exhibitions now available for viewing online.

However, during class discussions I came to learn that this virtual experience does not overtake or replace the physical exhibitions. Instead, we should see them as a new experience and approach where we experience from another perspective. This time without using all 5 senses. (No touch, smell, taste) only through sight and maybe hearing to pre-recorded sounds.

All these effort of creating an atmospheric experience encourages us to think about the work behind-the-scenes. The author shares that he finds it consoling thinking back on the great deal of work which had gone into such creation. From processes to the very moment a design is actualized.

There are nine aspects that the author reveals in his writings on his concerns and the way he goes about things when generating an atmosphere for one of his buildings previously.

The Body of Architecture

The material presence of things in a piece of architecture. The appreciation of how the design is a contribution of material that comes from different parts of the world and combines it in a space. These materials may sometimes be concealed or vague but it all gives meaning to a space.

For example, the concrete walls and floors we see in school are indeed intentional. I remember stepping into ADM for the first time and felt a sense of rawness to the classroom interiors. This feeling was later confirmed to be true as I was told by a faculty member that the artist had a concept for students to always come to class with means to grow and improve. The idea of Work-In-Progress. That everyone was A Work-In-Progress.

Material Compatibility

Material reacts with one another. Each of it has its own unique outcome when being treated differently. With one material, one could explore the countless possibilities. Placing elements near or far from each other creating a good balance of presence and weight. Again, when we look at ADM’s Sunken Plaza the area outside basement 1. We see an intended area filled with water. This water reflects the overall building and skies, painting another picture. Also, the intention of creating the building majestic presence within the Sunken Plaza. If one stands in the middle of this space, you would hear water streaming through the pond, feeling overwhelmed by the surrounding structure and with the glass panels all around, the place visually seems even bigger. When you look on the surface of the water, you would see the building once again. This interplay of material and elements in this atmosphere creates a greater picture for the user to experience.

The Sound of Space

With an interior being an instrument, collecting and producing sound. The way materials are being organized, shaped and directed would create an intended sound. Even silence is an intention. An example of such structures would be present in the auditorium. Have you ever wondered why is it carpeted? Or how could these rooms produce pin drop silence? Well let me explain. The auditorium walls are being covered with acoustic panels that diffuses or absorbs noises through material composition. Noises like whispers and echoes are being eliminated to create a serious atmosphere for talks and lectures. Carpets placed on the ground also minimizes the reflection of sound to create a pin drop silent surrounding.

The Temperature of a Space

All buildings have an intended temperature for the ideal atmosphere. The mood it sets for the overall experience. Walking through a friend’s house, I came to realize the marble flooring, after feeling cold feet on my first step. This inherent property of marble flooring keeps your feet cooled even on a hot day. This coldness brings out a lavish lifestyle not for everyone. For one might not be able to afford such material under their feet or simply do not appreciate such feeling. This changes our perception of the space, perceiving it to be a luxury when compared to the heat we experience outdoor every day.

Surrounding Objects

The collection of things present in a space. Some things come together to form a warm and caring space. For example, a recent visit to IKEA showed me this significance. The showrooms are designed to portray our ideal homes, with our own touch. The rooms are furnished with beds, tables, shelves and lamps. All these evoking a warmth and homliness for iconic things such as a bed brings us into a state of comfort.

Between Composure and Seduction

Architectural design is a form of temporal art. Where things structured spur a reaction or direction. Some placements are designed to seduce a user towards certain temptations. Or even letting go, granting freedom in places like hospitals.

The next story I would like to share would be how malls are structured. Escalators are often in a certain direction so that people would have to walk past some shops before getting to their destination (on upper floors). This generates foot traffic and also the seduction required for the malls to thrive.

While in a classroom setting, the placement of doors are usually limited to one with it right at the corner of the room (like the room we use for spatial design classes). This discourages people from leaving and its feels just right to sit in the classes.

Tension between Interior and Exterior

It was extremely insightful as the author reveals that the architect’s job does not end at building a box. The box is not only multi-faceted but it contains an interior. This is where interior design takes place. Within this interior, there are products, furniture and fittings that generate the overall design. The transition between indoor and outdoor, through a door or window. That feeling of being engulfed by a structure that now you are inside it. It is what is keeping us together within one single space.

There are also things that could be revealed or concealed as intended. The glass exterior at ADM reveals certain parts of the interior as visitors walk by. However, certain concealed areas builds a sense of mystery or solitude (Eg. Library exterior covered by trees and bushes allow people inside to focus and receive the silent treatment within the library, being undistracted).

Levels of Intimacy

The proximity and distance generates a feeling of association and disassociation. Scale and dimension. A temple structure is very often built much taller than an average man. Reason being that temples are meant to be the house of God(s) holding the idea of ‘higher presence’ and being worshipped. As such a exalted entrance is often being placed at the front whereby people who enter the temple would feel its presence. When you enter, you feel the warmth of people around. Inviting you with the constant chanting repeated as a calming factor. A complete different feeling from which you first enter the temple, as they prep you to quieten your heart and soul.

The Light on Things

Kazaguruma (Pinwheel) by Toshiyuki Tani

The way light presents itself to the viewers. Be it a completely dark room, with light seeping through the door gaps as a glimmer of hope or a bright room with chandeliers.

In Japanese designs, the Japanese studies at how thoughtfulness goes beyond simply light. But also how light creates shadow. Reminding me of a good read, In Praise of Shadows by Junichiro Tanizaki. Speaking of the Japanese delicate taste indesign.

The idea of Architecture as surroundings brings out how a building is not alone but part of a neighbourhood, a city, a nation. That people would create different experience and memories through what you have developed. A story to tell.

As a student majoring in product design, I see how this stays relevant in my scope of interest. How things are manipulated to evoke a feeling in someone. Maybe a product that grows with the user, maybe one that evokes a feeling in someone. Touching their hearts. This reading was extremely interesting and relatable for anyone. Creating a revelation to the buildings we might see around us.