Interview #7

Participant : Female | 24 | business.

  1. When is your most recently watched movie? Which movie?

Sausage Party if the question is about the last movie I watched in cinema….

Suicide squad if the question is about the last movie I watched in general.

  1. Do you have any cinema preference and why?

Yes. Bishan GV – convenient to go and it’s near bf’s house lol.

  1. What are the factors that you think are important for a cinema?

My concern for a good cinema is the cleanliness, sound system, location and appropriate temperature. I don’t like going to cinema that has trash all the way from the entrance to the hall. Everything must look clean, nice and shiny. Secondly, I like cinema with high quality sound system, obviously the quality of a movie depends on how good the sound can be projected to the audience. Thirdly, location is super important, cannot go to a very far away cinema and especially if it’s far from mrt. Finally, please temperature must not be so cold. I hate it when I go to watch a movie and it’s freezing there.

  1. What do you usually do after watching a movie?

Go back and sleep…

  1. Do you stay back for after credits?

Yes yes, if I know that there is after credits and all people are waiting for an after credits. If no news, I’ll just leave. If the movie is good, I’ll sit a little bit more and enjoy the credits, trying to find Vietnamese name among the name list of people contributing to the making of that movie.

  1. How do you feel (emotionally and physically) after watching a movie?

Depend on each movie. In general, I feel ok physically. But emotionally it really depends.

  1. How do you feel about the exit hall post movie?

I feel uncomfortable walking in the exit hall. It looks dirty, dark, and it’s like in a horror or tragic movie. After watching a movie, I would try to find an excuse like going to the toilet to walk out by the main entrance.

  1. Have you ever gotten into a situation that you have to catch last Public transport after a movie? How did you feel about it?

Nope, my housemates and I like to watch late night movie and we all end up walking half an hour home. In other situation, I don’t feel any rush to catch the last bus/train at all.

  1. If you can change something about the exit hall, what would you like to change?

Just let us get out by the main entrance.

  1. How do you feel about the following ideas to improve the exit hall?

a.Navigation to be displayed on walls

No need, I can find way out. I just hate the exit hall.

b.After credits / new movie trailers screened on walls

Not necessary, I just want to get out. It may make me more confused maybe.

c.Simple rating system for viewers to express their feeling about the movie

This can be done before the door out… no need to be at the exit hall.

Interview #4/5/6

Interview #4

Participant: Male, 24. Software Engineer.

  1. When is your most recently watched movie? Which movie?
    3 weeks ago.
  1. Do you have any cinema preference and why?
    Cathay, better popcorn. If I go with friends, I will go a place that is convenient for us all. If we have a lot of time then distance doesn’t matter.
  2. What are the factors that you think are important for a cinema?

Food, I prefer places where I have more choices of popcorn. Also, I prefer big movie screen size. Places with appropriate volume setting. I don’t like places where it is too loud.

  1. What do you usually do after watching a movie?
    Movie is usually my last activity for the day. I will usually discuss the movie with friends on the way back.
  2. Do you stay back for after credits?
    Only for movies I expect to have after credits. I roughly know big franchises like Marvel, Pixar, etc. are most likely to have after credits.
  3. How do you feel (emotionally and physically) after watching a movie?

    It largely depends on the movie. I have headache if the movies are complicated. If fantasy/scifi I feel a bit floating. Action movies may cause higher heart rate. Most likely I need to go to the toilet after a movie cos I usually drink during a movie.

Sometimes I will imagine myself in the movie world.

  1. How do you feel about the exit hall post movie?
    I think it is long and hot, uncomfortable. Most exit involve stairs. It takes very long to find the toilet and toilet always have a long Queue. At the end of the exit I usually don’t know where I am, especially if the shopping mall is new to me.

I prefer movie theatre with the exit directing back to the lobby (cos toilet is always available)

  1. Have you ever gotten into a situation that you have to catch last Public transport after a movie? How did you feel about it?
    The last time I watched a late night movie, before buying tickets I had already known I would miss the last bus and had to walk home so it was ok. I did not really rush or anything. Did not feel anxious at all.

Because all the mall entrances were closed, I could not find any toilet and that was stressful HAHAHHA

  1. If you can change something about the exit hall, what would you like to change?
    Make it shorter and maybe darker. Cos I feel it is glaring. Maybe can have aircon to make it cooler. I don’t find the current exit boring because I don’t really pay attention to it. I usually will still think about the movie.
  2. What do you usually do in the exit hall?
    Think about the movie. Check for time on my phone but don’t really use it. Discuss with my friends about the movie. Follow the people in front. If there is no one I think it is still intuitive because there is only one way to go.
  3. How do you feel about the following ideas to improve the exit hall?
    1. Navigation to be displayed on walls
      I think navigation is already there. It is one way so you rarely go wrong.
    2. After credits / new movie trailers screened on walls
      I do not think this is a good idea. I feel like it will disturb my after-movie thoughts. If this idea is installed, I prefer it to let me know more about the characters or movie world.
    3. Simple rating system for viewers to express their feeling about the movie
      I care about whether this system is biased. If somehow u can make this fair then I think there is a point.

Interview #5

Participant: Female, 24. Research assistant.

  1. When is your most recently watched movie? Which movie?
    Sausage Party. 2 weeks ago.
  2. Do you have any cinema preference and why?
    I will choose a cinema that is closer to my home.
  3. What are the factors that you think are important for a cinema?

I don’t care. My friends select the movie cinema. I only care about the distance. If it’s too far I will not go. I will prefer seats that are not too close to the screen.

  1. What do you usually do after watching a movie?
    Supper or go home straight. Generally movie is my last activity.
  2. Do you stay back for after credits?
    Unless my friends insist to stay back. The only time I stayed back there wasn’t any after credits so I kind of feel disappointed.
  3. How do you feel (emotionally and physically) after watching a movie?

    It largely depends on the movie. Most of the time I feel relaxed and chill. I usually go for romance and animation. I feel like my legs don’t belong anywhere. It feels uncomfortable. I have to place my feet somewhere. I feel that some movie theatres are cold.

Sometimes I have an after-movie feeling, depending on the movies. Like if the movie is controversial I will think about the ending…etc.

  1. How do you feel about the exit hall post movie?
    I feel indifferent. I think it’s boring. I mostly go to GV which uses fire exit as the cinema exit. But nothing to complain about. I don’t really care about the exit.

From a service point, I feel like the cinema abandons the customers cos they do not care about the exit. I feel like its “ impolite”

  1. Have you ever gotten into a situation that you have to catch last Public transport after a movie? How did you feel about it?
    I knew it beforehand so I was prepared to rush for it. After the exit, I need to navigate and then ran for the transport. But I don’t really care if I can catch it, it’s not a crucial thing. Normally I would avoid late night movies.
  2. If you can change something about the exit hall, what would you like to change?
    Make it shorter and I don’t want to take the stairs. Can put more movie posters or decoration. But I don’t expect much from a movie exit anyway.
  3. What do you usually do in the exit hall?
    Discuss with friends about the movie. Don’t use phone. Follow people in front to exit. But sometimes people in front also don’t know where to go
  4. How do you feel about the following ideas to improve the exit hall?
    1. Navigation to be displayed on walls
      Unnecessary cos I think the exit is one way. Some signages are already there.
    2. After credits / new movie trailers screened on walls
      Ok. I prefer trailers, don’t really want see more about the movie (I think whatever about the movie should be screened in the movie hall already). Exit hall is hot so I don’t want spend time there.
    3. Simple rating system for viewers to express their feeling about the movie
      I think I would like this idea if the rating is used for new movie comers because otherwise there is no purpose to it.

      Interview #6

      Participant: Female, 23. Software engineer.

  1. When is your most recently watched movie? Which movie?
    3 weeks ago.
  2. Do you have any cinema preference and why?
    Nice chair cushion. Comfortable seat. Fit my size. Air con is just nice.
  3. What are the factors that you think are important for a good cinema experience?

Staff shouldn’t disturb when credits is screened. Popcorn/drink should be nice. No issue with screen size. I think GV seats are a bit low so I have to raise my head which is tiring for my neck. Cathay front row are very closed to the screen.

  1. What do you usually do after watching a movie?
    Go for a walk and think about the movie
  2. Do you stay back for after credits?
    Yes, always. I feel like it is a way to appreciate the production team. So I feel disturbed and a bit angry when the staff tries to clear the hall when the credits is still screening.
  3. How do you feel (emotionally and physically) after watching a movie?

    Deeply in thoughts. I usually watch movies that give new ideas / creative ideas. I will think about the movie a lot if the movie is good. Not really about the character.

I feel full after movie cos I drink a lot of soft drink. I usually hold something (popcorn) to help with my concentration.

I usually watch movies alone so I don’t have to care about others.

I don’t really feel tired after the movie. I feel relaxed.

  1. How do you feel about the exit hall post movie?
    I think it is a great setting for a horror movie (LAUGH). It is quite dark, long and no one really knows where they are heading and how long it is. I usually go to Cathay who paints the exit hall black (white for cathay) The hall is narrow and long, a bit maze- I usually just think where I am going.

There’s no other way so I will just go and suppose that’s the right way. Most of the time I feel a bit lost because some signage is confusing and not at my eye level.

  1. Have you ever gotten into a situation that you have to catch last Public transport after a movie? How did you feel about it?
    When I was a student, I rushed for the train because I don’t have much money to catch cab. But now I either choose a really late night and take cab or go for early one. Sometime if I watch at The Cathay (Dhoby Gaught) I will walk home and enjoy the night walk along Orchard road (1hr)
  2. If you can change something about the exit hall, what would you like to change?
    Make it less scary. Make it more cheerful/positive. Cos you go for a movie to chill and relax then suddenly you enter this scary corridor.
  3. What do you usually do in the exit hall?
    I think about the end of the exit. I actually like the idea of some scary thing that surprises me at the end. Sometime I see the upcoming movie posters. But I think they are really far away in time ( 3-6months later) so I think it is quite pointless.
  4. How do you feel about the following ideas to improve the exit hall?
  5. Navigation to be displayed on walls
    I think I need to by eye levelled. I think it should be pictorial / illustrative. Some imagery suggestion of where we are ending up at.
  6. After credits / new movie trailers screened on walls
    No need. I watch after credits in the cinema hall and movie trailers at MRT stations.
  7. Simple rating system for viewers to express their feeling about the movie

I think this is ok. When I use a rating system I will prefer some privacy. I think if its crowded. I think it is better if it is done by an app. Maybe some location-based trigger can be installed so it asks me to rate after the movie. I think some rewards need to be there for people to rate, like membership rewards.

Field trip 1 + Interview #1

A. Field Trip 

Location: Jurong Point, Golden Village, cinema Hall 2.

Time: 7:10pm – 9:20pm

Movie: Miss Peregrine’s Home for Peculiar Children

B. Interview #1

All interview is available @

Participant: Male, 24. Software Engineer.

  1. When is your most recently watched movie? Which movie?
    Miss Peregrine’s Home for Peculiar Children. 1hr ago.
  2. Do you have any cinema preference and why?
    No, I prefer watching movies in my own room at my own comfort. I would just go to a nearby cinema if I have to.
  3. What are the factors that you think are important for a cinema?
    Environment-wise, I think it should be quiet enough with little distraction. You go to a cinema to watch a movie, so, of course, good visuals and audio is a must. It should make you feel immersed in the movie. I will try to get seats that are not too close or too far from the screen.

    While I usually go to the cinema with friends, I still feel like movie watching is a 1 person experience because you don’t really talk to others when the movie is screening. It is not very interactive in that sense. I think most interactions happen afterward when we discuss the movie we just watched.

  4. What do you usually do after watching a movie?
    Normally I do not decide to watch a movie on the spot. Most of the time movie watching is planned before the outing and normally it will be the last thing we do if we go out in the evening. Occasionally we will have a meal afterward if the timing is right.

  5. Do you stay back for after credits?
    Only for Marvel movies. Otherwise, I will just leave. But it also depends on the friends I am going with. If they stay I will stay. I think it is not critical to stay back because if you need any information you can always find it online.
  6. How do you feel (emotionally and physically) after watching a movie?
    I feel like I have sat for too long. But it is ok in general. I think movie watching is relaxing and if I am physically tired I would not even go to the cinema in the first place. So, even if the movie is 2hr or more, I dont really feel exhausted unless the movie is extremely boring.

    Emotionally, depending on the movie, I usually have some feelings linger at the end. Sometimes I would also think about the parts I dont understand or parts I find impressive. I think this also signals the quality of the movie. If you don’t feel anything after watching, it is probably sucky and there’s nothing to remember.

  7. How do you feel about the exit hall post movie?
    I’m actually quite indifferent about the exit. I don’t really like or hate walking through it. But at the end, I felt a bit lost and I needed to do some walking to relocate and know where I was. I rarely get into that situation in Jurong Point because I am familiar with this mall.
  8. Have you ever gotten into a situation that you have to catch last Public transport after a movie? How did you feel about it?
    The last time I watched a late night movie, before buying tickets I had already known I would miss the last bus and had to walk home so it was ok. I did not really rush or anything. Did not feel anxious at all.
  9. If you can change something about the exit hall, what would you like to change?
    It would be great if the exit is shorter and ideally I would like it to lead back to the cinema lobby because it is easier to navigate. The current exit is also quite boring for me, it does not feel like a part of a shopping mall.

    I think it would be nice to make it such that you can discuss movies with your friends better. In that way, it would be ok even if it is a long and boring walk.
  10. What do you usually do in the exit hall?
    I always talk to my friends about the movie. I rarely use my phone. As for walking I actually just follow the people in front. I don’t really pay attention to signages.
  11. How do you feel about the following ideas to improve the exit hall?

    a. Navigation to be displayed on walls
    I think this has to be very concise and somehow repeated after each turns of the corridor or something like that. I feel that if not careful there would be too much information and noone will read it.

    I think this idea depends on viewers’ familiarity with the place. If they are already familiar with that particular shopping mall, they can self-navigate and it does not really add value to them. I guess it works for people who are new or do not often go to the place. It also depends on how your signages are designed. For example, if you just tell me this exit leads to Carpark B, I would not be able to tell where that is anyway.

    b. After credits / new movie trailers screened on walls
    I do not think this is a good idea. If you screen a video, it might obstruct the flow of people exiting the cinema hall because some will watch and some won’t. This also kind of removes the choice whether they want to watch it because it will be screened to their eyes anyway. I think I would prefer a slightly more relaxing environment right after a movie, not too much of moving visuals. I think some music or background sounds are ok.

    c. Simple rating system for viewers to express their feeling about the movie

    I think this is better because interaction time is short and it does not require much effort. I think the challenge is giving people a motivation to participate in this rating thing, make it accessible to those who want to do it and not obtrusive to those who do not. I think it can be fun too.

    Overall, I think the exit hall needs to be more interesting but not bombarded with visuals or information.

Week 1 | Research Questions + Planning

A. Research Questions

1. Primers – movie watching in general

Their most recent movie experience? (When/which movie?/which cinema/around what time)

Any cinema preferences and why? (asking in terms of service/experience/ is there a cinema they always go to?)

What do they usually do after watching a movie?

How do they feel emotionally and physically after watching the movies?

2. Exit hallway

What are their expectations of an exit? (IMPORTANT)

What do they like / do not like about the exit (IMPORTANT)

What do you do in the exit hall? (e.g waiting for friends, toilet, discussing the movies?)

How long do they spend in the exit hallway?

3. Observations to take note

Social activities happening in the exit hall (e.g waiting for friends, toilet, discussing the movies?)

Traffic Flow / How are cinema exit halls connected?

Spatial Elements of the exit hall

B. Planning

WEEK 1:

  1. Field trip: mapping the exit hall of at least 3 cinemas, noting traffic flow, spatial conditions, what people do, how long do they stay there
  2. Interviews: aim to get 10 – 12 respondents in total by next week. Document their answers in table form, highlighting common keywords.
  3. Literature research: find out possible technologies to employ and any other related projects.

WEEK 2:

  1. Reflect on Week 1 findings and IDEATE different idea, select strongest 1 or 2 ideas to work on.
  2. Design new questions based on specific ideas
  3. Quick mock-up/ sketches of the ideas to ask people during phase 2 interviews (down to 5-6 participants)
  4. Collect responses from new questions

WEEK 3:

  1. Fine tune design solution based on responses from week 2
  2. Create a specific narrative to test, more elaborate mockup in terms of visual/audio
  3. Test in ADM Fire exit corridor

3 Ideas for Semester Project

  1. Cinema Exit – the overlooked part of a cinema experience.

grand entrance & movie hall vs. narrow, scary exits.

[ image of exit to be added ]

images from http://jodulu.blogspot.sg/

I feel that the last touchpoint of going to the cinema is currently ignored and there are many things that can be improved. In Singapore, usually at the end of a movie session at a cinema, you follow a path behind the exit door of the theater.

My personal observation is that most people do not know where they will end up at the end of the exit path, which is normally a fire exit of the mall. This creates a bit of anxiety and annoyance if you end up at a much further destination than you wish. This is even worse at late night movies where you need to rush to catch the final trains/buses home. One idea is a smart and concise navigation helper that only display specific information users need.

The exit way is also a great opportunity to offer a little surprise for moviegoers even after credits. I am thinking that it is a media that extend the movie and its characters beyond its ending point – like a digital meet and greet or interactive after credits…

  1. Table reservation at food court

img_0616

From our food court field trip, our group realizes that many people leave their belongings at the table as a form of reservation. This method creates an opportunity for thieves and anxiety for the user who leaves their belongings. Secondly, I also observe that while table-sharing with strangers is a common practice at food courts and hawkers in Singapore. However, the process seems to be a little awkward, sometimes slightly intimidating.

I would like to come up with a system that makes table reservation a pleasant and graceful experience for customers, making it less competitive or awkward with others during peak hours.

  1. Location-based game for bus traveler while waiting for bus

img_7701

detective-grimoire-1-free-online-adventure-game-map

image from http://www.topdetectivegames.com

While there are already many applications to reduce bus waiting time by giving commuters information on bus arrival and departure schedule, many still spend time waiting at bus stop. This could be habitual or a failure of the existing apps to eliminate the need of waiting. Either way, bus waiting still exists and is a boring experience, especially with a long wait.

Perhaps a location based game can be design to entertain commuters at bus stops and interchanges, help to alleviate the boredom of waiting for bus and bus riding.

I’m thinking of something along the crime education direction, detectives-style game. Information on actual missing pets, belongings, persons….etc that need public attention can be used.

3 examples of thoughtful UX design

Personal criteria of thoughtful UX

Personally, I believe thoughtful user experience design entails firstly the understanding of not only the users’ need but also the context where such need presents. The solution also has to consider the emotional, social and environmental impacts of its installation because users’ values are not only about completing goals but also how he feels or looks to others when doing it. Lastly, thoughtful user experience designed product should enquire minimum effort and the solution should be simple, elegant and easy to understand.

With that in mind, here is my list of 3 examples for thoughtful UX design products/service.

1.Disney Magic Band (currently available at Disney Land in Orlando, USA)

images & reference article from https://www.wired.com/2015/03/disney-magicband/

A wristband equipped with a context-aware technology available to all visitor to Disney Land in Orlando, replacing their tickets, cash, ride passes….etc. Inside each is a RFID chip and a radio like those in a 2.4-GHz cordless phone. It connects you to a powerful system of sensors in the park. Once you connect with a touchpoint, a certain action is performed by the system.

I believe this is a good example of a total experience design, which is a journey and not a single product touch point.

Even before arriving at the park, the Magic band is shipped to park goers’ home with their names engraved, creating anticipation and excitement. At the park, it works magic by cueing actions from the park in accordance to park goer’s location and activities. It was well designed to the detail that if something goes wrong, signal reader glows blue—never red. Red lights are forbidden at Disney, as they imply something bad happened. Nothing bad can happen at Disney World.

(An illustration of the passes, cards, and maps that the system replaces)

Also, it is a thoughtful UX design because the product is Invisible, which is extremely important in its use context – a theme park. Disney Land believes your goals is to enjoy yourself and make good memories with your loved ones. As such, the Magic band is designed to work seamlessly without needing user’s attention so that they can enjoy something else. The network and interaction between Magic band and functional systems that run Disney land help to remove frictions to a certain experience, making it easier and more natural. You no longer need to rush for a ride or miss anything important as planning is done ahead. You also no longer need to bring cash or credit cards and be anxious over their safe keeping.

Lastly, a great aspect of this product is that it works not only for customers but also for different stakeholders, who are all users of the system. The concept allows fast transactions, less work to be done by Disney employees. The cast members also have more time and information to have more personable interaction with guests. Disney as a company also has better resource management with things planned in advance.

In fact, it’s called the paradox of choice: You make people happier not by giving them more options but by stripping away as many as you can. The redesigned Disney World experience constrains choices by dispersing them, beginning long before the trip is under way.

2. Konnekt (student project)

http://awards.ixda.org/entry/2014/konnekt-a-social-game-for-isolated-children-in-the-hospital/

This toy set consists of multiple connectable pieces that can be placed together on glass walls or windows.

image from https://www.kickstarter.com/projects/job/konnekt

This concept demonstrates the understanding of children’s need for play and the hospital environment. This toy set creates the opportunity for play and interaction using the same element for room separation, which are glass doors, windows, and walls. I feel that it was a really nice and appropriate twist. It creates interest at the window and injects some interaction quality in a toy that is otherwise played by a kid alone. This comes from the understanding of nature of play and children’s mentality: it’s more fun to have a play buddy.

image from https://www.kickstarter.com/projects/job/konnekt

The form of the toy set allows unlimited ways of configuration, allowing children to be creative without any restrictions. The material seems to be light and soft, which is both for safe concern and functional concern: it has to be able to stick on the window without dropping off.

However, I feel like that abstract shapes and the colors of the pieces are not exactly appropriate for young children. I also feel that having some narratives in the toy with help children understand the play better.

3.Liftware (available in USA)

images from https://www.liftware.com/

A utensil with stabilizing technology to help people with hand tremors to have a better dining experience. Product comprises of 2 part: rechargeable handle and changeable head for different cutlery: soup spoon, spoon, and fork

 

Needs recognition:

  • While seeing that eating without difficulty is a major functional need, this product also recognizes the emotional and social needs behind dining. By addressing hand tremors, this product alleviates anxiety and attention on consuming food, hence letting user enjoys the socializing aspect of dining – chatting with others.
  • Secondary functional needs: mobility and maintenance. Rechargeable battery allows the product to be taken to and used in different settings where dining might happen. The dishwasher safe changeable head allows different tools for different functions and easy cleaning after use.
  • Ergonomic: big handle for easy grabbing

Elegant solution:

  • I believe any product that is designed for patients or users with special needs of any degree should not take away their dignity or make them look any different. While this product stands out in its form with a slightly bigger handle, it does not scream out its function or the user’ needs. The stabilizing works quietly and the product itself looks like any other personal utensil.
  • Good choice of color for perception of hygiene, neutrality, and modesty

Reflection | Design for the digital age by Kim Goodwin

 Reading: CH01_Digital_Age_Goodwin

In this chapter, the author defines the role of a designer as the person who “visualize concrete solutions that serve human needs and goals within certain constrains” I find this definition interesting, as it addresses some difficulties of the design professions that I have personally experienced. First, many people seem to confuse between design and art (this is also mentioned by the author), thinking of them both as abstract and subjective. However, with Goodwin’s definition, we get a sense that design is a more logical and rational profession, much like engineering or business, where design decisions are made within constraints to achieve a definable goal. Goodwin also further discusses that design is a deliberate act to make ideas tangible and communicable between different stakeholders, highlighting the important role of the designer as the catalysts for other processes to happen.

The author also introduced the concept of Goal-Directed product and service design, which was an approach developed at design consultancy Cooper. Throughout this chapter, Goodwin outlines his book and briefly explains the components of Goal-Directed design, which are:

Principles: sets of guidelines to create good solutions under specific circumstances.

Patterns: types of solutions that tend to work in certain classes of problems. Those are like building blocks in designer’s vocabulary, ready to be deployed in projects to be more vocabulary

Process: the design process is the focus of this book. It consists of 7 steps: (1) Project Planning to outline project structure, providing visions and aims. (2) Research collects data, builds knowledge and consensus about the subject. (3) Modeling is about making sense of the raw research data, identifying trends and developing personas to design for. (4) Requirement definition : determines what is implied about product functionality and design, using personas’ skills, behaviours, goals, stories (scenarios) (5) Framework Definition: interaction / how functionality is grouped, how critical tasks are achieved, visual / how brand qualities is expressed using visual language, industrial design / form components and hardware (6) Detailed Design (7) Implementation Support

Practices: project management practices are the foundation and support for the effective design process to happen.

Question 1: How do young designers with little experience start creating their patterns / building blocks of their design vocabulary?

Question 2: Which part of the design process does the designer have the most influence over and why?

Reflection | Future World Exhibition

[ I have problem uploading photos so I will add them in later ]

On Monday 18th September, our class went to FUTURE WORLD: Where Art Meets Science Exhibition on a field trip. We were guided by Mr.Katsu from Teamlab, the creator of this exhibition. He shared with us the ideas and the creative process behind those works.

The exhibition was divided into 4 different sections: Nature, Town, Park and Space, each with a specific subject of interest. For examples, we found works featuring flowers and the sea in nature, vehicles and city blocks in town, aquarium in park and the universe in space.

What is experience design and what are the possibilities of responsive environments? 

From this exhibition, I have formed an understanding that experience design is the process of planning and creating an experience for the user as a response of his interactions with the environment or product. In this process, designers try to create a media through which the experience is delivered and they have to make sure users provide the correct input to generate the desired output (which I believe is a highly scientific concept). In this exhibition, users’ behaviors is an important source of information because their actions are exactly the input for the artworks to create responses that alter audience’s experience. A more interactive experience seems to be when input and output are constantly on the exchange as compared to a passive one.

In this exhibition, the input comes from many sources of audience’s actions and the environment responses in many different ways. For examples, a step on the projected image of a flower in the room consisting artworks like Flowers and People will cause the flower to immediate disintegrate, while a ball thrown by the audience in Light Ball Orchestra will create humming sounds and changing the ball colors.

Sometimes it is more immediate and “real-time” interactive, sometimes it is more passive. For examples, in Connecting Train Blocks, a path is instantly connected between the same color blocks that are moved by the audience. This is a more interactive experience as compared to 100 Years Sea Animation Diorama where audience only sits and watch as the sea animation goes on.

My personal favorite work was Crystal Universe in the Space Section. In this work, we walked through a path that feels immersed in this universe of crystals hanging in mid-air and lights were passing through with different patterns, creating a sense of movement. I realize the grid format for light installation was to make programming light patterns possible. Also, the room was built with reflective surfaces, making these crystal multiplies visually in space, creating a real sense of immersion. Honestly, I felt like I was walking mid-air at first, which was a really cool experience. This works also allows the audience to send in their wanted crystals to be animated. However, I found that this part of the work was not well executed as I could not figure out whether my selected crystal was being played or when it will be played.

I think it was also interesting to note that the physical environment in which the activities take place was also tuned to best enhance the experience. For examples, we have flowery perfume in the flower room to better suggest the sensory of being surrounded by flowers. We also have bean bags to lay down and watch the sea animation because it takes a while for that animation to runs. Interestingly, I realize a large part of this exhibition is child-friendly. For examples, the design of artworks like Table Where Little People Live or Create! Hopscotch for Geniuses including features that are directly related to child play. The furniture in those areas was lower to suit children’s height, the activities are simple and there were helpers in some section to guide the children along.

The activities in those children sections, however, seem also highly enjoyable for adults. This intrigues me. How did the creator of these works select the activities that are suitable for both children and adults? How did they see the similarities and differences between a kid and an adult audience?

The artworks in this exhibition showcase different interactive technologies. As discussed by Mr.Katsu, the team consists of mostly engineers and the bulk of artwork creations are actually on constructing and building the work, not on conceptualization. Through the process, they built a database of knowledge that helps them expand and adapt one concept to the next. I am very impressed by how their team of largely engineers and designers can work together so effectively that the technologies are artworks themselves, not just a tool or a subordinate part of the exhibition. I wonder what was the design process and communication framework between their teams?

How might this change the way we think about the world around us and the ways that we communicate with each other?

Through this exhibition, I feel that future technologies can turn any physical thing into a communicable object through which information can be passed in forms afforded by the object’s features and inherent quality. For examples, anything with a surface can afford messages to be displayed or anything with lights can communicate through light patterns.

Also, communication may not only happen between humans but also inter-species, living vs. non-living objects…etc once we find out a way to interpret and create a medium/language that translate between the two. I feel that works such as Flowers and People, Cannot be Controlled but Live Together – A Whole Year per Year, Ever Blossoming Life II – A Whole Year per Year, Dark Flutter of Butterflies Beyond Borders and 100 Years Sea Animation Diorama is precisely about nature communicating with humans. While at this moment the designers and engineers are behind this process, in the future it could be possible that somehow nature can communicate for itself through media that humans create.

In this way, communication is expanded with possibilities of forms, content and audience. We as a user ultimately have more choices to make with regards to who we want to communicate with, using what language and through which form.

Product, service, design concept using place, location and ubiquitous technology

  1. Laser tag game Father.io : the world’s first real-life, massive multiplayer, first person shooter.

shooting

source: www.father.io

This product is very similar to the experimental running game that was discussed in class. Using augmented reality and location-based technologies, Father.io turns your surrounding into battlefields and your phone into first-person shooter interface through which you can fire and shoot other player. Gamers can also record and share their real time games on social media.This game is well developed even in the crowdfunding phase and is already well supported by gamers. “More than 55,000 gamers from across the world have already signed up on the wait list to play Father.IO” says Francesco Ferrazzino, CEO of Proxy42 and lead developer on Father.IO.

Personal thought: while I’m not a gamer myself, I am eager to see if this concept and technology can be applied in other fields. It is interesting to see that this technology allow participation of many people and it requires little to be part of the game. In a way, it sort of lowering social barriers as gamers can join and play in real life with anyone. It would be cool to see some of this being applied in fields like rescue or humanitarian work.

2. Pixel Track 

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Pixel Track from Berg on Vimeo.

A concept that is highly relevant to Signage – a topic that our class has been discussing for a few weeks.

Pixel Track is a concept to provide a solution to 2 critical issues in signages: changeability requirement and energy consumption of LED display. Studio Berg’s concept combines internet-connected smarts with a display made up of mechanical pixels, each with two sides. When a new message is sent to the display, a computerized track sweeps along the backside and flips the pixels into the proper configuration.The advantage to the design is that once the pixels are flipped, the sign doesn’t require any power to display its message.

Personal thought: what interesting about this concept is that it seems to go in the opposite direction with many connected product concepts these days. Instead of going digital and requires energy to operate (smart watch,smart lock…etc) , it actually stripping off energy consumption and go back to mechanical approach.  I personally feel that this solution is simple, elegant and highly convincing in achieving both changeability and energy efficiency for signages.