Week 5: Further refinement

From the previous week, we have received numerous feedback to further refine our concept.

Firstly, we have decided to focus on the concept of students being the seeds of NTU.

From the feedback of the architectural model in NTU admin building, we thought of including lights to the buildings. The light will lit up indicating the different school/building, and revealing its location within NTU.

NTU Architectural Model in Nanyang Admin Building
Source: http://ecocampus.ntu.edu.sg/SiteAssets/Pages/Ecocampus-Tour/Image_020.jpg
An example of how we thought the buildings can light up within the NTU map
Source: http://www.modelmakers-uk.co.uk/content/images/enlargeimags/interactive-cardiff-model.jpg


Next, we looked at the different ways of interactivity, as well as it being informative as a whole installation.  Taking into consideration that the game installation should be idiot-proof and break-proof.

We started of with a basic source of inspiration and ideation with known games.
After certain elimination of concepts, we came up with new methods of interactivity.
Which narrows down to what we have refined so far..


Basically, the idea: An interactive map that uses magnet repulsion resulting in the seeds moving as a cluster around the map.

  • Making the buildings into magnets
  • Seeds made of metal
  • Names of the areas of the school around the map (outer ring/boundary)
  • When user touch that particular name of the area, the building lights up to show the location hence it works like a regular map
  • Someone touches the piece, it completes the open circuit and magnets are activated
  • Magnets repel the seeds causing the seeds to move in all directions

What we’re planning to work on further: to have a test piece of the concept that we have refined, to see the proof of concept.

One thought on “Week 5: Further refinement”

  1. I see you checked the NTU architectural model, did it help you to understand/decide on which scale to work? I think this is the very first step to complete

    second step is how to differentiate yourself from those architectural models. they are descriptive, your one should be conceptual.

    ok to represent some landmarks on campus but the language of representation should be simplified.

    define what kind of interaction you want the people have with this map. Is this a game? only a game or it can be also useful to some extents? can it be used as an interactive map for visitors orientation, to highlight some destinations?

    materials: define materials and their use, what why and how.

    you are mentioning lights and also magnets. everything you expect these materials can do should be proved: test before proceed to avoid unpleasant surprises…

    remember: how much power do you need? where the power is coming from?…

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