Tag Archives: wayfinding

Proposals

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  • In its heyday, Big Splash was known for having the tallest water slides in Singapore.
  • Though the flumes and water park were demolished a decade ago, the attraction has retained its name and still pulls in 300,000 visitors a month with its dining and recreation amenities.
  • But after 40 years in operation, the establishment is going out.
  • It has closed its doors on Oct 21 this year, to make way for a new development on this plot of land, details of which are yet to be revealed.
  • Fans of the park, including those who remember its original format, are sad to see it go.
  • It is a place with collective favourite memories of many Singaporeans who got to play at the colourful water slides. Back then there was no Wild Wild Wet or Adventure Cove , so Big Splash was very adventurous and exciting.

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This special installation will be implemented on the underpass connecting to the former Big Splash area.

How it will work is that as user walks from one end to the other, light will be projected from the peripherals and continues the light play as he progresses, creating this gradient of colors inspired by the water slides.

Using the colour palettes of the the old BIg Splash slides— it is as though the user is going through a tunnel to the past.

On top of that, sounds of Big water splashes will be played when the users intersect and passes by each other.

Depending on the traffic flow, the water splashes can be as frequent as one would hear at water parks.

This simple light and sound installation would possibly reminds users of fond memories; Contemporary take to commemorate the Big Splash
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Moving on, Bedok jetty is one of Singapore most popular salt water fishing spot. Being 300 meter extended out to the sea, it is a rare deep water place to fish in Singapore.

Because of its wide appeal, it attracts scores of fishing enthusiasts, of various levels of experience, pitching their lines daily.

Since Bedok Jetty offers both shallow and deep water fishing, the potential catches are naturally diversified. More ‘exotic’ marine life are up for grabs.

It is said that with experience, you may even catch barracuda sharks and stingrays.

It is a place with legacy and history. There are many huge catches over years with small and big catches up to as heavy as a person, 63 kilograms.

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At the underpass leading to the jetty in Area F, an interactive game installation game hopes to document and educate the users of the rich biodiversity in ECP, celebrating the huge range of species of Large fish caught every year.  

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How the game works

Life-sized fish is animated on screen and “living” in the screens. As the user walks by, the fishing rod baits follows them. Therefore, the user can choose to guide the bait to the fishes, attempting to catch them. After they successfully bait the fishes, a different species of monstrous fish will then generate along the way again.

At the end of the walk, a kind reminder: (Be A Considerate Angler) will be generated to remind users to care for the environment.

With so many people fishing regularly in parks, it’s important to keep the area pleasant and clean for all users.

This site-specific installation involves the user to ‘bait’ fish using new media, and showcases the of monstrous fish caught over the years, who says Singapore doesnt have a rich biodiversity?

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At the other side of the underpass, we noted that there is a different form of user experience for the cyclists. Instead of a route, cyclists actually have to move with my turns. We walked and observed on what they will see as they navigate the space, and noted how the dual directions actually sees different panels of the walls.

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The usual signs we see are these usual “no-riding or else you will be fined” signboard in an attempt to scare the cyclists into complying by warning them about the consequences, we would suggest a more encouraging tone to “dismount and push” instead.

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WIDTH

If cyclist did not dismount and cycles on the bikes, the narrow width of the bike would not activate the sensors.

Instead, it encourages users to dismount and push and enjoy the beautiful graphical projections that will be activated by them as they walk.

 

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Dual Direction > Different, but complementary graphics projected & animated on flat walls

 

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Catering to different location & context, the user experience for each underpass would be different;

We hope that the engagement of local artists to capture and reinterpret the space, sounds, meaning of space, into multi-sensory way-finding systems can improve the experience of 9 underpass usage in East Coast Park, Singapore. 

ECP Underpass— Survey Results, Insights & Approach

Project Development Update

Content

  1. We conducted a survey of 61 respondents to further investigate the general feelings of using the ECP passageways, problems faced, and their interest on improvements.
  2. Survey Results gathered showed underlying common problems and themes we would like to address and qualitative answers also gave us a better understanding of problems highlighted.
  3. Several Insights and observations lead us to our Approach for solution—On top of ambient lighting improvement, we would also propose to incorporating graphic and illustration into a cohesive way-finding system.
  4. Moodboard
  5. Stakeholders & Possible Collaborations with Public Art Fund
  6. Storyboard and script for proof of concept film (Work in Progress)

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Week 1 Assignment

Part 2: Find two maps of a building or place you have visited – one map is badly designed and the other is well designed.  Be prepared to explain your examples and bring maps to class.

Case Study: MAPS OF MUSEUMS 

Well Designed: Picasso Sculpture Exhibit Guide

Museum: MoMa, Museum of Modern Art | Location: New York City, NY, USA

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Badly Designed: Visitor’s Map, Please Touch Museum

Museum: Please Touch Museum (Children’s Museum) | Location: Philadelphia, PA, USA

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What worked for the MoMa brochure guide is the simplicity, clarity and relevance of image and text; the essential elements are put together to guide the visitor efficiently. Although the sculptures are reduced to its simplest forms, the outlined silhouettes and placement on the map are clear indication on the relativity of their actual placements and therefore able to visually communicate effectively.

On the other hand, the visitor map for the children’s museum is inconsistent in the colour treatment of type and iconography, the general colour scheme used is unappealing and there is disconnection between the upper and lower section of the map. Furthermore, there are many idiosyncrasies in its way-finding system.

Lost_The Hive

A time that I got lost in a place

Where— The Hive, NTU

What didn’t work for me—The signs were obscure and not visible. The brass/ gold signages almost camouflaged with the brick/ wall/ background. It is beautiful indeed, but for someone who went there for the first time and rushing for time, I was initially confused about the seemingly lack of directional/ signages to direct me to where I wanted to head to.

Part 3: Choose two objects that you use every day (you cannot pick mobile phones or laptop/computer) and analyze their design using the principles described in Chapter 1 of The Design of Everyday Things.  Imagine describing what the object is and what it’s designed to do to someone who has never seen it before.  Is it intuitive or frustrating? Come up with three ways to alternate the design for that object and see how it changes its function.  Make drawings and notes in your journal.

Part 4: Response to Reading 

CH 1 Donald A. Norman, The Design of Everyday Things (1988) 

In the reading, Norman discussed about the frustrations in our everyday life in relation to the objects and things we interact with daily, of which it is unnecessary to be putting up with it. We are introduced to the principles that constitute the psychology of how people interact with things, they are: visibility, appropriate clues, and feedback of one’s actions. Furthermore, designs using principles of good design (i.e. good conceptual model & making things visible), with the synergy of technology would notably further improve our experience and interaction with everyday things. Examples given are mostly dated, namely the telephone, floppy disk etc. and it is amazing how far we have come in technology.

Some of anecdotes used were interesting, and I especially enjoyed the one on the refrigerator(Fig. 1.8); I took the effort to figure out the confusing instruction, visualise and understand but to no avail. It clearly substantiate the idea of how having a good concept model and system image would improve understandability and usability. This example also furthers my interest in information visualisation.

Q1— Noting that this book was published and printed in 2002, I am interested in finding out the scope of application. Do principles discussed in The Design of Everyday Things apply to web interfaces too? Or are they specific to objects/products etc.

Q2 — How do you create a design system that makes adaptation easier? When designing any experience, how do you balance aesthetics and functions?