Problem: It can be dangerous for pedestrians when sharing footpaths with cyclists and personal mobility device users.
Solution: Augmented Reality Pavements
Augmented reality in the future may provide information on-the-go but this could at times be distracting and lead to accidents. This project seeks to conceptualize a more clutter free experience with a focus on features to keep pedestrians safe when walking along the pavement and crossing the road.
Problem: People are resorting to choping seats with tissue packets and personal belongings to avoid buying food and ending up without a table to eat at.
Solution: Seat Choping System
This system involves using the tap of the phone on a touch point on the table to reserve it and it activates a phone app which can be used to order food. When food is ready the person is notified and food is brought to table.
Problem: Commuters on public transport such as bus/MRT have access to information that is limited to a small display on the top of the windows.
Solution: Use windows of bus and MRT to display transport information
Part 1: Write a response to the exhibition “Future World”. Keep in mind the following questions – What is experience design and what are the possibilities of responsive environments? How might this change the way we think about the world around us and the ways that we communicate with each other?
The exhibition “Future World” may appear to be a high tech playground designed for kids but beneath the playful exteriors is an experimental laboratory for cutting edge digital technology that gives one a glimpse into a future where once inanimate objects and spaces come to life as smart interfaces that can respond to people and the environment. Although the exhibition felt childish to me, I really love how the exhibition combines art and technology in a way that provides fun and pleasure but yet represents a myriad of possibilities for real world applications. I was reminded that it is the curiosity and imagination of children that can spark new innovations.
The first narrative Nature starts with 3 exhibits that use technology to create an artificial experience that mimics the natural experience of flora and fauna. This technology suggests a future where nature can be experienced in the comfort of indoors or where environments can adjust themselves to suit people’s needs under changing conditions. There is the artwork 100 Years Sea Animation Diorama that is an artistic representation of data that warns of the long term environmental effects of climate change which encourages contemplation of the issue. But to me the room had a zen like feeling to it that made me feel relaxed which speaks to a possibility of using digital technology in experience design to provide people a relief from the hustle and bustle of urban life. Although it could be a tool for social change.
Next, it was the Town narrative. Connecting Train Blocks which allows the audience to develop their own transportation infrastructure is like playing cars but with digital interactivity. This to me is a vision for a future where transportation systems are managed using interactive interfaces. The exhibit A Table Where Little People Live is very endearing and in itself is great activity for having fun. But, it also similar to train blocks has the potential to make objects in the real world that are inanimate have implication on a virtual digital world. For sketch town and graffiti nature, on the surface are ways to enjoy artwork without permanently damaging walls, but there are again possible useful applications. For sketch town, it could be a quick way to test ideas when doing urban planning for cities, while graffiti nature which has graphics that respond to people could be used to make smart environments. The Media Block Chairs are like cube batteries that can be joined almost like legos, but the key is that the blocks can communicate and respond to one another. This relates to making dumb objects smart and can be used in cities to collect data which enables objects to transform according to conditions. For example, driverless cars can communicate with objects and other cars to prevent collisions.
Then we come to Parks. This part begins with the virtual waterfall which looks very realistic which speaks to the future where the lines between reality and virtual reality is blurred. the sketch aquarium is much the same as sketch town. The Story of the Time When Gods were Everywhere is like the flower exhibit where ones touch has an impact on a digital surface. But here’s where it gets really fun and interesting, with the Light Ball Orchestra and hopscotch. The Light Ball Orchestra is similar to the media block chairs where objects respond to each other but in this case there is movement and sound involved. The hopscotch is like an interactive touch screen on the floor which responds to the touch of the feet instead of hands which is similar to the flower exhibit.
Finally, if there’s only one thing to see it would be the Crystal Universe of the Space narrative because it is so stunning and almost creates an out of body experience. It is like being in another dimensions something like the Matrix. This represents a future where a 3d virtual world can be created around us without wearing a device over our eyes and can be interacted with.
In conclusion, it was exciting to see technology and art combined in such an amazing way but I got to admit I was expecting more. There were many exhibits that were too similar and I felt the creators could have pushed the boundaries further especially with respect to projections. At the end of the day though still a great exhibition I would recommend.
P.S. I thought it was interesting that the guide pointed out that the Eastern aesthetic suits the creation of immersive 3d spaces more than the Western aesthetic.
Part 2: Start to work on final project proposals – prepare three ideas for a screen-based experience that you’d like to create (it can be speculative). Prepare a slide show to illustrate your ideas. The ideas can be based on any of the field trips done so far or can be something completely new.
Part 3: Find 3 examples of a product/project that you think are good examples of thoughtfully designed user experience. Be prepared to support your choices.
Part 4, Reading: Chapter 1 of Designing for the Digital Age by Goodwin
This book may be about designing mainly digital products, but it applies in many ways to the design process in all its forms from graphic design, to interior design, to experience design, to product design and urban design. For me this is a recap of the design process I am accustomed to in my study of product design albeit in a slightly different way using different terms. The design process laid out in this book suggests that an effective design method supports designers in visualising concrete solutions to human problems and that goal directed design helps skilled designers ensure thoroughness, timely execution and consistently high quality of output. The part that strikes me most though is the emphasis on understanding the users needs and about the relationship between designer and engineer.