The Interactive Project
INTRODUCTION
The ‘Interactive Project’ was the final group project of semester two, with the brief to design and develop an interactive exhibition (for this year’s Trans Media Show). Designed to engage a chosen target audience through its delivery of information.
INITIAL & CHOSEN IDEAS
The first ideas were aimed at international students, based on a VR ‘language quiz' and be a fun way to learn a series of phrases. Another idea was a movement activated digital display, aimed at people with disabilities. Interacted via upper body actions, this display would change colour or have moving objects. This was inspired by sensory rooms that designed to be a relaxing space for those with special needs, and spectrum related conditions. We chose to develop this concept, as it would be the most socially beneficial to our target audience.
RESEARCH & INSPIRATION
Research was a key part of the project, being previously unaware of the subject of interactive technology. This included sourcing initial context and understanding how this technology is affecting society, especially within certain communities such as education or disability. Another topic of investigation was motion activated technology, to understand the basic function and find existing examples.
TECHNOLOGY & DEVELOPMENT
The popularity of motion and touch activated devices, has recently increased for commercial and educational purposes, for its effectiveness of displaying information. The general format of touch and motion projection consists of a projector, with either additional or integrated sensor device. This can be positioned above a flat surface, turning a table or the floor into an instant touch screen. This combination of touch and arm movements would be a far more intuitive experience, and would create a more accessible exhibition.
FINAL IDEA
This extensive research also revealed some existing motion-based 'games' and inspired the rebranding of the entire concept. Instead of a single screen, the board would be a full application with a menu and interface. The name 'Comet Kinect' was inspired by the themes of space and motion. Another improved aspect was the graphic display, from just flat colours to multidimensional shapes that would enhance the illusion of a 3D space on a 2D plain.
CAD ASSET CREATION
The CAD work for this project consisted of the shape graphics modelled on AutoCAD. These models required precision and attention to detail, especially in shapes with specific internal angles (e.g. diamond or star). At this stage, I also took the opportunity to learn Fusion 360 to expand my range of CAD platform experience. After a brief introduction, I think the software is more suited for designing and rendering functioning product models, rather than clip art colourful objects. The final models were imported into photoshop, which improved the colour and overall quality of the finished outcomes.
2D SHAPES
FUSION 360 EXPERIMENT
3D SHAPES
PROGRAMMING & SOFTWARE
There was a potential problem in the lack of a developer, and limited knowledge of key software within the group. However, our collective investigation and relevant research helped us to understand how our idea would be programmed. This was through watching online tutorials and project videos that included similar gestural interaction. There are also online resource packs (SDKs), with pre-programmed action or gesture controls to help with scripting and dealing with variables within Unity.
INTERACTIVE EXHIBITION DESIGN
Designing the exhibition space, allowed us to consider the appearance and contents within the exhibit. These considerations include the practical or visual requirements, such as a power source for computers. These designs were represented in varying accuracy, through sketches and digital models, to also cover any ergonomic variables or specifications. My role in this was the initial pencil sketching, working with the other CAD member in the team so they could produce rough and scaled drawings.
FINAL CONCEPT IDEA
The visuals below represent the appearance of the finished exhibition. The main attraction of the would be the table, positioned centrally to be used as the surface for the display, and would allow for easy user access or navigation. There would also need to be a computer or laptop, to source the motion graphics and project presentation. Other features could include branded wall/poster embellishments, to temporarily customise the space and make it stand out.
The wire frame shows the basic function of the installation, including a mini flow diagram of the user experience and input from the team of discussion.
CONCLUSION & REFLECTION
Overall, the final concept outcome and experience of this group project was successful. The creative journey has introduced me to a new genre, within the digital design industry, and as a group we gained a new perspective of the complexity of programming. The successful aspects of the ‘Comet Kinect’ is a clear consideration of user interaction, using a unique and appropriate method of displaying visual content. This design and technology choices were also tailored to preferences and abilities of the target audience. Areas to improve could be in the form of additional features, including a way to personalise the appearance shapes. In regard to the platform choice, changing to a VR format could turn the board into an immersive environment. The next stage will to eventually bring our idea to life, by testing and exhibiting in this year’s Design Trans Media Show.