24.04.2024 - 14.05.2024 (WEEK 1-4)
Koh Xin Yee / 0363349 / Bachelor of Interactive Spatial Design (Hons)
Performative Media
Assignment 1
we had an outdoor learning at Pusat Sains Negara KL during Week 2 (02/05/24)
during the visit, we are to immerse ourselves in the exhibits, find out the performative media around the place and document them down
compile examples of performative media during the visit:
Interactive installations and interfaces/ responsive environment
Engagement and participation methods (how designers incorporate interactivity and create interactions within spatial environments)
Techniques for storytelling
Multi-sensory design approaches and immersive environment
Integration of social media and feedback mechanisms
AR /XR /MR technology
I'm going to focus on some fun experiences, findings I had and my thoughts or feelings during the visit for this analysis.
Interaction with Installations:
We explored installations without reading instructions first.
Turned to descriptions when confused, highlighting the need for clear, accessible information.
Preference for Playful Experiences:
Enjoyed tactile and interactive installations over static screens, although screens are more informative.
Playful elements increased engagement and enjoyment.
Visitor flow and Satisfaction:
Separate tickets for Pameran Obskura XR require visitors to go back to the main entrance to buy the ticket if they didn't buy it in advance.
Adding a ticket booth near the Pameran Obskura XR entrance would streamline the process, enhancing visitor convenience and improving overall experience.
Interactive Digital Experiences at "Metro Tekno"
Visitors color various vehicle templates. After scanning, these templates are transformed into 3D models and integrated into a digital cityscape projected onto a wall.
This process turns visitors from passive observers into active participants.
Engagement: By contributing their own artwork, visitors feel a personal connection to the exhibit, enhancing their engagement and satisfaction.
Participatory Design: The inclusion of visitors' work in the installation makes the experience more dynamic and personalized.
This type of interactive and participatory installation not only entertains but also educates, making visitors part of the creative process. It demonstrates the shift from traditional exhibits to more engaging and user-driven experiences in performative media.
one of the real world examples of this is "Sketch Ocean" by teamLab https://www.teamlab.art/ew/sketchocean-azabudai/tokyo/
"Menangkis Serangan" Mixed Reality (MR) Game
Players engage in a digital battle with virtual elements overlaid on the physical environment through a headset.
Gameplay involves firing virtual bullets at an opponent and dodging their attacks in real-time.
Enhanced Engagement: The blend of real and virtual elements keeps players engaged and physically active.
Social Interaction: Competing against friends enhances the social aspect of the experience.
Memorability: The unique mix of reality and virtual elements makes the experience memorable and impactful.
Motion Sensing & AR Filter Installations
Motion Sensing:
Technology: Uses cameras/sensors to capture movements, allowing users to control the screen via gestures.
Example: A medical simulation where visitors use gestures to navigate a virtual medical operation.
Sensitivity Issues: Sensors were not responsive enough, leading to frustration.
Instruction Clarity: Lack of clear guidance on gesture use made the experience difficult.
Negative Experience: Poor responsiveness and unclear instructions resulted in a frustrating user experience.
AR Filter:
Technology: Augmented reality filters applied through a camera, overlaying digital effects onto the user’s image.
Experience: Visitors can stand in front of a camera and apply fun filter effects in real-time, take photos or videos with friends, adding digital effects controlled by movements.
Email Integration: Users can enter their email to receive the captured media.
High Engagement: Visually appealing and socially interactive, making it a popular feature.
User-Friendly: Simple to use and enhances the visitor experience.
Robot Fighting Experience
Activity: A robot fighting game where two players control robots equipped with cameras and wheels.
Controls: Each player uses a tablet to maneuver their robot and engage in combat by aiming and shooting at the opponent’s robot.
First-Person View: The screen shows the robot’s perspective via a camera, enhancing immersion.
Gameplay: Players control robots to shoot and dodge attacks, aiming to disable the opponent's robot.
Tactile Interaction: Combines physical and digital elements for a dynamic and engaging experience.
Assignment Brief:
select a real world example of performative media to conduct a case study, may be a museum exhibit, a temporary installation, an interactive event, or another relevant example
analyse chosen case study regarding the performative media elements presented
presentation
interesting case study conducted, special idea to choose this real-world example, expected to be a museum or an exhibit, but a concert was out of expectation
whole case study and analyse is quite complete
good thing that pain points are included
good to see the user journey in steps
can include some drawings or sketches of the installations (stage structure etc.)