Projektthema
Der Kurs befasst sich mit der Gestaltung und Entwicklung
einer interaktiven Anwendung im Kontext von Ausstellung,
Museum oder Messe, die Wissensgebiete verständlich
erfahrbar macht.
Inhalt des Faches Ziel ist das Kennenlernen grundlegender Zusammenhänge
innerhalb des Bereichs der Mensch-Computer-Interaktion
und der Informationsgestaltung.
Die Studenten befassen sich mit grundlegenden
Interaktionsformen und medien-spezifischen Gestaltungsproblemen,
Informationsarchitektur, Informations- und
Datenvisualisierung, Beziehung von Text, Bild und
Animation und protoypischem Umsetzen oder Simulation.
INTRODUCTION
Imagine a day like any other. Nothing seems off. All of the sudden your vision is quickly enveloped by a bright white flash. In the matter of mere seconds, everything around you is gone. An atomic bomb has been detonated.
What would you do? What choices would you make? What effect would such an event have on you as an individual?
The Interactive Communications System “IMPACT” explores this scenario and aims to give the interacting individual an answer to these questions. It also highlights the current global situation and aims to raise awareness about the topic.
GOAL
The overarching goal of the exhibition is to give the audience an accurate representation of what a nuclear encounter would feel like. The user should be prompted to reflect about the current global situation, while being provided with the opportunity to make a difference throughout the experience.
THE EXHIBITION
Keeping our target audience of students and young adults in mind, we defined that our exhibition would take place in the context of a museum or exposition about atomic bombs. The exhibition requires a sufficient amount of space so that an audience can form and watch the interacting individual.
CONCEPT
The exhibition is a linear story with paths that diverge and converge depending on how the user interacts with it. The viewer is randomly placed in realistic nuclear detonation scenarios, creating a story through the choices they make. This is supposed to resemble a “choose you own ending” book. The story is projected on a big screen, aided by an interactive device allowing the user to make decisions and determine what type of information they receive. This combination gives the user a feeling of being able to determine their own outcome, even if their story is already predetermined.
Example of screen progression.
THE CUBE
The cube is the object that the user must interact with in order to progress through the experience. Like any cube, it features 6 sides that are all distinguishable from one another. The user must roll it in situations that aim to simulate the randomness and unpredictability of real life . However it can also be placed on one of its faces, allowing the user to make a conscious decision at certain points in the experience.