Story of the Time when Gods were Everywhere (2013)

teamLab

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Data

Author

teamLab

Year

2013

Name

Story of the Time when Gods were Everywhere

Project type

explore

Objective

Discover and immerse

Data of last exhibition

Place

ArtScience Museum

Year

2020 - Present

City

Singapore

Description of the project

When people touch the characters that represent mountains, trees, birds, etc., that are projected on the wall, the world of the characters appears and a story is born. The objects that emerge from the symbols influence one another and are influenced by the actions of other people. For example, a bird lands on a tree, a sheep runs away from a dog, and a sheep dances as a child approaches it.

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Author biography

teamLab (f. 2001) is an international art collective, an interdisciplinary group of various specialists such as artists, programmers, engineers, CG animators, mathematicians and architects whose collaborative practice seeks to navigate the confluence of art, science, technology, and the natural world.

teamLab aims to explore the relationship between the self and the world and new perceptions through art. In order to understand the world around them, people separate it into independent entities with perceived boundaries between them. teamLab seeks to transcend these boundaries in our perception of the world, of the relationship between the self and the world, and of the continuity of time. Everything exists in a long, fragile yet miraculous, borderless continuity of life.

Interaction analysis

Interaction explanation

In terms of space as an interface, interaction is free as the user can choose the desired path, there is no predetermined order.

In the exhibition, the user will be able to interact with a TUI-type interface through which they will activate new stories.

Interaction model

Graphical User Interface

Command Line Interface

Tangible User Interface

Other

Interactive design approach

User centered

Activity centered

System design

Genius design

Interactive input

Pattern recognition, position mapping.

User experience for kids

Does it have instant feedback?

Yes

No

The kid sees the environment change when they touch the walls

How is the navigation?

Multiple navigation

Step by step navigation

Other

There is no order in the space, the user can interact with whatever they want.

About the text and fonts

This exhibition doesn't show text, so we can't analyse it.

About the visual and audible inputs

Does it contain sounds?

Yes

No

I am not sure

Does it contain animations?

Yes

No

Does it contain vivid colors?

Yes

No

The colour, animations and sounds let the user live the immersion of the installation. The idea is to forget the real world and just enjoy and experiment.

What icons do they show?

Abstract

No icons

Literal

Other

The symbols are the key of this project. The user needs to interact with them to see the story behind them. But the icon is not part of the interface as a way of communicating, but more as a way of showing there is interaction at that point. This is why, the meaning of the symbols don't need to be understandable.

Does it have an option to personalise?

Yes

No

Universal Design Principles

Which of the 125 Universal Design Principles are correctly applied in the project?

Important for the exhibition organisation (physical space)

Accesibility

Entry Point

Prospect-Refuge

Storytelling

Wayfinding

Important for the way of showing information

Advance Organiser

Chunking

Highlighting

Iconic Representation

Immersion

Legibility

Picture Superiority Effect

Important for the design

Biophilia Effect

Colour

Contour Bias

Savana Preference

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