Story of the Time when Gods were Everywhere
Discover and immerse
Data of last exhibition
2020 - Present
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.
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.
Interactive design approach
Pattern recognition, position mapping.
User experience for kids
Does it have instant feedback?
The kid sees the environment change when they touch the walls
How is the navigation?
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?
Does it contain animations?
Does it contain vivid colors?
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?
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?
Universal Design Principles
Which of the 125 Universal Design Principles are correctly applied in the project?
Important for the exhibition organisation (physical space)
Important for the way of showing information
Important for the design