MAP mima

EXPERIENCE AND PRODUCT DESIGN OF

A HIGH-TECH PUBLIC ARTS PRECINCT

ROLE

TIMELINE

TYPE

UX Designer & 3D Digital Prototype Maker

Overall 13 Weeks

Groupwork

Maya, Unity, Figma, TouchDesigner

Master's Degree Project

TOOLS

PART OF

OVERVIEW

The project began with a brief to design an indoor "Cube" interactive exhibition and an outdoor "Catenary" interactive lighting installation for an art gallery located at Speers Point near Lake Macquarie. Key goals include proposing a bold and innovative concept that aligns with the local environment and stakeholder needs, is inclusive, responsive, and adaptable to different interaction modes, while balancing creativity with practical site constraints.

This was a 13-week group project for a master’s degree, in which I was one of four designers, alongside Renhao Ba, Shuoyu Zhang, and Qi Cao. In the early stages, I took on the role of researcher, focusing on background research, interaction studies, and the design of the Cube, as well as creating the lo-fi prototype. Later, I was responsible for developing the hi-fi prototype and producing the final promotional video. I would like to thank all team members for their invaluable contributions, which enabled us to achieve a well-rounded solution.

FINAL PRODUCTS

CUBE-BLUE ELEGY

CATENARY-SONIC BUBBLE

CATENARY-SONIC BUBBLE

CATENARY-SONIC BUBBLE

DESIGN SOLUTIONS

CATENARY - SONIC BUBBLE

The primary concept of the outdoor exhibition is to immerse users in a natural setting where they can relax, reflect on environmental pollution, and relieve daily stress. The exhibition offers rich natural sounds in an outdoor space, enhancing relaxation and environmental comfort. By integrating a mobile app, users can control lighting and sounds, boosting engagement and enjoyment, making them feel part of the environment. This fusion of visual and auditory elements creates a multisensory experience, enhancing immersion and atmosphere. Ultimately, the project provides a pleasant interactive experience that improves quality of life, promotes mental health, and encourages environmental awareness.

SKILLS & REFLECTIONS

We began with background research on Lake Macquarie, including primary & secondary research on its history and environment, as well as academic research. Based on our findings, we conducted brainstorming sessions to explore potential directions. After finalizing our ideas, we developed a lo-fi prototype and conducted an initial round of user testing. Following feedback from the testing, we addressed any weaknesses and developed the final solutions, creating a hi-fi prototype.


The most valuable skill I learned is effective teamwork. Each person has their strengths and weaknesses, so assigning roles appropriately is crucial to maximizing team efficiency. Proper role distribution allows everyone to contribute their best, and when issues arise, we discuss them together and support one another. This collaborative approach not only fosters a positive team environment but also strengthens cohesion, ensuring a higher-quality project outcome.

In terms of technical skills, I learned how to create interactive particle effects in TouchDesigner and enhanced my rendering and animation skills in Unity.


In the initial phase of concept expansion, we faced challenges in breaking free from fixed mindsets, which led to some design deviations. Moving forward, I plan to approach briefs with a clear understanding and consider problems from multiple perspectives to set a precise direction. During user testing, we used After Effects for interaction simulations, which, although clear, lacked real interactivity and limited participants' engagement. Using Unity in future phases would help create immersive, interactive scenes for more active feedback. Due to time constraints, we couldn’t fully showcase elements like interactive sounds, underscoring the need for a well-planned schedule to improve efficiency and quality.

CUBE - BLUE ELEGY

The design inspiration and purpose stem primarily from research on the environment of Lake Macquarie and Speers Point Park, as well as similar art exhibitions. Our team created a projection screen display that conveys emotions, color significance, background context, and interactive elements that invite users to reflect. To immerse users in the interactive art experience, we incorporated particle and geometric transformations, adding an abstract and artistic quality to the visuals.


Additionally, we combined engaging interaction with playfulness by allowing users to move their arms through "polluted" water, revealing clear schools of fish underneath—an approach that lowers the interaction threshold for all ages, making it accessible and enjoyable for everyone. Floor lighting adjusts dynamically based on the number of participants, expanding or contracting to encourage more people to join the experience.

Our exhibition aims not just to educate but to inspire action; only through collective efforts can we create a cleaner and healthier environment.

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