Exploring interactive media for indoor large-capacity tourist attraction

Sound of the Netherlands

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Abstract

This graduation project focuses on leveraging interactive media and designs for a future large capacity indoor attraction, namely “sound of the Netherlands”. Since the project starts from scratch, project assumption is needed in the beginning to facilitate the follow-on study and design. Desk research was used to define the scope and formulate project assumptions, which are the stepping-stone for the following phases.
Moreover, the research about the interactive media and representative sounds of the Netherlands were conducted to spot the relevant media and content that can be used in the design.
In the second step, user research was conducted to define and better understand the target group. The result revealed their primary motivation, expectation, and concerns toward large capacity cultural tourist Attraction. Building upon this, the design goal was formulated:
Design an interactive Creative Cultural Attraction (400-450 p/h) with a novel experience and intuitive interaction around the topic “Sound of the Netherlands, which allows people to feel free to enjoy with others and know about the lifestyle of the Netherlands.
To address the design goal, the designer viewed current large-capacity tourist attraction. Moreover, the literature research on how to adopt intuitive interaction design for a variety of users was conducted to find possible design solutions.
The fourth stage was the design phase. The design started with building a holistic story and context for the Attraction. JORA VISION suggests to kick off the attraction design from developing the storyline. Two brainstorming sessions were conducted to develop the storyline. There is no precise number about the size and scale of the Attraction given in the design brief. So the designer developed a space model based on the design requirements and visitors' needs. After the space model was built, the detailed interaction design is developed along with the design guideline.
Finally, an evaluation test was conducted to validate whether the design concepts fulfill the design goal and reach interaction quality. The designer used the Walkthrough 3D video and VR model in the cardboard for participants to understand the context and experience the space. The interaction storyboard (animation with sound) and interactive prototypes were used to test interaction. The designer combined 7-point Likert Scale and interviews to gain the feedback and insights of participants. The results of the test were used as a foundation for future recommendations for the company.
Overall, it's an explorative project. The designer did extensive explorations in both problem space and solution space. During the process, the problem and solution also co-envolved.