This project was created as part of the course interactive communication systems, which focuses on designing and developing an interactive application that makes areas of knowledge understandable in the context of museums.
University project
The project was developed in collaboration with Anna-Lena Kornelson and Noah Hielscher. This course is led at HFG Gmünd by Martin Wehl and Kai Magnus Müller.
Learn About Sport and SleeP
The idea
We developed an interactive system that makes learning about sleep and sports fun and accessible. Imagine a table where you can touch and spin objects to explore different topics. Our goal is to provide comprehensive knowledge in a genuine way. Whether you want to dive deep or just get a quick overview, our system has you covered. It’s designed to be engaging for everyone, offering both in-depth exploration and quick insights. Plus, the table can adapt to different topics, making learning a playful experience while explaining complex scientific concepts in an easy-to-understand way.
Navigation through objects
On the left side of the table, you’ll find six objects created using Cinema4D, representing different topics such as sleep, training, caffeine, naps, tracking, and alcohol.
To access information on a specific topic, users select one of these objects and place it on the round platform on the right side. Each object is equipped with light sensors that are read by Blokdots. This automatically detects the selected topic, and the corresponding content is displayed on the screen.
Encoder for subtopics
To navigate through the individual subtopics, users rotate the object placed on the round platform. Beneath the platform, an encoder is installed, which translates the rotational movement into the selection of different subtopics. To enhance the user experience and provide haptic feedback, we’ve integrated magnets that create a tangible snapping sensation as the platform aligns with each respective topic position.
The process
Our project journey commenced by selecting our theme, initially focusing on the exploration of sleep. Rapidly, we identified our target audience – athletes – to sharpen our research direction. This involved early curation, eliminating topics perceived as less relevant to our audience. During the conceptualization phase, we deliberated on optimal channels to engage our target demographic, considering fitness centers, sports retailers, expos, sports resorts, and fitness apps. Ultimately, we opted for expos and exhibitions as our preferred context.
Following this, we constructed an information architecture and narrative framework. Due to time constraints, we narrowed our thematic scope to sleep, training, and caffeine.
Throughout the design phase, we experimented with various methodologies, resulting in the creation of our avatar, Tom. To validate our designs, we constructed a prototype and executed user testing. Insights gleaned from these assessments were pivotal in refining our interactive table.
Tom the Avatar
To lighten the scientific tone of our exhibit and create a practical context for users, we’re introducing a 3D avatar into our screens. This avatar shares relatable stories related to each topic, which we’ve written ourselves. With Mark Meyer as the narrator, the content gains an engaging and personable touch.
Exhibition in China
We are proud to see our Project becoming part of the ‚Ningbo International Convention & Exhibition Center‘ in China in July 2023.