10.10.16... Last core class!
Today was our last core class for Studio 1 Communication design. As a group, we conducted the ‘cognitive walkthrough’ method to examine and understand the system of the event as well as ‘evaluating the combined effects of FOOD’. The cognitive walkthrough technique is one of the cost-effective and quick usability testing compared to other methods such as the Unmoderated Remote Usability Testing (URUT) that involves data capturing and analysis.
This prototype model was originally created by @polguth11‘s team and later contributed and used by other teams. As we went through the cognitive walkthrough with this model, it allowed us to have an overall idea of what was exactly going to happened on the day. The large mouth/lip idea as an entrance was so innovative and interesting, giving us a unique experience from the start (entrance) and later followed by the mouth walls that plays with light.
This idea reminds me of the ‘DMM.Planets’ exhibition by team lab held at the ‘Odaiba Minna no Yume-Tairiku 2016 ~A World of Wonders~’ in Tokyo. This exhibition includes four various experiences in different spaces, all with unique installments, sensational experiences and user interactions.
(Photo: from DMM.Planets) The visitor first enters the exhibition to walk through the water to disinfect their feet, and followed by a dark, black ‘maze’. From the maze, the visitor is lead to one of the four spaces–this exhibition has no specific order. I think that the way this entrance was designed, drastically changes the experience of each visitor and visit. Firstly, entering the ‘crystal universe’ or ‘Drawing on the Water Surface’ space (both space plays with light art and projection installment) from a dark-black room would have created a huge impact and shock for the visitor. It’s a bit like entering a small, narrow space to an ‘endless, enormous dome space’. This experience would have been completely different if the entrance was designed to lead directly to the spaces. Secondly, its exciting that the visitor’s does’t know which spaces they are lead to and what to expect. (everyone loves a surprise) This is one of the distinctive feature of this exhibition, as exhibitions usually have a specific orderly walk through. This reflects the mouth/lip idea, perhaps giving each of the students a distinctive and unique walkthrough that may change the entire experience of the event.
(Photo: from DMM.Planets) From this cognitive walkthrough session, our team had also realized that the busking space might clash with the mouth installment. However, we looked for other alternative opportunities. Reference: DMM.Planets: "DMM.PLANETS Art By Teamlab | July 16 - August 31, 2016". Exhibition.team-lab.net. N.p., 2016. Web. 12 Oct. 2016. Jarnes, Mark. "With 'DMM.Planets' Exhibition, Teamlab Defines The Future Of Art | The Japan Times". The Japan Times. N.p., 2016. Web. 12 Oct. 2016.










