- UX Vision
- Create a form of passive play, where anyone's mere presence enhances the play experience for everyone else
- Solo project with prototyping assistance from Bruce Hubbard, PHD. and Philippe Enzler.
- Physical exhibit.
- Fall 2014.
- Play Studio, ArtCenter College of Design, Pasadena, CA.
People desire positive microexperiences to punctuate their day, regardless of the amount of time people think they have available.
- And How?
Time · Dynamism · Color
- The look and feel of Wallorama is tied to the time of day.
- Dynamic elements increase the longevity of engagement.
- Energetic color palettes enhance mood and engage users.
Wallorama was borne out of a concept I call passive play. Passive play is a form of play where users don't need to engage directly with the activity, their mere presence enhances the activity for others who do choose to play. Passive play is important because Wallorama is intended to be displayed somewhere in downtown, where it would capture the unique beat of the city—no matter the time—from rush hour to leisure hour.
Colors that change throughout the day
- Calm, slow, meditative.
- Fresh, cool, focused.
- Energetic, hot, apex.
- Frenetic, social, fun.
How it works
Motion data is captured in real-time by a Microsoft Kinect.
The data is analyzed and identifies moving objects within the scene, assigning a unique ID.
Data is stored in an array identified by unique ID. Data is added until the object leaves the scene.
Motion data is then projected onto the wall with a short-throw projector.
Laptop & Projector
- Project Management
- Features of Wallorama were selected for production and coded based on user impact and risk assessment.
- Paper to Code
- The concept was prototyped with paper first. High fidelity renders were created to communicate the project.