Blog 005 // Development + Simplifying Stage // 2nd Year

Blog 005 is going to explain how crucial we have found the development stage of our creative process.

Following on from the last blog where we collated that primary research, We have come fairly far from those original initial ideas and concepts. Simply by taking a step back from each concept and realistically visualising the feasibility of each one.

The stage we are at now with developing our final idea compared to where we were a few days ago is miles apart. We initially filtered our list of ideas down to three fairly solid concepts involving different interactive technologies in each one. Below you can find the deck we put together when we presented our strongest three ideas, from here we decided to go with one out of the three to take into final development. They ranged from a Life Size scaled Arcade grab machine too visually pleasing distorted graphics which displayed perspective.

 

Process of elimination

How did we decide on our final concept?

As you can see in the slides above, they are the three concepts we came up with, as well as the visual references attached. The first concept was based around money and trading involoved in the maths exhibition at the science museum. We came up with an interactive game experience similar to the credit card digital monopoly game. The public would each be given a physical credit card whereby on each one would be loaded up with a large sum of credit. They would then have the control and freedom of going through the maths exhibition inserting the card into they various exhibtions, deciding what to invest or buy into. Once all of the credit is spent, at the end of the exhibition the user would insert the card into one of the deposit machines, where they would be given a report card as such to give them their outcomes, how their decisions reflected on the world to this day. The reason why we did not go forward with this concept was simply to it being to complex and not everyone would be able to understand the idea.

The second failed concept we did not take forward was 'The Life Choice Grab Game'. We thought of the idea of placing a life sized arcade grab hand game for users to interactive with. But instead of there being cuddly toys inside to win, the users would have the option to pick up soft cubes with life choices/decisions on them. These would be polar opposite benefits to anyone. E.g a life time supply of beer through to a free mortgage. This would link to risk and probability within the exhibition. Once again we did not go forth with this concept as it did not have enough strength and meaning to it.

How did we develop our Final Choice?

Our final concept choice was to do with perspective. The section within the exhibition where JMW Turners drawings revolutionised the world of perspective. We linked this idea too manipulating real life perspective. Orignally we thought of using motion tracking cameras placed above bilboards, to then track commuters or people passing by. Then we would have 3D objects obscuring the peoples bodys/outlines. Below are some of the initial sketches we came up with.

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After illustrating this and seeing how it would look/work, we discussed the concept and figured there was no direct link to perspective and the exhibition... The good thing about doing these sketches was to realise what was really missing, And that was a meaning behind these visually pleasing concepts. 

Realising we needed meaning, we researched into JWM turners work, and decided on using the actual original drawings he did, and somewhat bringing them to life. This way we are taking the old and making it come alive. 

The Technology

In our research we found an App on iPhone, which using 3D facial point recognition tracks the user when he or she moves her head slightly left/right. In turn the user experiences the image on the device or screen in 3D. As shown in the video above it portrays the image on screen being flat, as does JWM Turners drawings, but then when the user moves, the image somewhat comes alive. This adding the vital element to our concept of interaction. 

Using this technology and combining it with JWM Turners original drawings is what added that bit of meaning to our concept. The process of stepping back, realising we had a strong visual idea which looked nice and would be fun, but behind it, it lacked in purpose was crucial to our development. To summarise, we narrowed our final concept down immensely and simplified it. Which is another key part to any successful concept.

KEEP

IT

SUPER

SIMPLE

The next stage for us is to put together prototypes/drafts of how it will look, and how to put across our idea/concept in our pitch presentation.

We are going to draw out the original drawings in Adobe Illustrator and hopefully convert them to moving 3D images in Cinema 4D.