Creativity Charger
The film design fiction scenario communicated a storyline and a representation of the interview results to depict a possible future design process in 2069. The virtual reality application enabled exhibition visitors to experience this cinematic scenario using Oculus Quest glasses.
The virtual room was an art gallery in which the user could do housework tasks. Recognition features were used in the space, such as a hexagonal shape to texture the walls, DeepDream images created as exhibited objects, and a color concept dominated by the color white. The simulated housework tasks were presented as a game whose object was to vacuum colored balls. This game was based on the gamification theory approach. Players had 120 seconds to suck in as many balls as possible, and each color had a different value. The balls were colored bright blue, yellow, and pink to enable improved visibility.
date
january 2020
role
conception / programming / implementation
context
master thesis