To Conclude by Alice Hawke

Overall, I think this went well. The product grew from concept to reality, and although the group dynamic wasn't without flaws, it's the strongest group I've been involved with for a Digital Media module. Our prototype wasn't perfect, but then again, it's a prototype. We have however taken on board feedback for where we could improve it, such as labelling, and perhaps having the projection wrap around the canvas more so it's that much more immersive. I'm pleased with the outcome.

The Final Outcome by Alice Hawke

With the structure covered, logo added, and control box created, we were ready to film the promotional video for it. Using a Canon 5D to film and a projector pointed at the outside of the canvas wall, we managed to shoot a clean and conceptual looking video. Unfortunately, although Phil had managed to get the Arduino working with his computer before, we couldn't get it to work for the video so the user choice had to be simulated, but the rest went smoothly. Although we couldn't convey a narrative due to lack of a crowd, what we did manage is, I think, the best we could have done given the circumstances. Video here:

For the presentation session, I borrowed a projector from the media store again and we simulated the video and audio experience for the other students on the same brief, although we couldn't get the code working again. Feedback from that session was mostly positive, although having labels on the control unit would certainly have improved the product - certainly a "10p" label near the coin slot would have made the user experience clearer:

Although the random surprise of which video played on the canvas could be an exciting element itself, labelling the buttons so users knew what they were paying for, or, labelling three of them and having the fourth trigger any random video, would have enhanced it

 

Overall, I think the project went well. The product we decided to create is in a fairly complete state in that not much more would need to be altered for it to be installed in public. Personally, I'd use it if I came across it in a stressful real-life environment, and other people have said they would as well, which I think is key.

At the very start of the project, I admittedly hadn't been entirely passionate for it, to the length that I considered doing a certain self-initiated project as well. However, I became invested in our vending machine idea, so I've left the individual project to do at my own pace over the summer.

The Components by Alice Hawke

Rather than projecting a video of a location, we decided on abstract shapes to represent the idea of the type of locations they represent:

(frames taken from looped ten second animations)

 

The sound effects, emanating from a hidden directional speaker, supported the abstract representation of nature. For example, this is the audio used on the jungle themed clip:

Promo Video Storyboard by Alice Hawke

Ideally, the video would progress as below:

To more effectively explain it, I've transcribed it:

Starts with darkness and blurred, pans up from base of immerse booth, focus becoming sharper and light coming from darkness to natural level - rests fully in focus etc. on the “immerse” logo on the front, centered. Holds the shot for a few seconds (perhaps camera swaying slightly).

Sharp cut to black briefly, then instant (no fade) brief montage of busy people anonymously walking about in an office type room (audio is really busy chatter - continues until stated). One person is constant throughout the montage of angles, with them being the only person to visibly have an identity (the only face we can see). They’re evidently stressed, looking tense and running worry beads through their fingers. (chatter fades to a point, but is still audible) The subject notices someone exit the immerse booth looking refreshed. A look of wonder comes across the subject’s face, some simple melodic music is briefly heard to help convey the emotion.

They stand, and walk over to the booth. They notice the coin slot (as does the camera), put 10p in, and slowly draw back the curtain. In time with the curtain being drawn back from left to right, camera moves from left to right as well in a curve, to show the inside of the booth being revealed. Camera rests on the seat, and subject sits.

Camera now at the back of the booth inside at floor level, so seat is now on left, projection screen is on the right - we see the curtain close (NOW busy external noise completely cuts out when curtain is closed).

Several interior shots with smooth transitions between the angles (lasting the entire duration of the 10p experience in realtime if possible), immersing the viewer of the video in the experience almost as much as the subject is. When the 10p cycle ends, the projection etc. fades out to signify end of experience.

Outside shot of curtain opening, subject steps out, walks back to their desk with a tranquil expression, cut to head height shot of subject sitting and getting back to work, camera pans down from their head and focusses on the now abandoned worry beads on their desk (signifying that immerse was calming enough for them to not require them now), fade to black.

Unfortunately, the term just reached a close, so rather than a busy location on campus for us to shoot a video with a narrative during the next three weeks, we've got a ghost town... c'est la vie. Instead, we'll likely end up with just focus on the booth.

A Solution by Alice Hawke

While I'd been scouring eBay for old hairdressing blower orbs to use for an immersive hood, bought a cheap garden arch as a structure for an alternative form-factor, and Lucy was about to make a road trip to fetch a beanbag, we were lucky enough to be given an old standalone wardrobe. The wardrobe is not only the perfect size for a person to cosily sit in, but the fabric is thin enough for an image projected on the outside to be seen from within (plus there's the symbolic escapism of wardrobes such as in The Chronicles of Narnia). This wardrobe has cleared up pretty much every problem we had, which all cenetred on how on earth we were going to build an immersive structure. To elaborate on the garden arch idea to give you an idea of how different it could have been, that plan was to have an armchair or beanbag in the middle under the arch, and a hood fixed to the top middle of the arch for support. Fortunately, the wardrobe simplifies things, and we now have space on the structure to put the logo.

Form Factor by Alice Hawke

The biggest problem with the project is, as always, people. Ideally, the user would stick their head under the dome and relax under the glow of the lights. In reality, people would likely feel rather vulnerable with the rest of their body being exposed. Bluntly, things didn't go too well for Shia LaBeouf when he put a paper bag over his head and let people spend time in a room with him. These concerns were realized in the very first session with the brief, but I'm still struggling to see a way around it short of people locking themselves in a large immersive cubicle, which is a far cry from a small escape pod hood in a train carriage. The primary sense for the experience is the user's eyes, and secondly their ears, but those senses are also the main defense against any ne'er-do-well. Seated? Too vulnerable. Standing? Too vulnerable. One early idea of mine was to have the user pull the helmet part down over their head, then pull down a collapsible fabric tube and stand on a strap at the bottom to secure it. Still too vulnerable.

From tents to lampshades, they're either not feasible to construct, or leave the user exposed. A stylish and somewhat arty form factor would be a traditional living room armchair with a matching lamp directly behind and over it, so the user sits in the chair and has the immersive lampshade over their head. An ideal location for the machine would be somewhere private where the user knows they're secure, such as in their house, but the potentially stressful locations it's intended to provide a brief escape from are public spaces such as offices and shopping centers. 

The Start by Alice Hawke

With most information online being freely accessible, creating a cheap desirable digital commodity is a challenge. From the very start of brainstorming, all the ideas our group had focussed around giving the user a digital experience, rather than a digital product, as people are much more willing to pay for something exclusive and of-the-moment. After eliminating ideas such as seeing through the eyes of an animal, we all settled on the meditative escape pod, not least because it was what we all thought we'd personally use the most as a vending machine if it existed.

Unfortunately, feasibility became an inhibitor early on, with the entire scale of the machine fluctuating. From photo booth sized enormity to Cuban phone hood convenience, we want to allow the user to feel comfortable enough to relax in an otherwise public space.

(from hartandharveyphotography.co.uk)

(from hartandharveyphotography.co.uk)

(from Conan, TBS)

(from Conan, TBS)

The functionality of the product however has remained fairly constant, such as colored lighting and speakers for breathing exercises. Hopefully, it all comes together.

The Brief by Alice Hawke

Tasked with the Concept Shed brief to create a vending machine purveying a digital commodity, the four of us in our group used a whiteboard to brainstorm four or five ideas. The first of these was a machine that would allow the user to see through the eyes of pets, with the machines placed in animal shelters and pet stores, and funds going to protect pets. While a nice idea, it wasn't particularly feasible and felt a bit gimmicky. After going through a few other ideas, we settled on an 'escape pod', a machine placed in potentially stressful public places such as offices and shopping centres. A key factor in the decision of which vending machine idea was whether we would personally use it if we came across it, and a calm location to relax when stressed was very appealing.