An Overarching Theme for the Cube : Loneliness
Drawing from our background research, we've identified loneliness as a profoundly meaningful theme to present at MAP mima. With the aim of encouraging individuals to take a deeper look at the nature of loneliness and our relationship with it, we've chosen to assign an overarching theme to both the Cube and the Catenary, allowing for a more comprehensive exploration of this topic.
we've incorporated metaphors into the interactive elements to convey a message: loneliness isn't solely a negative emotion but rather an opportunity to reach out for new relationships and connections.
The Cube - The Crack: A Window to Connection
Loneliness can be a crack, but a crack can be a window to light.
Elements in diagram
Storyboard
Interaction
Position
On the wall
/
Closed with subtle movement, emitting faint light from center
Approaching
Beginning to shake and slightly opening, revealing brighter light
Waving one hand
One side opening in response to hand movement, revealing stronger light
Waving both arms
Both sides widening with arm movement, revealing layered tunnel with strong brightness
Pausing for observation
Gradual closure, diminishing light
Stage of play
Interaction
Position
Stage of play
Invitation
Exploration
Immersion
Emerging from opening crack, increasing as it widens
Flowing down to the floor
Spreading out evenly on the floor, moving slowly and randomly
Accumulating around participant's foot
Following participant's path, leaving fading trail
Overlapping, forming interconnected network on floor
Darkening, leaving faint trace on the floor
The particles
Opening the crack
/
/
Approaching
Walking
Path overlapping
Leaving
Exploration
Exploration
Immersion
Invitation
Passive mode
Interaction by one individual
In a dim, immersive space, enormous cracks faintly glimmer on the walls.
Each crack emits faint light from its center, sparking curiosity about what lies beyond.
As Ann approaches a crack, it trembles and begins to open slightly.
As Ann waves her right hand, the crack's right side opens, releasing a few particles.
As Ann spreads out both arms and waves, the crack widens further, releasing an increased flow of particles.
The particles gradually flow to the floor.
Interaction by multiple individuals
Ann looks down to find some particles accumulating around her foot.
As Ann takes a few steps, she notices a trail of particles left behind her.
As Ann begins to walk around the room, her path intersects with others', overlapping their trajectories.
The overlapping trails form a network-like pattern.
The widening cracks, particles, and interconnected trails collectively illuminate the once dark environment
Background Research
Iteration
Technology
Design Solution
Final Design
Introduction to Speers Point and Lake Macquarie Region
Background Research of Loneliness
Speers Point Park, nestled by the shores of Lake Macquarie, is the city's premier recreation space for outdoor enthusiasts and community gatherings. With its diverse amenities, including open spaces, a variety playground, and event spaces for hire, the park welcomes visitors of all ages and interests, facilitating connection in this area.
Speers Point Park
Before European settlement, the Awabakal people of Lake Macquarie had inhabited the area and called it Biddaba or Milloba (Lake Macquarie (N.S.W.), 1985).
In 1828, William Brooks claimed the land, naming it Lochend. He operated the Lochend Colliery from 1843, mining coal from the surrounding hills. In 1870, William Speer settled nearby, acquiring some of Brooks' land. Speer's name replaced Lochend, leading to the area being known as Speers Point, referring to the peninsula extending into Lake Macquarie.
History
A survey from the longitudinal Household Income and Labour Dynamics in Australia (HILDA) suggests that, consistently from 2001 to 2021, about 1 in 5 Australians agreed with the statement 'I often feel very lonely'.
Based on the data from Australian Bureau of Statistic (2021), the community of Speers Point not only demonstrates demographic diversity with a notable proportion of residents born outside Australia (15.2%), but also faces serious mental health issues with the local mental health condition being the second largest long-term health concern (11.6% ) in Speers Point and the primary concern (12.2%) in the broader Newcastle and Lake Macquarie area. Although the Good Neighbour Program launched by Lake Macquarie City has made positive contributions in facilitating connection in the community and improving the mental health of aged people, the challenges of adapting to a new culture or managing chronic health conditions may contribute to social isolation and, consequently, exacerbate feelings of loneliness among a notable number of residents.
Based on this on-going national and regional epidemic of loneliness, we want to invite people to take a deeper look at loneliness and our relationship with it. The message we want to convey here is that while we can not choose to be lonely or not, we can choose the way we look at and deal with it.
Our design for the Cube conveys the message that loneliness is not just a negative emotion, but an opportunity to reach out for new relationships and connection.
The Audience at MAP mima
On March 10th, our team visited MAP mima and conducted 15 interviews with visitors. We gathered valuable insights from the feedback of local residents interviewed there.
The Community
According to the 2021 Census data from the Australian Bureau of Statistics, Speers Point has a population of 3,400 residents, with 47.6% being male and 52.4% female. The median age in Speers Point is 45, which is 7 years older than the national median age of Australia, indicating a relatively balanced age distribution. This demographic profile suggests an older community compared to the national average.
More than 80% of them regularly visit Speers Point Park either every other weekend or monthly.
All interviewees reside in the Speers Point area.
100%
80%
20%
Surprisingly, only 20% have visited the Cube for exhibitions, which is much lower than we had anticipated.
A crack signifies damage, yet it also serves as a portal to light. By depicting loneliness as a crack in one's emotional landscape, we redefined it as more than just a wound but a potential pathway to connection. Based on this narrative, our interactive experience begins with participants engaging with these metaphorical cracks, symbolizing loneliness as an opportunity to open up their hearts and let light into their lives. As they do so, vibrant particles emerge through the cracks and flow to the floor, symbolizing the energy flowing in from the outside world. These particles then engage with participants on the floor, tracing their steps and leaving behind a trail of their paths. Over time, these trails fade but persist, reminding participants of the shared journeys they undertake, eventually forming an interconnected network—a powerful symbol of the bonds we forge through connection.
Introduction
User Evaluation
User testing (Appendix 1) on lo-fi prototypes (Appendix 2) was conducted to improve the design of the crack and particle systems, focusing on both usability and engagement. The think-aloud method was used during usability tests to obtain real-time user interaction insights. For engagement, product reaction cards (Appendix 3) captured users' emotional and cognitive responses. Additionally, post-test interviews (Appendix 4) helped explore further details of the users' experiences that might not have been initially apparent, and a thematic analysis (Appendix 5) was incorporated to further refine our understanding for iterations.
One participant is interacting with the crack
One participant is interacting with the particle falling on the ground
Two participants are interacting with the particle traces
Approximately 83% of interviewees found the crack system uninviting and confusing because they were unaware of its interactive nature.
Many felt an imbalance between the crack and particle system, observing that particles on the floor might divert attention away from the wall cracks, affecting the overall interaction experience.
As participants interacted with the cracks, causing particles to fall, they noticed that these particles followed them and intersected with traces left by others. This dynamic was appreciated by nearly 50% of participants, enhancing the interaction experience and leading to descriptions of it as "Inviting" and "Responsive."
we enhanced the animation effects of the crack by incorporating movements of opening and closing in a passive mode to draw participants' attention and encourage interaction.
Polishing the details of the particle system to enhance the visuals.
Result
To achieve a fully immersive projection where visitors can use gestures to manipulate virtual cracks on the walls and generate particle traces on the floor, it is crucial to strategically deploy advanced technology such as the Kinect sensor. Installing Kinect sensors at the ceiling corners of the Cube ensures comprehensive coverage and precise gesture detection. This configuration not only captures all movements but also amplifies gesture-based interactions that draw in visitors and support the transmission of non-verbal information, enriching the emotionally charged atmosphere within the Cube (Zhao, 2019). By incorporating these Kinect sensors, the system delivers real-time feedback to the projections, markedly improving the interactive experience and rendering the installation both captivating and intuitive.
Impact Statement
Our design “The Crack: A Window to Connection” is rooted in the profound understanding that Speers Point, with its median age significantly above the national average and a considerable portion of residents born overseas, is a community where feelings of loneliness are common because of the age gap and weak bond relationship between the community and new immigrants. Our concept targets this pervasive issue by transforming the experience of loneliness in a metaphorical way from a private struggle into a shared journey towards connection, reflecting the resilience and potential for growth within the community of Speers Point.
Initial user tests have shown that enhancing the animation effects to make the cracks more dynamic draws participants in, fostering engagement and prolonging interaction. These adjustments are based on direct feedback from our community, ensuring that the installation is not only a piece of art but a responsive and evolving part of the local environment.
Our approach is scientifically designed to enhance user engagement and interaction. The Cube is designed to be inviting and responsive, two critical aspects highlighted in the discourse for successful public interactive installations. In addition, effective public interfaces should engage users instantaneously, promoting quick and easy interaction that doesn't require extensive instruction or learning curves (Hespanhol & Tomitsch, 2015). The Cube capitalizes on this by employing intuitive metaphors allowing visitors to interact with their representations of loneliness in a manner that is both instinctive and insightful. These metaphors are designed to resonate on a universal level, making the concept immediately accessible and deeply impactful.
The interactive experience we've crafted does not just serve as a mirror to personal emotions but also acts as a reflection of community spirit, drawing individuals together through shared experiences and mutual understanding.