Our goal was to depict the process of fishing holistically, highlighting it as a global problem with concrete facts. Additionally, we aimed to emotionally engage and inspire the user to take action. Another criterion was to ensure that our theme of overfishing is easily understandable even without prior knowledge.
Our goal was to depict the process of fishing holistically, highlighting it as a global problem with concrete facts. Additionally, we aimed to emotionally engage and inspire the user to take action. Another criterion was to ensure that our theme of overfishing is easily understandable even without prior knowledge.
Process
Context of use
During our research, the OZEANEUM Sea Museum in Stralsund impressed us the most. This led to the idea of our exhibit being part of the marine exhibition. The concept involves positioning our product amidst the other aquariums and screens. We wanted to create the sensation of being underwater and diving into a different world using light and sound effects.
The font - Davis Sans
The sans-serif geometric typeface, with its open apertures and large round dots on the letter "i," creates a friendly and inviting impression. The geometry of the font, combined with the geometric illustrations, results in a harmonious overall image.
Color concept
Our goal was to ensure that all text colors provide sufficient contrast on all backgrounds, making them always readable. The dark ambiance and the various shades of blue are inspired by the colors of the ocean one would encounter during a real diving situation. Additionally, they seamlessly blend into the dark exhibition environment.
Visual Prototyping
Our visuals consist of both hand-drawn illustrations and Cinema 4D renderings and animations. We designed marine creatures using particles to utilize the dissolution of the fish as a metaphor for the depletion of the global fish population. In the next step we implemented our visual prototyping using ProtoPie. In doing so, we utilize ProtoPieConnect to incorporate our technical prototype with Arduino into the interactions of our screen design.
Exhibit
Part of our concept is to operate a touchscreen in conjunction with a water tank and a crank to encourage the user to interact with the exhibit in a playful manner. A highlight is the cylindrical water tank. It is filled with water in which a diver is lowered using a motor and simultaneously controlled through the interface. The displayed geographic altitude on the screen symbolizes the depth.
Technical Prototyping
For the crank, we used a rotary encoder in conjunction with an Arduino microcontroller. The encoder reads the rotations and sends the data to the Arduino. A stepper motor was coded to respond to the rotations obtained from the rotary encoder. At the end of the motor, we attached a plastic coil with a wound thread. As the story progresses and the geographic location gets closer to the ground, the motor simultaneously lowers the thread.