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Design an Interactive Exhibit at the East Village Riverwalk that will ChangeCalgary for the Better. Take your audience through a journey of information
that provides an interactive experience, while educating, entertaining, and leading
to positive action.
Explore the concept of Changing Calgary for the Better. The theme of this
change is up to you. It may be Social, Environmental, Political, Cultural etc. in
nature. For example, you might want to get more Calgarians to ride their bikes
or reduce their water waste, you may want to showcase under-represented local
heroes, or get citizens to better appreciate certain arts or local history. Do some-
thing that you are passionate about.
Storytelling is integral. Make it imaginative, dynamic, and fun - for your audience
and for yourself. Explore the topic of Positive Change in ways you have never
considered before. Amaze and inspire your audience with facts that are best kept
secrets. Show the unexpected, and reveal ways to change habits/perceptions in
ways we havent considered before, and in ways that are simple solutions to our
daily routines.
Suggested approaches for your exhibit could be A Day in the Life, A virtual
Experience, Did You Know, You CAN make a difference, or any other format
that you find valuable.
Use your experience and knowledge of infographics and showing data throughvisual stories, which you have been fine-tuning in the past 2 projects. Storytelling
is an engaging and effective way to communicate facts. Explore how to take your
audience through a journey of fact-discovery through story and through visual
communication.
Your exact audience will of course depend on your topic, however keep it within
Calgary and Alberta, and aware of the context of the East Village.
Information Design I - 21175 - VSCM 329
Instructors: Jackie Bagley / Thomas Porostocky
Final execution due Dec. 10, 2013
The East Village is a master-planned urban village thats inspired by some of the best neigh-borhoods in the world. It aims to be an eclectic, vibrant, and cultural-rich, neighborhood.
Culminating at EV, The Riverwalk is Calgarys newest waterfront, and stretches from Eau
Claire to Fort Calgary. It is used both by commuters, cyclists, and pedestrian enjoying the
river. It was designed as both a journey and a destination.
BACKGROUND
LEAN ME AUT THE
EAST VILLAE AT:
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TH ROJCT
7/27/2019 Project3 - Brief
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You will be designing for a 3-Dimensional space in which to create an interactive environmen
You will lead your viewer through your design experience using the principles of information
design. Through the use of Scale, Color, Hierarchy, 3-Diensionality, horizons (locations/
heights of your elements), you will draw the viewers attention to the various areas of the ex-
hibit you want them to explore. You will apply basic principles of exhibit design to your piece
to create a display that is dynamic.
You will coe up with a concept for the exhibit based on your own independent research
The concept should display original thinking, be imagination and fun for your audience, whproviding an educational experience.
There is a lot of leeway with your exhibit. However, it must incorporate the following:
Some form(s) of 3-Diensional leent within your space.
A Digital leent (ie, Projection, Interactive Screen, Video, Motion Graphics) that is either
executed to nal, or storyboarded out.
Some form of nteractie leent that your audience can play or interact with.
Your design should have an ngaging Title, and Copy. Determine how best to display the
Title as part of the exhibit.
incorporate some form of Charts/Graphs/Tielines/maps that will heighten the understan
ing of your story keep in mind who your target audience is and keep it engaging.
The Final resentation of your project can be executed in the following ways:
A 3D model via Sketchup (or similar software).
Hand made scale-model (using materials like foam core, wood, paper etc).
Flat digital renderings of the site from different angles.
DSGNNG ANNTRACTvHBT
RQURDLmNTS +
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The project is subject to ealuation according to the following criteria:
design innovation (creativity)
conceptual development
effort and depth of exploration
completeness of project requirements, project management
TH UROS OF THS ROJCT:
1. To translate your interactive exhibit concept into a visual system of scale and color
creating hierarchy, three-dimensionality for dynamic effect, a typographical system, grids, etc.
The goal is to tell a story for your iewer to oe through and experience.
2. To understand how to move a person through a visual communication experience, utilizingthe principles of information design, and 3-Dimensional space i.e. how to control the journey.
3. Design an immersive experience and interactive geared specifically towards your audience,
that serves to convey meaningful content by making it imaginative, dynamic, and fun.
vALUATON
OBJCTvS
7/27/2019 Project3 - Brief
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ST OTON 1
RvRALK
ST OTON 2ALL
F ME PHTS F
TH SITES, PLEASE VISIT
THE CLASS L AT:
NFODSGNACAD.
BLOGSOT.CA
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K 1 - OCT 29
A. Research : n-Class Deo By ACAD Librarian On Downloading -Books.
B. Optional (but highly recoended!) eld trip: TLUS SARK (www.sparkscience.ca)
o at any time during the first week, ideally in small teams so you can discuss what you see.
C. nline Library esearch (E-ooks, Etc.)
K 2 - NOv 5
1. resent your Topic Concept.
2. Continue your esearch, gather the data you need, find the aha moments and your
amazing facts. Use what you noticed at TELUS SPAK to define your approach to your
interactive design and the design of the spaces you have available.
K 3 - NOv 12
Presentoughs/Ideas - drawings, photo boards/mood boards. Tell us the story you want
to tell in your exhibit. e clear on your concept and present thought-out ideas (at least 3).Your roughs should include your 3D interactive design and any graphics.
K 4 - NOv 19
Your ideas aredeveloped further. e clear on your design approach. e clear on your story.
Develope your Visuals/raphics to scale.
K 5 - NOv 26
Well-developed Ideas/designs/story. Color Ideas. Your design is now in Sketchup, flat graph-
ic, or into a crude model (with supplemental drawings). Fine tuned typographic and color
solutions are shown as digital designs on wall elevations (if using a model) or have been
brought into Sketchup. e ready to show details of typographical treatments. Your graphicsare tested to real size by tiling them, and posting them on the wall (both during develop-
ment and to present in class).
K 6 - DC 3
Your designs should appear finalized. Use this crit for detailing only. If using a model,
your graphic designs are shown digitally as wall elevations and are brought into your final
model. Whether building a Model or using Sketchup, show your graphics as color outputs
so that we can critique them. Tile portions of them up (lack/white outputs) to full scale for
further testing.
ROJCT DU : DC 10
You will be presenting (via overhead) in front of the class.
Please print multiple views of your design onto thick 11x17 paper. Each sheet should have a
title, a description (which view we are looking at), and your name on it. Include some detail
shots that show us your typography or design details for clarity.
TmLN
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1. To create a display that is dynaic you will use the principles of:
a. Scale
b. Color
c. 3-Diensionality (creating 3-Dimensional elements)
2. To guide your iewer through your story (exhibit) you will use the principles of:
a. Hierarchy
b. Horizons (how high/low elements are located)
3. You will explore how to nd the best way to engage the audience as they oe
through the spaceand experience your interactive design.
1. ather your information.
2. rganize /Categorize/Edit it (only include what is ost iportant)
3. Develop your Concept.
4. Plan your visual approach and work out your graphics.
(how to present what is central and iportant in a visually engaging and unique way)
5. Present your final ideas visually .
eeks 1 & 2 :
1. Research your topic e thorough in your understanding of it and in the data available
---> While you are completing your research, begin to conceptualize what your exhibit
wants to be in relation to your topic and its significance/relevance. As your concepts de-
velop, thumbnail out your 3D exhibit ideas so they are a seamless part of the exhibit itself.
Write up a comprehensive overview of your topic you will need this before you can
begin to think about your exhibit design and concept.
Use library books (e-library, downloadable e-books, or local library), and/or periodicals.
You may not use Wikipedia other than to introduce yourself to the the topic. You may
use the internet but should discern the reliability/credibility of the site. Share resources /
sources with your friends, to speed up their research process.
2. visit Telus Spark, and ealuate/dissect their exhibits. Notice how they have divided
up the space into viewing areas, creating feature walls for exhibits, and displaying written
information. Notice how they have created elements onto which to project images. Notice
how they convey information and and notice the entrances and exits of the viewing areas
how do they move the public through the space. Notice the various materials and medi-
ums theyve used in the build of their exhibits. Notice how the kids interact with the exhib-
its and how the exhibits have used story to engage their audience. Notice how they have
engaged the viewer in the exhibit - note what kinds of interactivity theyve used and how
theyve made the interactive experience visually appealing. What is the viewer learning
from the interactive experience? How has interactivity made that exhibit compelling?
ROCSS:
TH TOOLS
ROCSS TS AND SUGGSTONS
ROCSS:
TH SHORT
vRSON
ROCSS:TH LONG
vRSON
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3. dit your research, nd the core essence to create your story.
Sketch out and develop your ideas / concepts / approaches. Try to key in on your con-
cept - and how to convey that visually.
Consider how you will display your ideas. Use the images from the slide presentation as
inspiration, as well as your findings (and your classmates findings) at the TELUS SPAK
Science Centre. Decide how/where to include statistical information. Decide how/where
to create your story.
emember your 2nd year paper sculptures use your knowledge of creating 3D shapes,to create engaging 3D elements (large/oversize) in your exhibit on which to place infor-
mation, to create interest and to engage your audience.
emember you are not creating a book for the viewer to read, you are going to edit the
information you have, to create a concept and a story, using a combination of type, imag-
es, interactivity and three-dimensional elements. In addition to showing written informa-
tion, be creative : think of how you can convey a look/feel/approach/character/process/
experience/story with visuals and typography as image.
Think about:
1. Hierarchy create a clear hierarchy to the exhibit so that your audience knows where to
look first, second, third, fourth- make the important areas clear draw the viewer closer :
to take a closer look after you have gotten their attention to that spot.
2. Scale the use of Scale in a space creates interest, makes your exhibit far more dynamic,
and leads the viewer through your exhibit consider large scale elements and smaller more
intimate ones.
3. agery how will you exhibit your story. Can you also wrap images around walls, onto
floors, onto 3D elements, etc.
4. Color Think about the color of the space the colors you will use throughout your
branding of the exhibit drawing attention to areas of the exhibit : which colors reflect
your story create a simple color palate that does not overshadow the imagery, but at the
same time creates/generates excitement in your exhibit
eek 3 :
Continue developing your design/ideas in terms of Story, and using Hierarchy, Scale, Im-agery and Color. Now add in the following to your design considerations:
6. Typography
a. Type that reflects the style/content of your story, your information, and your audience.
b. Create a typographic system that you use throughout the exhibit.
c. Think of typography as texture in your exhibit, and ...
d. Type as image how can you make your typography expressive.
e. Novel ways to display type for instance, projected type, type that wraps from the wall
to the floor to an object, etc., type areas that wrap around the corner of a wall, type that is
a 3-D form.
6. Lighting - Think about the lighting of the space how should the various parts be lit,
will you use colored light, will you back-light any areas.
7. Huan Scale A scale odel **
a. Piece together a small crude 3D model of the exhibiting space from Foam Core and
lue gun - something you can use to visualize and sketch out your ideas in 3D before
you commit them to the computer - this is a quicker more intuitive way to work than try-
ing to work out your ideas in Sketchup without this process.
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1.
2.
1. (600)
3. (300)
Noral Cone of ision coers an angle of about 60o
1. While its true that the field of vision can be greatly enlarged by turning the head or tilting
the head, the average viewer wont make this extra effort. As a general rule, a viewers
cone of vision is 600.
2. Consistency in the height of information reduces the viewers need to look at a number of
different places for information. However, when creating a wall experience this doesnt apply
3. Areas for graphics meant to be viewed further away, should take into account the cone of
vision and sight lines above the shoulders of other visitors viewing the information that is
meant to be read close up. As a general rule, that cone of vision becomes 300.
CON OF
vSON
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1. Scale : Scale akes the xhibit Dynaic there should be a good variety of very large elements and
detail (close-up) elements.
2. rder : rder is important but too much makes the show sterile. Too much chaos makes information
look like hard work to get through. - alance is the key.
3. 3D objects : in an exhibition of only words or images, 3D objects give the exhibit visual interest and
draws the viewer into the information/images. Imposing type and images onto 3D shapes and struc-
tures give the exhibit a more dynamic .
4. Vertical Space : the more there is of it, the further away a visitor has to stand to see it. If a vertical
display pane (wall or partial wall or backdrop) is approx. a metre high and a metre off the ground, the
viewer will have to be about a metre away from it to view or read a square metre of it comfortably
(adjust this for your audience of children, by scaling down in percentages). If the display has to start
near floor level and rise to three metres up, then it must first be seen from at least three metres away.
After the initial vertical view, the visitor can move in closely to examine it in more detail.
5. Normal field or cone of vision suitable for signing covers an angle of about 600 (see pics next
page(s). While it is true that this field of vision can be greatly enlarged by turning the head or tilting
the head, the average viewer resists this extra effort. For example, if a sign were supported from a high
ceiling so that a sight line between the viewers eye and the horizontal were more than 300, it would
probably be overlooked. Consistency in the height of signs in a system reduces the viewers need to
look around for places of information.
6. The most effective area for graphics should be taking into account not only the cone of vision of the
viewer, but the sight lines above the shoulders of visitors to view information from further back. Any
information presented below this shoulder level will be lost behind the bodies of people that may be
looking for information meant to be read or viewed close up.
7. Legibility: Distance Studies indicate that under normal daylight when standing still, a person with
normal 20/20 vision can read 1 inch (25 millimeter) high letters at a distance of 50 feet (15 meters).
8. Eye Level: The average height of a viewers eye level, measured from the ground when the viewer is
standing, is about 5 feet, 6 inches (1.7 meters) (for adults. Adjust this for your childrens height); when
sitting, it is about 4 feet, 3 inches (1.3 meters) (adults).
9. Normal and of Vision : normal is from 900mm to 2000 mm from the floor normally this area
contains all of the detailed information. (again, adjust this for the height of your audience).
10. raphics: Decoration or decorative graphics, can be used to emphasize this area of normal band
of vision, and to contain it, to ensure the eye stays within that area. Decoration shouldnt be overused
always use it less than required. veruse dominates the information and the message is lost. Any
decoration should add to the message you are conveying.
11. ight Angles to the eye : All text, objects and images associated with the text/objects, should be
presented at right angles to the eye. If the viewer has to look down or up to read, the displays should
angle to keep the information at right angles to the eye. nce angles are involved, the light sources to
these flat planes becomes important try to avoid glares or reflections in this case. (see the pics next
page(s).
12. Typography : Typefaces should be selected for their stylistic relevance to the subject and to your
audience, and graphics should be designed that way as well.
13. Dividing up Horizontal Space: transparent dividers or semi-open walls and objects are friendlier
than solid walls and opaque materials. Your goal in exhibit design is to allow the viewers to flow eas-
ily through the space.
TS AND TRCKS :
HUmAN FACTORSSUS N
HBT DSGN
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EXHIBIT DESIGN GUIDELINES
SOME DO S AND DONTS:
Average eye level is about
1600mm from the floor (or 5 feet,6 inches). When sitting, it is
Cone of vision : increases in height and depth the
further one is. Place smaller items requiring a closer
view within the cone of vision for a shorter viewing
distance. Please larger items meant to be viewed at adistance, within the larger cone of vision.
Stating the obvious : place smaller items meant to beviewed close up, within eye level.
Stating the obvious : place smaller items meant to be viewed close up, within the obvious range.
Average eye level is about 1600mmfrom the floor (or 5 feet, 6 inches).When sitting it shorter.
Cone of vision : it increases in height and depth the fur-ther one is. Place smaller items requiring a closer viewwithin the cone of vision for a shorter viewing distance.Place larger items meant to be viewed at a distance,within the larger cone of vision.
TS AND TRCKS :HUmAN FACTOR
SSUS NHBT DSGN
7/27/2019 Project3 - Brief
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Place your viewable items away fromcrowded corners where another viewer will
block someones vision.
Information on an angular plane or podiumshould be viewed at a 30 degree angle,
preventing glare from overhead lighting.
Dymanic displays (*) are interspersed with otherviewable items, and meant to be viewed fromleft to right.
The visitor will be attracted by a powerful central
display (*) and will then move outwards past othehighlights not too apparent from the outside.
The normal band of vision within which
important information should be placed.
Dynamic displays ( ) are interspersed with otherviewable items, and meant to be viewed fromleft to right.
*
Information on an angular plane orpodium should be viewed at a300 angle, preventing glare fromoverhead lighting.
The normal band of vision within whichimportant information should be placed.
Place your viewable items away fromcrowded corners where another viewerwill block someones vision.
The visitor will be attracted by a powerful cedisplay ( ) and will then move outwards paother highlights not too apparent from the oside.
*
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