Case Studies
/Case Study/
The Tree of Seasons
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Location: Melbourne Central, VIC Australia
Year: 2019
ELEVATING A PUBLIC SPACE
Using real-time content, the tree is designed to mimic natural human reactions to a surprise piece. Walk through the doorways and watch flowers and fruit bloom, wave your hands to create a breeze, or take a closer look to set off a light pulse that travels from root to canopy.
For this project I designed the tree (sounds strange right?), and collaborated in the content design and interactivity.
Coming from an Industrial Design background, how beautiful was to design a piece that no longer needed ‘perfection’ or symmetry. The perfection is found by it’s almost randomness way it’s branches spread and curve.
The design
2. Real scale prototype
Having a 1:1 prototype at the studio for the whole process was key to design engaging, accurate content.
The prototype would bring the whole team together to discuss and have meetings around it. Everyone from their own different expertise could collaborate in a more efficient way (even the team members who weren’t strictly from the Design Team or working on the project were extremely useful by giving their opinions and, having a play!).
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A challenge such as a narrow space between doors was used as an opportunity to explore expression.
1. Small scale prototype
For this project, we had a few stages of prototyping.
Starting from simply curving paper and having a play with projection mapping to fully understand the angles needed and depth, to a 3d foam milled in 1:1 scale.
I must admit that in every stage of prototyping there were updates to be made (which is great!), either the angle of projection, depth, or fitting between doors.
This stage was key for both the team but the client as well.
3. Build and installation
The final tree was built just as the 1:1 prototype through CNC, but in timber to be then painted in a tone of white for an optimum projection resolution. Having the 3d model of the tree made the 3d mapping for the projection a little bit ‘easier’.
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I strongly believe that when incorporating AV elements, their role shouldn’t dominate the physical experience. I prefer folding it as a surprise element that enhances the experience and gives life to objects in a magical way.
The ‘Tree of Seasons’ was created in the search for visual balance but, most importantly, movement. The trunk grows dividing into branches that are seeking for some space in that tight space between the 2 tall doorways. It’s growing high looking for some oxygen. When reaching the top, they can now spread wide and loose, no longer restricted, to make some room for the leaves to grow.
It had to look alive.
Pulse
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Location: Melbourne Central, VIC Australia
Year: 2019
Based on a knock out mechanic, users fire pulses of light at their opponents to destroy their base and earn points, with the winner having the last base standing.
A one of a kind mixed reality experience that combines gaming, art, sculpture, light and sound. I assisted on the last stages of the fabrication and installation as well as visualising the sculpture within the space. I also designed the controller that would serve as a bridge between the user and the installation.
The console is the connection between the user and the installation. Being in a public space, the interaction time is short; it had to feel intuitive, attractive and visually connected to the experience.
In terms of form, the elevation is inspired by the hanging shape of the installation, creating a connection as if this was an extension. On the other hand, with fabrication in mind, the polygonal front glass was inspired by the ring that holds the sculpture. Materials were carefully selected in different opacities to hide what needs to be housed, and reveal the ribbons that lit up when engaged with the user.
The design
When I was briefed for this project, I had one specific requirement by the AV team: the ribbons needed to be mounted directly into the console.
Using this challenge as an opportunity, we’ve used the ribbons as a feature piece of the controller.