SPACE · UX
PRODUCT · INTERACTION · UX

PROJECT W

PIRAMAZE

Redesigning Woo-Seok Gallery & Nearby

There is a gallery called 'Woo-Seok Gallery' in Seoul National University(SNU) campus. It is located between the Department of Design(#49) and the Comprehensive Education Research Center(#220). At the end of every semester, design or art students hold an intramural exhibition in Woo-Seok Gallery. Furthermore, it is where the SNU graduation exhibition is held every December.

However, we found that most students, except design or art major students, experience difficulties when looking for Woo-Seok Gallery due to the design and location of its entrance. In addition, we thought the surroundings near the gallery are not well organized with respect to holding an exhibition. These features seem to make the gallery passive and inactive.

With PROJECT W, we tried to solve these problems through redesigning the spaces around Woo-Seok Gallery, buildings #49 and #220. Our goal was to make the gallery active so that it can attract more people and create a better environment in which to hold frequent exhibitions. Through this project, we were able to help with activating events related to design or art majors, and this could also help visitors enjoy various Aspects of cultural life which might improve their lives.

A new interactive tangible toy for children who are losing physical experience which is crutial for developing cognitive abilities and acquiring relevant knowledge, because of frequent exposure to digital games. PIRAMZE is equipped with both digital and analog toy features, in order to fulfill physical experience as well as keep attracting children's attention and curiosity.

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SITE RESEARCH
COMPOSITION
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Woo-Seok Gallery is an underground space for intramural exhibitions. The main entrance is located where there is low accessibility between buildings #49 and #220. It is common to see visitors wandering around looking for the entrance. The other entrance also has to be improved because it looks like a parking lot entrance, as photo 6 shows. This entrance is used to move a large piece of work to the inside of the gallery. Moreover, the surrounding environment is very bleak and unmanageable as shown in the photos.

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USER BEHAVIOR ANAYSIS
GAME RULES
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We investigated people who come to the site on both normal school days and in the exhibition season. There were no other ways to obtain this data, except by counting people and observing what they are doing.

1) Challenge Mode

There are various levels of MISSION CARDS. Children can clear missions step-by-step. A child can play alone in this mode or they can play together with their friends or parents.

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It was evident that most students visit building #49 for the purpose of taking classes or having a meal on normal days. In addition, only about 20 students come to building #220 For meals or resting. This figure increases dramatically in the exhibition season. It seems to be the case that, in the exhibition season, eating or resting activities increases.

1) Challenge Mode

There are various levels of MISSION CARDS. Children can clear missions step-by-step. A child can play alone in this mode or they can play together with their friends or parents.

PROGRAM ZONING
EDUCATIONAL BENEFITS
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To improve accessibility to Woo-Seok Gallery, we decided to change the main entrance. In addition, several programs related to the exhibition were selected for inclusion in the design, such as the notice board, ticket box and food trucks, which would attract people to the gallery.

Furthermore, the plan was to place art shops on the way to the rest area. Students who hold exhibitions could sell their own work in the shops. 

The rest area was one of the main features of our zoning. The area between buildings #49 and #220 seemed to be a great place to change into A Small park, because it is a quiet place and only a few people pass by on normal days. People might take a rest, hold meetings with friends here, and even lie down on the new outside stair benches.

1) Challenge Mode

There are various levels of MISSION CARDS. Children can clear missions step-by-step. A child can play alone in this mode or they can play together with their friends or parents.

CONCEPT ALT 3 TYPES
BACKGROUND

ALT 01

CHILDREN NEED A NEW TOY THAT CAN FULFILL THE PHYSICAL EXPERIENCE THAT THEY ARE MISSING!

CHILDREN NEED A NEW TOY THAT CAN FULFILL THE PHYSICAL EXPERIENCE THAT THEY ARE MISSING!

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Concept #01 is unique in terms of the difference in the levels for the entrance and exit. When visitors come out through the exit, art shops and notice boards might attract them. People who want to take a rest in the small park between building #49 and #220 could reach there, after climbing the stairs. They might enjoy foods from food trucks if they would like some.

This project began with the awareness that children are moving away from the important physical experiences that can be obtained from tangible toys. The development of technology and communication has brought many changes to the culture of children' s play. These days, most of children primarily enjoy digital games through smart phones or computers instead of tangible toys of various shapes and materials. However, tangible toys are much more intuitive and therefore educationally important in that they help children quickly acquire knowledge of relevant experiences and develop cognitive abilities.

ALT 02

CHILDREN NEED A NEW TOY THAT CAN FULFILL THE PHYSICAL EXPERIENCE THAT THEY ARE MISSING!

CHILDREN NEED A NEW TOY THAT CAN FULFILL THE PHYSICAL EXPERIENCE THAT THEY ARE MISSING!

alt_design_02.1

Concept #02 has a main road which connects the small park to the outside roads. This allows people to have more options for arriving there. While they walk along the main road, people could enjoy the art shops. This program could help people be more interested in exhibitions or art events.

This project began with the awareness that children are moving away from the important physical experiences that can be obtained from tangible toys. The development of technology and communication has brought many changes to the culture of children' s play. These days, most of children primarily enjoy digital games through smart phones or computers instead of tangible toys of various shapes and materials. However, tangible toys are much more intuitive and therefore educationally important in that they help children quickly acquire knowledge of relevant experiences and develop cognitive abilities.

ALT 03

CHILDREN NEED A NEW TOY THAT CAN FULFILL THE PHYSICAL EXPERIENCE THAT THEY ARE MISSING!

CHILDREN NEED A NEW TOY THAT CAN FULFILL THE PHYSICAL EXPERIENCE THAT THEY ARE MISSING!

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Concept #03 has several outside cafes. It is located on the way to the small park between buildings #49 and #220. Since there is no cafe near the gallery, it is common to see many visitors experiencing problems when looking for somewhere they can take a rest or have a chat. These outside cafes will be great places for students to greet their visitors.

This project began with the awareness that children are moving away from the important physical experiences that can be obtained from tangible toys. The development of technology and communication has brought many changes to the culture of children' s play. These days, most of children primarily enjoy digital games through smart phones or computers instead of tangible toys of various shapes and materials. However, tangible toys are much more intuitive and therefore educationally important in that they help children quickly acquire knowledge of relevant experiences and develop cognitive abilities.

FINAL DRAWING
EXPLORATORY RESEARCH
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There were many restrictions about the changes we could make, such as The structure of the buildings or other geological conditions. After numerous revisions, we were eventually able to come up with the final drawings.

We overcame the height difference between the ground level of buildings #49 and #220 by using a slope. People can find art shops on the slope, and these are located in the wall, as the drawing shows. The slope induces people to enter the small outdoor square surrounded by stair benches. They can take a rest there with their friends.

The inside of Woo-Seok Gallery was also improved. A ticket box and a souvenir shop were added at the entrance to the gallery. In particular, the wall of the souvenir shop has a window in it so that people can take a look from the outside. After passing a small lobby, people can enjoy the exhibitions. The plan is that what was used as the main entrance previously will be used as an exit directly into the small square.

We scoped down our target user to 8~12 years old boys, since they are more inclined to immerse in digital toys compared to girls according to a research. This age is also the most receptive period for the development of basic skills, such as physical perception and logical thinking. We believed that the inclusion of physical features could potentially provide educational benefits.

Firstly, we needed to understand the history and trends of toys and robots. Each team retrieved information from books and the internet.  After that, seven other design students and I visualized a trend map.

We scoped down our target user to 8~12 year-old boys, since they are more inclined to immerse in digital toys compared to girls according to a research. This age is also the most receptive period for the development of basic skills, such as physical perception and logical thinking. We believed that the inclusion of physical features could potentially provide educational benefits.

Firstly, we needed to understand the history and trends of toys and robots. Each team retrieved information from books and the internet. After that, seven other design students and I visualized a trend map.

HUMAN TRAFFIC FLOW
IDEATION
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FINAL MODEL
CONCEPT KEYWORDS

We created the final model using transparent acrylic plates so that people can look inside the underground to Woo-Seok Gallery. The gallery was made of wood plates with laser cuts. We chose hard paper for the topography and grounds, since this material is easy to treat by hand. In addition, we thought paper was the best material with which to express our concept in detail.

We scoped down our target user to 8~12 years old boys, since they are more inclined to immerse in digital toys compared to girls according to a research. This age is also the most receptive period for the development of basic skills, such as physical perception and logical thinking. We believed that the inclusion of physical features could potentially provide educational benefits.

Firstly, we needed to understand the history and trends of toys and robots. Each team retrieved information from books and the internet.  After that, seven other design students and I visualized a trend map.

We scoped down our target user to 8~12 year-old boys, since they are more inclined to immerse in digital toys compared to girls according to a research. This age is also the most receptive period for the development of basic skills, such as physical perception and logical thinking. We believed that the inclusion of physical features could potentially provide educational benefits.

Firstly, we needed to understand the history and trends of toys and robots. Each team retrieved information from books and the internet. After that, seven other design students and I visualized a trend map.

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PROJECT INFORMATION
CONCEPT KEYWORDS
DATE
DATE
DATE

Spring 2016

Fall 2017

TEAM
TEAM

industrial design - Jihoon Choi, Yoonmo Park

Mechanical Engineering - Sohee Sim, Hankyul Song

ROLE

team leader, presenter, research, analysis, 3D modeling, mock up

team leader, research, ideation, design, video, paper

ACTIVITY
ACTIVITY

intramural exhibition - Spring 2016

HCI Korea Conference 2017

Copyright 2018 Jaeyeon Huh. All rights reserved.