PRODUCT · UX
PRODUCT · INTERACTION · UX

SEE-THROUGH

PIRAMAZE

Handy Camera with No Display

Are you still staring at a screen when shooting photographs? Memories are things to remember, not to save. See-Through allows you to remember and save memories at the same time. You can enjoy the real scene through the frame while taking photographs.

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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BACKGROUND / RESEARCH
BACKGROUND

WE ARE LOSING OUR MEMORIES BECAUSE OF THE PHOTOS!

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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I found that most people tend to LOSE THE REAL SCENE, WHEN FOCUSING ON TAKING PHOTOGRAPHS.
Everyone likes to keep memories in photographs. At concerts, famous places, or even children’s graduation ceremonies, we take out a smartphone and start shooting. We are busy staring at the screen to check whether we are shooting well or not. However, we soon realize that we cannot remember how beautiful the real scene was when we get home. 
We are just focusing on ‘SAVING’ the memory, not ‘REMEMBERING OR ENJOYING’ the memory.

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.

INTERVIEWEE 01 (female, 36-year-old)

"I have a child who is 9 years old. Last year, he entered elementary school. Wanting to record his important event in history, I shot a video from the beginning to the end of the entrance ceremony. I even came home and edited all the footage. It might be a very valuable record for my son, but it wasn't for me. What I remembered was the combination of pixels on the smartphone screen."

INSIGHT 03

Parents also suggested that it would be much better if children could adjust the difficulty levels as they want.

This is because, as children grow, they tend to get bored with tangible toys quickly. We realized that developing the challenge and adjusting difficulty levels would allow children to enjoy their toys for a much longer period.

INTERVIEWEE 02 (female, 17-year-old)

"When I encountered my favorite singer on a street, I subconsciously turned on my smartphone camera. Actually, almost everyone around him was busy shooting photos. However, I realized that I could not remember him in detail."

INSIGHT 01

Continuous newness and audiovisual response are the main attractions that make children feel enjoyable in digital gaming.

Digital games, unlike tangible toys, can be regularly updated in terms of stories, characters, or items. These features prevent children from becoming accustomed to, or bored with, games. In addition, digital games react visually and acoustically to commands, which interests children.

INTERVIEWEE 03 (male, 23-year-old)

"My father is a heavy photo-taker. He always says that photos are the only thing that remains. However, I do not agree with that. When we went to the Golden Coast in Australia on a family trip, he tried to take photos almost every minute! It was really distracting. When we got home, I asked him about the landscape and he had missed a lot."

INSIGHT 02

The most important analog features in determining the popularity of toys are assembling, controlling, and story-telling.

Although most children are spending more time with digital games, there are still several popular classic toys. Many respondents answered they like assembling and controlling things; LEGO and RC cars. Most of them also stated that they like to collect toy animation characters such as Power Rangers, Turning Mecard, Pororo, Carbot, or Gundam.

IDEATION
EXPLORATORY RESEARCH

HOW CAN WE BE FREE FROM THE SCREEN, WHILE TAKING A PHOTO?

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!

If we see the world through a screen, our memory will be restricted to the rectangular display, but if we focus our eyes on the real world, we can remember more. I thought providing A BLANK FRAME instead of a screen would be a solution to this problem.

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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SKETCH
IDEATION
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Concerned that there was a risk of the frame being broken or damaged, I developed the frame, so it would be strong enough to withstand being pushed and pulled. I considered that if the frame could be pushed into the body of the camera, it would improve portability.

We came up with a universal metaphor to begin with: a pirate searching for a treasure in the sea. We imagined an interactive pirate ship wandering in the maze looking for treasure. During the journey, there would be challenges, such as obstacles or monsters, for the ship to avoid. Children could control and guide the ship to the treasure. We thought popular story would attract children easily.

DESIGN
CONCEPT KEYWORDS
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PROJECT INFORMATION
PROJECT INFORMATION
SOLO WORK
TEAM
DATE

Summer 2016

Best of Good Solution Awards in SK Creative Challenge 2016

Copyright 2018 Jaeyeon Huh. All rights reserved.