Showing 2 Result(s)

Out of Loneliness – Interactive Environment

In this project, we wanted to bridge the gap between the youth and the elderly.

At the heart of ‘Out of Loneliness’ is a thoughtful effort to highlight the silent struggles of loneliness faced by the elderly. More than just raising awareness, we hope to inspire a genuine curiosity for the rich stories the older generation has to share.

The experience is a combination of visuals, animations, and sounds that work together with interactions and sensors in the room. As the person moves through the space, sensors trigger responsive elements, unlocking fragments of stories. The room becomes a canvas, and every step is a stroke that paints a broader picture of the lives lived.

Date: 2017

King Tooth – Serious Game

In this project, I, alongside a team of five, embarked on a journey during a serious game course to create a point-and-click adventure game. This endeavor aimed to alleviate the fears of children visiting the dentist.

Our mission was to address a prevalent concern – the fear that many children harbor towards dental visits. Our team delved into research, consulting experts, and unearthing the nuances of this anxiety to create a meaningful solution.

Key Objectives:

  1. Comprehensive Research:

    • We immersed ourselves in understanding the psychology of dental anxiety in children, delving into the root causes and triggers.
    • Consultations with experts provided valuable insights, shedding light on specific items or sounds that often sparked fear.
  2. Empathy-Infused Design:

    • Armed with knowledge, our design philosophy embraced empathy, aiming to slowly expose children to the objects causing anxiety in a positive and enjoyable manner.
    • The overarching goal was to transform fear into curiosity, replacing apprehension with a sense of wonder.
  3. Positive Exposure Approach:

    • Leveraging the power of storytelling, we crafted a point-and-click adventure game that gently guides children through scenarios featuring dental-related elements.
    • The narrative unfolded in a way that was both engaging and reassuring, fostering a positive association with the feared objects.

Date: 2016