Monday, 23 June 2008

The Design Brief - Digital wall for London tube platform

The business case
  • The project would be on the begining expensive to build but it has large potentials. It would receive on the begining money fhrough Olympic grands (support) as the target audience is Olympic tourists. For the later stages the project would start generating revenue through implemented interactive advertisement.
  • The project would put TFL into the position of fresh innovative company. The tube is right now old and many parts not very well functional and the refurbrishment is taken place. But many changes are just slightly moving company forward and they are not reflecting the latest trends and technologies.
Key findings
  • The research studies about psychology of the underground spaces were studied. They revealed many negative effects of the space (stress, dark, claustrophobic feeling...).
  • There are not up-to-date innovations proposed for the tube services for the London underground.
  • There are not used any interactive functions systems in any tubes around the world. Only interactivity are found online (in connection with tube).

Project goals, aims and objectives

  • Purpose: To improve the atmosphere in the underground
  • Aims: To relax, to entertain, to create fun and interactive environment in the underground
  • Objectives: Good usability, appropriate technology, good project management, appropriate content
Background research and future aspirations
  • psychology of the underground
  • technology & recent developments
  • target audience
  • emotion design and usability
  • existing (similar) projects & their analysis
Target audiences and end-users
  • Olympic tourists (London 2012)
Functional requirements and specifications
  • digital wall
  • sensors (motion capture, proximity)
  • flash actionscript
  • more specification in progress
Key project and process stages
  • research
  • idea generation
  • final idea selection
  • making - design
  • making - flash
  • debuging
  • presentation making
  • degree show
Timescales and deadlines
  • week -2: research
  • week -1: research, idea generation
  • week 1: final idea selection
  • week 2: making - paper prototype, sketches, functionalities, ideas development
  • week 3: making - visual design, building flash
  • week 4: making - on the screens, finishing flash, all functions
  • week 5: finishing, debuging
  • week 6: print (cards...), presentation preparation
  • week 7: degree show
Milestones, performance measures
  • Each of the project stages needs to be finished according the timetable
Project deliverables
  • functional interactive digital wall prototype for degree show
  • documentation supporting our learning outcomes

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