Showing posts with label FinalIdea. Show all posts
Showing posts with label FinalIdea. Show all posts

Sunday, 8 June 2008

Psychological and physical problems in underground

I found very good text about the problems in the underground:
Psychological and Physiological Effects in Underground Space
By Tetsuro Esaki


Some sections of the text:

People get physically used to working underground, psychological problems remain sensitive.

'In another study of Swedish workers in underground factories, there were initial complaints of fatigue, headache, impaired vision, and general depression. When inadequate lighting, ventilation, and inappropriate color schemes were improved, however, the complaints stopped'


'Adjectives most associated with the underground spaces were "unpleasant, dangerous, musty, dark, smothering, unfriendly, gloomy, and isolating." By contrast, the adjectives least associated with the underground were "relaxing, attractive, open, interesting, cheerful, warm, inviting, stimulating, secure, and silent."'

'Long dark tunnel entrances reinforced negative feelings, and artificial windows to improve the tunnel were disliked. Generally, most people disliked working underground and were unsatisfied with their jobs. They wished for sunlight and greenery and noticed the unusual smells underground. Most workers feared illness from the conditions and expressed concerns over their safety in fire, flood, earthquake, or structural collapse.'

'Workers surveyed in an underground office, subway station, shopping center, and security center reported high levels of anxiety over isolation from the outside and their physical health. Some anxiety was expressed over mental stress and earthquake or fire. The most dominant complaints were: bad air quality, lack of knowledge about the weather, an oppressive feeling, and low ceilings (even though they were the same as comparable above-grade settings).'

'It is interesting to note that while these workers were negative about the underground setting, they would continue to work there if conditions in the physical environment were improved - in particular, if sunlight, plants, surrogate windows, spaciousness, and more ventilation were provided. They also included a greater willingness to work there if they were compensated financially.'

'The lack of windows in buildings above and below grade seems to contribute to the majority of negative attitudes and associations (i.e., claustrophobia, lack of view, natural light, stimulation, and connection to nature). Underground buildings, however, seem to elicit an additional set of negative associations not entirely attributable to lack of windows (i,e., disorientation, coldness, high humidity, poor ventilation, lack of safety, and various cultural and status associations discussed in the previous section)'

'Potential Psychological Problems Associated with Underground Space
  1. Because it is largely not visible, an underground building is likely to lack a distinct image.
  2. Because there is no building mass, finding the entrance can be difficult and confusing.
  3. The movement at the entrance is usually downward, which potentially elicits negative associations and fears,
  4. Because the overall mass and configuration of the building is not visible and the lack of windows reduces reference points to the exterior, there can be a lack of spatial orientation within underground facilities.
  5. Because there are no windows, there is a loss of stimulation from and connection to the natural and manmade environments on the surface.
  6. Without windows to the exterior, there can be a sense of confinement or claustrophobia.
  7. In underground space, there are associations with darkness, coldness, and dampness.
  8. Underground space sometimes connotes less desirable or lower status space.
  9. The underground is generally associated with fear of collapse or entrapment in a fire, flood, or earthquake.'
'SUMMARY OF PROBLEMS
It is interesting to note that these potentially negative effects are all related to one of three basic physical characteristics of underground buildings:
  1. lack of visibility from the exterior,
  2. lack of windows, and
  3. being underground.
Lack of visibility from the exterior causes the lack of a distinct image and the inability to find the entrance, while it contributes to a lack of spatial orientation inside the building since the overall configuration cannot be easily understood.
The absence of windows causes a sense of confinement, lack of stimulation and connection to the outdoors, and lack of sunlight. The windowless nature of underground buildings also contributes to lack of spatial orientation since reference points to the exterior are missing, which is related to a fear of not being able to escape in an emergency.
Finally, simply being underground elicits associations with darkness, coldness, dampness, poor air quality, lower status, and fear of collapse or entrapment.'

Brainstorm analysis

Here is the analysis of our brainstorm. I have separated the ideas into 3 sections. They can be moved but it should be a good guide into the functional design we will need on Tuesday.

Relevant
  • touch screen
  • layers
  • languages
  • locations
  • landmarks
  • Olympics
  • events
  • delay
  • dynamic map - moving train
  • smart film
  • animation
  • high res screen
  • touch panel
  • door direction
  • window - station
  • no sound
  • real streaming
  • one handed
  • clock
  • weather
  • last train info
  • village maps
  • competitions
  • advertisement
  • cycle guide
  • where you have just been
  • boats
  • flicker/google gallery connected to the landmarks
  • communal tamagotchi
  • galleries - building
  • exhibitions
Partly relevant
  • mobile
  • camera
  • microphone
  • infrared
  • tags
  • AI
  • finding directions
  • specific directions
  • emergency advice
  • closest toilet
  • sensors
  • augment reality
  • temperature
  • air conditioning
  • e-book
  • oyster info
  • oyster incorporation
  • personalized information
  • favorites
  • recommendations
  • telephone
  • emergency videocall
  • gaming
  • cartoons
  • ticket information
  • mood map
  • star rating system
  • complains
  • info for tfl
  • keyboard
  • info about getting overground
  • news
  • co2 emissions
  • itunes download
  • podcast download
  • memorystick
  • bluetooth
  • wireless
  • showreal download mobile
  • gallery
  • tube galleries
  • coupons
  • freebies
  • scenes/theames/modes
  • connections - traffic, bus, railway, dlr, trains
  • message inter-carriage
  • clubs, pubs
  • night life
Irrelevant
  • gps
  • printer
  • led
  • shopping
  • buying tickets
  • ordering food
  • street finder
  • videocalls
  • video
  • movies
  • mangoes
  • how long getting signal
  • pizza delivery
  • pay online
  • music
  • mtv
  • videocamera
  • email
  • calendar
  • ebay
  • google
  • upload to the system
  • calories
  • fashion
  • mirror
  • alarm clock
  • tv
  • wii
  • training
  • brain training
  • fitness
  • flowers
  • terrorist info
  • tube dating
  • bingo
  • social networking
  • facetube (facebook)
Very good source for further idea and function generation. Genrally I think we should keep away from what is already online on the internet so we just don't bring internet underground.
We'll have a look at the ideas again on Tuesday and while selecting final functions we need to keep in mind 3 main subsections of our concept - connecting underground with overground, moving map and time streaming info.

Saturday, 7 June 2008

Idea for oystergotchi character design

I was thinking about how to resolve some problems with the character we could have - how to cover with one character all target audiences (ages, gender, nationalities etc.) and how to keep people interested in using it.

And I came up with this:
TFL is already using some artists to do images for their printed tube map. We could adopt this tradition and make it even more interesting by incorporating a competition into it.
We could suggest
a competition held once a year where designers (new graduates, students, also already well known illustrators) could participate. They would be asked to design Oystergotchi character. 12 the best designs would be chosen and designers asked to create full set of expressions of the character. Each character would be used for one month with the name of the designer shown.
As the tube is very public place used with huge amount of commuters, it's a great place to showcase yourself if you are a designer. Also winning a competition for such a big government company looks great in the portfolio. I believe it could have a great response.
And this would bring extra layer to the project. The character would be regularly changing so people wouldn't get bored and art/design would get into the awareness of the public.

And...
We could do a small competition already for the major project itself. We could ask designers if they would be interested in designing the character for us and have nice set of oystergotchis already for the exhibit. The designers could be students of our uni or we could also approach practicing designers, there is lots of email contacts in the Computer Arts magazine...

So...
What do you think? :-)

Project storytelling

Full size file here



Project brainstorm

Full size file here



Project mind map

Full size file here



Project Why, Who...

What

Interactive system which brings the outside world to the underground on the move in real time
  • connection over/under
  • moving <>
  • real time 4d (streaming information)
Why
  • because commuters are disconnected from outside world
  • because commuters are uninformed in the real time about changes (traffic, stations, construction)
Where
  • in the underground trains (Piccadilly line)

Who
  • commuters: Londoners, tourists, Olympics visitors
  • TFL
How
  • by showing buildings which are overground while passing them underground
  • by streaming up to the minute traffic information
What for
  • to improve / make more efficient underground navigation / information
  • to escape from the dreary underground

Project Fishbone

Full size file here




Friday, 6 June 2008

the project in one sentence

An Interactive illustrated map touchscreen that informs the user what is above the surface in real-time and allows them to interact with the information.

Wednesday, 4 June 2008

Touch Screens

Thus far in my research, the easiest and most cost efficient way to create a touch screen is to use an existing computer and screen, buy a touch tablet to go over the screen, install the appropriate drivers and and voila! No need for major coding, except for what is needed for flash. The tablet configures mouse clicks into touch driven movements. 

And, luckily enough, they're not that expensive either! 

Useful links:

NAVISIS - Korean company that can ship their tablet. Pictures of the tablet.
Touchscreens.com - American company.


Urban Digital - blog



3d tube map; I like the look and it shows quite nicely how it looks like when you show tube map on real map. I would say it's the background for our idea.