INTERACTIVE ACTIVITIES FOR SOCIAL RAILWAY MUSEUM MEET THE TEAM - - PowerPoint PPT Presentation

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INTERACTIVE ACTIVITIES FOR SOCIAL RAILWAY MUSEUM MEET THE TEAM - - PowerPoint PPT Presentation

INTERACTIVE ACTIVITIES FOR SOCIAL RAILWAY MUSEUM MEET THE TEAM Tuan Nurul Ain Afiqah Catherine Hayes Humberto Andres Merel van Tent Binti Tuan Chik Hidalgo Valdez Product Design Industrial Product Design Mechanical E ngineer &


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INTERACTIVE ACTIVITIES FOR SOCIAL RAILWAY MUSEUM

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Catherine Hayes Merel van Tent Tuan Nurul Ain Afiqah Binti Tuan Chik Humberto Andres Hidalgo Valdez

MEET THE TEAM

Mechanical E ngineer Product Design Mechanical E ngineer & Product Development Industrial Product Design

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PROJECT BRIEF

‘To create interactive, educational activities mainly targeted at

  • students. We aim to encourage people to use the public transport

services more, pay more attention to their carbon footprint and teach the public more about the history of the railway.’

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PROJECT AIMS & VALUES

Interactive Educational Rais e Awarenes s Leis urely Challenging Specific target group

PRIMAR Y SECONDAR Y

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PROJECT DESCRIPTION

‘To create an online escape room, targeted at students aged 12 to 15, where the user can make their way through the virtual rooms by playing quizzes and puzzles and eventually receive a prize.’

Initially, we wanted to do a physical escape room in the museum and conducted benchmarks of escape rooms.

With our brief, aims and values in mind we came to this project description.

However, because of the Covid 19 pandemic, we were unable to complete our

  • riginal plan.

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MUSEUM HISTOR Y

  • The R

ailway museum of Catalonia opened in 1990

  • It offers a variety of different activities for

all age groups and have great relationship with local primary and secondary schools who conduct school visits.

  • They have a large collection of historic railway

locomotives & other rolling stock in a former station and roundhouse along with many other exhibits.

  • They Use their resources to teach about the

importance of railways in a fun and interactive way.

1. 2. 3. 4.

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TARGET GROUP

Lacking a targeted activity in the museum

We wanted to select a group that may be lacking in encouragement to visit the museum.

Mental Capability

it was important for our user to have the competency to participate and understand the message we are sending

Biggest Impact

Focusing on a younger target group may have a longer lasting effect as we are educating the future generations.

‘We chose students aged 12 to 15 years old as our primary target group because they are the most suitable range of age to fulfil our goal of the activity.’

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POTENIAL PROBLEM AREAS

Attention Span Interest in history & museum Understanding their impact Age range

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RESEARCH

Benchmarking activities in other museums:

We looked into what activities are carried out in museums all over the world to learn and gather useful information.

Conducting empathy maps:

We created empathy maps to get an understanding of the user and what the need/ want from an activity.

Primary Research Secondary Research

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BRAINSTORM

We conducted brainstorming activities which involved multiple team meetings, mind maps, brainstorming sessions and in-depth discussions. This eventually led us to our final plan and idea.

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ONLINE GAMES PLATFORM

MINECRAFT GENIAL.L Y KAHOOT STENCYL 10

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STOR YLINE

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THE ROOMS

  • We used photos of the museum

and the trains for the backgrounds of the escape room.

  • We edited the photos to make

them more cartoon like to add to the story and intrigue the user.

  • These are some examples:

1. 2. 3.

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THE CHARACTERS

Friendly characters who help the user around the rooms

We created ‘good’ characters inspired by

  • bjects from the railway, these include: : The

lamp, ballast, level crossing signal and signal. These can be seen below.

The evil character steals the blueprints for the new eco-friendly train

We created ‘bad’ character to act as the villain in our storyline. They are inspired by a carbon dioxide cloud polluting the sky.

‘Good’ Characters ‘Bad’ Character

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THE BLUEPRINTS

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  • We based our blueprints off different

train carriages throughout the years.

  • E

ach one has instructions on what to do and how to recreate them.

  • There is no specific design rules when it

comes to the physical creations.

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QUIZ

The user will read or listen to information given to them by one of our fun characters The user must take note and learn this information the best they can for the following questions. They then have to answer 3 to 4 questions

  • r solve puzzles to collect one of the

blueprints and move onto the next room.

1. 2. 3.

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ES CAPE ROOM

FINAL PRODUCT

16 Play the rooms and win the blueprints Print out the blueprints Make your train out

  • f any material

Enter your train into the

  • nline competition

1. 2. 3. 4.

Spanish version English version

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PROJECT CONCLUSION

We achieved in making an interactive, educational activity targeted at students that raises awareness about the users carbon footprint. The game is a leisurely and challenging source

  • f entertainment, and is targeted a specific age

group of students (12 to 15 years old). If we were not interrupted by the pandemic, we would’ve conducted more primary research & focused on physical activities for multiple users to participate at once.

As a team, we learned how to work with and meet the needs of a client, adjust to difficult working situations and also work to each of our strengths to reach our final goal in this project.

TEAM CONCLUSION

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THANK YOU!

Spanish version English version