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 & Product Mechanical E ngineer Development 1
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.’ 2
PROJECT AIMS & VALUES PRIMAR Y Interactive Educational Rais e Awarenes s SECONDAR Y Challenging Specific target Leis urely group 3
PROJECT DESCRIPTION With our brief, aims and values in mind ‘To create an online escape we came to this project description. room, targeted at students aged 12 to 15, where the user Initially, we wanted to do a physical escape room in the museum and can make their way through conducted benchmarks of escape rooms. the virtual rooms by playing quizzes and puzzles and However, because of the Covid 19 pandemic, we were unable to complete our eventually receive a prize.’ original plan. 4
MUSEUM HISTOR Y 1. The R ailway museum of Catalonia opened in 1990 They have a large collection of historic railway 2. locomotives & other rolling stock in a former station and roundhouse along with many other exhibits. They Use their resources to teach about the 3. importance of railways in a fun and interactive way. It offers a variety of different activities for 4. all age groups and have great relationship with local primary and secondary schools who conduct school visits. 5
TARGET GROUP ‘We chose students aged 12 to 15 years old as our Lacking a targeted activity in the primary target group museum because they are the most We wanted to select a group that may be lacking in encouragement to visit the museum. suitable range of age to fulfil our goal of the Mental Capability activity.’ 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. 6
POTENIAL PROBLEM AREAS Interest in history Understanding Attention Span Age range & museum their impact 7
RESEARCH Primary Research Conducting empathy maps: Benchmarking activities in other museums: We looked into what activities are carried out in We created empathy maps to get an museums all over the world to learn and gather understanding of the user and what the need/ useful information. want from an activity. Secondary Research 8
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. 9
ONLINE GAMES PLATFORM MINECRAFT GENIAL.L Y KAHOOT STENCYL 10
STOR YLINE 11
THE ROOMS We used photos of the museum 1. and the trains for the backgrounds of the escape room. We edited the photos to make 2. them more cartoon like to add to the story and intrigue the user. These are some examples: 3. 12
THE CHARACTERS ‘Bad’ Character ‘Good’ Characters Friendly characters who help the user The evil character steals the blueprints for around the rooms the new eco-friendly train We created ‘good’ characters inspired by objects from the railway, these include: : The We created ‘bad’ character to act as the villain lamp, ballast, level crossing signal and signal. in our storyline. They are inspired by a carbon These can be seen below. dioxide cloud polluting the sky. 13
THE BLUEPRINTS 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. 14
QUIZ The user will read or listen to information 1. given to them by one of our fun characters The user must take note and learn this 2. information the best they can for the following questions. They then have to answer 3 to 4 questions 3. or solve puzzles to collect one of the blueprints and move onto the next room. 15
FINAL PRODUCT ES CAPE ROOM 2. 1. Play the rooms and win Print out the blueprints the blueprints 3. 4. English version Spanish version Enter your train into the Make your train out online competition of any material 16
PROJECT CONCLUSION TEAM CONCLUSION We achieved in making an interactive, As a team, we learned how to work educational activity targeted at students that with and meet the needs of a client, raises awareness about the users carbon adjust to difficult working situations footprint. and also work to each of our strengths to reach our final goal in this project. The game is a leisurely and challenging source of 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. 17
Spanish version English version THANK YOU!
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