Space Center Kaulinan Pangajaran by Chia-Ching Chou is a highly esteemed winner of the very prestigious 2020 A' Design Award Perunggu in Atikan Competition Category.
PerungguAtikan· 2020
Space Center Kaulinan Pangajaran
Client: National Library of Public Information
A' Design Award Perunggu Winner in Atikan Category
Verified Award Winner
Verify Award Status for #92560The Design
About Space Center Kaulinan Pangajaran
Space Center nyaéta kaulinan pangajaran imersif anu dipasang di lawang perpustakaan. Kaulinan ieu diproyeksikeun kana tembok anu lebarna sapuluh méter jeung luhurna 3,8 méter. Barudak ngaluncurkeun roket nomer pikeun manggihan planét klasifikasi sarta ngamimitian perjalanan di perpustakaan. Dina ahir kaulinan, hiji peta némbongkeun tempat buku-buku anu luyu jeung nomer klasifikasi anu geus dipilih. Desain ieu ngajarkeun harti nomer klasifikasi ngaliwatan ulin dina suasana anu ngarojong. Tujuanana nya éta pikeun ningkatkeun motivasi jeung mantuan barudak manggihan buku ku sorangan.
The Recognition
About the A' Design Award Perunggu
Space Center Kaulinan Pangajaran mangrupa juara A' Design Award Perunggu, pangakuan anu pohara bergengsi anu dipasihkeun ka desain unggul anu dicirikeun ku kréativitas, kacerdikan jeung kawaspadaan. Para juara Perunggu téh artéfak anu lobaan kaahlian jeung kréatif pisan anu ngabuktikeun pangalaman anu lega, imajinasi jeung kacerdasan para désainerna. Space Center Kaulinan Pangajaran diharepkeun jadi objék anu dihargaan, dikagumi jeung dipikanyaah anu profésional jeung inovatif. Desain juara A' Design Award Perunggu ieu ngalebetkeun prakték pangalusna dina seni, élmu, desain jeung téknologi, sarta unggul dina perhatian kana détail. Space Center Kaulinan Pangajaran minuhan kabutuhan kalayan éndah, nyentuh kahayang, nyenangkeun rasa, jeung narik rasa panasaran.
Behind the Design
Press Kit
Credits, team members and technical details provided by the designer.
- Unique Properties
- The objective of the project is to create a fun environment, which children can immerse themselves in interactive games as well as learn how to use the classification numbers as clues in order to find books. This design aims to raise children’s motivation through gamification learning. Children are taught about the meaning of classification number in a supportive atmosphere and encouraged to find books by themselves.
- Dimensions & Packaging
- Width 10m x Height 3.8m after project on a wall
- Tags
- Interaction, Game, Learning game, Education,Immersive
- Production Technology
- HARDWARE: computer, CCD cameras, projectors, infrared lamps, directional speaker, mixer amplifier
Game: Unity, Photoshop - Design Challenge
- There are few limitations during the whole process. One of the challenges was coming out with an idea that matches the original hardware equipment in the library. Because of the old CCD cameras and the narrow corridor space, the users' motion can't be too fast or too complicated, otherwise, the computer can't detect accurately. However, we made it eventually and all the efforts worth.
- Research
- The survey was answered by 253 people who had to answer questions regarding their experience and usability after playing the game. This research explores the eight factors that affect flow experience and perceived using on children game-based learning and discusses the relationship between the factors through the Confirmatory Factor Analysis (CFA) and Structural Equation Modeling (SEM).
- Inspiration
- This project is a collaboration between National Library of Public Information and National Taipei University of Technology Department of Interaction Design. The main goal of this project is to construct smart libraries for natives to experience information content and innovative services.
- Project Duration
- This project is located in the National Library of Public Information in Taichung, Taiwan since 2017.
- Operation Flow
- This immersive learning game transforms library entrance into a space center that allows children to launch number-rockets to find the classification planet and unfold the library journey. At the end of the game, children will see a map of this library that tells where are the books that match the classification number they just choose. So they can easily understand the meaning of these number and build their cognitive map in their heart.
- Team Members
- Researcher, Designer and Developer: CHIA-CHING,CHOU
Developer: JIAN-HUA,GU
Special Thanks To KO-CHIU,WU Ph.D, National Library of Public Information and NTUT Department of Interaction Design - Image Credits
- Illustrator, Animation, UI Design credit belongs to CHIA-CHING,CHOU
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