PACMU: Public Art At Carnegie Mellon University
The goal of this project was to re-design the app-PACMU, Public Art at Carnegie Mellon University. This app was created to help visitors/students view the public art that was available on campus. Although the idea was great, the execution unfortunately fell short. There were several problems with the app, and our task was to fix these issues while also providing a connection between the app and the physical world Project span: 2 weeks in Environments Studio.
In order to find the flaws within the app, I went through the app itself and traveled on campus to view pieces of art. There were immediate drawbacks when I used it: finding the art pieces were difficult because no directions were given, there was no indicator whether the art piece was indoors or outside, it was difficult to determine where you were located on the map, the map represented the campus poorly, and there was nothing that connected the art pieces to the app itself.
From there, I was able to pin point what I would want in my rendition of the app. I started off with lo-fi wireframes of the basic interactions with the app.
Lo-fi wireframes of how PACMU would flow.
I decided to go with a cool, blue/grey hue color palette to invoke an emotional aspect. The point of the app is to be able to collect and recall memories through out college. Although these four years of life are considered to be the most exciting, I wanted the user to feel calm and in no rush.
Through this project, I was able to learn the true relationship between a physical and digital environment. Threshold was an important term that I had gained. It was an interesting concept I had never really thought about before. How does a user know it has arrived within the art piece? Although I did not specify for each piece where each respective threshold would be-my app delivers a notification to the user when he/she has arrived. If i were to go further into this app, I would defiantly experiment with where each threshold would exist to each piece.
I decided to relate the two different environments by allowing users to associate their emotional feelings. The physical space was required to be present so the user can create a memory, meanwhile the digital aspect had captured the moment forever.