TOTeM Redesign of the Plinth
2012, 8 weeks
As part of team I was asked to redesign plinths for the TOTeM Project, a team of researchers from all over the UK, who are exploring “The Internet of Things” and inparticular tagging social cultures.
Physical Apps are an emerging concept where the internet is brought to life through physical objects Connecting and networking objects encouraging engaging and interactive experiences.
Plinths are traditionally pieces of static furniture that are used to display objects. We harnessed the physical aspects of this and integrate technologies and interactions to not only display the objects but tell there unique stories and provenance.
We explored social memories and the Internet of Things to create a way to track physical objects and record social histories. We brought museums to life through our designs.
The Navigating Stories Plinth is a device attached to an interactive plinth that allows users to control and explore their way through a selection of audio file that tell the stories of the object displayed.This idea was inspired by the concept of gamification.Gameification is a term used to describe the use of game design techniques, game thinking and game interactions to enhance non-game contexts. The gamification of the plinth was inspired by the concept of user control. Plinths display the status and distiction of an object where the object displayed becomes highly exclusive. Giving the control to the user, breaks this divide without removing the status and allows the user to engage and connect with the object on display.
Giving the user a controller and making the technology more engaging is intended to encourage visitors in the museum to interact and prompts the user to explore and listen.
Giving visitors the control of the objects allows the experience in a museum to be transformed into an engaging and interactive platform to explore with. Encouraging an attitude of play into museums discovers a new way to engage people in object stories and histories.