MULTIDISCIPLINARY PROJECT II / ASMT 02
Naura / 0356798 / Interactive Spatial Design
MDP60104 / Multidisciplinary Project II
Assignment 02: Design Rationale
- User Personas is a research-based fictional users representing key segments of the audience.
- Purpose: humanise data, keep problem statements realistic, guide design decisions and feature prioritisation.
- Benefits: higher adoption (better fit with user needs) and retention (pain points addressed).
- Effective personas are built from real, current data (surveys + interviews), not guesses or stereotypes.
- Key Components:
- Demographics: age, occupation, location, education, income.
- Personality traits: values, attitudes, what influences decisions.
- Goals: what they want to achieve (task outcomes, lifestyle, professional goals).
- Behaviours: habits, usage patterns, preferred channels.
- Needs and pain points: what they are missing and what frustrates them.
- Scenarios and quotes: concrete situations plus direct user statements.
- User journey map: visual timeline of what a user does, feels and encounters when completing a goal.
- Helps teams empathise with users, identify pain points and align features/content to each stage.
- Built on personas: the map should clearly reference who the journey is about.
- Core elements:
- Phases (e.g. discovery, consideration, booking, during-use, post-use).
- User actions: what the user actually does in each phase.
- Touchpoints: where interactions happen (website, app, physical space, social media).
- Needs/pain points: what the user wants vs what blocks them.
- Emotions: mood over time; where frustration or delight appears.
- Opportunities: ideas to improve or remove pain points.
- Emotional design aims to create positive feelings and memorable experiences, not just usable interfaces.
- A central theme or story gives structure to the whole space and shapes user expectations.
- Themed zones allow different parts of the story (or emotions) to unfold spatially.
- Interactive storytelling uses touchscreens, projections and physical installations to let users “play” with the narrative.
- User autonomy is important: multiple entry points and open-ended activities let users choose their own path.
- Clear navigation and feedback (visual, sound, sometimes haptic) reduce confusion and support a sense of control.
- Storytelling Checklists:
- Action: what users do, how they participate, whether there is a call to action.
- Emotion: moods, peaks/valleys, rewards, and pain points; use of colour and imagery to express feelings.
- Sensory: how vision, sound, touch, smell, etc. are used to deepen engagement.
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| A series of sketches exploring various spatial configurations. Option 4 was selected for further development due to its effective user flow. |
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| My idea for the digital interaction |
He challenged me to create something more thought-provoking and described an installation idea that uses tension and randomness as its core mechanic.
The concept involved a 'Russian Roulette' style setup: a user sits in a chair, and a cannon randomly decides whether to fire a scroll containing a victim's name. This metaphor of 'random selection' effectively simulates the reality of war—where being a victim is often just a matter of chance. This conversation inspired me to move away from standard interactions and explore how I can use uncertainty to make the audience feel the weight of the narrative.
- Spatial Relationships:
- Space within a space (nested volumes).
- Overlapping spaces (shared zone).
- Adjacent spaces (side by side with a boundary).
- Spaces linked by a common connector (shared hub).
- Planning strategies: linear, grid, radial, centralised, clustered – often combined in one interior.
- Circulation is a design tool for choreography of movement and narrative.
- Spatial compositions rely on horizontal and vertical planes, beams, columns and arches to define and differentiate areas.
- Case Studies:
- Innovation Dock, Rotterdam
- New rectilinear office “box” inserted into a massive existing industrial hall.
- Clear example of “space within a space” and layering of old and new.
- Tate Modern, London
- Turbine hall as a huge public volume with natural light from an axial lantern.
- Open-plan gallery levels allow flexible exhibition layouts under a visible ceiling grid
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| My floor plans using the 4th bubble diagram as the user flow |
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| The three selected floor plans with their derivations. |
This week was defined by technical experimentation and critical feedback. I initially attempted to build a heatmap visualization in p5.js but faced significant technical hurdles. Pivoting, I developed a 'Poppy Field' prototype where users could interactively 'touch' flowers using hand-tracking gestures to reveal the name and age of a child victim.
However, during my review with Mr. Zeon, we identified a narrative flaw: the interaction felt redundant. Simply revealing a name and age—information the user has likely seen elsewhere in the exhibit—lacked impact. The feedback challenged me to move beyond simple data display and find a way to make the visualization emotionally resonant rather than just informative.
The final push before submission was all about optimization. During consultation, we identified areas of 'wasted space' in my layout that risked breaking the user's immersion. I was challenged to activate every surface (specifically the floor and lower walls) and to clearly designate spots for interaction so the journey felt intentional.
We also discussed the data visualization strategy. The goal shifted toward creating dynamic visuals that change over time, utilizing ceiling elements and diagonal lines to maintain the Deconstructivist tension we established earlier. I spent the remainder of the week translating these notes into the 3D model like removing dead zones, refining the flow, and ensuring the data connects emotionally with the viewer, before successfully submitting Assignment 2. Below is my slides presentation:





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