Sarah’s honours project built on an idea she had originally had during a year 3 module, to create a wellbeing app. During the honours project she took the idea in a new direction, creating a Virtual Reality experience. “Fufilment” is a relaxing space that users can investigate while undertaking mindfulness activities such as icing cakes and swimming. Inspired by Studio Ghibli environments and colour palette, the space has an eclectic feel, which is further enhanced by clever lighting and sound design (and a few pet cats).
Sarah tested her project with users, who praised the look and feel of the project, giving her useful feedback to make navigating the space straightforward, as well as ideas for activities that could be developed in the future.
Sentient is a printed book and online exhibition created by our year 3 and 4 students for their Creative Technology module led by Dr. Tom Flint. We normally have a gallery exhibition, but this year the students have managed to find alternative ways to exhibit their work. They say “We have had the opportunity to work on a number of incredible projects that we’re pleased to share. Not only do we enjoy showcasing our work, but also sharing details about the creative process behind each project. We want you to fully experience our projects, so please sit down, relax and enjoy.”
Year 2 are getting stuck in to the Playful Interaction module run by Dr. Tom Flint – despite the difficulties of lock down. Members of the class have had Arduino starter packs sent to the their homes so they can work on their projects. These videos are just a few of the challenges they have been working on. We’re looking forward to seeing what they do by the end of the trimester!
Thank you to James Eddowes, Lucy Sherratt, Dillon Findlay and Iliyana Pirinska
Something new for you to follow on Instagram @playfulinteraction – this is the home of the year 2 Playful Interaction module.
Lecturer Denise Milne says ‘What we’re doing in the practical classes is applying the skills learned each week in fun and creative ways. We are taking the circuits off the breadboard and turning them into something playful. The module is about creating playful interactions and to do that I think it is essential that we re-experience the joy of play which will aid us in creating successful and effective playful opportunities for users.’