Idea Generation

Sensor usage

Along with the concepts, we although thought about the different sensors that can be used to enhance interactivity and personalization. Here are a few of them that we would like to integrate in our installation:

Time, Weather

In a place like South Side, human activity can significantly changes depending on the weather and the time of the day. For instance, during the day, human activity mainly corresponds to workers seeking for lunch, whereas evening brings people for leisure. Similarly, rainy and cold day wouldn't engage people to play in the fountain, which should therefore throw less water for games than during a warm and sunny day. By using these sensors, the kiosk can be more in phase with its surrounding and provide adequate activities that match passerbys' needs.

Light, Crowd, Music

Similarly, some activities offered by the kiosk doesn't make sense if some parameters are not met on the plaza. Light, presence of crowd (this can be done by using cameras), or presence of music, can then be used as triggers by the kiosk to decide if the conditions are met for a game to be available: for instance, it can wait for the dusk or when there are at least 50 people on the plaza.

Person recognition

Some people spend much time in the South Side Plaza, sitting on a bench or simply passing by. We wanted to used cameras to detect these regulars, so the fountain and the kiosk can engage with them in a very personified and unique way. This could be an opportunity to give these persons a fresh look at a place they thought they knew.

Proximity

Proximity sensors can be used to engage a passerby in interacting with the installation by changing the kiosk and the fountain statuses: the passerby would naturally feel that s/he is the reason for these changes, and gets intrigued by the installation. These sensors can also be used to affect the kiosk personality by playing on the notion of proxemics with the kiosk or the fountain.

Mood, Height, Drunkenness

These sensors can be used to adapt specifically to the individuals who stop at the kiosk. By sensing height, the kiosk can determine if the user is a child or an adult, which is important given our findings from the Phipps Conservatory. Similarly, drunkenness and mood sensors can help the kiosk adapt it display and offer activities that match the user mental state.

Weight

Weight sensors are built underneath the fountain jets, so they can sense if a person is present, and if it is a child or an adult. It can also be used by the people who are on the fountains as input for games.