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AKUAIPPA

UX Design for Mixed Reality

AkuaippA is an interactive encyclopedia that shares biodiversity knowledge from diverse indigenous perspectives. The project aims to help children connect with nature from an early age, learning in ways similar to Indigenous children. Through immersive experiences that allow kids to "teleport" to various regions around the world, AkuaippA offers a sensory journey that fosters a deep understanding of nature as a vast, interconnected living entity.

Santiago Viveros Piñeros
2023

EXPLORE THE ANCESTRAL
 LEARN THE THE ESSENCIAL

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Introduction

As compared to traditional methods, secondary research has shown that tangible interaction in education supports or improves learning. Various examples have been presented showing how interactive user interfaces, which are used to model and simulate hands-on behavior with an infinite cycle of TUI (Tangible User interfaces) analogizing, encourage students to learn abstract patterns of dynamic behavior (Ukil and Sorathia 2014). On the other hand, consideration of factors like; the aspects related to a child's senses should be taken into account. For instance, the placement of study materials like charts and photographs should be visible places so as to enhance learning through sight. In the same way, it is necessary to take account of other senses which are indispensable for normal learning such as touch, smell and hearing. It makes it easier to learn for those kids if their senses are adequately addressed (Barbatin and Wasik 2009). 

 

By enlivening the senses this project aims to cultivate children’s curiosity towards environmental care. Biding them the opportunity to explore every corner that city life cannot offer, AkuaippA and data skin promise to open children’s minds at a short age, this way next generation will not need to make an e ort to adopt sustainable lifestyles.

The Brief

"How can kids prevent global warming?"

Discover

Background research

"“A scholar of world spirituality, Ernst Cousins, in response to the ecological crisis, poignantly remarks that, as we look towards the twenty‐first century with all the ambiguities and perplexities we experience, earth is our prophet and the indigenous peoples are our teachers (Wei‐Ming, 1995, p. 87)."

Indigenous tribes have fought for years to avoid extinction and preserve their traditions, and even though religion and western practices have managed to infiltrate into some of this tribes (Gallhofer et al. 2000), many of them maintain their spiritual beliefs and environmental knowledge. This knowledge and customs are tightly bonded to biodiversity care and can be part of the reconstruction of the planet. 

 

Ecologists have been alerting us for decades about the impact of our behaviour (Gray and Bebbington 2001). This have raised the awareness in some level, detonating a growing critique that has open a space to discuss in an appreciative way the efforts of indigenous cultures to preserve this planet (Booth and Jacobs 1990).

We can radically rethink and redesign existing concepts and practices, in line with today's critical theory, by learning from the cultures and contexts of past and present. The difference between these different cultures and contexts is a sensitive issue for critically theory. In particular, it's about fighting the crude excesses of Western self-centered practices. In a way, however, it also has an actual and decisive desire to change the world in addition to understanding or interpreting it. This also involves being open to the view that various cultures and peoples can be taught by one another, including in connection with global and local interests as well as more strictly oriented ones (Gallhofer et al. 2000).

Concept inspiration

Avatar is a Sci-fi movie released in 2009 that takes us to a world beyond our imagination. It is a visually stunning cinematic piece that not only presents to spectators a whole new ecosystem and a major futuristic scheme, but also relates its content to concerning topics of the current times. Jake sully, portrayed by Chris Johnson is a handicaped human soldier that accepts to be part of a project with the promise to recover his legs mobility in return. This project consisted in infiltrating the Omaticaya tribe, learn their language, customs, traditions, and beliefs; eventually, gain their trust and ask them to leave their lands to make them mining territory for human race interests. Through immersive technologies jake sully was able to embody an Omaticaya avatar and move around Alpha Centauri, and for someone who was no longer able to walk, being able to interact with this vastly natured planet became more than a mission. Jake Sully, learned everything he needed to be part of them, but became so attached to their culture that could not go on with the project. Instead, he decided to turn his back on the orders given and protect the land, the biodiversity on it, and its villagers.

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I used Avatar’s movie concept as inspiration for this project as it not only embraces indigenous tribes as possessors of wider environmental knowledge and spiritual connection, but also extends on how the immersion experience into indigenous cultures can open an individual’s mind regarding its protection. In addition, avatar proposes futuristics technologies that are no longer far from what is possible in the actuality.

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State of art
Data glove

Data Glove was invented as a product capable of translating hand gestures into music language. To achieve this, Zimmerman used garden gloves, LED lights and holotubes to measure finger bending and interpret sign language (Zimmerman 1986). Years later, Jaron Lanier joined the project, and together they formed VPL research, the very first company to focus on virtual reality. Eventually, VPL employed engineers and programmers to work on the now called Z glove which was now able to manipulate computer-generated “objects”.

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Retrieved from Research Gate

Apple vision

Apple described apple vision pro as the first spatial operating system, that will allow users to control the interface with the eyes to navigate; with the voice to give commands; and with the gesture to select and scroll (2023).  Such as the first iPhone release opened a wide range of possibilities to applications development, Apple Vision Pro does it again by enlivening the senses in a 3d virtual world.

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Retrieved from Apple

Define

Experience map

"I want to educate children about enviromental care by bringing them closer to indigenous tribes around the world"

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Conceptual exploration
Sensory exploration

People with dementia must wear something they are use to. Thus, the piece must adapt to them and not the other way around. This product must offer wearble options.

People with dementia must wear something they are use to. Thus, the piece must adapt to them and not the other way around. This product must offer wearble options.

Ideate

Design Proposition
UXUI
GCUI

AkuaippA aims to be an interactive encyclopedia that gathers information about Biodiversity from different indigenous perspectives. The intention is to allow kids from early stages to be able to interact with nature and learn about it the same way indigenous kids do. By enabling kids to “teleport” to different regions around the world, and be guided through a sensorial experience by a friendly NPC, AkuaippA instills awareness upon nature as a bigger entity. 

Inspire by Zimmerman’s data gloves, this garment proposes to be an extension of Apple Vision (or any high tech VR hardware). By imitating skin’s response to external factors, Data Skin proposes to enliven the senses and intensify the experience of interacting with indigenous cultures, their practices, environments, and biodiversity knowledge. But in this case, data skin responds to virtual stimuli.

Branding
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AkuaippA
Wa'lee
Wayuunaki word for "Life"

Akuaippa is a concept of life Behaviors, customs, and construction of collective values ​​in harmony with nature. 

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Wayuunaki
word for "Friend"

Wa’lee will be your friend during this experience, he will assist you all the time.

Prototype

Low fidelity wireframing
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Mid fidelity wireframing
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Data skin set up
Browsing methods
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Search engine
Free exploration
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By categories
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Low fidelity UI
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Low fidelity GCUI garment
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The purpose of the prototypes was to find a patern that would allow a comfortable mobility and still have space for wiring between the scales. The method applied for this was 3D printing over a thin fabric mesh layer.

 

The first prototype allowed to compare squared and hexagonal shapes regarding aesthetic, flexibility and funcionality (In terms of wiring). Square scales were functional due to the straight lines but it was only comfortable to bend in two direccions, whereas exagonal shaped scales allowed to bend in any direction. Therefore, is more more comfortable, fits better and would be more accurate when replicating the stimuli from the virtual interacition

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References

Barbarin, Oscar A, and Barbara Hanna Wasik. 2009. Handbook of Child Development and Early Education: Research to Practice. Guilford Press.

 

Booth, Annie L, and Harvey L Jacobs. 1990. "Ties That Bind: Native American Beliefs as a Foundation for Environmental Consciousness." Environmental Ethics 12 (1): 27-43.

 

Gallhofer, Sonja, Kathy Gibson, Jim Haslam, Patty McNicholas, and Bella Takiari. 2000. "Developing Environmental Accounting: Insights from Indigenous Cultures." Accounting, Auditing & Accountability Journal 13 (3): 381-409.

 

Gray, Rob, and Jan Bebbington. 2001. Accounting for the Environment. Sage.

 

Ukil, Moupiya, and Keyur Sorathia. 2014. "Re-Defining Learning Experience for Kids." Paper presented at the Proceedings of the 2014 IEEE Students' Technology Symposium, 2014. IEEE.

 

Zimmerman, Thomas G, Jaron Lanier, Chuck Blanchard, Steve Bryson, and Young Harvill. 1986. "A Hand Gesture Interface Device." ACM Sigchi Bulletin 18 (4): 189-192.

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