Interaction - Bachelors

AR Sand Garden

trophy Awarded

The AR Sand Garden is an interactive sandbox that advocates play, creativity, and rest. A blend between the tangible and digital, the installation uses augmented reality to add a layer of generative art unique to the user. By exploring the tactile sand garden and immersive visuals, users can engage in child-like play that encourages relaxation and meditation.

THE PROBLEM

In our performance-driven culture, where productivity determines our self-worth, pausing work to engage in play seems like a waste of valuable time. With so much to do in so little time, spending time on purposeless activities seems like a sin.

Such notion has caused an influx of exhausted and overstressed adults.

Dr Stuart Brown, a psychiatrist and clinical researcher in the practice of play, argues that play is not an option. It shapes our brain’s emotional and cognitive development, helps us navigate difficulties, and enhances creativity and innovation. Although this practice is essential to our health, we continue to neglect it for fear of creating a lack. This causes a disconnect from oneself, decreases self-compassion and increases health and societal risks.

In order to foster a greater sense of well-being, we must respect our need for renewal and connection with oneself.

We must be intentional in listening to our intuitions, trusting in our inner knowing without criticism, and freely letting ourselves explore and venture into curiosity. The AR Sand Garden is a perfect place to do that.

AR SAND GARDEN

Choose play. Advocate creativity. Prioritise rest.

DESIGN CONCEPT

The AR Sand Garden is an interactive sandbox that invites users to freely explore their childlike curiosity and engage in creative expression. The installation uses augmented reality to add a layer of generative art unique to the user. When users create strokes in the sand garden using the rakes, it digitally creates a water-marble effect on top of the marks. By exploring the tactile sand garden and immersive visuals, users can engage in play that encourages rest, relaxation, and meditation.

It incorporates elements from “Karesansui” and “Suminagashi”.

枯山水 – Dry Garden

The prototype’s physical sandbox and utensils were greatly influenced by “Karesansui”, which translates to “dry garden” in Japanese. A garden comprised of gravel, sand, and rocks, the Karesansui is a place for self-reflection and connecting oneself. In the garden, rakes graze the gravel and sand into detailed works of art, including patterns of lines and series of ripples. Furthermore, it greatly emphasises the zen ideologies, which promote contemplation and meditation.

[Zen Gardens] can communicate emotions of a mind that can’t be directly communicated or understood – an expression of oneself.

Masuno Shumyo, Japanese contemporary Zen garden designer

墨流し – Flowing Ink

The digital visuals projected on top of the sand are inspired by “Suminagashi”, which translates to “flowing ink”. It describes an art form of Japanese water marbling. It uses the marbling technique with Sumi ink on top of the water to create distinctive patterns. Every dip of the ink causes a movement in the artwork, creating an immersive and dynamic experience in creating the art. When users create strokes in the sand garden using the rakes, it digitally creates a marble effect on top of the marks.

INTERACTION

In the interaction, users will form different strokes on the sand inside the sand garden with the rakes provided. The webcam underneath the box will receive user input based on the light that shines through the physical impressions made. That input is processed through a TouchDesigner project that produces water marble art visuals on the positions where the marks are made. The visuals are then projected back onto the surface of the sand to create an interactive feedback painting.

“I’m just captivated. It’s kind of very freeing in a sense of – you don’t have any restrictions. You can do whatever shapes you want.”

Anonymous

“It’s really engaging. And it stops you from thinking about anything else. It’s just making you really mindful and invested in what you’re doing. Stepping outside of everything else that’s going on. It’s just really relaxing and nice and interesting. I needed this.”

Anonymous

Attributions & Acknowledgements

This work was created with the support and advice from Associate Professor Jen Seevinck, whose work +-now has inspired this project.
Thank you Jen for providing advice and guidance to me early in my project!

+-now (2008) http://www.smartnoise.net/new-gallery-5/y1dxrjr0iqny4j2xiuk2rfyl6xg7h1

Maori Kinjo

Maori Kinjo is an interaction designer, visual communicator, and multi-sensory design enthusiast from Okinawa, Japan. She loves working in the realm of experiential marketing, digital design, interactive installations, and generative art. Upholding authenticity as a core value, she aims to design interactions that facilitate genuine experiences, storytelling, and connections in the intangible and tangible realms.