Noon Dips
06.2021

Project overview
(Team Project)
Turn invisible everyday experiences into playfulness.
Contribution : Hebin Shin(Leader, Illustration, 3D modeling), Saeun Park(Mockup), Seungwoon Lee(Edit), Yeonjung Jae(Motion Graphic), Yubin Heo(3D modeling)


TargetModern people who use the same subway every day, struggling to find a seat.
Problem
Routinization of “taking a hint”; The act of guessing and figuaring out the circumstances or context of something by putting it off.


Communication situations where daily fatigue builds up.
As humans, we go through life “relating” and “interacting” with the beings around us. Even subtle glances and actions that are not intended to be communicative fall under the larger category of communication. Whether you walking down the street, riding public transportation, or eating in a restaurant, the patterns of overlapping gaze and interactions with others are complex.

Korean society is full of hints. Whether at work or on the public transportation we use every day, modern people are conscious of what others are thinking and experience it naturally. We make quick guesses about where to sit, where to stand, which handle to hold, which person will get off first, and how to get to our seats as quickly as possible. But when you are going through the motions of a mundane life, and intentionally aware of non-verbal form of communication every day, you are bound to accumulate fatigue.


If it’s something we confront to experience anyway, why not turn an invisible experience into something fun and playful to relieve some of the stress?



IdeationOur goal was to “1. Capture an everyday moment” and “2. Turn it into something fun”. We defined “public transportation” as a place that most people experience in their daily lives, and the subway as a target space where seats are often fought over. Initially, we envisioned a product based on a variety of colors and visual cues to maximize the fun and game elements. However, we wanted to avoid the stress of even participating in the game, so we developed the idea with the most intuitive and simple game method.


Our team streamlined our design choices to focus on two main elements: A. Handles and B. Floor Indicators. We sought feedback from individuals to determine which indicator was more intuitive and which color was more easily recognizable. Additionally, we conducted an analysis of people's visual habits in subway environments to enhance our designs for improved subway awareness, with a specific emphasis on assisting passengers in finding available seats.




SolutionMind games indicators for subway seat hunters.

Finders, Keepers!
When we see a coin on the ground, we want to be the first one to pick it up, and someone might even step on it to make sure it dosen’t get taken by others. On the subway, where there are no seats, the information that a seat is available has the same value as a coin to those who want to sit down. “I want that seat to be mine! Nobody can take away it from me!” Noon Dips turns the scramble for a seat on the subway into a game, making an invisible everyday experience into direct entertainment.

Game RulesNoon Dips operates with trivia and NFC tagging.





Character SettingThe higher a game participant is in three dispositions, the more likely they are to succeed in the game. Possessiveness, the desire to keep things to yourself and no one else; Glancing, the ability to see things faster than anyonne else; and Scarcity, the degree to which you get a kick out of having something that is scarce. 

PlayOnce you’ve got your character set up, turn your everyday experiences into a game with Noon Dips!
(Check the scenario below)


How it install


Exhibition
(09.2020)