QUAD – final project from under-grad course

Project : QUAD – Final project @ Srishti School of Art, Design & Technology, Bangalore India
Individual Under-Grad project
Duration : 6 months
Year : 2006
My Role : Concept generation and Development, 3d Modeling, Prototyping

What is it?
With QUAD, I sought out to look at the slowly evolving but rapidly growing video game industry in India. The focus of QUAD was mainly to look at the lack of Human and Social interaction in commercial video gaming spaces (video gaming parlors) in India. My project sought to design tools and systems to stimulate such interaction. The result of the project was the design of a Gaming Parlour incorporating my designs to improve Human and Social interaction.

How it works? Project Process
Some of the ideas and concepts I developed. I set up an experience prototype to see the effects of the concepts.

sadly after more than 4 years, this (and worse pictures) is the only documentation I have!

Face Spy:
Face spy is a system where each computer unit and sitting area is equipped with a 6” LCD screen and Hi Res web camera that records smooth video. This system is set up to capture those moments, when we cant see our opponents across the room.

The camera and LCD screen unit sits on the table top next to the monitor and records the player at the machine. The camera is positioned in such a way that it predominantly frames a person’s face, the video feed is transmitted to your opponents’ LCD screen.

Now you can watch your opponents squirm, scowl, grimace, swallow in fear, sweat, grit their teeth and even pick their nose while you stalk them and splatter their guts onto the nice carpet.

Four Square:
Four square is an idea where four monitors are ‘tiled’ one on top of another. Four square works in such a way that all players can simultaneously see their teammates screens and therefore know their position and plan strategies. Or they can always concentrate on their own monitor. A sense of teamwork and comradeship arises with such a setup.

Parlours in India are just frustrating rows and coloums of players.

Position Change:
Position change as the name suggest is a simple enough concept. This is primarily been designed for the console games, where instead of sitting down on a chair or couch to play one has to stand while playing.

Its based on the fact that when one is not restricted to a chair anymore one really loses control and explores the physical space around the T.V. Human interaction is greatly enhanced when there are two or more players at the same console. One’s game play style becomes exceptionally expressive (and explicit) and this aids in connecting with the other player outside of the game environment as well. Through experiments it was noted that human players interacted more while standing up, in the form of ‘hi fives’ and other forms of handshakes, even if they were playing as opponents.

Gathering & Spectators:
Gathering is also a fairly simple concept, as the name suggests its about gathering people, Players and watchers alike to watch a spectacle. The entire space was designed as smaller spaces designed to gather people around computers and other areas.

My concepts for the final layout were all designed keeping in mind the ‘spectator’. All the spaces are created so that the act of gaming is a spectacle and the act of ‘spectating’ is what lends to the gaming environment.

Having tested and validated some of the concepts better than others, I set out designing a hypothetical video game arena while trying to incorporate my ideas for improving Human and Social interactions.

I had two parlour layouts, the Stepped Plan and the Circular Plan.

1- The Stepped Plan works on many levels, the concept plays with the idea of Gaming being multifaceted and on different levels, a play on the topographies of gaming, and also to provide spaces that are nooks and corners. So with just playing around with the height of the flooring at various areas of the room special niche spaces are created. The biggest advantage of the stepped plan is that it creates multiple spaces for spectators to gather. Spectators are encouraged to use the space any which way they want.

the spaces were dealt with as industrial warehouses. Naked furnishings

2- The Open Circle Plan is, again, designed around the needs of spectators. The idea is that of collection. Its
a space where Gamers and Spectators alike are gathered into central spaces. The plan encourages formation of teams and playing within them.

the spaces were dealt with as industrial warehouses. Naked furnishings

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