An interactive exhibit informing about the effects of factory farming.
The idea
When designing the concept, it was very important to us that the exhibit was perceived as enlightening and not as strictly didactic.
The structure
We put the information from our research in a coherent order.
A special feature of the exhibit is the alternation between linear and exploratory sections.
In the linear sections, the user is required to carry out interactions without knowing the consequences for them.
The emotions of the user are addressed.
In the exploratory sections, the user can decide for himself whether he would like to deepen his knowledge.
The rational thinking of the user is addressed.
The interaction
In the linear sections, the user is asked to perform interactions without knowing what the consequences will be.
This is used as an analogy to the consumption of animal products - we often do not even know what impact our consumption has on animals, humans and the environment.
The visual design
It was a big challenge to find an appealing visual design to illustrate this difficult topic.
The visual design of the interface should be inviting to encourage users to deal with the controversial topic. Bright, friendly colors, soft, rounded contours and empathetic illustrations help to achieve this goal. Guiding adjectives were chosen to define the look of the exhibit.
// the process
The design process went from extensive research on the topic, determining the target group and the context of use, to sketches and the first wireframes, to the animation of 3D graphics and the prototyping of the exhibit.
The process
We went from extensive research on the topic, to determining the context of use, to sketches and the wireframes, to the animation of 3D graphics and the prototyping of the exhibit.
With benchmarking and further market research, we were able to collect valuable information for the content and visual design.
Before we went into the concept development phase, we set ourselves goals that the exhibit should achieve and looked for approaches to do so.
By sketching, we visualized our ideas and created a kind of storyboard.
In order to check and adapt the structure before the visual design, we created wireframes and tested them in a clickable prototype.
The visual design was a core task of the project.
Classic UI elements were designed and attractive 3D animations modeled, animated and rendered.
The 3D animations are the heart of the exhibit and were modeled and animated in Cinema 4D.
The result of this process was a clickable prototype of the exhibit built in Figma and completed in Protopie.
In the following video we were able to illustrate what the use of this exhibit and its screenflow could look like. But see for yourself what effects our consumption of animal products has and what we can do about it.
The result of this process was a clickable prototype of the exhibit built in Figma and completed in Protopie.
In the following video we were able to illustrate what the use of this exhibit and its screenflow could look like. But see for yourself what effects our consumption of animal products has and what we can do about it.