Digital illustration of animals near a lake, with a sign that reads 'Lakes Lament' on the left side.

The Cube is a project I worked on in uni, where we worked on a design concept for an interactive media installation in Lake Macquarie’s Multi-Arts Pavilion, mima. The process required us to take a human-centred design approach using research and concept prototyping.

3D rendering of a modern outdoor public space with trees, a building, pathways, a parking lot, and groups of people.

Team

Max Heytman | Felix Yan | Yirong Zha

Multi-arts Pavilion Lake Macquarie

Client



My roles

Ideation | Editing & Presentation |Research| Visual Design


Deliverables

Background Research | Low-fidelity installation | User testing


Scope Review

The Cube is a physical space in the Multi-Arts Pavilion (MAP), with exhibits by artists in residence.
The Cube supports 3 levels of interaction that we were expected to consider in our concepts -
a passive mode, individual interaction and group interactions.


To begin the project, we looked at examples of interactive physical spaces as inspiration before we started ideating. I chose to explore spaces that I had previously visited, choosing exhibits at TeamLab Singapore and TeamLab Tokyo.

Using my sketched diagrams,
I was able to explain how the
levels of interaction worked
and how the projects
immersed audiences.

Colorful digital art of two people standing on a water surface with swirling, vibrant light trails, representing the interactive Koi fish art installation.

Each of the projects inspired
how we approached interaction in developing our concept.

An indoor art installation titled 'Floating in the Falling Universe of Flowers' featuring floating flower projects and visitors seated in a dome-shaped room adorned with projected flowers and petals.

I explored the themes that these projects explored and the impacts that each of they had on their audiences.

Photograph of a colorful interactive touchscreen wall titled 'Autonomous Abstraction' at the ArtScience Museum in Singapore, showing visitors engaging with dots of blinking light that change hues and disperse when touched.

Ideation

When approaching our design brief, our group used new creative thinking methodologies, including ‘worst possible idea’, ‘brainwriting’, and ‘reversal of assumptions’. These methods helped us form some preliminary ideas supported by diagrams and storyboards. 

In this method, we individually wrote down our assumptions about the project, the space and the audience. For example, the experience should be fun and engaging. After making our assumptions, we explore an alternative - instead of assuming the experience has to be fun and engaging, maybe the experience could be confronting and challenge our perspective. 

Reversal of assumptions

For brainwriting, we individually wrote down simple ideas for the project in 20-minute sessions. Then, moving on to the next session, we handed the ideas along to the next person to expand on. From this experience we knew that we wanted to explore the identity of Lake Macquarie and its natural landscape.

Brainwriting

A colorful brainstorm chart with notes about environmental and community activities, including topics such as sound experiments, animal interaction, sports, and human impact on nature, with suggestions for sound effects, digital activities, and physical interactions.

Worst possible idea

The worst possible idea method allowed us to explore every idea and discover what makes a good idea. We used this method to avoid pitfalls when developing our idea further.

Concept map about enhancing visual experiences at community sites, with notes on technology, interaction, and feeling of serenity, using digital postcards to evoke reflection.
A large collection of colorful and pastel sticky notes arranged on a white background, with comments on installation design, visitor experience, and educational aspects. The notes include critique and observations about the installation's interaction, noise level, themes, and visitor behavior.

Prototypes

Three young women and a young man are viewing landscape photographs on a gray wall inside an exhibit. The women are wearing backpacks and casual clothing, and the young man is wearing glasses and a hoodie.
A dark room with a small collage of landscape photographs on the wall, illuminated by a subtle light from the right side.

Testing and Iteration

A man watching an animated landscape on a flat-screen TV, showing a silhouette of a person, water, and rocks at a coastline.

User testing surfaced a key challenge: feasibility. Early mockups struggled to convincingly simulate real-time environmental change within the constraints of a physical installation. Rather than abandon the concept, we adapted our approach, moving to pre-rendered video sequences to represent each state of the landscape. This let us preserve the emotional impact of the idea, watching the land shift from harm to repair, while working within a realistic build.

Final Concept Video

The Concept

The final concept centred on a simple but confronting idea: visitors would see their own impact on the landscape reflected back at them, then be invited to work together to repair it. The installation moved between three states, showing the land thriving without human intervention, deteriorating under careless intervention, and recovering through collective, considered action.

This let us design for all three interaction modes the brief required. In passive mode, the landscape would shift on its own, prompting reflection. In individual mode, a visitor's actions would visibly shape the land in real time. In group mode, multiple visitors would need to coordinate to restore balance, turning the experience into a shared act of repair rather than a solitary one.