Ludic Lift
An elevator retrofitted with a personality that responds to its usage to discourage lazy behaviour
Project details
Brief
Change behaviours by encouraging people throughout the university to increase their physical activity
Strategy
Encourage building visitors to utilise the stairs for short journeys instead of the elevator
Implementation
Retrofit an elevator with a personality which responds to its usage and discourages lazy behaviour
Deliverables
- Design installation
Institution
University of Queensland
Degree
Masters of Interaction Design
Product Designer
Markets
- Australia
Audience
- University staff
- University students
- Building visitors
Lifespan
10 May 2010
Key technologies
- Arduino
- Wave Shield
- Electronics
- HTML5
Interaction
Depending on which level participants would enter on and the level they were travelling to, the lift would either praise or scorn the passengers for their choice to use the elevator over the stairs.
If a person was to travel one floor (e.g.: from level 2 to level 3), Elevator Barbie would respond with something similar to: "Ok, I'll take you up a level – but don't tell Elevator Ken we're having a one-floor stand". Contrariwise, Elevator Barbie would seem to bounce with glee and scream excitement when travelling 6 floors (from level 1 to level 7) exclaiming "We're going to Elevator Ken's Dream House – OMG OMG OMG!"
Brief
The project being developed must encourage people to increase their physical activity when away from their office environment. Although the brief in its definition allowed for a vast amount of creative expression, the primary target audience should encompass staff and postgraduate students/residents and be situated within the university's campus.
Our studies concluded that most elevator traffic was between level two and level three which caused the most congestion to the elevators.
The installations' aimed to alter the behaviour of people travelling between the second and fourth floor. We also assumed that with the constant praise of the lifts to those travelling to higher levels; they would be more welcoming of the lifts' personalities.
Development
A lo-fidelity prototype was created using a simulated environment in Adobe Flash. The prototype allowed the testing of the interaction and the possible physical problems which could arise during implementation.
However; due to a limited timeframe and delayed shipping, the total installation implementation time was 10 days; however the detailed specification for implementation allowed for a smooth construction and bump-in.
Conclusion
Despite the number of responses from people who disliked the installation, the number of people who have praised the experience was far greater.
Our analysis of the system re-enforced by the feedback received (both positive and negative) found that people were able to understand the concept of what the elevator personalities were attempting to encourage, despite their short deployment period.
Retrofitting the elevator with a new voice provided for a different means of feedback, but did not change the understanding of how an elevator functioned.
Although some people may not see a 3-hour deployment as successful, the objectives of the installation were fulfilled as the attitude towards utilising the lift for short journeys was changed.
Exhibitions
University of Queensland
St. Lucia Campus
10 May 2010
Brisbane, Australia
Collaborators
- Bashkim Isai
Product Designer - Lisa Underhill
Product Designer - Dean Julie
Product Designer - Felicity Lupo
Product Designer - Matt Lewis
Product Designer