Content can be viewed on the individual touchscreens or users can add to a joint ‘queue’ to be presented on the large display screen. This set up extends the experience to surrounding visitors, inviting them to view and learn, whether they are part of a group presentation or a curious passer-by.

We designed the UI and UX to be modern, technology-driven and sophisticated to cater for the Centre’s broad audience of visitors including students, families and industry figures, inspiring a lasting, meaningful connection between user and content following their experience.

We developed a multi-user interactive touchscreen experience that reflects and reinforces the surrounding gallery themes, showcases a selection from the Museum’s world-leading Pasifika collection of over 60,000 objects and invites visitors to go further into the Museum’s collection and learn more about the sea of islands that make up the Pacific.

The experience is presented as an interactive map where visitors to explore up to 48 Pacific locations from Aotearoa (New Zealand) to West Papua. There are approximately 600 sets of item images and over 2000 individual images of the Museum’s collection items within the interactive, in addition to the display of 300 physical items together with newly commissioned objects by prominent Pacific Island artists and knowledge holders.

‘Making Minerals’ is a fun and educational interactive experience that visitors to the Museum can explore on three dedicated touch screens contained in a mineral-inspired thematic centrepiece, designed for accessibility in an inclusive form without diminishing the experience for users.

We produced seven story locations, including volcano, caves and magma chambers, with animations to ‘see’ key steps of the mineral formation process and interactive elements for users to choose from and determine the mineral’s outcome.

The inaugural ‘Augmented Revolution’ AR trail featured six artworks across two Adelaide CBD locations throughout the duration of the festival. Each site hosted three physical pillars with QR codes to download the app to iOS and Android devices and unique in-app scannable codes that trigger each artwork with precise positioning based upon ground detection.

While using the app, users could locate and navigate each artwork through an interactive map, capture snapshots and live screen recordings of their device screen, and explore artist bios and artwork synopses of contemporary First Nations artists Carly Tarkari Dodd, Jaydenlee Tong, and Temaana Yundu Sanderson-Bromley, as curated by Dearna Newchurch.

The capacitive screen is 98” and can manage 50 simultaneous touches providing an interactive play space for up to 5 visitors at one time –  which is a good thing as the interactive shows 139 animated character scenes, that trigger 135 card decks, containing 312 double-sided digital cards covering 110 climate change impact facts! We ‘twinned’ the development, with two identical screens and servers located in both Adelaide and Sydney meaning the Museum exhibition team could play as we built.

Visitors can explore the impacts of climate change in the Australian region, both now and in the future as temperatures continue to rise, in the engaging and visually delightful interactive noted as an Exhibition highlight.

 

 

Student groups are challenged to design a biodome that will enable life on Mars, with the key to creating the perfect biodome discovered as they follow a multi-stop physical and in-app interactive trail throughout the iconic indoor rainforest of the Bicentennial Conservatory – with a little assistance from the in-app guide Wat-L Bot.

The spatial narrative design takes ‘Futurenauts’ (aka the students) on a free-roam adventure as they explore the Conservatory’s living collection across nine Project Space Botany stations, logging their learnings onto the app that is deployed on iPads. Suited for a Year 4 to Year 10 Science Curriculum, Project Space Botany is the most fun you could have while learning.

 

 

The interactive touchscreen experience showcases multiple key renewable energy projects in the state, displayed on an eye-catching 3D animated map of South Australia. Two users can navigate the map simultaneously and explore a comprehensive suite of multimedia on each project including video content, image gallery and text information.

We combined eye-catching animation with considerate UI and UX design to make the experience intuitive, meaningful and enjoyable for the audience of industry professionals, and represent South Australia as a state of innovation.

 

 

The VR experience immerses viewers in the vast landscapes of South Australia’s mid-north region where the famous Tesla SA big battery is located and gives the unique opportunity to see the battery from within the compound fence.

We captured 360 footage on-location, including a breathtaking 360 drone flyover to introduce the entire experience, and introduced interactive elements to allow users to manually select an area to visit or opt for an immersive guided tour throughout four different areas. Information on each area is delivered through scripted voiceover and on-screen graphics highlighting key points suited for an audience ranging from technical engineers to school students.

Working closely with the project team of subject matter experts, we created 3D animated scenes of the four-legged Amniote moving through a Prehistoric Carboniferous Forest environment complete with weather elements, bringing the story and scientific significance of the animal’s tracks to life.

The visualisation and story was picked up by outlets including The Conversation, Nature Magazine, In Daily, Phys and Yahoo.

 

 

We produced the 3D game ‘DemocraCity’ using Maya and Unity, achieving a compelling and educational interactive experience for deployment on large touchscreens designed for self-directed learning. The game is built as a 3D world full of buildings, unique characters, vehicles and interiors. We developed multiple minigames that feature drag and drop, tabletop and role-playing mechanics to deliver learning through fun as a user’s newfound knowledge is put to the test.