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The Librarian

 
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Year:

Winter 2018 Workshop - Peter Stocker of MG2

Categories:

Branding - Environmental - Experiential

Brief:

Hong Kong, 2035. Develop a social club

In Collaboration With:

Naia Shedd - Jude Dacula - Esti O’Connell

Background:

Our group was tasked with creating a social club that operates under the following assumptions:

Live-work spaces have blurred as density of the city has exploded. Traveling outside your last mile is not desirable as a consumer. Exclusive products and services are a thing of the past. Almost every thing comes to you. Competition is still competition, preference wins.

Tech advances, but we’re still human. We need healing. We need to eat. We still need other people.

Solution:

The Librarian: To foster social connection through a multi-sensory, immersive, cultural tourism experience where virtual reality, augmented reality and textile elements work alongside one another to take users on a memorable, cultural adventure.

 
 

 
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1. The Program:

The What:

A multi-sensory experience that utilizes virtual reality, augmented reality, and textile elements to ignite the senses and transport users to a new cultural adventure. 

The Audience:

2035 Hong Kong young professionals seeking to explore the world and adventure out of the confined spaces that make up the busy, crowded city. 

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The Journey:

User journey from start to finish:

1 - Monday at noon, reservation time slots open on The Librarian app, here the user selects the group’s experience: destination, date and time.

2 - Once a selection has been made, the user is prompted to confirm, book and purchase experience. Confirmation given in the form of a Library Card scanning code

3 - Users arrives at The Librarian at reserved time, using Library Card to enter The Librarian

4 - Users explore The Librarian’s Library, approaching The Librarian’s counter to receive a welcome, a walk through of the experience and access into their Experience Quarter.

5 - Users enter Experience Quarters, where all six senses are triggered by AR, VR and tactile elements to gain a full experience of the destination’s culture.

6 - Enjoy and indulge within experience: eating, drinking, smelling, touching and allowing the sense’s to transport the group to a new place and culture. 

7 - Once experience is complete, users exit into the patio to debrief over a communal drink. 

 
 

 
 

2. Visual Mood-board:

 
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3. Materials Board:

The materials board showcasing select materials, ranging from metals to fabrics, that would be used throughout the interior and exterior of  The Librarian. We chose to use less futuristic materials to contrast what we imagine is a brightly lit, digitally filled time.

 
 
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4. Booking Journey:

The Librarian’s app allows guests to explore, browse and reserve an experience. Noting that technology devices will have evolved in the year 2035, we predict that interactive screens will be projected on other surfaces, such as a user’s forearm.

 
 
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Exterior:

Exterior shot of  The Librarian, created to be an outlier on the busy street with dark, muted colors that rival the bright, neon streets. A call to action and scanning code await pedestrians on the dim-lit columns making it possible for people to learn about The Librarian. Subtle branding elements are placed on the windows and laid into the cement on the front step.

 
 
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Scanner:

The scanning window awaits guests as they arrive to their experience. Scanning their digital Library Card on their app grants them access.

 
 
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Hallway:

The Librarian’s hallway library is filled with descriptive books of the available locations. Guests can browse the library before making their way to meet The Librarian at the front counter. Way finding elements are found throughout the narrow hall to make sure the user feels comfortable making their way through the mysterious space. The overhead lamps subtly indicate the pocket doors and are marked with numbers representing the dewey decimal system.

 
 
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The Librarian’s Counter:

The Librarian’s counter is located at the end of the hall. The Librarian awaits to welcome, prep and grant access to their guest’s experience.

 
 
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Experience Quarters:

Below, the Experience Quarter is shown before and after the experience has been simulated. Once turned on, virtual and augmented reality work alongside textile elements to create an engulfing, cultural experience. The users can control the strength of the scent, try cultural foods, listen to the sounds of the city

 
 
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Travel Archive:

The Travel Archive is a souvenir for guests to stamp off travel experiences. The booklet also allows for travelers to preview the itinerary for their next adventure and gain rewards over time.

 
 
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MG2 Presentation:

On the 15th of March, 2019 Western Washington University’s Design BFA got the opportunity to present our workshop projects amongst Seattle designers, alumni, friends and family. We received feedback on our projects while meeting with other industry professionals at MG2.

 
 
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