JoyStory | William Pepera

JoyStory Teambuilding Tilt Maze

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Perspective

Managers public and private spaces are constantly looking for new ways to surprise and delight, linking quality of experience and positive engagement with commercial factors such as repeat custom and peer marketing.

Insight

Interpersonal interactions have a large impact on the overall perception of an experience.

Vision

A product which can spark joy by creating positive interactions between people, improving attitudes and perceptions towards an entire organisation or entity

Research and Background

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Interactions Make Experiences


The starting point for this project was the RSA ‘Platform for Joy’ design brief. The refined question was “how can joy be brought to people in shared spaces?”. As part of a comprehensive research and testing process, we visited train stations and interviewed station managers and transformation teams as well as business owners in order to gather qualitative data from which to draw insights. 10,000 google reviews from the UK’s 2500+ train stations were analysed, from which a word cloud was generated. Interpersonal interactions with between made a biggest difference to people’s perception of their overall experience and these were commonly referenced in reviews (Staff, Service, People).

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Reflecting on Experience


Peak-End Theory suggests that when people reflect on their experiences, the part of the experience with the highest emotional intensity (positive or negative) and the end of the experience are given greater weight. This effect was noticed in the analysed reviews and interviews, with people using such anecdotes from an experience to inform their entire opinion of the quality of a space or an experience. The objective was to design a product which could consistently generate a positive interactions between people.

Prototyping and Development

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Magic Well

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Mood Board

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Tilt Maze

Joy On Demand


Several different games, experiences and exhibitions were prototyped and tested within and without the team. The Tilt Maze, where the team has to work together to move the ball to the goal proved to be the most engaging because it required users to communicate, work together to achieve an objective, bringing together collaborative and competition.

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Designing an Experience


The Tilt Maze was further developed and digitised. The LED at a random destination flashes at an increasingly fast rate, creating a sense of urgency. The team have a limited amount of time to reach the destination.

The use of feet instead of hands made the product more hygienic, especially for use in public spaces.

The destinations and maze can be customised, making them more relevant to the enironment and users.

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Execution and Engineering

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Light Intensity Calibration Algorithm


The light intensity threshold had to vary depending on the ambient light level of the environment. A calibration algorithm was to developed which ensured that the maze would work consistently.

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Testing the prototype at London Bridge station and Brompton’s London factory brought us as much joy as it did the people who were trying it out.


Next Project

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Panaseer

Passive Allergen Detection

Convenience, Safety, Autonomy