AIBO’S WORLD (2024)
SCOPE
DESCRIPTION
For this student project, we were asked to design a small-scale interactive experience showcasing a single object from the Powerhouse Museum Collection. In response I created AIBO’S WORLD, an augmented reality (AR) based experience designed to
encourage users to explore the Powerhouse Museum. It is based on Sony’s Aibo,
a robotic domestic companion dog whose personality and behaviour evolve over
time using machine intelligence programming. AIBO’S
WORLD explores how Aibo’s anthropomorphic features and behaviours can create an engaging and interactive
experience for users.Disclaimer: this design is part of the student learning experience in 87009 Visualising Experience Spring 2024 in the Faculty of Design Architecture and Built Environment University of Technology Sydney (UTS) and is not a professional design outcome. This project was developed under the guidance of studio leaders and demonstrators as a response to a notional assessment brief which proposed the Powerhouse Museum as a design context.
I created a visual narrative describing the user journey of using the AIBO’S WORLD.
It involves a treasure hunt where users have to find different
museum objects throughout the Museum, and scan them using the
AIBO’S WORLD app. Aibo will provide a fun fact for each of the museum objects that it finds, simulating the real-life Aibo’s machine intelligent
behaviours. After finding all of the treasures, visitors are rewarded with a special
edition blind box collectible, a sealed box where the design of the toy is unknown until
the user opens the packaging.
I designed and printed the packaging for the AIBO’S WORLD blind box collectible. The visual style and packaging design is inspired by blind box collectibles such as Sonny Angels, Smiskis and Pop Mart (no Aibo robot dogs included—sorry!).
I also designed a social media post that communicates the project to potential clients or employers. Check out the Figma prototype here!