INTRODUCTION Olympics are Forever The Olympics and Paralympics represent one big event generating enormous amounts of physical and immaterial contents. This content ranges from infrastructures, props and visuals. During the Olympics also a myriad of personal and collective interactions, experiences and memories is produced by the diversity of people that take part in it. While the attention of organizers and sponsors often focuses on the preparation and management of the event, a lot has to be considered about the repurposing and storing of the generated content once the event is over. Quickly, infrastructures become unused, visuals feel outdated and props obsolete. Similarly, the excitement for the event fades away, the cheerful crowds of visitors return to their homes and the city is melancholically left with an extinguished Olympic cauldron. Arguably, the way Olympics are conceived, managed and consumed, simply mirrors our consumerist society in which anything is disposable. Thus including great cultural events. In order to change such attitude, we might have to rethink of what happens after the event is over. The post-Olympics is a challenging moment, which is part of the event itself. In fact, while the event is indeed over, the participants’ and visitors’ relationships, experiences and interactions keep on living in the collective or personal memories and contacts they have built during such an intense experience. This represents a great cultural and social wealth that needs to be taken care of. This workshop aims to explore new ways of storing, broadcasting and building upon the experiences, interactions and memories generated by the 2020 Tokyo Olympics and Paralympics. Participants of the workshop are asked to reflect on the wealth of cultural and social experiences enabled by the Olympics and quickly prototype ideas in the form of installations, devices and services for individual users as well as for the public space.
3
Making and Making Sense In the context of industrial and product design, prototyping is a phase that conventionally takes place at a later stage of the design process. Normally, the creative process begins with brainstorming techniques in order to map the territory outlined by the brief. Directions are evaluated and explored. Once ideas of possible designs are clearer, visualizations through sketches are produced. Only at a later stage, time and resources are invested for models and prototypes. Often, the same process applies to design education. In most design schools students tend to follow a rather conventional process that starts with verbal communication (i.e. brainstorming sessions), follows with visualizations (i.e. sketches and/or computer renders), and only towards the end - resources permitting - it leads to materializing the selected idea in a prototype. One objective of this workshop was to question such process and explore an alternative one. We were particularly interested in the act of making as a way to think, communicate and, ultimately, design. We encouraged our participants to start prototyping ideas from a very early stage. The resulting prototypes were rough and approximative or - as someone would say - they were quick and dirty. This way of working was interesting to observe and useful to adopt. Prototyping served as a great communication tool for participants who speak different languages, have different cultural background and diverse skills and expertise. The results of the workshop were explorative and imaginative. Participants produced work at any scale, from the architectonic scale to the one of the product, all the way focusing on experiences, beahviours and values, rather than technical aspects and aesthetics. We like to think that such results are the outcome of a process that favoured the act of making together, rather than talking. Making is by itself a somewhat magic as it pushes you beyond imagining into the creation phase. Conversation among participant was intense and engaging as it was not anymore just verbal, but also physical - literally. After all, “sense” is something you “make”, not something you “say”.
4
5
TEAM 1: MEMBERS
TEAM 1
Julius Tüting Köln International School of Design
Nayah Fee Demant Köln International School of Design
Michiru Watanabe Chiba University
Kotaro Iida Chiba University
TEAM 1: PROJECT DESCRIPTION
GROWING MEMORIES Taking and leaving Olympic memories. The memory of Olympics is unforgettable. People get pictures and souvenirs as a memory and return to their homes with them. The aim of our project is to allow people to get a memory of the Olympics and keep it with them in their homes and mind forever. Using the Berlin Wall as a reference, we thought that people could have stronger memories by demolishing the Olympic facilities and storing the debris with them. Besides taking the souvenirs with them, this project allows visitors and locals to leave a trace on the site, too.
8
TEAM 1: PROJECT DESCRIPTION
9
TEAM 1: PROCESS
Discussion ~ Field research At first, we thought about the “Olympic stadium” and what that implies. There are many “waiting people”. They are taking picture (for the view and selfies) while waiting to enter. Starting from these behaviors, we focused on “capturing memories”. The memories include not only taking pictures and souvenirs but also leaving something in that place. After the discussion, we have to find what kinds of actions are needed for “capturing memories”. So we conducted a field research.
1
2
Image 1. First discussion. Image 2. Thinking about the Olympic stadium.
10
TEAM 1: GROWING MEMORIES
3
4
5
6
7
7 8
Image 3, 4, 5. Notes about “time and space in stadium” and “memories”; about the style of “souvenir”; about “waiting people” and “memories”. Image 6. The field research: the action of digging. Image 7, 8. The field research: the action of peeling.
11
TEAM 1: PROCESS
First Prototype In the field research, we found interesting the action of peeling. Therefore we did experiments by using a prototype combining the ideas of “getting memories” and “the action of peeling”. The peeled piece of prototype (made of paper) represents each people’s “Olympic memory”. And by leaving the defaced object resulting from a lot of people peeling it in the Olympic place, it also becomes a collective “Olympic memory”.
1
2
Image 1. Collected items from the field research. Image 2. The idea for first prototype: Something appears after peeling.
12
TEAM 1: GROWING MEMORIES
3
4
5
Image 3. Making the first prototype. Image 4. Laminating paper layers with glue. Image 5. Experiment 1: Peeling papers as they like. Image 6. Experiment 1: Peeled paper strips are their “souvenir�.
6
13
TEAM 1: PROCESS
Second Prototype In the first experiment, we found interesting the action of peeling again. But we thought it was better to change the material because we think different materials could result in a more interesting experience. We noticed that almost all people testing the prototype preferred to keep more regular strips of paper rather than the shredded ones. So we came to the conclusion that a more three-dimensional material like a stone is best for our project because people would like it in any shape. In the next experiment, we made a prototype with Styrofoam, as a replacement for stone.
1
2
3
Image 1. Making the second prototype. Image 2. Coloring styrofoams. Image 3. Laminating Styrofoams and papers.
14
TEAM 1: GROWING MEMORIES
4
5
6
7
Image 4, 5. Experiment 2: They are breaking the object for getting their memories. Image 6, 7. Experiment 2: Everyone got their “souvenir”.
15
TEAM 1: PROCESS
Final Prototype Our final prototype was made out of plaster. We wanted our prototype to get closer to the image we had in our minds. We included the five Olympic circles into the plaster and we allowed visitors and locals to discover them by breaking this plaster object. Since we also wanted another object to appear as a consequence of the breaking activity, we thought of a scanner that would analyze the broken surface and send the data to a 3D printer that would replicate the current state elsewhere.
1
2
3
Image 1. Sketches about the idea of an Olympic monument iappearing from the broken object. Image 2. Sketches about the idea of creating a “new� Olympic monument. Image 3. The model of the Olympic symbol. Image 4. Making the third prototype.
4
16
TEAM 1: GROWING MEMORIES
5
6
Image 5. Breaking the third prototype and taking picture of that. Image 6, 7 and 8. The process of breaking and making a new object appear.
7
8
17
TEAM 1: PROJECT WRAP-UP
Project Wrap-up People break the “interface” object by and get their own “souvenir”. As many people repeat the same action, slowly the hidden Olympic symbol appears from this object. Each fragment represents a personal Olympic memory. By capturing the process of breaking this “interface” object at fixed interval, as shown in the next page, the layers of this “interface” object are laminated by a 3D printer. This process creates a “new” Olympic monument in another place, as shown at the bottom of this page. People take their piece of “personal memories” to their homes, while a collective memory is left in Tokyo. So everyone, locals and visitors, can remember Tokyo Olympic games forever.
18
TEAM 1: GROWING MEMORIES
19
20
TEAM 2: MEMBERS
TEAM 2
Qiuhong Wan Chiba University
Astrid Mallow Kรถln International School of Design
Yusuke Ohtsuki Chiba University
Feargal Murphy Chiba University
TEAM 2: PROJECT DESCRIPTION
OTOPHOTO Sounds and photo interaction wall OTOPHOTO is the photo booth for Olympic 2020. People enter the photo booth with their Olympic thickets and they are instructed to cheer for their favorite team, then the machine sensors voice and when the voice reaches the required voice level, the machine records short videos. Then, people can get frames of the video printed on their ticket, while these videos are collected by photo booths. The videos can be used for many purposes. We suggest using the videos in a permanent installation after Olympics 2020. You can see many videos floating on big screen, if people walk close to the screens, those videos make a wave-like choreography following the people moving.
OTOPHOTO 22
TEAM 2: OTOPHOTO
23
TEAM 2: PROCESS
Making idea and Developing the idea We focused on the Public Space, so firstly we brainstormed ideas based on photos taken during the research week in Tokyo’s public space. After that, we decided our direction, using sounds and adopting the PURIKURA booth as a tool to collect data. Quickly, we began to do prototyping our special PURIKURA.
1
2
Image 1. Brainstorming and discuss ideas. Image 2. Using the Olympics ticket to activate the photo booth Image 3. Prototyping the electronics to make a sound-activated photo booth.
3
24
TEAM 2: OTOPHOTO
4
5
6
7
8
Image 4, 5, 6. Making a photo photo booth. Image 7. The electronics to make the photo booth work. Image 8. The rough protottype of OTOPHOTO.
25
TEAM 2: PROCESS
Experiments and collecting the data These pages are about Experiments. After making Prototyping, we transacted the some experiments and collect dates for our idea. After the experiments, we did the prototyping again to develop first prototyping.
1
2
3
4
5
6
Image 1-6. Photos of people cheering taken by OTOPHOTO.
26
TEAM 2: OTOPHOTO
7
8
9
10
Image 7, 8 and 9. Prototyping the interactive wall. Each post it is a photo with audio taken by OTOPHOTO. As a person passes by, the photos activate themselves in a wave-like choreography. Image 10. Editing the data and prototyping results for final presentation.
27
TEAM 2: PROJECT WRAP-UP
Project Wrap-Up We focused on sounds and photos to build memories of Tokyo Olympics. OTOPHOTO, which is a sound activated PURIKURA booth collects photos and sounds of people cheering. An interactive photo-wall broadcasts these little memories for future visitors. By prototyping and testing our idea, we realized that sound represents an impressive relation with memory. By combining images and sounds we achieved really effective results for keeping the memory. Through this project, we learned a lot. Especially, the way of progressing by prototyping ideas is very useful to think more deeply and develop better ideas. Finally, we learned prototyping is not just a tool for experimenting and testing the design, but also the best way to think.
28
TEAM 2: OTOPHOTO
PHOTO1
PHOTO1
PHOTO2
PHOTO2
PHOTO3
PHOTO3
Get a photo printed on here !
Get a photo printed on here !
OLYMPIC TICKET
29
TEAM 3: MEMBERS
TEAM 3
Masaki Hirata Chiba University
Nanako Kaneko Chiba University
Misuzu Todo Chiba University
Sascha Haus Kรถln International School of Design
TEAM 3: PROJECT DESCRIPTION
CAPSULE CAMP The Olympic Social Hub During the Olympic games of 2020, it is expected that every day 920.000 people will visit the city and 8.5 million total throughout the whole duration of the event. A lack of accommodations is concerned as a problem in the coastal region where the Olympics take place. So, we suggest a new type of accommodation: a capsule camp. The concept we propose aim to provide affordable and safe accommodations, while facilitating different kinds of social interactions, from retreat and privacy to engagement and socialization.
32
TEAM 3: CAPSULE CAMP
33
TEAM 3: PROCESS
Ideation At first, we did a brainstorming session about “accommodation” in Japan. We shared our opinions about accommodations and offered services. We got inspired by services like “Airbnb”, providing solutions for people who are looking for a more personal and cheaper accommodations than staying in a hotel. Sharing houses is not very common in Japan because most of the houses are too small and most people do not like to share their private space. So we focused on capsule hotels, which are a very well known type of accomodation in Japan. Capsule hotels are by far the most symstematical accommodations to “stay overnight.” They are extremely affordable and even with their small size they offer privacy and security.
1
2
Image 1. Everyday we had insight sessions about the previous days. Image 2. We did brainstorming sessions to explore ideas about what an accommodation is, or could be.
34
TEAM 3: CAPSULE CAMP
3
6 4
7 5
Image 3. “Airbnb� was a strong reference for us, especially for the social aspect it brings. Image 4. Capsule hotels are very peculiar in Japan. Image 5. Brainstorming session about private space and share space.
35
TEAM 3: PROCESS
Prototyping the Capsule We chose to combine the benefits of a capsule hotel with the idea of a social camp. While camping you can stay everywhere with your tent and easily move. Also it is a very social and fun experience. Different from daily life. Our "Capsule Camp" offers visitors the possibility of renting a capsule and freely place it within a specific area near the event facilities. Because capsules can be arranged in any way, they can lead to different social interactions. As we chose this idea, we have begun to make prototypes right away. Prototypes were useful to: 1. Get an idea of the real size of the capsule and their functional use. 2. Exploring different arrangements for different social interactions.
6
7
Image 6. One great thing about camping: you can stay everywhere. Image 7. A first prototype in real scale made of cardboard box.
36
TEAM 3: CAPSULE CAMP
3 8
9
Image 8. Scale paper models of a capsule, including windows and openings for interactions. Image 9. Our team meamber Miki testing the size and dimensions of the capsule.
37
TEAM 3: PROCESS
Prototyping the Camp The social and modular aspect of the capsules were explored both in two- and three-dimensional ways using cards and foam-blocks. We thought of different social relations like friends, couples, families, or groups of men, women or mixed. Some arrangements allow more privacy, while others favour interactions. We made a 1:5 scale model and considered the detail function. We thought of functional openings, like windows and sliding doors, which would allow combining capsules or allowing interactions.
11
12
2
13
Image 11, 12 and 13. Prototype made of Styrofoam. We considered the possibility of three-dimensionally arranging the capsules, according to the different social relationships. The arrangement shown in Image 11, for example, could be used by families. In fact parents at the bottom have control over who enters and exits the capsules above. Image 12 shows an arrangement that could be adopted by groups of visitors who want to share a space among them. Image 13, shows the arrangement for a group of visitors who wants to share a space with others. 38
TEAM 3: CAPSULE CAMP
13
14
15
16
17
18
19
Image 14-19. Studies on different arrangements.
39
TEAM 3: PROJECT WRAP-UP
Project Wrap-up Our project explores the functional and social aspects about accommodation. While we want our accommodations to be affordable, we also want them to allow privacy and flexibility, comfort and interactions. Capsule Camp deconstructs the capsule hotel into a camping site. Real size models of the capsule helped understanding dimensions. Smaller models of the capsules were arranged to understand the social interactions of the camp. Only at the end we made 3d computer renders of the capsules in the context, as the sceneries of Tokyo were the only thing we couldn’t prototype in the workshop space.
40
TEAM 3: CAPSULE CAMP
41
42
TEAM 4: MEMBERS
TEAM 4
Rebekka Hehn Kรถln international school of design
Nicholas Pirounakis Chiba University
Takashi Matsumoto Chiba University
Yuri Takahashi Chiba University
TEAM 4: PROJECT DESCRIPTION
SEEDLING Taste of Olympics Seedling is a Service Design proposal that allows users to interact with one another, share, and enjoy recipes together during the 2020 Tokyo Olympics. The system allows users to create recipes and memories together, in a modular environment. Users are invited to bring seeds and ingredients from their own countries and plant them in the green-boxes. This helps to create a vast food palette and will remain in Tokyo after the Olympics. Using these ingredients, users cocreate new recipes which can then be shared online or printed out to give as gifts or a memento. The recipes are collected in a digital cloud and released as an online recipe book after the Olympics, documenting the ‘Taste of the Olympics’.
Seedling
TASTE OF OLYMPICS TOKYO 2020
DISH AND FUN ingridiants: chicken
44
500 g
king prawns 320 g
TEAM 4: SEEDLING
Seedling Taste of Olympics
English
COUSCOUS-SUSHI
Japanese
PEOPLE FOREVER
Ingrediants 200 g Couscous 5 Salad leafes 2 pieces of Nori 2 Mushrooms
Ingrediants A lot of fun Some friendly people A greate place Lots of Food
Hot to cook Feel the nori sheet from both sides and you will find one side to be a bit smooth and the other a little rough. The nori should lay on the rolling mat with the rough side facing upwards. Get your hands wet, and make about a handful of rice to a ball of rice. Gently put the rice ball in the middle of the nori sheet. Cook 1 cup of rice in slightly salted water. Cool. Add the vegetables. Mix together and add the dressing ingredients. Mix and refrigerate for at least 1 hour. Just before serving, add almonds. The nori should lay on the rolling mat with the rough side facing upwards. ...
Hot to cook The kitchen is a space of connection an communication. We had a lot of fun together at Taste of Olympics and we met greate people. The best recipe for eating are niece people cookung together, communicating and making friends. We enjoyed the space and the Olympic games in Tokyo. ... 23.6.2020 From Happy People
FISH AND FUN
24.6.2020 From Yuki and Tony
VEGETABLE SOUP
Ingrediants 500 g Chicken 320g Rice 10 King Prawns Salt, Pepper 150 g Peas Ingrediants Different Vegetables Water Salt, Pepper Onions
Hot to cook Heat a little olive oil in a large deep pan and fry the chicken until golden brown on both sides. Place the pieces on a baking tray and into the oven for 30 minutes. Put the pan back on the heat. Add the sliced chorizo and pancetta or bacon and fry until browned and crispy After 20 minutes the rice should be nearly cooked. At this point, pour in the rest of the stock along with the peas, prawns, and the mussels and squid if you ...
Hot to cook Heat the olive oil in a large saucepan or Dutch oven over medium-high heat until shimmering. Add the onion, season with salt and pepper, and cook, stirring occasionally, until translucent, about 5 minutes. Add the carrots and garlic, season with salt and pepper, and cook, stirring occasionally, until the garlic is fragrant, about 2 minutes. Add the celery and, if using, any hearty vegetables (such as cabbage and fennel) and the bay leaf and thyme. Season again with salt and pepper and cook an additional 5 minutes. If using, add the wine or vermouth (for some acidity) and cook, stirring occasionally, until the alcohol has reduced by about half, about 2 minutes. Add the broth, potatoes, and any quicker-cooking vegetables (such as asparagus and peas). Let the soup come to a boil, then reduce the heat to low and gently simmer, uncovered, until the potatoes can be easily
24.6.2020 From Hadi, Anna and Caitlin
DELICIOUS RICE SALAD
45
TEAM 4: PROCESS
Experiment 1: Convivial Interactions We began by attempting to use food, or the utensils used to eat food, as a conversation starter. We gave each user a different set of cutlery and table setting, with a separation in the middle. After a few minutes we would make them swap positions. After a few more minutes, we would remove the separation. We found that some people began to use the utensils as a conversation starter, however, the most interesting data was gathered when the separation was removed. Participants began to speak more expressively, with much more body language than previously shown. This showed us that users may be more interested in these small interactions, as opposed to the food itself.
1
Image 1. We tried to look how people behave in the Izakaya.
46
TEAM 4: PROCESS
TEAM 4: SEEDLING
2
Image 2. First, two participants sat down at each side of table, using two different types of cutlery.
3
Image 3. Next, we instructed them to change side, and use the other utensils.
4
Image 4. At last, we removed the separation to check how people change their behavior.
5
Image 5. We repeated this experiment with five pairs.
47
TEAM 4: PROCESS
Experiment 2: Push to Talk We decided to focus on the interaction for our first physical prototype. We explored the idea of re-purposing the ordering button usually found atop each table at many restaurants/ izakayas, as a tool for interaction. We wired the button so that when it was pressed, a random chair on the table you are sitting at would begin to vibrate gently. We did this in hope that it would create conversation, however, during our testing phase, we found this particular design to be uncomfortable for some, and realised that we may need to redirect our focus into a far less ‘gimmicky’ alternative.
1
2
3
Image 1, 2 and 3. The button that activates vibration and the experiment set-up.
48
TEAM 4: PROJECT
Experiment 3: Could You Pass me Your Chopsticks? We moved on to another idea, attempting to utilise the utensils at hand; in particular, chopsticks. We created a set of chopsticks, that when paired with another person’s, light up like an Olympic flame. The idea behind this is that people would have to swap one of their chopsticks to get the light to work, forcing them to interact. We proposed that these could then be used as a souvenir and even play a part in the Olympic ceremony. After completing this prototype, we realised that chopsticks are quite important and respected in Japanese culture, with many manners and traditions surrounding them, and so we decided to scrap the idea. It was beginning to seem that our design may lie in an intangible space, and that maybe we were better off designing experiences and memories as opposed to artefacts.
4
5
Image 4. Light chopsticks. Image 5. Initial state.
49
TEAM 4: PROJECT WRAP-UP
Project Wrap-up Our final prototype explored the idea of creating memories and bonds between people through food. This was finalised through a service system, with a modular floor units that could cater to any size venue. The system worked off the idea of people bringing tastes and ingredients from their own countries, and creating food/ recipes and memories in an Izakaya/restaurant atmosphere. These recipes and ingredients would then stay on in Tokyo, allowing other to experiment with them and hopefully create a new culture of international cuisine. The physical system is made up for 4 interconnecting modules. A standard floor Module, a Green-bed module, a traditional Izakaya seating module, and a modern Izakaya seating module, equipped with hot plates and tools/utensils. This project allowed us to realise the importance in prototyping in eliminating overly tangible ideas early on. We had our eyes fixated on a physical outcome, and so we almost totally ignored the fact that our particular outcome may lie in the intangible; a service system that lets people share, connect, and give.
50
TEAM 4: SEEDLING
51
52
TEAM 5: MEMBERS
TEAM 5
Samantha Subotic Kรถln International School of Design
Misuzu Tomita Chiba University
Kyosuke Ishii Chiba University
TEAM X: PROJECT DESCRIPTION
YOU ARE OLYMPIC Suica Torch Relay We proposed a participatory event for the transition spaces. It is a digital Olympic torch to be passed by using pre-paid system Mobile Suica. There are about 500 digital Olympic flames distributed in train station gates. People get the digital Olympic flame by touching the gate sensor with their mobiles. Commuters carry it to their destination. They can see their own flame information, where it comes from, how long it has been carried and how many people carried it. Third, they leave the flame when checking out at the gate. The next person who passes by the same gate gets the flame. Finally, they can see the whole torch path, the total distance, who joined the relay and where the flame is, by using their smart phones or projections in public space.
54
TEAM 5: YOU ARE OLYMPIC
55
TEAM 5: PROCESS
Brainstorming Our theme is transition space. After having discussed the differences between Japan and Germany, we focused on how people behave in the transition spaces, killing time while waiting for a train or bus. We discussed about what are the triggers for people to start an interaction while waiting. For example, wearing the same team shirts or sharing mutual interests is an excuse to start a conversation. So we had roleplay sessions about people in transition space to figure out the feelings and experiences. We focused on showing some information and playing some collaborative games as triggers for conversations. We chose a gate infront of the train to show information. The gate shows information about the Olympic games. For example, the number of medals your own country got. Finally, we thought of games to compete with others and the ritual of carrying a torch to the Olympic cauldron.
1
2
Image 1. Brainstorming and discussing about transition space. Image 2. Blue post-its represent aspects about transition spaces in Japan and Germany. Orange cards are our actual communication experiences there.
56
TEAM 5: YOU ARE OLYMPIC
3
4
5
6
Image 3. Summarizing brainstormed ideas. Image 4. Role-playing in front of train. Image 5. Information about Olympic flame. Image 6. Thinking about showing information on the gate and doing games there.
57
TEAM 5: PROCESS
Prototyping 1: The Gate of Champions We built a model of the gate where people wait for the train. While waiting, people have nothing to do, just waiting. It is like the gate used by Olympic players when entering the stadium. The gate enables them to enjoy the wait, getting information and interacting with others. We thought of many functions, getting information about the number of medals won or live streaming the games, receiving messages from others and sending messages to others, taking pictures and painting your face like a real fan, shirts and so on. We made a real scale prototype of the gate and noticed many problems. It is too big. At transition space, there are many people. It can be used only 2-3 people at a time. The amount of information is rendundant and overwhelming. So we thought other solution.
7
8
Image 7. Entrance gate in front of train. Image 8. Making and Thinking functions.
58
TEAM 5: PROCESS
9
10
11
12
Image 9. Building the gate. Image 10. Making interrior function of the gate. Image 11. Function of Making and painting photo. Image 12. Thinking a game using Olympic flame.
59
TEAM 5: PROCESS
Prototyping 2: The Torch Relay We reconsidered how people can enjoy their time at the transition spaces. We considered three aspects of the direction we wanted to explore: firstly, there are many people, secondly people need to be involved in a collaborative way, thirdly we wanted an informative layer to be juxtaposed to our proposal. We made a second prototype, this time focussing on the idea of a torch relay. Torch relay is mainly done by famous people. We thought all people should be able to join it. In transition space, we focussed on the entrance gate of station and “mobile Suica”. (“mobile Suica” is an application of prepaid system). All people can join quickly, because there are many people using the gate and “moile Suica”. The service would display information about where people come from and when they check in the metro. By using these data, people can join torch relay. The whole data can be displayed on public monitors, too.
13
14
Image 13. Entrance gate shows distance you carried the fire compared to famous runner. Image 14. Ideas using Suica Mobile.
60
TEAM 5: YOU ARE OLYMPIC
15
16
17
18
19
Image 15, 16 and 17. Making a prototype of the metro entrance-gate. Image 18. Mock-up of display at Shibuya crossing. Image 19. Prototype using projection mapping.
61
TEAM 5: PROJECT WRAP-UP
Project Wrap-up The whole project spins around the idea of allowing anyone to be an Olympic torchbearer. Carrying the Olympic fire, accessing personal information, passing the flame to the next commuter, seeing the whole torch relay information, raising the flame in your own smart phone on the last day of the Olympic, and interacting others. This series of actions aims to make everyone be part of the Olympic experience. Our process was interesting. Initially we were prototyping big things. Gates, monitors and a number of props. As we moved forward in this process, we realized that the concept was more important than its material manifestations. So we gradually stripped off our prototypes and focused on participation, instead. Finally, the whole project uses existing infrastracture: people’s mobiles, the Suica-mobile system, the metro gates. In this way we hope to highlight the experiential aspect of You are Olympic and its meaning, over its physical presence.
62
TEAM 5: YOU ARE OLYMPIC
1
2
3
4
Get the fire
Pass it to others
Track it
Everyone has it
The moment that you pass through the gate at the train station, you get the olympic flame.
After travelling to other places, you pass the fire to the next one when you leave the station.
Track the fire via App or displays at a lot of different places and search for it to get it back.
At the last day of the olympics, everybody gets the fire and can carry it to every public space to re present the big flame.
BENEFIT » Everyone can join » No Restrictions » It s entertaining » Bringing back the tradition in a modern way » Sharing and traveling through Japan
63
64
TEAM 6: MEMBERS
TEAM 6
Moritz Wallasch Kรถln International School of Design
Aozora Abe Chiba University
Keisuke Ito Chiba University
Reina Nakajima Chiba University
TEAM 6: PROJECT DESCRIPTION
PURIKUPACK Vending machine for packaging Our team’s theme was “cultural and commercial places” of Tokyo Olympics. We started to think about this topic and made rough prototypes and tried enacting their functioning. Finally we proposed PURIKUPACK, a machine where people could introduce any artefact and this would be returned into a souvenir wrapped into a paper bearing a photo of the tourist. You can wrap everything you want with this machine, turning it in a very authentic gift. PURIKUPACK will be placed near Olympics stadiums, with some variations of the machine and the design of the package according to the location.
66
TEAM TEAM X: 6: PROJECT DESCRIPTION
67
TEAM 6: PROCESS
Exploring the theme Our team’s theme was “cultural and commercial places” of Tokyo Olympics so we firstly thought about this topic.
1
Image 1. We shared our own experiences and opinions about Japanese cultural and commercial places and things.
2
Image 2. We got 8 keywords about Japanese culture. -Karaoke -Game Center -Vending Machine -Museum: lot of guide staff -Purikura -Gacha Gacha -Package -Staff at the shop: very kind, too formal
3
Image 3. We talked more deeply about the keywords. The most important finding for us was:“Package is more important than content.”
68
TEAM 6: PURIKUPACK
Prototyping We decided to deepen the idea of a combination of vending machines, purikura booths and packaging. We made first rough prototype.
1
2
3
4
5
Image 1. Image sketch of our first idea. Image 2 and 3. Making the prototype. Image 4. We used LED light to imitate the shutter flush. Image 5. First rough prototype of vending machine.
69
TEAM 6: PROJECT WRAP-UP
Project Wrap-up First, put the coin and put things you want to wrap in the box. Follow the voice instructions; take a picture looking at the screen. While waiting for the wrapping, information about the Olympic games, such as today’s competitions and ranking the results will be announced. After a few minutes, you can get your object back, wrapped like a precious gift with a wrapping paper bearing your photo. This is an authentic souvenir of Tokyo Olympics 2020. As the expanded idea, it will be possible to wrap not only just real object but also other data by using ICT technology. What about wrapping your Facebook status?
70
TEAM 6: PURIKUPACK
71
This workshop is part of CODE. A collaborative program of Chiba University aiming to bring together design schools and companies from the USA, Europe and Japan
CREDITS AND ACKNOWLEDGMENTS Professors and Tutors Professor Research Assitant Associate Professor Assitant Professor Assitant Professor
Andreas Muxel, Eduard Paal, Takayuki Higuchi, Algirdas Paskevicius, Giovanni Innella,
Kรถln International School of Design Kรถln International School of Design Chiba University Chiba University Chiba University
Guest Lecturers and Critics Chief Designer Design Strategist General Manager President CEO
Takajiro Kaji, Noriyasu Vontin, Akihiro Iwazaki, Yoshihiro Ueda,
Fujitsu Design Limited Fujitsu Design Limited Fujitsu Design Limited Fujitsu Design Limited
Organizers and Coordinators Professor Associate Professor Associate Professor Student Coordinator Student Coordinator
Makoto Watanabe, Takayuki Higuchi, Kenta Ono, Keiko Sugita, Nao Ikeda,
Chiba University Chiba University Chiba University Chiba University Chiba University
Booklet editor:
Michiru Watanabe,
Chiba University
Cover illustration:
Miki Todo
,
Chiba University
Division of Design Science
Cologne University of
Fujitsu Design Limited
Graduate School of Engineering
Applied Sciences
Tokyo, Japan
Chiba, Japan
Kรถln, Germany
73