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ROOM DESIGN – ADOLESCENCE THEME

The age of adolescence usually represents confusion, instability, mind block, the thought of failure, stress and miscue, where the person is not sure about the decision where he/she is usually shaken, and where the confusion begins.

So the room is designed in a way where the user feels the instability, confusion and all the adolescent characteristic feature.

 

So, for the study, The “Jewish Museum” in berlin is taken as a study for the adolescent concept room. The architectural masterpiece is designed by Architect Daniel Libeskind. The Jewish Museum is a museum built to represent the lives of the Jewish people who they had treated as slaves.  The term slave is totally different from adolescent but the characteristic elements are the same.

     

 

So in the museum, the floor is designed in a jagged way so that the visitors feel the instability. The walls are disproportionately high compared to humans just to make the visitor feel inferior the wall has horizontal narrow windows depicting hope. The floor of the museum is also designed on different levels to represent there are no straight lines in life.  Some walls are designed inclined to make the user feel insecure.

 

HORIZONTAL NARROW WINDOWS
DISPROPORTIONATE WALL HEIGHT

So, inspired by the Jewish museum, my room design is designed with the play for walls and floors.

The room is designed like a maze which represents choosing the way in life is crucial in the adolescent age. So first the walls are designed to create multiple different passages where the correct path leads us to the correct exit.

 

       

So thus with this inspiration, my room design is started. I started to create a plan for the room with the divisions. The first concept is to create a curvilinear wall which creates a more interesting pathway. The second conceptual idea is to create a perpendicular wall. This idea has many entrances and exits but the pathway was not quite interesting as the curve wall. But the complexity of the game is better in the perpendicular wall.

CONCEPT 1
CONCEPT 2
CONCEPT 3

 

User Interface ( UI ) of the game “THE RUBIX CUBE OF MEMORIES”

The user interface of the game would be simple as the user would be felt complex in the gameplay, so the user here is kept in a minimalistic concept. The UI is designed in a way where the user gets maximised view of the game.

Basic prototype of the UI

 

 

 

 

 

The Top left portion of the UI consists of the players if it is a multiplayer game

The top centre part is designed to show the current cube where the user is at the present. The cube number will be displayed boldly displayed as that is the only visual clue for the user.

The Top Right portion of the UI consists of the map. The Map is a key element for the user to show the overall cube and the numbering of the individual cube.

The image shows the overall mapof the cube and the numbering of the individual cube.
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