Time
2019.08
5-day project

Team
Tong Shao
Shuyu Xu

Type
VR Experience
Architecture
Environment

Overview

Island Paradise is a VR experience of a speculative anti-utopia future society we conceptualized about the topic “the ultimate equality of human beings,” where  the differences of physiological structure and functions between men and women are no longer decisive. The project integrates the ideas of architecture, experience design and game design to forge a speculative immersive experience of a human reproduction and gender revolution story. We use Unity and HTC Vive VR headset as our launching device.

Prototype Demo

Design Process

Background Research

The background research of this project is focused on researching about the real-world stories of gender problems and use them to imagine and speculate a story in response to our project topic: Ultimate Equality.

In our conceptual world, ultimate equality means that the functional and structural differences between males and females are no longer decisive, and therefore women are completely emancipated. In this context, we deconstruct the real-world stories through the method of speculative design, extracting the ideas we obtained and use them to build a new story.

- Research -

To better speculate a future society of “women completely independent from men” due to the mature-developing technologies of “artificial embryo breading,” we first collected a bunch of real world stories that related to the ideas in the topic: pregnancy, surrogation, adoption, or human-made embryo.

- Brainstorm -

By investigating and analyzing these issues, we systematized the “production line,” and identified several key issues in this system. For example, the rationality of gene editing technology and the how to deal with "disqualified" children produced by unnatural methods. Based on these questions, we brainstormed and conceptualized a social form that implemented and normalized this reproduction system.

- Conceptualization -

We layout some key words and quick ideas about what we learned from he research. By playing with all these key words and rearrange them, we started to have some story pieces and basic world structure.

Concept Design

In the conceptual design section, we created a story outline and world view based on the conclusions of the research section. We wrote down the story as a science fiction novel and use some of the core scenes from the story as the foundation of our VR experience scenario. We developed the design concepts for production through storytelling, 3D environment design, and game experience design.

- Storytelling -

Read Whole Story Here

- Experience Design -

In our story, the main character accidentally get into the ventilating duct in between the display and propaganda building and the factory space. The player can explore the space and get to know our story through the experience of moving (teleporting), observing, listening and interacting. This section shows our design of the experience flow.

The whole gaming system is separated into 3 big  parts: starting period, connection period, and exploring period.

The first scene is in the ventilating duct which is under the big ball room with a dome as the showing room for advertising about the customizing baby service to people in the “outside world.”

After getting out of the underground, we entered the connection scene: an elevator which connects the top and bottom world. We designed a few interactions in this scene as for getting inside and operate the elevator.

The first two parts are  more about  understanding our world and get  to know  a little bit of  our story set up. After getting out of the elevator, the play would enter the main scene - the embryo factory. The factory is separated into 3 parts: the package room of “succeed production,” the major producing room, and the disposing room of “failed products.”

We further developed the 3 scenarios into 5 detailed scenes as we would be building in our VR experience:

Scence-1: Entrace

Waking up in a narrow passageway surrounded by pipes and machinery.
Turning around there is a hole at the end of the passage.

Drilled in through the hole, climbed a ladder and drilled out from a manhole cover.

There are still some pipes and lines around, but the top of the head is lit up. The top of the head is a hollow floor, and I seem to be under the floor.

Drilled in through the hole, climbed a ladder and drilled out from a manhole cover.

Scence-2: Underground

Some conversations and footsteps began to sound around, and some gorgeous people walked over from their heads.

From here you can see the situation on the entire floor - this is a large atrium, in the middle of the atrium is a tall tree.

Going around the roots of the tree, found a venting pipe at the end and drilled it with a crowbar.

Scence-3: Getting Inside

Jumped out of the ventilation duct and landed on the car of an elevator. Open the top cover of the elevator and jump down.

There are only two buttons in the elevator, B1 and B2. First came to B1. After the elevator door opened, it was a corridor. I heard such a dialogue coming from a distance.

After the corridor was quiet, the elevator closed and went to B2.

Scence-4: The Package Room

Get out of the elevator and come to a space like a gallery. Saw some of the delicately packed balls coming from a crawler. Closer look and see that each ball is a newborn baby.

Scence-5: The Factory

Walked in the direction of the track and passed through an automatic door into a huge circular space.

There are a number of circularly arranged petri dishes, and many more babies are suspended from the lower layer of the canopy.    

Going to the central console, the switch was activated, the central energy source gradually turned on, and the tree and conveyor belt began to turn. Capsules were sent to different places by the conveyor belt.

Scence-6: The Destruction Room

Going forward along the other track, at the end is an acid pool, these capsules containing the baby are directly thrown into the machine
There is a red lever next to the acid pool, and the handle says a big “STOP”, so the lever is pulled.

The track slammed and stopped, but the harsh alarm sounded at the same time...

- Design Sketch -

The artificial embryo on the tree

The destruction room and machine

VR Exploration

We spent some time learning how to use Unity. we borrowed the HTC Vive VR headset, so this is the device we use to implant scenes into the immersive environment. This was our first experience with VR production. Vive's headset is not an all-in-one machine, but requires two cameras to be set up in the physical space for location capture. We found that it was very easy to bump into the cameras or stuck with wires while moving around a lot which would cause losing track, so we decided to use teleport as moving method in VR.

Production

We designed the environment according to the story and scenes we wrote. Since the main scenes of our constituency take place in the interior, we carefully designed the architecture structure of the embryo factory. This was the beginning of the integration of experiential design with architectural design.

- Environment & 3D Design -

The Upper Structure Axonometric

Factory Axonometric

The underground world with the showroom structure and
zoomed in details of the ventilating dust and the elevator

The embryo factory, including the package room, main production center, and disposing room.

- Interaction -

Interaction Flow in Axon & Plan View

Play Testing

This is some text inside of a diIn the process of scene and interaction production, we repeatedly tested the effect and function in the VR headset. After each stage of the production process, we also had testers to experience our design and make adjustments to the scenes again and again. We found that building environment in Unity was very inaccurate in terms of object size, and we had to repeatedly check it in the VR environment.v block.

Final Scene Example

Scene 2: Underground

Scene 5: The Factory

Learnings

This project was produced by a small team of three architecture students. This is our attempt to evolve into the user experience design world. It is also our first attempt to combine the UX theory, game design theory and architectural design theory all together. Personally, this was one of the reasons that led me to move from the architecture field to the interaction and experience field. It is a way to quickly produce and experience " fantasies" of myself. At the same time, I really enjoy the iterative deliberation of logic and experience flows. Even though the project seems very young now and there could be a lot to improve in terms of technical and interactive experience, it is one of my favorite projects and a turning point of my life.