Klara on the Yard
Interactive Installation | Projection | Storytelling
This is a projection where I set myself to challenge storytelling with installations. Based on the novel Klara and the Sun, I collaborated with a scene designer to create Klara’s last memory from Klara and the Sun through a series of immersive installations. In this interwoven space, audiences re-experience Klara’s story through evocative scenes and interactive devices, guided by the AF’s first-person perspective.
ROLE
Interactive Media Designer
Immersive Experience Designer
TIMELINE
2024/08-2024/10
TOOLS
Arduino
Touch Designer
SketchUp /Rhino
CAD + Laser Cutting
Inspiration
Exploring Humanity Through Artificial Eyes
The narration from a robot's perspective fascinated me, so I began searching for works on this theme.
My partner and I ultimately chose Klara and the Sun, a memoir of a robot, which tells the story of Klara and Josie’s family through the robot’s narration. Klara’s perspective is precise, objective, and absolutely honest, like a mirror quietly reflecting the inner world of Josie and everyone around her.
A Challenge -- Storytelling Through Installations
1. Plot Dissection
We extracted chapters from the novel in chronological order based on scenes and plots, and catch the emotional highlights of each segment. In the meantime, we almost instinctly brainstormed some interactions.
Through Brain storm, we a few ideas about what we were trying to make:
- a mixture of spaces (blend the scenes together)
- use interaction to enhance storytelling (emphathize with Klara)
-
tell the story by fragments (not the whole story)
Brainstorm!
2. Work Closely Together
We tried to make some prototypes of the scenes together. For each scene we would have different interaction related to the story. Since the interaction itself, along with a lot of electrical modules, would interefere my scene designer’s work, my partner and I ended up working closely togther. And this is the best thing ever, as you can:
- inspire each other
- get clearer of you ideas
We pushed each other’s design process massively. A lot of great ideas emgerged as we design mechanics along with the scene design.
That’s me showing off our puppet.She had no idea what we were doing at first...Of course, I had to help out on art works.She said, ‘I want Klara to move in the scene.’
You’ll have an idea once you make something.
3. Prototypes... A lot!
Once we had some ideas, I started to test out them right away. Making quick, cheap prototypes to demonstrate and test your ideas are EXTREMELY beneficial because they can help you:
- demonstrate your ides better (... so your partner would understand)
-
get more ideas from testing
- debug you codes
- supplement your manufacture lists
Computer models also count.
Academic Focus: Narrative Environment
My background in architecture provided me with professional knowledge in exhibition and environmental design. However, we still lack guidelines that focus on experience-centered and narrative contents.
That’s when we found this amazing reference. Tricia’s case studies are very helpful and inspiring.
Narrative Environments and Experience Design:
Space as a Medium of Communication
By Tricia Austin
Our So-called
Spatical Storytelling
As we got insights from the book, we formed our own methodology of immersive storytelling in space.Floor Plan
Emotional Map
bridge, serene, twist/conflict
The Experience
A journey into Klara’s mind
The story will be revealed through Klara's memory card. And each interaction would unveil a corresponding plot.
Visual Elements
To tell the story from Klara’s perspective...
Kazuo described Klara’s vision as rectangle frames in her vision. Therefore, we want to add similar elements aesthetically to remind people of Klara’s identity as an AF. Our final design delivery are defined as:
- grid-patterned
-
glitched
-
naive
De Stijl
glitched vision
Process
Interaction Development
Separate Interactive Modules
I was struggling with placing interactive electronic modules into the scaled model.
However, it has become obvious that we can make the interactive components independently and test them separately.
The Flashing Lights
The narration from a robot's perspective fascinated me, so I began searching for works on this theme.
Live-Visuals Development
Touch Designer + Projection
The narration from a robot's perspective fascinated me, so I began searching for works on this theme.
Woodwork
This is a lot...
We divided the construction work into 3 different stages.
Insights
1. Don’t stop communicating, even when you’re INSANELY MAD at each other.
2. Different roles in a team can inspire each’s work! (...so always communicate)
3. Pattern recognition is a core ability. That’s why adding interactions is more like a process to relocate that emotion/feeling.
4. Make interactable prototypes separately. This can boost your manufacture process.
Team
Interactive Media & Experience Design by Jingyi Xie
Art & Scene Design by Ziqi Guo
Based on Klara and the Sun by Kazuo Ishiguro