A grindstone was a kind of tool for rural people to grind beans, wheat or other Ingredients to produce food further by human power or animal power in early Taiwan. As time progresses and technology develops, this tool has gradually not been used in modern life of Taiwan, but for many elders, the grindstone is regarded as the symbol of belief that hard-working would make people well-fed and well-clothed. The aims of this paper will discuss the possibility of evoking people's memory of spirit and life culture in early Taiwan by the way of innovative design. To achieve the expected effects, we had designed a human computer interactive installation which is of gameplay and has the grindstone look. This article presents an interpretation on this work with the IPOP(Idea, People, Object, Physical) visitor experience typology and its three points in practice(AEF, A-attract, E-engage, F-flip) formulated by Andrew J. Pekarik and James B. Schreiber et al.(2014) The work had been exhibited publicly in Taiwan in May 2015 and had a good interaction with the visitors. This paper will introduce a practice case of exhibition works which apply the IPOP-AEF principle to take account of visitors' experiences in the process of design. The grindstone is as the theme of the object and combining the interactive Gameplay elements, this paper will show how to make the visitor engage in and experience the spirit and culture art of unremitting effort contained in the grindstone by the work 'Hao Shi Duo Mo'.
Yi-Shiuan He, National Taipei University of Technology, Taiwan
Saiau-Yue Tsau, National Taipei University of Technology, Taiwan
Ko-Chiu Wu, National Taipei University of Technology, Taiwan
Stream: Arts - Other Arts
This paper is part of the ACAH2016 Conference Proceedings (View)
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