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Apokalypse im Kinderzimmer

Our idea: to bring carpets to life and thereby learn something. For this purpose, we developed the brand contextile, which designs various carpets for kids to didactically educate about different topics.

Cover image for Apokalypse im Kinderzimmer

Departments

  • Communication Design
  • Audio

Degree

bachelor

Our idea: to bring carpets to life and thereby learn something. For this purpose, we developed the brand contextile, which designs various carpets for kids to didactically educate about different topics. By linking them with Augmented Reality, we connect the analog haptic world with the digitally moving one. The Wimmelpicture look of the carpets invites children and adults to play, discover and learn together. The target group for the carpets are primarily educational institutions and museums. Children can then play on and discover the carpet, for example in the form of an exhibition accompanied by parents or educators.

The core piece of the project and at the same time the first model of the brand is the carpet with the name "Apocalypse in the children's room". The first model deals with the topic of climate change and the resulting consequences on our home planet. With this carpet, we want to give parents in particular a tool with which they can educate their children about the topic of climate change, which is fraught with concern and uncertainty. If you look at the carpet without the smartphone, it looks like a normal play carpet at first glance. On closer inspection, you quickly stumble across a few unusual details. For example, the carpet shows an oil rig in the sea or an industry that seems to be dumping toxic substances into a river. If you then move your cell phone over the carpet, it comes to life. To do this, you just have to quickly download the app Artivive for free beforehand. Through the smartphone you can watch a small city in street carpet optics, as it changes and transforms in three different time levels by climate change and pollution. Different little stories can be discovered and followed while the experience is accompanied audiovisually. So you see the carpet city first in 1900, then in the present and finally in a future scenario around 2100. Through the time jumps you can see, for example, how the sea level is rising or how the green areas are disappearing due to soil sealing. Due to the animations within the different time levels, the carpet appears dynamic and alive, which should invite to observe and discover. For example, the streets in the Augmented Reality are actually traveled by cars and other vehicles.

Team

    • Concept,
    • Design,
    • Animation,
    • Branding
    • Emil Schwärzler
    • Concept,
    • Design,
    • Animation,
    • Branding
    • Eléna Ratzer
    • Audio
    • Charlie Klee