In the past, humans had an intimate connection with stars as stars served light, beauty and connection to nature. They spent hours staring at the night sky learning about their movement and astrological significance. Since time immemorial, we have lived under stars, but light pollution makes it impossible to see them in the city today. Stars were and always have been in our sky, but we just couldn’t see them. Despite being so close to nature, humans have lost touch with it.
At the beginning of the concept development stage, we decided that our users would be Torontonians who are used to the starless sky of Toronto. Being Torontonians ourselves, we knew that Toronto is famous for its breathtaking night scene, however, the artificial city lights that would never turn off have impaired our view of the stars. Of course, we did not want to keep ourselves in our own little box, so we conducted user research to learn more about other people’s experiences.
Sculpture of the Other Side enables users to connect with nature again through stargazing. Toronto is a big city and Torontonians are always on the run. Because of this, many people forget how much they can benefit from being connected to nature and its gift of beauty. Connecting with nature is more than mere observation. Nature, especially stars, is a representation of the flow of time and timeless beauty. While stargazing in the dome, users will cherish the gift of nature and also learn the importance of light pollution and how destructive it is to the ecosystem and wildlife. Additionally, the stargazing experience will linger in their head and will encourage them to travel far to stargaze in person.
As for the process, we started by establishing a style guide which includes the typography, colours and imagery for visual cohesiveness. Then, to have a clear objective about the problem we were solving, we thought about who we were designing for. We conducted a user survey, in which we gathered 37 responses. Based on these responses, we came up with two user personas and created corresponding user journeys, hoping to imagine the experience from the users’ point of view. We then went on to UX mapping which was creating flow charts, a dome floor plan, a heat map and a circulation diagram. This process helped us visualize the users’ experience, the users’ interaction with the dome, as well as the interior space. We wanted to visualize the interior even further, so we created interior renders in Maya. Lastly, we built a physical model of the dome using methods such as laser cutting and 3D modeled its digital version using Blender. The video that shows what the user would see during their VR experience was also created with Blender and AfterEffects.