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Pile
Author(s): Mouna Andraos
Jun Oh
Sean Salmon
Chia Cheng
Instructor: Udagawa, Masamichi
Class: Designing Experience
   
URL: http://www.seanaes.com/V2/pile/
Documents: Pile(JPEG)
Keywords: window display, installation, fashion, retail, motion, video
 
Re-designing the retail window display experience:
A proposition to bring play back between fashion and people.
Pile offers an alternative to the static and standard mannequin-style retail window displays.

Installed in a window display, it reacts to the presence and attention of passer-by by animating a model on a large screen video and playing around the common reality of large piles of clothes.

How do you choose your favorite clothes?

--Stop in front of the display to choose the items you like, and play.
 
Background:High fashion clothes offer the promise of life: a new one, a better one; and the window displays spill the stories of these new lives right onto the streets. But in the absence of viewers, the window display has no meaning, no reason to exist-- clothes lie there awaiting someone's attention. This promise can only be full-filled when there are viewers, passersby and possible clients watching.
Only when viewers come closer do the clothes come to life, offering a spectacle of play for viewers to observe and engage in.

We want to bring play and humor to the story of the display and engage the audience with an experience that is closer to their realities.

Furthermore, the interactive aspect of the display engaging the participants directly in the streets will lure them into the brand much faster.
A glimpse at a static mannequin is noncommittal. But when the user actually bring life to the garments on display, he is already committed to listening and his attention is much bigger if nothing else but out of curiosity.
Audience:Passer-bys and street strollers.
Pile brings the public space of the sidewalk into a dialog with the semi-private space behind the glass window. Anyone walking past the installation becomes a participant in the piece and can choose to ignore and keep walking or to further engage.

User Scenario:Cloth is scattered on the floor behind the window in a large pile with specific pieces distincly positioned.
The sidewalk in front of the display is spatially mapped to the surface behind the window. This public space is divided in a grid where each square corresponds to one of the garments in the display.
As users walk by, different parts of the pile come to life, activated by a series of air pumps reacting the users' presence in front of the display. The video shows a very large image of a girl, a model, going through the pile of clothe in search of the perfect piece. Her speed and enthousiasm is accentuated as more and more traffic is recorded.
When a user stops to watch, the model will pick up the garment corresponding to the physical position of the user and lift it up, seamingly bringing a piece of the physical pile of clothe into her video world. As the user moves around the sidewalk, different pieces get showcased by the character.
Technical System Description:Switches on the floor trigger individual parts of the air pump as well as the video display through jitter. A micro-processor records the number of switches triggered and activates the different outputs accordingly.
Conclusions:Pile proposes to re-examine the relationship between commerces and the street, between window displays and passer-bys. Through interactive technologies, the window can aknowledge the presence of an audience and provide an appropriate response.