KRAFT

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DATA TRANSFORMATION AND VISUALIZATION

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Kolding School of Design and CIID collaborate with KRAFT

Transcript of KRAFT

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Vestre Ringvej

HolstebrovejJernbane

Fremtidigt boligområde

Fredsskov

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Søndervig Landevej

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RINGKØBING

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Ringkøbing Fjord

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Dansk turisme taber terræn. Vores andel af turister i Nordeuropa er siden 2000 faldet fra 20 % til 15 %, skriver Dansk Industri. Og det skyldes åbenbart ikke det berømte danske vejr, men manglende innovation inden for dansk turisme.

Sammen med KRAFT har vi gjort udsagnet om manglende innovation til skamme ved at inddrage naturfænomener i fremtidens oplevelsesdesign for turister på

den jyske vestkyst. Vi har nemlig udviklet nye designkoncepter, hvor der leges og udforskes gennem vinden, solen, jorden og vandet. Når oplevelsesparken KRAFT åbner i 2016 i Ringkøbing, kommer du måske til at opleve en simuleret understrøm i havet på egen krop, købe T-shirts designet og formet af naturen, eller fordybe dig på den berømte pilgrimsrejse mellem Ringkøbing Fjord og Søndervigs brusende Vesterhav.

KRAFT satte Designskolen Kolding stævne for at få bud på nye koncepter, hvor naturens kræfter er materialet og datatransformationen og fortællingen derom er opgaven. På dette grundlag kickstartede underviserne Léon Kranenburg, Jacob Sikker Remin og Barnabas Wetton i efteråret 2012 fire ugers projektarbejde sammen med 31 studerende fra tredje studieår på Institut for Kommunikationsdesign. Vores studerende er bevidste om, at kommunikationsdesign kan

påvirke holdninger, skabe oplevelser og formidle komplekse data. Det kræver, at man som studerende har viljen og evnen til at undersøge tingenes sammenhæng på et praktisk, kunstnerisk og teoretisk plan. Ofte bruger vi eksperimentet som drivkraft i projekter, og de studerende udvikler samtidig et kritisk blik på deres rolle som designer i samfundet. I projektet sammen med KRAFT har de formidlet sanselige repræsentationer af naturens data og oplevelser. F.eks. gennem visualiseringer i form af ikoner og symboler (graphical user interfaces) eller gennem fysiske, taktile og håndgribelige brugergrænseflader (tangible user interfaces), hvor man interagerer med data gennem det fysiske miljø, bygninger og objekter.

På Designskolen Kolding udvikler vi konstant samarbejdet med verden uden for skolen gennem de studerendes praktikophold, workshops, seminarer og undervisningsforløb. Resultaterne er vi stolte af. De er så gode, at vi fra 2013 betinger os, at de studerende samarbejder med eksterne parter i forbindelse med både bachelor- og kandidateksamener. Vi mener, det er essentielt for de studerende, at de får muligheden for at arbejde med virkelige cases og designudfordringer. Det ruster dem til fremtiden og virkeligheden, og vi sørger samtidig for, at de allerede i studietiden har en fod indenfor på jobmarkedet. Samarbejdet betyder, at vi inviterer verden udenfor ind på skolen og helt ind i klasselokalet – så virkeligheden rammesætter, inspirerer og præger designuddannelsen og fremtidens

designere. Det er heldigvis en mulighed, som rigtig mange danske virksomheder hvert år benytter sig af. Så på denne måde uddanner vi de studerende i øjenhøjde med den omgivende verden og med fokus på realisme, relevans, behov og sund fornuft. Virksomheder, offentlige instanser og organisationer på den anden side erhverver sig ny viden og innovativ tænkning i en verden, hvor udviklingen går meget stærkt. Vores studerende er selv med til at vidensudvikle inden for kommunikationsdesign og designforskning og kan bidrage med moderne æstetiske oplevelser samt innovation og kreativ tænkning på højeste internationale plan. Derfor er vi stolte af med denne publikation at kunne præsentere de studerendes projekter og samarbejdet med KRAFT.

Mette HarrestrupInstitutleder, ph.d.

At Kolding School of Design we continually develop our collaboration with the outside world through student internships, workshops, seminars and courses. We are proud of the results. In fact, they are so successful that as of 2013, we require the students to work with external partners in connection with their Bachelor’s exams as well as their Master’s degree exams. We believe that it is essential that students have the opportunity to work with real cases and design challenges. This prepares them for the future and for real-life, and we make sure that they are part of the job market even before they graduate. Collaboration means that we invite the outside world into the school and all the way into the class rooms and thus allow real-life to frame, inspire and influence the design education and the designers of the future. Fortunately, every year, a great number of Danish companies welcome this opportunity. This enables us to educate students at eye level with the surrounding world focusing on realism, relevance, demand, and common sense.

---- Mette Harrestrup ----

‘We believe that it is essential that students have the opportunity to work with real cases and design challenges’.

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I Vestjylland er KRAFT – Explore the Powers of Nature et vidensbaseret oplevelsesunivers under konceptualisering. I denne vestlige del af kongeriget er der fortsat kundegrundlag og langt mellem eksisterende tilbud. Dermed giver det mening at udvikle endnu en dansk oplevelsesattraktion her i modsætning til store dele af det resterende Danmark, hvor attraktionstætheden er større med væsentlig mere rift om et til tider vigende marked. Uanset hvad kræves der også i Vestjylland uniqueness og afklaring omkring indhold og efterspørgsel, hvis det skal lykkes at konceptualisere projektet og derefter finansiere etableringen af KRAFT.

give oplevelsesuniverset tilstrækkelig uniqueness, så har vi valgt en anden tilgang: At arbejde med danske samarbejdspartnere på kryds og tværs og selv sikre, at den vestjyske tilgang er på plads. KRAFT har derfor i september 2012 samarbejdet med Designskolen Kolding om at give smagsprøver på visualisering på prototypeniveau af alskens data med relation til KRAFT, hvor dataudgangspunktet i denne sammenhæng har været tolket meget bredt. Men hvor en overordnet ramme har ledet mod mål, der som udgangspunkt skulle kunne høre hjemme i den vestjyske kontekst. Fokus på lokalt ophav har derfor været prioriteret såsom vestenvinden, lokale geografiske udgangspunkter, vedvarende energi og Vesterhavet. Et kreativt samarbejde med Designskolen Kolding set fra KRAFTs side er at slippe et hold af anderledes tanker, energier og tilgange løs inden for en på samme tid tilpas løs og fast ramme, som alle selv skal kunne være med til at definere og fastholde. Så de vildeste idéer ikke bliver til løse tangenter ud af rammen. Men så energien omsættes inden for spillepladen til idéer på indhold, der kan formes til forslag til installationer og oplevelser, der kan komme i spil i fremtidens realisering af KRAFT. Så du i sidste ende – som interesseret besøgende i KRAFT – vil støde på nye og spændende måder at opleve og

lære lidt om naturens kræfter på uden at skulle knuse for mange tal og ord. Tilmed i den rette vestjyske kontekst.Designskolen Kolding og KRAFT udgør hermed et overordnet match mellem en uddannelsesinstitutions uslebne juveler i form af studerende, dygtige lærere med evne til samtidig at give plads og tæmme processerne i ønsket retning og et upcoming projekt fra virkelighedens verden, der behøver nye måder at tilgå oplevelser på inden for naturens verden. Flere af de af samarbejdets affødte idéer og prototyper vil således indgå i det endelige koncept bag KRAFT.

A universe of experiences, KRAFT – Explore the Powers of Nature, is being conceptualised in the western part of Denmark focusing on the powers of nature. Despite the fact that the Danish market for experience centres has just about reached its maximum capacity, there is a widespread customer demand for the realisation of KRAFT in the western part of Jutland. To make it a success, however, it is imperative that the content of KRAFT takes on a unique form in terms of creating experiences for broad target groups. First and foremost, the conceptualisation of KRAFT takes place through cooperation with Danish partners in order to optimally establish the local framework in western Jutland which is to permeate KRAFT and thereby secure the essential uniqueness needed for this project. The cooperation with Kolding School of Design is focused on data visualisation in very broad terms in connection with the development of prototypes for the experience-based and knowledge-based installations for KRAFT. It is possible to convey information about the powers of nature through widespread forms of expression instead of merely focusing on letters and numbers, which is the preferred way of explaining natural scientific subjects. In this way, KRAFT will be able to design an experience for visitors who are generally not attracted to traditional ways of explaining the natural powers. The set-up composed of creative students at Kolding School of Design, a loose, yet firm framework around the processes and the presence of highly skilled teachers, has led to the successful development of ideas and prototypes for experiences in KRAFT of which several will be implemented in the final concept for KRAFT.

I KRAFT-regi har vi valgt at arbejde først med indhold og sidenhen med rammer og bygninger. Hvilke sider af naturens kræfter, du skal kunne blive fascineret af og lære mere om ved nærmere bekendtskab, er én ting. I tilfældet KRAFT er det blevet til fokus på temaerne: Vind, Vand, Jord og Sol. En anden ting er, hvordan vi undgår de lange kedelige tekster og tal, når det nu er naturfagligt stof, der er på dagsordenen. Altså hvordan ”tænder” vi de mennesker, der normalt ”slukker” på sådan noget. Og som gerne vil opleve andet end at læse.Datamængderne er enorme nu til dags. Vi vælter i informationer i alle afkroge, og selv langt ud i skoven kan det knibe med at komme uden for mobilnettets rækkevidde og holde data på afstand for en stund. Det er jo de færreste af os, der slukker frivilligt for vores allestedsnærværende data devices. Big data er en udfordring for høj som lav. Struktur og tilgange bliver mere og mere afgørende, så vi bedre kan fravælge de ikke-relevante data og forstå de væsentlige data. Datavisualisering er at tænke i alternative udtryksformer, hvor dataudgangspunktet kan være mange ting såsom dagens vind og vejr – for at blive i skovmetaforen. I meteorologiske sammenhænge udtrykkes vejret ofte gennem eksempelvis en vejrudsigt i konkret vindstyrke og antal temperaturgrader, der er forståeligt for dem af os, der

elsker tal og tabeller – eventuelt kombineret med et stykke grafik. Men kunne dagens vejr udtrykkes på andre måder – eksempelvis gennem skabelsen af et kunstværk, hvis udførelse under åben himmel er kraftigt influeret af netop dagens vejr? Så den regnfulde og våde dag giver sit særegne værk, og den varme stille dag et helt andet værk. I så fald skabes der en bagudrettet visuel stærk præsentation af dagens vejr uden brug af et eneste tal eller bogstav. Værket, eventuelt suppleret af vejrudsigten i traditionel form for netop denne dag, vil hermed udgøre forskellige bud/fortolkninger på vejret. Og hvilket bud vil du bedst kunne huske? En kronologisk ophængt udstilling af juni måneds vejr-værker vil repræsentere den visualiserede sommermåneds vejrudvikling, som taler til andre end de tal- og faktaglade. Sådan kan datavisualisering også være!I et trængt oplevelsesmarked i Danmark, hvor fremkomsten af nye levedygtige oplevelsescentre er yderst sparsom, skal der således tænkes ud af boksen. Selvom, der kan ”lånes begavet” fra lignende oplevelsesuniverser, så skal KRAFT have sin helt egen profil og DNA. Hvordan dette afdækkes og udvikles, er der forskellige tilgange til. En ofte benyttet metode er at drage til det store udland og trække internationale kræfter ind til at udføre opgaven at definere profil og DNA. Resultatet er ofte, at slutproduktet får et strømlinet format, der kan passe ind hvor som helst i kongeriget uden i dette tilfælde at være gennemsyret tilstrækkeligt af den vestjyske ramme. Det er således meget vanskeligt at få et amerikansk konsulentfirma til at lave et koncept for KRAFT, der netop sikrer, at det kun er i Vestjylland, KRAFT hører hjemme. Og da dette har været en forudsætning for organisationen bag KRAFT for at

---- Henrik Jacobsen ----

‘The cooperation with Kolding School of Design is focused on data visualisation in very broadterms’.

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Hvordan bruger man design som et redskab til forretningsudvikling?Design og forretningsudvikling hæn-ger rigtigt godt sammen – og meget bedre end mange virksomheder er klar over. Designværktøjer såvel som designernes professionelle kompe-tencer kan bruges på flere niveauer af udviklingsprocesser internt i en virksomhed: produkt, proces og stra-tegi. Design kan bringe nytænkning ind i virksomheden, og det er et kendt faktum, at nytænkning er en forudsæt-ning for innovation. Endelig kan design skabe bedre sammenhænge mellem eksterne og interne forhold, fx mellem markedet (kunder/brugere) og udvikling af nye og eksisterende produkter/services. Designskolen Kolding har, i kraft af projektet Design2innovate, sat sig for at vise virksomheder, at design kan gøre en forskel. Gennem en lang række samarbejder med virksomhe-der, undervisning i designværktøjer og designkonsultationer, hvor vi sammen med virksomhederne bruger designmetoder til at perspektivere netop deres udfordring, viser vi i prak-sis, hvordan design kan berige en virksomhed.Men det er ikke nok i praksis at vise et antal virksomheder, hvordan man kan bruge design. Vi har et ønske om at nå endnu bredere ud ved at fortælle ”den gode historie”. Dette gør vi gennem en lang række cases, hvor virksom-heder har afprøvet designmetoder og designværktøjer og fortæller, hvilke resultater, der kom ud af det. KRAFT er et godt eksempel på en sådan case. KRAFT indgik i efteråret 2012 et virksomhedssamarbejde med Designskolen Kolding i form af et undervisningsforløb under det specifikke tema ’datavisualisering’Ud-

fordringen var mangesidig: KRAFT har til formål at skabe en ’state-of-the-art’--attraktion med fokus på de fire elementer jord, luft ild og vand, men hvordan formidler man hårde naturvi-denskabelige fakta til en bred gruppe af mennesker? Hvordan designer man oplevelser, der ikke før er set? Og hvor-dan kan man kommercialisere disse oplevelser? Spørgsmålene var mange og de studerendes forslag ligeså man-geartede.I denne publikation viser vi en række af de studerendes projekter til inspira-tion for andre virksomheder. De kon-krete projekter er naturligvis tænkt ud fra den specifikke virkelighed, som KRAFT står i. Men denne virkelighed er ikke ulig den, mange andre danske virksomheder befinder sig i: Hvordan differentierer man sig på markedet? Hvordan skaber man unikke produk-ter og services? Hvordan skaber man konkurrencemæssige fordele med design?Og det giver mening at investere i de-sign. Som ugebrevet Mandag Morgen skrev i november 2011:”Man kan løfte produktiviteten med op imod 2 pct. om året ved at bruge metoder og værktøjer fra designver-denen”.Så opfordringen herfra må lyde: Brug publikationen som inspiration og kontakt Designskolen Kolding eller www.design2innovate.dk , hvis jeres virksomhed har mod på at få

en smagsprøve på, hvordan man kan bruge design. Det koster kun jeres tid, så I har ikke råd til at lade være.Tak til KRAFT for et godt samarbejde.

Mette Strømgaard Dalby

Kultur & Kommunikationschef

Summary:Design and business development go well together; and much better than many companies realise. Design tools as well as the professional competencies of designers can be used internally in companies on several levels of development processes: product, process and strategy. Design can introduce companies to new ways of thinking, and it is a well-known fact that the prerequisite for innovation is new ways of thinking. Finally, design can improve the connection between external and internal conditions, for instance, between the market (customers/users) and the development of new and existing products/services. Design2innovate is an EU funded project aiming to create growth in companies through the use of design. To achieve this we teach design methods, we offer design consultancy and we present ”the good story”; a case where the company, in this case KRAFT, has applied design as an innovative tool. Thank you, KRAFT, for the good collaboration.

Hvordan bruger man design som et redskab til forretningsud-vikling?

---- Mette Strømgaard Dalby ----

‘Design can introduce companies to new ways of thinking’

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Contents.KRAFT/Data transformation and visualisation - Introduction by Mette Harrestrup 010-011- KRAFT Ringkøbing by Henrik Jacobsen 012-013 / Design Innovation Program by Mette Strom-gaard Dalby 014-015- Projects / Enlightenment_Anne Sofie Elkjær, Louise Johannesen 018-025 / Windwall_Sys Therese Roed Abrahamsen, Nanna Maria Ingemann Mortensen, Kira Poulsen Frosch 026-033 / Currency_Karina Korsgaard Jensen, Anna Høy Mikkelsen, Rasmus Torp Bøgel, 034-041 /Pangea_Kristine Gjerstadt Mackeprang, 042-049 / Weather Abstraction_Lise Grønvald Nielsen, 050-057 / Revlen_Hans Christian Heide Petersen, Jesper Jønsson Søvndal, Martin Rude Lindegaard, Kasper Lundsfryd Pedersen, 058-065 / Pilgrimage_Sara Brandt Krønborg, Nanna Mølsted Ras-mussen, 066-073 / Enlight_ Julie Gry, Nana Maria Holbech, Janni Svane Madsen, 074-081 /Tournado Tournament_ Clara Ernst, Bo Fresig, Peter Otto Kuhberg, 082-089 / Guide By Senses_Julie Ander-sen Feldthaus, Gry Holst Jensen, Katrine Westenholz Nielsen, 090-097 / Colofon, 106

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---- Anne Sofie Elkjær and Louise Johannesen ----

The natural light is complex and ever changing. It controls your circadian rhythm. The intensity of the light, the color temperature and timing has importance. We want to create awareness about how the natural light affects you as a human and an individual. We want people to notice the characteristics and the dynamics of the natural light. Our intention is not to tell about lux and nanometers, but to create an experience of light.

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During our research we realized that the way people experience and describe light is personal and very different. So as well as the dynamics of natural light we wanted to focus on light as a subjective experience.

We created a spiral maze, which through illuminated walls visualizes the changes of the light throughout the day. The walk of the maze represents 24 hours. You enter in darkness and gradually walk into the sunset of the maze. You are surrounded by light and via the semi transparent walls you can fell the presence of other people in the maze. This enhances the feeling ofwalking through a maze, and being in a time warp of light.

The center of the maze represents midday and works as a light therapy area, where you can relax and experience the effects of the bright light. You enter in darkness and exit in darkness. Throughout the maze you can sit down on a bench, which follows the walls and enjoy a specific light and listen to personal narratives about light. The sound is directed to marked spots on the benches, to not disturb the experience of walkin g through the maze. So you can choose to have the experience with or without sound.

The installation is an aesthetic and enlightening experience. It is about the beauty and the abilities of natural light.

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ENLIGHTENMENTEXPLORE THE NATURAL LIGHT

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---- Sys Therese Roed Abrahamsen, Nanna Maria Ingemann Mortensen, Kira Poulsen Frosch ----

Windwall is an installation which lets you play with, explore and learn about aerodynamics.Our project is about visualizing the invisible element and exploring aerodynamics and wind properties.

The target groups are both families with children and empty nestors.

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Interacting with the WindwallThe Windwall is a wall consisting of to parts. One part lets you play and interact with a visualisation of aerodynamics. The other visualises data about wind at KRAFT, properties of aerodynamics etc.

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atmosphere

the atmosphere of earth is a layer of gases surrounding the planet earth that is retained by earth’s gravity.the atmosphere protects life on earth by absorbing ultraviolet solar radiation, warming the surface through heat retention, and reducing temperature extremes between day and night.

aIr DeNsItYas altitude increases, atmos-pheric pressure decreases. the variation in pressure affects the air density, so that air at higher altitudes is less dense (1.)

sir francis Beaufort(1774 – 1857)

sir francis Beaufort was an Irish hydrographer and officer in Britain's royal Navy.he devised the Beaufort scale in 1805. the scale was first used during the voyage of Charles Darwin on hms Beagle.

the Beaufort scale is a measure that relates wind speed to observed conditions at sea or on land. In the early 19th century, naval officers made regular weather observations, but there was no standard scale and so they could be very subjective — one man’s “stiff breeze” might be another’s “soft breeze”. Beaufort succeeded in standardizing the scale.

examples:

Did you try the WIND WaLL?What you see on the WIND WaLL is a representaion of aerodynamics.aerodynamics is a branch of dynamics concerned with studying the motion of air, particularly when it interacts with a solid object. aerodynamics is a subfield of fluid dynamics. In physics, fluid dynamics deals with fluid flow — the natural science of fluids in motion.

turbulence (B) is flow characterized by recirculation, apparent randomness and eddies which is the swirling of a fluid and the reverse current created when the fluid flows past an obstacle - e.g. the red ball.flow in which turbulence is not exhibited is called laminar (a). Laminar flow, also known as streamline flow, occurs when a fluid flows in parallel layers, with no disruption between the layers. at low velocities the fluid tends to flow without lateral mixing, and adjacent layers slide past one another like playing cards.

aerodynamics is a significant factor in any type of vehicle design. When air passes over a car, it creates turbulence (red arrows) which results in so-called 'drag'; meaning that the turbulent air pulls the rear end of the car in the opposite direction (yellow arrow). Designing the car in a way that reduces drag can improve fuel economy and enhance race car performance (speed and traction).

WIND speeD WIND DIreCtIoNaeroDYNamICsWIND WaLL

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What Is aeroDYNamICs? pLaY WIth aeroDYNamICs! WIND DIreCtIoN at kraft

measurING WIND speeD

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Did you know that you only use about 25 % of the oxygen you inhale?But you use about 550 liters of pure oxygen every day!

an aNemometer is a device for measuring wind speed. It dates back to around 1450, but it is still a common weather station instrument.

a weather vane is an instrument for showing the direction of the wind . they are typically used as an architectural ornament to the highest point of a building.Weather vanes date back to ancient rome.

although partly functional, weather vanes are generally decorative, often featuring the traditional cockerel design with letters indicating the points of the compass. other common motifs include ships, arrows and horses.

Current wind speed at kraft:7 m/s

Light airat sea there are ripples with-out crests.on land smoke drift indicates wind direction and wind vanes cease moving.

fresh Breezeat sea there are moderate waves of some length, many whitecaps, small amounts of spray; on land branches of a moderate size move and small trees in leaf begin to sway.

hurricanehuge waves. sea is completely white with foam and spray. air is filled with driving spray, greatly reducing visibility. very widespread damage to vegetation. some windows may break; mobile homes and poorly constructed sheds and barns are damaged. Debris may be hurled about.

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a: Laminar B: turbulent

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The idea is to give children (and their parents) a playful experience, while the “data side” of the wall provides information about wind and aerodynamics on a level that the parents would be able to explain to their children, thus initiating a dialogue between them. The information on the “data side” would also appeal to the empty nestors.

GoalWe wanted to develop an experience that would entertain AND educate our target groups through physical interaction with the installation as well as a visual experience of data and information.

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atmosphere

the atmosphere of earth is a layer of gases surrounding the planet earth that is retained by earth’s gravity.the atmosphere protects life on earth by absorbing ultraviolet solar radiation, warming the surface through heat retention, and reducing temperature extremes between day and night.

aIr DeNsItYas altitude increases, atmos-pheric pressure decreases. the variation in pressure affects the air density, so that air at higher altitudes is less dense (1.)

sir francis Beaufort(1774 – 1857)

sir francis Beaufort was an Irish hydrographer and officer in Britain's royal Navy.he devised the Beaufort scale in 1805. the scale was first used during the voyage of Charles Darwin on hms Beagle.

the Beaufort scale is a measure that relates wind speed to observed conditions at sea or on land. In the early 19th century, naval officers made regular weather observations, but there was no standard scale and so they could be very subjective — one man’s “stiff breeze” might be another’s “soft breeze”. Beaufort succeeded in standardizing the scale.

examples:

Did you try the WIND WaLL?What you see on the WIND WaLL is a representaion of aerodynamics.aerodynamics is a branch of dynamics concerned with studying the motion of air, particularly when it interacts with a solid object. aerodynamics is a subfield of fluid dynamics. In physics, fluid dynamics deals with fluid flow — the natural science of fluids in motion.

turbulence (B) is flow characterized by recirculation, apparent randomness and eddies which is the swirling of a fluid and the reverse current created when the fluid flows past an obstacle - e.g. the red ball.flow in which turbulence is not exhibited is called laminar (a). Laminar flow, also known as streamline flow, occurs when a fluid flows in parallel layers, with no disruption between the layers. at low velocities the fluid tends to flow without lateral mixing, and adjacent layers slide past one another like playing cards.

aerodynamics is a significant factor in any type of vehicle design. When air passes over a car, it creates turbulence (red arrows) which results in so-called 'drag'; meaning that the turbulent air pulls the rear end of the car in the opposite direction (yellow arrow). Designing the car in a way that reduces drag can improve fuel economy and enhance race car performance (speed and traction).

WIND speeD WIND DIreCtIoNaeroDYNamICsWIND WaLL

8.848 m. mount everest

51 km.

Weather balloons

85 km.

meteors

400 km. International space station

aurora appears above 80 km.

690 km.

0-troposphere

stratosphere

troposphere

mesosphere

mesosphere

eXosphere

78% NItroGeN

1 % arGoN, CarBoN DIoXIDe aND other Gases

21 % oXYGeN

the atmosphere of earth WIND speeD at kraft

vehICLes & aeroDYNamICs

LamINar vs. turBuLeNt fLoW

What Is aeroDYNamICs? pLaY WIth aeroDYNamICs! WIND DIreCtIoN at kraft

measurING WIND speeD

Beaufort sCaLe

ComposItIoN of aIr

1. 2.

Did you know that you only use about 25 % of the oxygen you inhale?But you use about 550 liters of pure oxygen every day!

an aNemometer is a device for measuring wind speed. It dates back to around 1450, but it is still a common weather station instrument.

a weather vane is an instrument for showing the direction of the wind . they are typically used as an architectural ornament to the highest point of a building.Weather vanes date back to ancient rome.

although partly functional, weather vanes are generally decorative, often featuring the traditional cockerel design with letters indicating the points of the compass. other common motifs include ships, arrows and horses.

Current wind speed at kraft:7 m/s

Light airat sea there are ripples with-out crests.on land smoke drift indicates wind direction and wind vanes cease moving.

fresh Breezeat sea there are moderate waves of some length, many whitecaps, small amounts of spray; on land branches of a moderate size move and small trees in leaf begin to sway.

hurricanehuge waves. sea is completely white with foam and spray. air is filled with driving spray, greatly reducing visibility. very widespread damage to vegetation. some windows may break; mobile homes and poorly constructed sheds and barns are damaged. Debris may be hurled about.

27 m/s24 m/s21 m/s18 m/s15 m/s12 m/s 9 m/s 6 m/s 3 m/s

1 5 12

a: Laminar B: turbulent

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---- Karina Korsgaard Jensen, Anna Høy Mikkelsen, Rasmus Torp Bøgel ----

The energy currency system:The energy currency system is the unifying factor, serving as a “glue” between the attractions in the park. There will be two different types of attractions: charging (learning) and consuming (experience).

Currency

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Through learning and experience the user will get an understanding of natural energy resources. Each user is given an energy account that is tied into a bracelet; you can only use as much energy as you have earned. This will make the user realise and reflect on how much energy we can actually use in a sustainable world.

The collected energy balance of all of the people in the park will be shown as a visual display at the Kraft Center in the middle of the park. The Center will be the pulse of the park showing how much activity there is. The users get a sense that they are part of a system because what they are doing in the park affects the visual at the Kraft Center.

The colour of the visual will be changing with the season. With the bracelet you can enter all of the attractions applications, and when you come home the band is also a usb-key.

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---- Kirstine Gjerstad Mackeprang, Katrine Westenholz Nielsen ----

What Computer game influenced by the weather.

Online or as an app.

WhyActs as a teaser for the park.

A simple game - fast learning curve.

‘The best way to change the world is to play with it’. Stefanie Olsen, Cnet News

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How does the game work? It is connected to your location and the weatherIt collects energy: (Sun, wind, earth and water energy)Basic amount / extra energyUse energy to:Complete tasks at the various levelsDestroy the surroundings to win /destroy the Earth.

The plot: Doctor Weatherill wants to take over the earth and destroy it because it’s blocking the sun.He thought that humans would do it themselves, but now they are making improvements to counter global warming.

Why a game:“The world” plays 3 billion hours of online games weekly-Like a teaser for the park -To acquire knowledge about the forces of nature and their impact on human beings

Why do we want to destroy the earth?It’s more fun to be ‘politically incorrect’ than always trying to save the world, and we want to focus on the good things, e.g. that the earth’s climate is improving because people have started paying attention to it.

The goals of the game: -Collect energy to destroy the earth and any obstacles that may come in the way-To learn about the forces of nature and their impact on human beings-Get the highest score (you can compare your highest score)

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He just needs to collect enoughforces (of nature), and use them to destroy the world. The player is Doctor Weatherill.The setting plays a big part of the game; the plot is not as relevant.

Where is the data transformation/visualisation?The game scenes change like the weather conditions, so it’s not all forces that are available/you can get. You can look at your weather app and see when it is going to rain, so you can collect more rain energy. Maybe you will have to play at 8 pm tomorrow night to make sure you get enough rain points/energy.But if you cannot collect enough points and if you don’t want to wait you can buy more forces.

How it is displayed: by the scale of colours, since each level changes a little because of the weather.Dr, Weatherill is also influenced by the weather.UV index (sunburned/the sun is melting the ice)Pollen (Pollen allergy)Rain (Water level/flood)Wind (Tornado, wind resistance)Thunder/lightning (He can get hit)Etc.

Target group:Primarily 20-35 year-olds because of the nostalgia factor; the game looks like a 1980s retro game, but in general, everyone with a smartphone can play it.

How did you hear about the game/advertising:In Kraft Park (On tickets, posters) Kraft’s homepageSocial networks (Facebook etc.)

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“Invite your friends to play”

After playing, what’s next?Upload high scores on FacebookCompare with your friendsGet friends to join - social

What will you think of when the game is over?It’s a reminder to take care of the earth.

You have to use the forces of nature to reach your goal and they are valuable; maybe the real world works the same way. Maybe you can exchange e.g. 100 powers in the game shop and get a value card for the Kraft Park?

You want to visit Kraft Park and experience the forces of nature yourself!

Weather abstraction is an art installation based on weather conditions. As a viewer you can see how data related to weather can be transformed into art rather than represented in degrees, ml. and m/s.

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---- Lise Grønvald Nielsen ----

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The weather will affect the painting, whether it is a rainy, sunny or a windy day. On a heavily rainy day the pattern will be very blurry; on a sunny, but windy day, the pieces of art will be full of spots in different places.

This installation has two elements: A piece of paper/fabric and paint. Every five minutes a drop of paint will fall down on the paper/fabric through a tunnel.

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The colours will change if the temperature changes. As a viewer you see the pattern develop through the day, and see how the weather can create different patterns. You can scroll through an interactive album on a wall near the installation and see how different a sunny day and a rainy day looks on a piece of paper. You can buy these weather visuals as a poster, card, or scarf or even bring your own T-shirt and put it directly in the installation.

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DON’T PANICDON’T PANICDON’T PANIC

---- Kasper Lundsfryd Pedersen, Hans Christian Heide Petersen, ---- Martin Rude Lindegaard, Jesper Jønsson Søvndal

Revlen (the Sand Bank) is an aesthetic and educational experience intended to help inform the public about the danger of rip currents.

Revlen

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STAYAFLOAT

STAYAFLOAT

STAYAFLOAT

SWIMSIDEWAYS

SWIMSIDEWAYS

SWIMSIDEWAYS

SWIM IN

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Intention.Our contribution is an interactive walking path that connects Ringkøbing, and not least Kraft Park, with the town of Søndervig and the sea. Every second kilometre, there is a sculpture or other experience serving the purpose of a milestone. We would like to give the visitors an opportunity to participate in something bigger than themselves and also contribute to other people’s experience of the path.

Pilgrimage---- Sara Brandt Kronborg, Nanna Mølsted Asmussen ----

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THE ROUTE

The route

8 km

Bike

30 min.

Walk

1 h. 30 min.

Public transport

20 min.

Restaurant from coast

350 m.

Everyone can leave their own personal mark, their footprints. Thus the experience is an individual one, but it also gives a community feeling; everyone walking the path contributes to ‘that day’s artwork’. The path is meant to be an every-day documentary of its visitors.

This artwork will not only be created by the visitors but also by the weather. Both temperature and rain will change the path. The experience of the path is altered through nature and the people around it.

HOW MIGHT WEcreate an experience that gives

the visitor an opportunity toparticipate?

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MATERIALSWe have been researching different materials that could be suitable for this path. We wanted something that could change colour or appearance depending on the pressure from a footstep. We found that such a material actually exists, but it was in an early stage of development and therefore out of our reach.

Instead we have been experimenting with thermochromatic dye that does not react to pressure but to heat exposure.

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LIGHT PATH

LIGHT PATH

THE FUTUREThis path would not just be an addition to Kraft Park, but also give the entire community a new attraction. The Kraft Pilgrimage should put Ringkøbing on the map – the Google Map.

Just as the path changes from day to day, it will also change over the years. Different artists would be invited to create new milestones to renew the experience for visitors.

LIGHT PATH

LIGHT PATH

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---- Julie Gry Sveistrup Kristensen, Janni Svane Madsen, Nana Maria Holbech ----

We want to communicate data about light with a playful and bodily experience. Goals: Generate curiosity. To let people interact with data. Create an interactive playground of knowledge. The box is an inviting and playful platform. It is solid yet adaptable. It should serve as a means of communicating something as abstract and diffuse as light. Our data is physical demonstrations of the capabilities of light combined with written facts and abstract illustrations. It consists of modular building elements which can be combined as desired by the user as a 3-D riddle.

Enlight

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HVAD ER LYS?

HVOR LANG TID TAGER DET

LYSET AT KOMME FRA SOLEN TIL

JORDEN?

HVAD ERHURTIGERE

END LYS?

HVOR LANGT KAN LYS NÅ NED

I HAVET?

HVORFORBLIVER MAN

SOLBRÆNDT?

fordi huden

udsattes for

mere uv-lys

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til at

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nament---- Clara Ernst, Bo Fresig, Peter Otto Kuhberg ----

The Tornado Tournament is an arena-based learning game with strategy and action elements. Players are pitted against each other with a common goal of earning the most learning and action points. Participants are equipped with a full set of competitive gear which includes a tornado generator, a helmet with a simple heads-up display, a full body suit, and a pair of wind-generating boots.

Tornado

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PRODUCE & USE

WARNING // UNDER ATTACK

OR IMPENDING DANGER

FIELD OF VIEW

NO DANGER // NORMAL ACTIVITY

!

WHEN CONSUMPTION IS HIGHER THAN PRODUCE, PILLARS SEPERATE TO

INDICATE MISMATCH AND SHOWS VALUE PITCHES.

PILLARS MERGE WHEN PRODUCE

IS EQUAL OR HIGHER THAN CONSUMPTION OF AIR

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SATELITE

THE SATELITE TRANSMITS A LIVE COVERAGEOF TORNADO TOURNAMENT, TO A SIGNIFIGANTPUBLIC SPOT IN DOWNTOWN RINKØBING.

A BIG RED BUTTON IS PLACED IN FRONT OF THESATELITE , INVITING PEDESTRIANS WHO ISPASSING BY TO PRESS IT.WHEN THE BUTTON IS PRESSED, THERE WILLBE AN INSTANT RESPONSE TO THE ACTION;THE PARTICIPANTS IN THE TOURNAMENT WILLBE EXPOSED TO A CHALLENGE.

THE CHALLENGES RANGE FROM A SERIES OFTRIVIA QUESTIONS, TO MORE PRACTICALLY OBSTACLE ORIENTED ONES.

YesYY

Correct!

No

TRIVIA

But how would we create a fun and different learning experience, while relating to the elements in an interesting way – and still create a strong encouragement to get people to participate continuously in the activity?

The idea is that the boots will have a built-in air- device, so when participants run around in the arena, each step pushes air into a pressurised air tank on their back.The tank will hold enough air to create small burst of air which players can direct towards each other, or more specifically hit a propeller on their opponent’s back or front. This will generate action points.

The learning segment is integrated into the arena with a trivia bonus system. During each game the participants will be able to step into trivia zones that are projected on to the ground by the heads-up display in their helmets. The arena game is momentarily stopped, so both players have the chance to answer a question by stepping into a “true” or “false” area, also projected on to the ground.

If a contestant answers the question correctly, he or she is awarded points and an air bonus; if the answer is wrong the opponent will receive the bonus.

When the game is finished, participants will be able to access a special Tornado Tournament webpage which contains leader boards and weather forecasts and challenges friends or people ranked above you.

AIR IS COLLECTED FROM THE BOOTS AND

COMPRESSED INTO THE CONTAINER, SEATED ON

THE BACK OF CONTESTANTS.

AIR-K/47 IS THE WEAPON OF THE

PROTAGONISTS, WHICH SHOOTS AIR WITH A

FEROCIUOS VELOCITY.

CONTESTANTS SHOOT AT ADVERSARYS’ PROPELLARS TO GAIN POINTS.

HELMET CONTAINS SPEAKERS AND HEADS UP DISPLAY(HUD), WHICH INFORMS CONTESTANTS ON MATCH PROGRESSION AND POINTS.

THE PUMP BOOTS GENERATES AIR WHEN WEIGHT IS DISTRIBUTED ONTO THE SHOE, WHICH THEN PUSHES THE AIR INTO TUBES THAT LEADS UP INTO THE AIR-TANK.

THE SUIT

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---- Helena Tvermose, Gry Holst Jensen, Julie Andersen Feldthaus ----

Guided by the Senses

This projects aims to create an exciting experience when navigating through Kraft Park. The core concept of the park is the forces of nature and gaining knowledge about nature. GBS challenges the users’ senses on their way through the park.

GBS

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Scandinavians generally walk a lot, so a carefully designed infographic map is not needed in a park like this; visitors will eventually find their way. Instead of following a map, GBS opens your senses to your surroundings.Kraft will be a park based on the forces/elements of nature, and by implementing the elements into the experience of wayfinding you will engage more fully with nature making visiting the park a holistic experience.

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When you leave the tunnel your senses are awakened, and as you meet the senses in the park, you will instinctively connect the experience with the right element, and you will know which kind of amusement you are close to, whether it is earth, sun, wind or water. GBS makes navigating through the park a holistic experience of nature introducing a new form of navigating, focussing on the process of wayfinding, not just on the destination.

Room 1: Sun.You experience warmth.

Room 2: Wind.You hear a sound refering to wind.

A path of LED light will be integrated in the floor making it possible to walk through the tunnel. The light will however not light up the room so the feeling of being partly blind will still be there.

There will be electronic sliding door between each room that open when you are near them. In that way it will be easy to walk through the tunnel even though it’s dark and still expe-rience each room separately.

Room 3: Earth.The foundation changes.

Room 4: Water.Salty water drizzles on you.

ThE SENSINg TuNNEL

How does it work?It is well known that if you lose one of your senses, e.g. your eye sight, the other senses are sharpened. GBS guides you by your senses. At the entrance the users will be introduced to the elements of which the park consists – earth, sun, wind or water – by entering a dark tunnel with four separate rooms representing each of the elements. When you leave the tunnel, your senses are awakened and you will be more open to the nature around you and to the clues placed around in the park.

The tunnel will be divided in 4 rooms representing each of the el-ements. You can not see anything in the tunnel. By taking away a sense - sight - you will sense more intensively make it a powerfull and memorable experience. In each room you will be introduced to one of the senses you will meet in the park in the sensing zones.

entrance

exit

ENTRANCE

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---- Kolding School of Design ----

Colofon

THE EUROPEAN UNION

The European Social Fund

Investing in your future

THE EUROPEAN UNION

The European RegionalDevelopment Fund

Design:Editor:Coordination:

Print: Copies:

www.woau.nlMette HarrestrupMette Harrestrup, Mette Strømgaard DalbyZeuner Grafisk1250