The document outlines plans for an exhibition at the Science Museum about the life and works of mathematician Srinivasa Ramanujan. The exhibition aims to inspire visitors, especially young people, by telling Ramanujan's story in an engaging way. It will depict key aspects of his life and career through interactive content like videos, models, and games. The exhibition space will guide visitors through different stages using themes and areas representing Ramanujan's childhood, education, work in India and England, and contributions to mathematics.
7. Strategy
Project Objective Visitor Needs
What is the purpose / goal of the
Project?
To create a exhibition which depicts the
works and life of Ramanujan
What will the visitor want out of it?
To know about the works of ramanujan
and get inspired from his life
What do Science Museum want out of it?
To create a travelling exhibition and to
attract the young adult visitors, To revive
interest in science museums
How will the project fit visitor’s goals?
Understand the life of ramanujan in a
entertaining way, unlike the usual
bookish approach
What do you want the main “take-away”
to be?
Instill love for math in students and
inspire them to follow their passion
Why should the visitor visit the
Museum?
To know what “the did not know” about
ramanujan. Break the pre-conceived
notions about Ramanujan
8. Scope
Content Functions
What are the main information / parts of
Ramanujan’s life that are to be depicted?
Childhood
Refer to Parts of the narrative slide
How does this main info affect the
visitor?
It shows them how Ramanujan made the
best use of resources available to him
and overcame challenges of life
What are the main content elements?
Refer to parts of the content elements
Does it cause the visitor to take action?
It makes the user to identify their passion
and follow their dream
How do these fit together to fulfill the strategy of the Project?
9. Structure
Information Architecture Interaction Design
How is the arrangement of content
elements done?
Two contrasting parts. Part 1:
Ramanujan’s apparent life – simple,
nothing extraordinary. Part 2: Inside
Ramanujan’s brain – highly imaginative,
intuitive, vibrant, fast, colorful,
adventurous
How does the installation behave with
the user?
Part 1 welcomes the user, sets context,
user experiences the early life of
ramanujan – in multi-modal way. Part 2 –
completely sweeps away the user and
puts him in awe and makes him realize
the genius of Ramanujan
How does it facilitate the understanding
of the visitor?
The story opens phase by phase, sets
context, makes the visitor travel through
his life
How the user interacts with the system?
The visitor travels through the exhibit
and at each exhibit he gets a glimpse of
ramanujan’s life or work by interacting
with the exhibit
10. Skeleton
Navigation Design Interface Design
How does the placement of information
facilitate understanding and helps users
navigate easily?
Single Path exhibition makes sure all the
visitors have the “same” experience
(traffic management issue). Single path is
quite easy to follow.
How are the Interface elements placed
so that the user can interact with the
functionality of the system?
All elements / controls placed just below
eye level. Simple ONE WORD instructions
help them interact with the exhibits
almost intuitively. No elaborate text and
instructions.
11. Surface
? What do the users see, hear, sense?
? Color themes
? Visual elements – photos, videos, animation,
illustration etc
? What is the sensory experience that is to be
created for the user
12. Parts of the Narrative
? Childhood and School life
? College Life
? Adult Life
? Work at London
? Illness and Death
13. Main Content Elements
? Books that influenced Ramanujan
? People who helped / influenced him / what they said about
him
? Math in India before and after Ramanujan
? Awards and Recognitions
? Magic Squares (Fiducial Table) and Prime numbers and
Partitions(demo p(4), p(5)…)
? Ramanujan’s Notebooks
? Interesting Anectodes
? Letters of Ramanujan
? Interviews
? Movies on Ramanujan
14. Themes
? South Indian – visual elements
? England life – contrast between indian and
western life, cold weather
? Old Notebook bg, handwritten font
19. Space Design
Caterpillar
High School
Loney’s Trigonometry
Center
Egg Exhibit
Kumbakonam
Mother
Topper
Disease
People 1
Anecdotes
People 2
Pupa
Carr’s Synopsis
Absconding
Cauvery Delta
Failure
Work in Port Trust
People 3
Moth
London Visit
Hardy and LW
Work in london
Return and Death
People 4
28. Caterpillar: Magic Boat – Math Game
Coracle Boat
Up to 4 players
Collaborative Game
Curved Immersive Screen
29. Caterpillar: Magic Boat – Math Game
INTERACTION:
Tilt the boat
Front to move forward
Back to slow down
Right to turn right
Left to turn left
30. Caterpillar: Magic Boat – Math Game GAME PLAY
1. Move the boat along the river
2. Tilt the boat to control the movement
3. Avoid hitting to the rocks
AIM
Solve Math Questions
1. Question appears
2. The player had to hit the correct option
3. Pick up treasures / Gold Fishes