donderdag 21 januari 2010

Evaluation of the Project

For this course, PO3 was really useful. In PO3, you start of with a theme, a goal or a feeling (the Briefing). Then you analyse the market, you target group and how do you want to sell the product (Media strategy). Afterwards imagine/invent a few crazy ideas to reach what you want to reach (Conceptual design). And finally, make your whole concept more concrete (Detailed design).
Early in our process it was clear that we wanted to make an entertaining project. But we weren’t really sure or concrete until the last two weeks of the course. We changed our concept two times and in the end, the briefing was still making sense for our current concept but that is not the case for the first media strategy (Handin in our blog).
We don’t think that we would change anything of our process. We didn’t rush anything; we wanted to test our ideas. Once we decided on how to proceed, our working speed was much higher and we had more drive. So we think that every step we did was needed and that none of them were bad for our process.
Other then our process, the use of a blog was quite unusual. At first, it was just considered to be extra work, but then again it was useful. Instead of having one person holding all the notes and progress of the group, the blog renders the share of information easy and quick. This more a comment on our “report” skills then our process but we could have updated our blog more often in the earlier phases of the course.
This course had a lot of “learning moments”, especially when it was concerning the interaction of a user with a media. We learned that we mustn’t underestimate the number of barrier in your project, even more so when you want people to cross between different medium.

Evaluation of the Design

Secrets beneath your feet

For evaluations we explained what kind of project it is and than showed the short flash movie to several persons. Afterwards we discussed the movie briefly and asked them if they can explain us the project. Next to finding out if they understood what the project was about and how everything works was finding out if people were intrigued enough to have a look at the showcases and participate. For the evaluation we spoke to 8 people (they were chosen for their diversity in age, sex, working class...).

Not every aspect of the project is clear. For instance the point is of the fake object, because it becomes directly clear which item is fake. It wasn’t clear how the sms corresponded to a specific showcase. People also wanted to read the information on the showcases and the website more. The points/prizes relation wasn’t all that clear, how many artefacts would be displayed in the same time and that they would be replaced by other items in time, what the main function is of the showcase, what the costs are.

Points for improvement for the movie/project are the following:
Show the complete showcase with the buttons while explaining the circles on the screen correspond with the buttons on the showcase.
Make the sms correspond with a specific showcase.
Explain explicitly there aren't any extra or hidden fees for the sms-games. The sms doesn’t cost you anything more then the price of an sms.
Explain what the main point of the showcase is: items, news or game?
Highlight some of text on the screen of the showcase and the website.
Explain the system of collecting points and buying products with those points.

The level of interest was divided. 6 out of 8 persons said they would take a look at showcases if they had some spare time on the station. 2 out of the 8 questioned persons said they would probably join the game after making sure it didn’t cost them anything. The problem was people are afraid they would be subscribed tot a sms-service.

woensdag 13 januari 2010

Storyboard of the Movie

The first frame holds basic information about the course like our names + photo, name of the project + logo and other information…

INTRO:
Then the movie opens on a short film of someone heading for the station but ends up missing his train and for the mood there is a tune made by Ingrid Michaelson entitled "Be OK".

The person notices the showcases on platform 1, at which point we use our visual. Then we zoom in, as if the person is walking to it.

THE SHOWCASES:
Now, we are in front of the showcase, we leave it like this for a few seconds, giving time for the audience to observe that there is a screen on the back with different ads on it (prizes, sponsors...).

The person presses one of the buttons on the showcase, which starts the sequence and now we zoom in, to only see the screen.

We now see the menu of the screen. The first two menus are Item & Game (guess the fake artefact game) and News. Now we zoom out a bit just enough to see the hands of the person.Then he pushes the button on the side, we zoom out a bit to see (just enough for all five showcases to be visible) the lights go on. Green means the artefact is real and red means it’s fake. This game is free and gets the traveller more involved, increasing our chances of him participating to the quiz.

Once that is done, we move onto a visual of the last tab in the menu: Quiz and Prizes.

We can see all the different elements of the screen (the quiz, the sms-code where you send your answer)

Now we zoom out a bit just enough to see the hands of the person. The person takes out his mobile phone, fills in his answer and sends it.

Now the screen is back to the stand-by mode where all the ads pass by. The user notices the following sentence: “To check your answers and for hints go on our site www.secretsbeneathyourfeet.com”.

INTERNET:
(Black screen, narrator explaining) The train arrives, the user steps in, wondering whether he won the quiz or not. Once at home, he turns his computer on and visits the internet site.

You see the homepage of the site and notice that there is a lot of information (news which is redirected to Spoorzone Delft, agenda, the artefacts, the sponsors…). But then the user notices that he came make an account which requires a username, password and e-mail address. After it is made, we move on to a visual of the account’s dashboard.

The different features of the account are explained, such as giving your mobile phone number to receive your quiz points and check if the answer was correct or not. If it was correct, you receive more points, in case it was wrong you get a hint. Then the user can indicate what means of transport he uses to receive relevant updates. He can even receive it as an sms if he gave his phone number. Then there is the more standard information as real name, age or a photo… for whenever you win (your photo is shown on the homepage).

The user checks out his ranking and the number of points he needs for the prizes one last time (again, we use a visual for this). The computer is off, the user thinks he will try another quiz tomorrow, to win more points.

CREDITS:
"This video clip was made for educational purposes only, as part of the course Cross Media Interaction Design, at Delft University of Technology, Industrial Design Engineering"

Detailed Visual Design Examples

Showcase on platform 1


Showcase on platform 2


Menu of the screen in the Showcase


Game tab of the screen in the showcase


Homepage of the Internet Site

Wireframe

Wireframe of the Internet site

Task Analysis & Flow Chart

Task analysis

Showcases
User should be able to:
• find information about the artefacts, the construction, the games and prizes
• skip or review the information (rewind/fast-forward for videos and next/previous for text pages)
• can go back to the menu at all time (third button)
• participate to the guessing game of the “fake” artefacts easily
• The TV screen is a visual tool to lure people into participating:
o Teasers such as “the find a the week”, “photo of the week” or “yesterday’s winners”
o A slideshow of the exhibited items with some context
o A video of the digging and the finding of the items or artefacts
o The internet address of the project, advertisement (WeSD, Delft Bouwt or possible sponsors…)

Mobile Phone
Text messaging is essential. Multiple codes are given (on the TV screen, text on the showcases…) and they each have a different function. So, by sending a sms to a certain code, you have different results.
The different possibilities are:
- to receive information (live updates)
- to post a comment on a piece that is in one of the showcases
- to answer one of the quizzes
- checkout what the contests and prizes are.

Internet
User should be able to:

• Create an account
• Comment
• Log in
• Log off
• Retrieve password
• Upload photos
• Change personal setting
• Go to page: winners, games, photo, info, news, main, account, developments
• Go to external site: spoorzone, sponsors
• Play game: ….

Flow Chart

A: go to page Winners
B: start a selected game
C: go to page games

Concept details


The artefacts and the TV screens are now combined into one element: the showcase. The name we gave to this project is: Secrets beneath your feet. Multiple showcases are located on both platforms of the train station. The TV screens will be looping ads for the project and the sponsors until someone presses one of the four buttons on the showcase. At this point, three choices are available: learn more about the artefact; construction updates and finally, games, prizes and sms-codes.
The first option is mostly informative; it gives background information about the artefact. It can be a short movie of the digging or a re-enactment of its use back in the days or any kind of story that can increase the public’s interest. At all times it is possible to fast-forward or rewind the movie or head back to the menu with the use of the three buttons.
The construction updates gives an overview of the latest news concerning the construction. It can indicate that some streets are blocked and that people need to take another path then usual or due to the diggings trains can’t travel for a certain period… Any kind of thing that can affect the routine of the travellers that arrive at or depart from the station.
The last part is more destined to entertain the travellers. Each artefact has a different game attached to it (see the “game inventory” for more details on the actual games). To play, you need your mobile phone and send a sms, with your answer, to the code that is shown on the screen. The prizes that you can win are shown on the screen. You can find hints by following the internet link that is on the screen.
The showcases have a fourth button that is located on the side, instead of the front, where the three others are. It is another game, guessing the fake artefacts. People try to guess and then by pressing the button, small lights in two different colours (green for real and red for fake) will turn on in each showcase. The idea was to make a quick game that could surprise people. Bring them to think that some items are worthless but actually are of great value. It might interest them into reading more and even play the games.

The TV screens and the showcases are provided by sponsors or if necessary they are bought since it isn’t some insanely expensive equipment. Archaeologists and historians expect to find quite a lot of items during the digging since there used to be quite a few things on these grounds years back. This means that we don’t really need to worry about the number of artefacts that will be found. As for the fake ones, they can be made by artists that specialises in the making of old object replicas or it can be something worthless that was dug out and that can be passed as an artefact.

Content in each Medium

Media Strategy update

Concept visual, the showcases

MEDIA USED:
After a few modifications, we reduced the number of media used in our project. The three mediums that we will use are: the showcases, the mobile and the Internet. The showcases are a combination of tow mediums: the artefact and a TV-screen.

AIM OF THE MEDIA:
The showcases will be present on both platforms of the train station. This means they will be in competition with the surrounding billboards. To draw more attention, the TV-screens within the showcases will play ads. We expect that the combination of movement and light will lure people to the showcases.
Afterwards people will notice that there is something in that showcase. By using people’s curiosity, we expect that they will at least have a closer look. They will see that you can do quite a few things with the showcases. It can be informative because the user learns more about the artefact or about the construction areas; as well as entertaining, since there are quizzes and games where you can win a prize. Anyone can participate by simply using their mobile phone or the internet.

WHAT MAKES IT CROSS MEDIA?

• Showcase to Mobile Phone
The quiz and the artefacts are shown by the showcase, but the mobile phone is needed to interact with it on the spot.
• Mobile Phone to Internet
You might have answered to the quiz but you cannot see your points yet. You aren’t even sure if you answered right or wrong, you need to go on the internet site to check it all out.
• Internet to Showcase
To checkout the artefact “live” or the quiz to get more points, you need to go see the showcases because you can only find the sms-codes there.
• Showcase to Internet
The internet has information that the showcase does not have such as the comments posted by the travellers that passed by. It is also more comfortable to read through everything at home instead of the station.
• Internet to Mobile phone
Since you don’t always have access to the internet at all times, receiving live-updates sms’s can be useful and encourage the traveller to create an account.

vrijdag 4 december 2009

Media Overview & Concept Ideas

MEDIA OVERVIEW



CONCEPT IDEAS

The exposition is next to the platform in a tent. In the ground, behind a glass, there are artefacts that act as teasers to lead the travellers to the tent.



A pile of boxes where you can sit on and one made out of glass to display the artefacts.

Placing the TV-screens on the platforms.

Handin

Foreword
In this report you will find the Conceptual Design including the Media Strategy of our group named
Across Media. You will find a storyboard that sums up the idea we have for our project; an overview
of the different media used and in which condition they are used, and finally, a more detailed
explanation and inventory of the project and the media.

Game Inventory
The artefacts or other items found on the construction site will be displayed on the project terrain.
They will be integrated in several games depending on the item. With these games people can win
prices. Several examples will be given.


Entertainment

Which year?
When an object is found and is unspoiled, it can be displayed. People can try and guess the age of the
object. Additional information can be found right next to the object to inform you en maybe help you
guess. Whoever guesses the age wins.

Which location?
Items can be related to a certain location, for instance the Calvé factory, or the location where the
old south port use to stand. People can guess the location where the item was found.

What is it?
Objects that aren’t familiar with most people, because it a part of a bigger object or because such
items barely exist. People can guess what it is or what was used for.

Which brand?
When an item is found for instance an old bicycle, the brand of it can be guessed.

Involvement

Shard puzzle
There chances are high that shards of old jars, plates and other Delfst Blauw tiles will be found. By
displaying these shards people can guess which shards belong together. After that people can put the
pieces in the right place.

Picture of the week
The construction site isn’t pretty to look at, though sometimes it has its own beauty in a specific way.
People can, and already have taken pictures of the construction site. A weekly competition for
making the best photo of the construction site can be challenging. The best photo will be displayed.
After that people can guess where the picture is taken. Another game is that an item is hidden on the
location of the photo and if you find it, you can keep it.

Fake items
Not everything has to be really dug up. People who have won in the past can help with making fake
items so they seem like an important artefact.

Museum
The museum can collaborate with the project. They can provide the project with a painting (fake or
real). For example: the painting can be “dug up”. After that people can guess who created it. The
winner gets a ticket for the museum.

Media Choices

Lure:
To lure people to the site we want to use newspapers, flyers, billboards, TV and the internet. At this
stage, all of the medias will have the same information: What? Where? And when? This makes
people aware of the existence of the exposition next to the station in Delft.

Entertain and inform:
This is the core of the whole project so a lot of media are used and some of them are used in multiple
ways.

To inform people about the latest developments and changes around the station and the exhibition,
we want to use images and text that is put on a flyer, a billboard, a TV, on the internet or around the
exhibition. The information will be mostly factual, so our target group can read it but not change
anything.

Games, Exposition: it uses the items that are found in the digging sites as a guessing game.
Participants can play the game, and maybe learn more about the item. Or people can share their
opinion about the artifacts.

Mobile Phone: it can be used to add a comment about one of the exhibits by sending a sms to a
number that is linked to the exhibit. It can go the other way around; you send a sms to receive
comments about the item. This makes people interact.

A Person: an employee will be present for technical support, explain or help people to make an
account and send comments. This person will make it easier for visitors to participate to the different
activities.

The Internet: it will be a huge database of the latest updates of the construction site but also for the
exhibition, the comments and quizzes are available as well. There will even be a ranking system,
where people will see the points they won and what can they do with those points.

Involve:
With these media, visitors of the exposition can interact with the project and other people around it,
at home as well as on the site.

Games: Involves you by participating in the game, because when you are lured inside and you get
information about the game / competition you simple want in.

Mobile Phone: Involves you by interacting with the environment or game or just to get extra
information.

Exposition: Involves you because you can interact with the exposition you can participate in a
competition / game.

Internet: Involves because once you are at home you can see the progress concerning the game or
competition or even the changes made in the exposition and see what’s coming up next week.

Scenario


maandag 23 november 2009

Briefing

Theme

Our chosen theme is ‘enjoying the chaos’, because it best fits our mission and vision best:

Let everybody have fun on the construction site.’

The story we want to tell is quite literally enjoying the chaos. We want to find a way for people to have fun and relief their irritation concerning the construction site caused by the chaos. We want them to see beyond the chaos and let them see what good things ‘Spoorzone Delft’ can bring.


Target group

We wanted to get an overview of the people who are directly coming in contact with the construction site. In picture ... you can see the groups and subgroups.


Persona Hans

This is Hans. Hans is 38 years old and is married to Marrianne. Together they have two children, Tom and Lisa. Hans loves to wave surf and is a fanatic swimmer in his free time. Hans works as an accounted in The Hague, and uses the train to go to work. He takes the train every morning at 8:30 am, to get to work but the time he get’s home everyday is a mystery because Hans is quite dedicated to his work and loves his FriMiBo. His favorite place to go on holiday is to camp, in Portugal, because of the big waves and nice nature.




Daan Bouman

Daan is 21 years old. He studies civil engineering at TU Delft. Daan lives in a student house at the Delft centre. He works one day a week in Schiedam, his home town. His parents still live there. He uses the station about twice a week to go to work and visit his parents. He likes to party and goes to Leiden occasionally with his housemates. He isn’t really happy with the tunnel project because he won’t benefit from it. He expects to graduate long before the new tracks can be used. Daan expects only more delays because of the constructions.





We thought that travellers would be an interesting group. Because Delft station lies on the most ridded piece of track in the Netherlands, just two tracks between The Hague and Rotterdam, there is a high probability there will be delays. If a train, signal or HV cabal fails, if a there is jumper on this track, or for some other reason the track can’t be used, there is no back-up track. This makes it highly probable that if something happens, the delays will endure longer than 15 minutes.

In future we expect some more trouble along this track because of the constructions around the tracks, and so more delays.

When we take a look at the group travellers we can say that they don’t want to waste time, and if they are not able to control that aspect of traveling they would like to find something to kill the time they have left.

We want to stimulate this group to participate in this project. Waiting on the train can be frustrating, having something to do can make the time go by a lot quicker. People are often stimulated if there is something to gain for them. Another stimulus is keeping the mystery. If there is something interesting, people tend to know more about it. Not giving all the answers and letting people come back to get more answers.

There is a lot of media that can be used to let people participate. Regular media like: phone, internet, tv, radio, flyers, paper and billboards. But also other media can be used like: intercom station, Light-show, fireworks, fake train crash, waterfall-text, lighting pavement, lasers, locomotive-entrance, use of ‘wasted’ rail track nr.4, Mysterious mafia shoot out in the train, Pimp your train.


Identity

It should be a breezy and easy identity, with an easy accessibility. This because when people are already irritated you don’t want anymore difficulties and you want to relax and comfort them and let them forget their irritation in a second.


Communication goal

We want to address an easy relaxed feeling. Because the irritation is caused by chaos, and chaos is unpredictable we want people to shift their irritation from anger to happiness. We want people to see that they don’t have to be irritated or that their problems concerning the chaos are all for the better.

Cm would be a good solution for this because on we can warn people for the chaos daily on the Internet. And because chaos isn’t predictable we are able to use Cm on the site itself to inform people that there is going to be trouble.


Media choice and combination

During our choice and combination of medias, we looked for fun, new ways to reach our target group. We want to raise their curiosity and lure them on the site where our message is. Here is a list of the different ideas we have:

· Light-show: mostly visual but sound can be added, attracts attention more attention when it is dark, needs expensive machines and a big platform for the show.

· Fireworks: safety factor, difficult to share a message but gets a lot of attention.

· NS-crash simulations: use the 2km long tunnel as a screen and make a video of a train crash between an old and new train to show the safety improvements (for example).

· Waterfall-text: Delft is next to a lot of water, so why not use it? See the link for a video: http://www.youtube.com/watch?v=0HeUixe_Lpg&eurl=http://www.fazed.net/video/view/?id=828

· Lighting pavement: just like the Micheal Jackson clip “Billie Jean”, each step could show a letter and people would have to walk to know the message.

· Locomotive-entrance: use an old locomotive as a decoration and place it on the current unused rails, put a piece of history from the NS, improve their image and build a better trust with the customers.

· Mysterious mafia shoot out in the train: decorate the train and the station with a theme, the conductors would have another uniform… A sort of “Pimp your train” event.

In these choices, only the fireworks are unacceptable. Fireworks are loud, bright and expensive so it might be troublesome or annoying for people in the neighborhood and financially unacceptable for the NS. The other ideas have more potential and are original.

Interesting places to communicate the target group would be: the station, inside the train and other public transport vehicles. One particular situation caught our interest: whenever a train is late, people have to wait and are wasting time. We want to use those unplanned minutes and change the boredom into something fun. This means that whenever this kind of situation happens, the information needs to be communicated; it can be done through an announcement of the train station’s speakerphones. It would be nice if it comes as a surprise, then the people would feel like they just got a present. Other more permanent ways of communicating can be placed around and outside the station to get people to participate with the event, even if they aren’t travelling. It would add something to the livelihood of the place.

To keep people on coming to the event, it needs to be updated on a monthly based (according to us).


Proposition

Once our project is done and applied, we expect that people will find a source of relief. Our project needs to be fun and accessible.


Scope

We want to use the construction site directly around the station so travellers can easily enter the terrain and quickly get back to the station. We plan to make a project for the delayed travellers. People will be delayed before, during and after the constructions. Therefore we want to make use of the construction site for the project as long the spoorzone allows it.

woensdag 18 november 2009

Target Group

Choice
The working man and students(ages 18-50) is our target group. These people will endure the most problems of the construction area. We also think that this group is most likely to go on site if there is an event or some other activity. Children are dependent on their parents, and elderly are less likely to go any kind of activity.

At this time the target group is very broad. We tend to describe the target more directed further along the process. This gives us more design freedom at this time.

Communications
We assume that everyone in this target group has got internet and a cellphone. These communications are simple, effective and reaches people the quickest. We also learned that residents of Delft are likely to read ‘huis-aan-huisbladen’. Next to usual communications there is great advantage that the construction site is next to the railway, this gives us opportunities to use billboards, lights, banners and other sort of media which a lot of people will see.

Stimulating
As described in our mission we want to stimulate participants with curiosity, and rewarding participation.


Mission

Our main mission, which is based on our chosen theme, holds a few subjects or goals. These goals are to lure people on the site by raising curiosity1 and to stimulate participation of the reconstruction2. We are planning on doing this by organizing certain events for our target group. These events can be events especially made for WESD or can be events organized in cooperation holidays for example, ‘koninginnendag’, ‘Jazz-festival’, etc.
1.      Raising Curiosity: Were want the people to be involved or get them interested into the rebuild of the station and reconstruction of the area. Some ideas we had for getting them interested is by organizing a treasure hunt, or fake findings during the digging. Or just let them know what is really going on by providing them with a lot of information about the project and maybe let them be able to participate into the designing of the area.
2.      Participation of the reconstruction: If people are to gain something out of this ‘spoorzone delft’ rebuild, they are more likely to participate into the project. And by rewarding this participation people are more likely to come back and stay involved. Some rewards we thought of were, ‘a bulldozer’s day-off’ which allows you to wake up in the morning without the growl of a bulldozer. Or organizing a competition in which the people are allowed to give their ideas of the rebuild and let them design parts of it.

Vision

Based on what our different missions are, we came up with the following group vision:

Let everybody have fun on the construction site.

We want to make use of the changes that the railway area in Delft goes through. We want to turn the whole commotion around into a fun way. The constructions will affect many people living in and out of Delft, so we want to involve as many people as possible. The theme that fits our vision the most is “Enjoying the Chaos”.

zondag 15 november 2009

What is Cross Media?

In short, Crossmedia is the concept of linking different platforms, which provide information, together.

Here are some examples we found, all using different cross media concepts:

Link
http://www.nrc.nl/
Content
It’s an online newspaper, which provides more information alongside the original newspaper. It is even possible, when you pay for it, to get the whole newspaper online with all the extra information and links without finding the extra paper in your mailbox.
Platforms
CM 2: Reality, mail and website. This is because a lot of people don’t like to read from a monitor. And the website is for extra information for news found in the paper, and provide further links to website’s that can tell you more about the news or subject causing the news.
Inspiring or not
What is inspiring is that people themselves decide if they want to learn more about the found news or not. And this is done without pushing them of make it difficult for them to find it. It also reduces the use of to much paper.

Link
http://www.uploadcinema.nl/
Content
This cross media concept was invented to bring the oldest cinema of Holland back to life. They did this by turning the oldest cinema into a cinema of the future. Therefore they started a film club that shows the best and weirdest things of the web on a big screen. Every first Monday of the month the organised an evening full of these crazy movies linked to a certain theme. The members themselves chose these movies.
Platforms
CM 3: Reality, website. This concept allows members of the film club to upload their movies on the website and let them decide what the theme will be of the movie night.
Inspiring or not
This concept is very inspiring because you involve the people you want to reach into the concept. That way they are allowed to create their ‘own’ movie night and this way you reach a lot more people because you are better capable of giving them what they want.

Link
http://www.buitenspeelbond.nl/
Content
This project involved the laundry brand ‘OMO’. They wanted to reduce the number of children that spend more time behind their computer then playing outside. They did this by making commercials and let children start their own ‘outdoor play club’. When the children visited the website the were able to play a game and when it finished the got a plan they could print out to build that exact same game themselves and play with it outside.
Platforms
CM 3: TV commercials, website, mail and Jetix.
Inspiring or not
What is inspiring of this concept is that they not only reach the children but also their parents who go to the website to search for laundry tips. And the fact that they deal with a big problem of overweight children who only sit behind their computer is also very inspiring.

Link
http://iktag.nl/
Content
The ikTag is an initiative by Mediamatic. The ikTag contains a RFID chip that is connected to your profile. With the ikTag you can make contact with other members of the network and work on your profile even when you are not at your computer.
Platforms
Computer, events.
Inspiring or not
Making use of a RFID-chip is an interesting concept to make sure that the user has a sort of connection with a location. The social network is interesting as well. People can share experiences and stories online.

Link
http://www.vriendenvanamstel.nl/
(the campaign is over, site is about something else now)
Content
A few years ago Amstel started a campaign to stimulate sales. By using media as tv, radio and billboards they made consumers aware of their new campaign. The idea was to buy Amstel beer. On each beer bottle a code could be found. The next step was to go to their website and make an account. After logging in you could enter the codes and collect points. After gathering a certain amount of points you could change the points for goodies(t-shirt, football, video game, etc.).
Platforms
TV, radio, billboards, beer bottles, internet
Inspiring or not
The idea of having to look at a certain object so you can collect points/information is inspiring. So is the idea of rewarding people with goodies. The average consumer is easily affected by free items.
Rijksmuseum

Link
http://www.rijksmuseum.nl/
Content
It is about discussing the most expensive and most discussed piece of art: for the love of god. Visitors of the Rijksmuseum could record their opinion on videotape. These videos where uploaded on their website. This stimulated the discussion.
Platforms
Video, website, art
Inspiring or not
Using video to explain your opinion is inspiring. People can express themselves a lot better.

Link
http://pleaseenjoy.com/
Content
The Bubble Project is a concept that Ji Lee though up. The idea is that you print a speech bubble (usually seen in comic books) and you stick it somewhere interesting. Now, anyone with a pen can think of a smart/funny/sad remark to fill the bubble.
Platforms
Aside from the use of the billboards, this project received a lot of attention: press, magazines and newspapers. The project even grew outside New York in countries like France, Italy or Argentina… furthermore some of the bubbles can be seen on the internet. This covers pretty much all available medias.
Inspiring or not
Some of them are quite amusing because with the use of that bubble, the billboard is brought out of context and loses its first purpose. Most of the time, it becomes a joke and stops being an ad. This project creates an opportunity for passersby to tap into their creative side in an impulsive way because you never know when you will come upon an empty speech bubble. Anyone with an idea can participate, the public becomes the artist.

Link
http://pleaseenjoy.com/
Content
Abstractor is another concept of Ji Lee. A TV screen is masked in such a way that only a small strip of the screen is visible.
Platforms
All television screens in any random environment can be used (such as TV billboards) as long as it is switched on. Aside from Ji Lee’s internet site, this project didn’t get much attention from other medias.
Inspiring or not
This transformed a TV into an intriguing black box. The TV isn’t giving any information anymore (because the sound is muted at the same time); it is there just for your enjoyment.

Link
http://pleaseenjoy.com/
Content
To advertise the opening of the New Museum in New York, an intriguing advertisement was used. On a big billboard in New York, magenta paint was spilled, to slowly reveal the logo of the museum (which is the shape of the museum).
Platforms
Other then the billboard, there were “windows” in the same shape as the logo. Every “window” was a small piece of art, they were spread all around the city. The mystery of the “spilled” billboard was covered by many blogs, the press and the newspapers. The New Museum got a lot of exposure out of this.
Inspiring or not
In this case, people’s curiosity was used to create a large scale campaign. By not saying anything and create a mystery, a lot of people were intrigued. Even if not everyone will go to the museum, many people will at least remember its existence.