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Branded Environments Capstone Project Portfolio

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LEARNING FROM MUSEUMS:

EDUCATIONAL POP-UP INSTALLATION How can utilising interactive & immersive museum techniques increase health and wellbeing within the institutional sector?

DBE30004 Branded Environment Capstone Project 3B: Design Studio Final Outcome | Bernadette Krull

DESIGN ETHOS Continual Growth & Empowerment: I continually seek out opportunities for learning and growth. Stepping out of my comfort zone and challenging myself to push further. Learning is a continual process and when its enjoyable, its more likely to be remembered. I enjoy creating designs that have a purpose. Providing a sense of empowerment through learning. Storytelling: I enjoy being able to tell a story through design. Taking an idea and transforming that idea into a scenario, Then taking that scenario further by integrating an educational or thought provoking factor within the design. Colour: I have an eye for colour and being able to create harmony or interest with colour. Using this within design, can strengthen a design and evoke an emotional response.


CONTENTS Research & process work pg. 2

INTRODUCTION & DESIGN ETHOS

pg. 27

ORIGINAL RESEARCH

pg. 34

PROCESS WORK

pg. 44

REFERENCES

Design Brief & Brand Strategy pg. 7

DESIGN BRIEF

pg. 9

BRAND SUMMARY & STRATEGY

Final Resolved Design pg. 12

SITE PLAN

pg. 13

FLOOR PLANS

pg. 15

SECTIONAL ELEVATIONS

pg. 16

3D REPRESENTATION OF RESOLVED DESIGN

pg. 23

PHOTOGRAPH OF DETAIL ARTEFACT


DESIGN BRIEF & BRAND STRATEGY


LEARNING FROM MUSEUMS:

DESIGN PROJECT

EDUCATIONAL POP-UP INSTALLATION How can utilising interactive & immersive museum techniques increase health and wellbeing within the institutional sector?

Create an Educational Pop-Up Instillation, by utilising immersive and interactive design techniques, to help increase public awareness around Heath & Wellbeing issues faced by children today. Top 10 health problems children face today:

1 5

Physical Health & Excessive screen time

Abuse in both Mental & Physical forms.

10 Abuse, physical or mental, is related to emotions. Being able to recognise and managing emotions, is a vital aspect within Mental Health. By providing a fun, welcoming and safe environment, with access to medical professionals, children have the opportunity to recognise and work through the challenges they face, early on in their life.

Figure 1.1: Interactive & Immersive techniques

There are many programmes out there that are aimed at helping these issues, but most people don’t know where to look or feel uncomfortable approaching them. Creating an informal, fun environment, through an interactive and immersive pop-up, helps promote these programmes, with a less intimidating first encounter. Pop-up can align with Mental Health Week (5th-11th Oct 2019).

DESIGN BRIEF:

CLIENT & LOCATION

TARGET AUDIENCE Children Children are constantly learning and growing. Providing ways to assist this growth, in a positive way, will have a beneficial impact on their lives.

50 Flemington Road, Parkville, VIC “Main Street” Public hallway

Families Children are influenced by those they associate with and that’s generally their family members. Providing help and education to family members, with have a positive roll on effect to children.

Health Care Professionals & Researchers Researchers are constantly striving to find new ways to help provide better care for children. Information and research can be collected from a range of different avenues. Tertiary Students Tertiary students are future professionals. Allowing their education to be well informed and insightful, will provide better opportunities for children in the future.

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MISSION STATEMENT

BRAND VALUES

“The Royal Children’s Hospital improves the health and wellbeing of children and adolescents through leadership in healthcare, research and education”

UNITY

INTEGRITY

Hospital”, 2019)

RESPECT

EXCELLENCE

CURRENT IMPLEMENTATIONS OF DESIGN:

FUTURE IMPLEMENTATIONS OF DESIGN:

IMMERSIVE DESIGN

INTERACTIVE EDUCATIONAL DESIGN

The Royal Children’s Hospital Melbourne has embraced the positive impact design can have on increasing a patients health and wellbeing, through implementing immersive design techniques. These techniques bring interest and life to a space, create a relaxing environment and create much needed distractions for the children.

The Royal Children’s Hospital Melbourne have the opportunity of furthering the influence design can have on an individual. Implementing interactive design techniques, allows continued learning and growth, whist having fun. Creating social and individual understanding & awareness and provides feelings of empowerment. This form of design helps extend the life and feeling of the experience long after the individual has left.

Figure 2.1: Decorative Panels

Figure 2.4: Interactive Wall, Encouraging Movement

(“The Royal Children’s Hospital : About The Royal Children’s

Figure 2.2: Artwork Entrance Way

We work as a team and in partnership with our communities

We respect the rights of all and treat people the way we would like them to treat us

Figure 2.3: Aquarium

Figure 2.5: Interactive Educational Activities

We believe that how we work is as important as the work we do

We are committed to achieving our goals and improving outcomes

Figure 2.6: Interactive Wall, Encouraging Movement

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FINAL RESOLVED DESIGN


KEY Main Site Public Access Hallway Pop-up Site Location Drawing Title:

Scale:

Date:

SITE PLAN

1:1000 @ A3

06/11/2019

Location:

Designer:

The Royal Children’s Hospital Bernadette Krull - 7406304 50 Flemington Road, Parkville, VIC

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ce En tr an

Aquarium

Overhead Walkway Bridge

Sign

Reception Desk Entrance

Pop-Up Installation

Lifts

tr

En e

c an Drawing Title:

Scale:

Date:

FLOOR PLAN

1:100 @ A3

06/11/2019

Location:

Designer:

GSEducationalVersion

The Royal Children’s Hospital Bernadette Krull - 7406304 50 Flemington Road, Parkville, VIC

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Sign

1 S-0 2 S-0

Reception Desk Spring

Exit

Winter ns tio n o Em ctio in A

Summer

Entrance Autumn

1 S-0 2 S-0

ZONING KEY Autumn Winter Spring Summer Drawing Title:

Scale:

Date:

POP-UP FLOOR PLAN

1:50 @ A3

06/11/2019

Location:

Designer:

GSEducationalVersion

The Royal Children’s Hospital Bernadette Krull - 7406304 50 Flemington Road, Parkville, VIC

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Winter

Emotions in Action

Spring

Exit

2.100 2.100

3.142

3.142

Entrance & Information

1.105

S-01

1.600

1.465

1.865

2.190

0.625

1.865

2.190

0.625

8.850

1.105

1.600

1.465 8.850

Summer

Emotions in Action

Autumn

Entrance

2.100

2.100 3.142

3.142

Exit

1.715

2.410

3.255

1.400

1.040

3.255

1.400

1.040

9.820

S-02

GSEducationalVersion GSEducationalVersion

1.715

2.410 9.820

Drawing Title:

Scale:

Date:

POP-UP SECTIONS

1:50 @ A3

06/11/2019

Location:

Designer:

GSEducationalVersion GSEducationalVersion

The Royal Children’s Hospital Bernadette Krull - 7406304 50 Flemington Road, Parkville, VIC

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POP-UP INSTALLATION:

EXTERIOR VIEW OF AUTUMN

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POP-UP INSTALLATION:

VIEW OF WINTER & SPRING

17


POP-UP INSTALLATION:

VIEW OF SUMMER & EMOTIONS IN ACTION

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POP-UP INSTALLATION:

VIEW OF SUMMER

3D Jungle scene, with Hidden animals dotted throughout, ready for the children to try and find.

LED Screens depicting cloud formations and stars in the night sky. Allowing the children to learn about the constellations and make pictures from the stars and clouds.

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DETAILED ARTEFACT:

ACTIVITY BOOK

Each child will receive an Activity Book before entering the Pop-Up, by a Heath care professional, who will give a brief explanation of the purpose of the Pop-Up. Within are activities and information that serve as a reminder of the Pop-Up Installation. Ensuring the experience and learning continue, long after their on-site experience. It also provides direction on where further help and information can be found, regarding Mental Health and Wellbeing. The animals chosen to depict the different emotions, are native Australian animals.

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RESEARCH & PROCESS WORK


LEARNING FROM MUSEUMS: HOW CAN UTILISING INTERACTIVE & IMMERSIVE MUSEUM TECHNIQUES INCREASE HEALTH AND WELLBEING WITHIN THE INSTITUTIONAL SECTOR?

EXCERPT Institutional sectors like Hospitals, Health care and Rehabilitation Centres are usually sterile, uninspiring spaces, with minimal fragments of colour, that create feelings of anxiety and stress, which can often lead to depression. Utilising interactive and immersive techniques, used by museums, in such heavily populated spaces will help create a more inviting and positive environment, increasing both mental and physical health. Traditionally, museums have focused on the education of history and culture. Over time, reinvention and discovery has extended that focus to the individual and societal benefits a museum can have on health and wellbeing. Interactive and immersive techniques show that when design is focused on an individual or specific group, the relationships formed are stronger and more impactual; creating a sense of ownership and empowerment. The individual and social awareness is stronger, as you are more likely to pay attention to the lessons being taught, when you are enjoying yourself or are immersed in a positive environment.

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“We often hear, that to discover something new, we must study the old. To invent the future, we must understand the past. Tradition cannot be possessed, it must be reinvented and rediscovered by each generation” (TEDx Talks, 2013) Institutional sectors like Hospitals, Health care and Rehabilitation Centres are usually sterile, uninspiring spaces, with minimal fragments of colour, that create feelings of anxiety and stress, which can often lead to depression. Utilising interactive and immersive techniques, used by museums, in such heavily populated spaces will help create a more inviting and positive environment, increasing both mental and physical health.

If we look at the meaning of Health, it can be defined as a combination of physical and mental health. Functioning well and feeling good, make up the two elements of Wellbeing. Functioning well comes from experiencing positive relationships and by having a sense of purpose and control over our lives. Feeling good comes from experiencing positive emotions. Figure 1.1 shows how these factors are inter-connected.

How can utilising interactive and immersive museum techniques increase health and wellbeing within the institutional sector?

Museums. Health & Wellbeing

To effectively answer this question, we need to look at two main areas. Firstly, what is health and wellbeing and Secondly; How have museums came to the conclusion that interaction and immersion are effective design techniques.

According to a study conducted by Jennifer Binnie, viewing art in a Museum has a positive impact upon reducing anxiety and in turn, improving wellbeing. It wasn’t conclusive if the positive impact came from viewing the artwork alone or if it was the Museum environment or if both factors together contributed towards this conclusion. Figure 1.2 shows the resulting emotions felt by participants pre and post museum sessions, ranked on a scale of 1-5. 5 being a more positive emotion.

FIGURE 3.3: Museums originally showcasing private collections. (Museums Victoria, 2018)

Traditionally, museums have focused on the education of history and culture. Today, reinvention and discovery has extended that focus to the individual and societal benefits a museum can have on health and wellbeing, by utilising interactive and immersive techniques. These techniques can be seen through the changes Museums have had to make in order to remain relevant in this developing world. Focusing the exhibitions and/ or instillations on a specific group of individuals or social concern within the community, “contributing to positive wellbeing and resilience by helping people to make sense of the world and their place within it.” (Dodd & Jones, 2014). When a design tries to appeal to every audience, it appeals to no audience. Meaning that if it’s too broad, the individual is unable to create a proper immersive, emotional connection with the content. Within institutional sectors like Hospitals, Health care and Rehabilitation Centres, funding and grants are used for areas like research, maintenance, supplies and equipment. Design is seen less as a priority and more of something that can be reviewed if there are additional funds available. The challenge lies within changing that mindset and showing that these design techniques play a vital role in increasing mental and physical wellbeing

FIGURE 3.1 (Left): Showing the interaction between good functioning, Mental Capital & Wellbeing (Dodd & Jones, 2014) FIGURE 3.2 (Above): Difference in emotions Pre & Post sessions (Dodd & Jones, 2014)

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Explored in this report, are three case studies, of Institutional sectors, showing successful implementation of interactive and immersive museum techniques. The first case study looks at a Children’s Hospital, showcasing these techniques by designing for a specific audience. Seeing the world through the eyes of a child. The second case study looks at a Healthcare Centre for overweight children. Immersing the children within the treatment plan by using interactive games and exercises. The third case study looks at a rehabilitation centre, using colour, texture and pattern to create an immersive environment.


FURTHER IMPLEMENTATIONS By creating a temporary ‘pop-up’ that works in Harmony with the existing interior design, it allow patients to place a piece of their identity, within the space. Reinforcing those feelings of engagement, discovery and comfort, further reducing apprehension and anxiety. It also provides opportunities for awareness and social responsibility.

CASE STUDY 1:

PERTH CHILDREN’S HOSPITAL Nedlands, Perth. WA by JCY Architects & Urban designers, Cox Architecture, & Billard Leece Partnership with HKS Inc.

“A hospital experience can be frighting or it can be fascinating.” (McDonald, 2019)

Can a hospital truly be fascinating to a child? If we look at what fascinates a child within a museum setting, colour, sculptural objects and graphic elements allow them to learn and explore. Creating an environment where they feel comfortable and engaged.

“Why do museums matter? Because they dissipate ignorance about other’s. Because they tolerate and promote curiosity about the foreign. Because they excite curiosity about what we are not.” (TEDx Talks, 2016) For the most part, children fear what they don’t understand. Using the techniques displayed by museums, from this quote, allows that ignorance and fear to turn into understanding and tolerance, through education and curiosity. The main driving force around the re-design of Perth Children’s Hospital, was putting more of a focus on the audience that uses the space. Realising that children are not ‘mini adults’ and have different perspectives on how they see the world. Striving to create that comfortable, engaging environment, by providing distractions, to reduce anxiety, through colour, sculptural objects and graphic elements. “There’s an incredible sense of play throughout the public and clinical zones,

FIGURE 4.1 (Left): D esigning for a specific target audience. Child Height Design (McDonald, 2019) FIGURE 4.2 (Below): Quiet Library space, creating a relaxing retreat Area (McDonald, 2019)

so that siblings and friends can also enjoy the hospital experience.” (McDonald, 2019) Museums show each individual that they have a place and purpose within society. When creating an exhibition for a targeted audience, techniques like “talking and listening, researching and watching, and a bit of creativity and imagination,” (McDonald, 2019) are needed to successfully create that sense of purpose and meaning within a society. Allowing the viewer to see that their needs and interests have been taken in consideration. Those techniques were used to help see life through the eyes of a child, so that they are comfortable enough with the Hospital environment, to feel that sense of play and have an enjoyable experience with their family and friends. It is said that ‘the power of positive thinking’ can increase resilience. Although it’s not medically proven, a person that is having fun has a more positive, relaxed demeanour, increasing the chances for better recovery rates.

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FURTHER IMPLEMENTATIONS The design has been executed well, covering a range of social interactive and immersive factors. A possible further implementation could be allowing the children to create structures/ games, promoting exercise that can be integrated into their treatment plan. Structures that can be made, using colour, pattern or sculptural elements.

CASE STUDY 2:

COACH Centre for Overweight Adolescent Children’s Healthcare Maastricht, province of Limburg, The Netherlands by Tinker Imagineers

”In the interactive environment, children feel at home & tend to start exploring. They learn about a healthy lifestyle without any pressure.” (Lomholt, 2018) COACH is a healthcare centre that’s been designed for overweight children. Encouraging movement and play through interactive and stimulating “games that require stretching, climbing, swinging, riding, moving, and working together.” (Lomholt, 2018)

The overall design, moves away from the usual, sterile hospital setting, but at the same time, doesn’t looking too sporty. By integrating museum technique through interaction and engagement, a playful environment has been successfully created. Making health and wellbeing a positive experience. “The urge for activity should be supported with stimulating interactive architecture.” (Lomholt, 2018). This healthcare centre is a temporary instillation, showcasing good pop-up design. Not just through deign, but in purpose as well. Mixing art and healthcare in one, to create a playful, memorable and inviting environment, that leaves a lasting impression. Increasing individual and community health and wellbeing. The finishes within the design add to that temporary nature, through raw the use of raw materials and exposed ceilings. “We came up with a set-up that matches the mission of COACH to empower children and young people: ‘finding their greatness’.” (Lomholt, 2018)

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FIGURE 5.1 (Left): C hanging the idea of the usual waiting room, into a playful environment (Lomholt, 2018) FIGURE 5.2 (Right): Interactive Wall, Encouraging Movement (Lomholt, 2018)

The three main changes that museums have made, to remain relevant, are integrated well in this design. Moving away from being in a hospital setting, physically, helps remove the mental connection of being overweight with illness and hospitals. A change in the way the children interact with the space, by creating that sense of play and allowing the children to see that exercise and being active can be fun. Associating the healthcare sector with a positive mindset, increasing the want to become and stay healthy. It also allows the child to feel comfortable enough to ask for mental or physical health when needed. The integration of bringing individual and social responsibilities awareness to the space is done through passive and active design techniques. The success of the design allows the ‘treatment’ to start before their scheduled appointment. The waiting room is part of the treatment plan. Resulting in awareness and responsibility being brought to the individual and indirectly to the community, through positive ‘word of mouth’ feedback and reviews.


FURTHER IMPLEMENTATIONS Pushing the design past the focused Lab’s and throughout the building, will create an immersive and relaxing environment for the patients. Allowing the treatment process to continue after their Lab sessions, without the added pressure.

CASE STUDY 3:

SHAKE UP, SHAKE DOWN Shirley Ryan AbilityLab, Chicago by HDR & Gensler, Clive WilsonArchitects & EGG Office.

“It’s important for patient healing to impart optimism,” (Cohen, 2018) The AbilityLab is a rehabilitation centre where research scientists, therapists and physicians work together with individuals suffering from complex and severe conditions. Conditions like amputations, spinal cord injuries and cancer. High ceilings and full length windows, enhancing an indoor/ outdoor flow. “A rare connection to an outside world from which the chronically ill are so often made to feel cut off.” (Volner, 2019) “Instead of serving as a container for tools and equipment, Interiors can become tools themselves.” (Ingram, 2018) Design has been used to enhance the treatment given, Blurring the lines between a place of healing and innovation. Aimed at enhancing the users experience. Within the building are five ability labs, aptly named according to their treatment focus. “Arms and Hands, Legs and Walking, Strength and Endurance, Think and Speak, Pediatrics.” (Cohen, 2018) High ceilings and staircases are used as part of the treatment process. Tucking lifts out of sight, with decorative wayfinding and floor markers to track progress, helping to promote movement and recovery.

FIGURE 6.1: Pediatrics Lab (Cohen, 2018) FIGURE 6.2: Treatment through design (“AbilityLab Home”, 2019) “The project doesn’t just support recovery, it actually aids it. Perhaps the most explicit example is in the Strength + Endurance Lab, where a staircase serves as both a pathway and a rehabilitation tool.” (Ingram, 2018) Bold colours and patterns are used in the Pediatrics lab, bringing a sense of energy and movement to the room, encouraging children to do the same. In contrast to that of the Think + Speak Lab, where subdued, calming colours, textures and graphics are used to assist the recovery of traumatic brain injuries. The colours, graphics and design style used, creates a unique identity within and around the building. Allowing a positive, immersive environment for the patients. Positivity is an important factor in wellbeing, so being surrounded by design that is encouraging and empowering, is a great example of museum techniques in action.

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LEARNING FROM MUSEUMS: HOW CAN UTILISING INTERACTIVE & IMMERSIVE MUSEUM TECHNIQUES INCREASE HEALTH AND WELLBEING WITHIN THE INSTITUTIONAL SECTOR?

CONCLUSION Museums have shown, that interactive and immersive design plays an important role in increasing health and wellbeing. Successfully implementing these museum techniques within the institutional sector, allows those positive benefits to extend further than that of a museum. The three case studies explored in this report, have shown that this can be successfully achieved and that there are further ways in which these museum techniques can be implemented, explored and reinvented. Interactive and immersive techniques show that when design is focused on an individual or specific group, the relationships formed are stronger and more impactual; creating a sense of ownership and empowerment. The individual and social awareness is stronger, as you are more likely to pay attention to the lessons being taught, when you are enjoying yourself or are immersed in a positive environment. Proving that utilising interactive and immersive museum techniques, increase health and wellbeing within the institutional sector.

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ADDITIONAL PRECEDENT RESEARCH:

ADDITIONAL PRECEDENT RESEARCH:

SEALIFE KELLY TARLTON’S

MIAMI CHILDREN’S MUSEUM

23 Tamaki Dr, Auckland, New Zealand

980 MacArthur Causeway, Miami, FL. USA

“Create your own sea creature and watch it swim.” (“Discover Amazing Creations at Kelly Tarlton’s SEA LIFE Aquarium”, 2019) Within the Discovery room, you learn about Why these fantastic features exist in nature and the important conservation issues facing coral reefs, home to many of the world’s most vibrant fish.

(“Discover Amazing Creations at Kelly Tarlton’s SEA LIFE Aquarium”, 2019) A fun, interactive tool that encourages creativity and imagination. Using technology to bring their creations to life and creating awareness and opportunities to educate children, on issues surrounding these animals.

“One of our main goals is to provide kids with high-technology features as well as simple manual functions,” said Lucia Williams, the museum’s chief innovation officer. “It’s part of our philosophy to show them things they don’t see at home.” (Ingram, J. 2019,) Technology, colour, physical movement activities - great design aspects in keeping a child’s attention & focus. Creating obvious & passive educational moments.

Figure 7.5: Baptist Children’s Hospital Health & Wellness Center Figure 7.1: Colouring Table

Figure 7.3: Interactive digital wall

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Figure 7.2: Placing an image in the scanner

Figure 7.4: Interactive digital wall

Figure 7.6: Interactive Play Area


Figure 8.1: Exterior Entrance Facade

Figure 8.10: Royal Park Nature Play Playground

SITE ANALYSIS:

THE ROYAL CHILDREN’S HOSPITAL MELBOURNE 50 Flemington Road, Parkville, Victoria “The result is all about wellbeing, rather than ‘ill-being’, creating a curing environment which embraces the psychology of healing a child.” (“Public Buildings & Urban Design 2012 winner: Royal Children’s Hospital by Billard Leece Partnership | Architecture & Design”, 2012)

Figure 8.9: Library and seating near Hotel lobby Figure 8.2: Meerkats Enclosure

Figure 8.8: Hotel hallway and lobby Figure 8.3: Outdoor Play Area

GSEducationalVersion

Figure 8.4: “Main Street’ Hallway/ Entrance

Figure 8.5: Top view of ‘Main Street”

Figure 8.6: Reception Desk in ‘Main Street”

Figure 8.7: Aquarium in Emergency Department 35


SITE ANALYSIS:

DESIGN INSPIRATION:

DESIGN INSPIRATION

BLOSSOM EXPLORATION Transformation - Petals to seeds Change in colour, shape & transparency

Five mobile sculptures. Entitled ‘Sky Garden’. A sculptural design made up of organic shapes & colours. Suggesting leaves and flower blossoms.

Figure 9.4: Life Cycle of a Rose

Figure 9.5: Life Cycle of a Dandelion

De-constructed Petals, possibly creating a textured panelled wall.

Figure 9.1: Transparent Organic Shapes

Figure 9.2: The Creature & Mobiles

Colour & Texture Change - Less Vibrant, dying leaves Figure 9.6: Dying Rose

Wilting, Curling, Colour Change De-constructing Figure 9.3: Top view of ‘Main Street”

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Figure 9.7: Wilted Flower


DESIGN EXPLORATION:

DESIGN EXPLORATION:

EMOTIONS

SEASONS

We need to prioritise our emotional health. It’s time we closed the gap between our physiological & physical health. Make them more equal.

We all know how to look after/ maintain our Physical health, but what do we know about maintaining our physiological/ Mental Health.

Seasons do play a part in how we feel. Seasonal affected disorders are a real thing; affecting your mood, energy levels, social interactions and much

more. Learning about why and how seasons have this affect on us, helps us better prepare to work though them and increase health and wellbeing.

HAPPY There is always a reason to smile. Find it. When you can’t find the sunshine, be the sunshine SUMMER

Figure 10.1: Physical Health

WINTER

BORED Stuck inside because of the rain and cold, day after day, can become very boring!

Figure 10.2: Mental Health

Our minds and our feelings are not the trustworthy friends we thought they were. They’re more like a really moody friend who can be totally supportive one minute and really unpleasant the next. Our mind is hard to charge once we become convinced. You need to build emotional resilience.

Figure 10.3: Mood Changes

ANGRY Anger doesn’t solve anything solve anything. It builds nothing, but it can destroy everything

SAD A lack of sunshine and warmth can bring a case of “the winter blues”.

You have to fight feelings of helplessness & gain control over the situations and break this kind of negative cycle before it begins. Emotional Health leads to feeling better about yourself, feeling empowered, happier & more fulfilled

AUTUMN

BRAVE The leaves of Autumn are changing, so be brave and make a change, for the better. Just because it’s hard, doesn’t mean it’s impossible. You can do it. SCARED It’s okay to be scared. Being scared means you’re about to do something really, really brave.

SHY Be patient with yourself. All flowers blossom at different times.

SPRING

JEALOUS Jealousy is a lack of self confidence.

Figure 10.1-4-7: Seasons

All text (Winch, 2015)

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DESIGN EXPLORATION:

OVERVIEW

Design Inspiration from Mobile Structure, located on-site. Entitled ‘Sky Garden’.

One of the many factors that affect Emotions, are the changes in seasons

Life cycle of a flower & how seasons affect their appearance & growth.

POP-UP INSTALLATION:

ACTIVITIES

Flower: Germination

AUTUMN

Activity: Working through the maze

Work through challenges Positive Mental Health allows the individual to realise their own abilities and that they can cope with the stresses of life. Working through the maze shows that overall, the maze can be daunting, but when you work through it, one section at a time, while keeping the final goal in sight, reduces the overwhelming factor of the maze.

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Flower: Stems & Leaves Sprout

WINTER

Activity: Colour Me Crazy

Keep your mind Calm There are several mental health benefits from colouring in. Colouring in allows the mind to enter a calming state, which reduces anxiety and stress. Focus and attention to detail is required and because of that focus, negative thoughts are replaced by a more positive state. It also provides a physical removal from technology.

Flower: Blossoming

SPRING

Activity: Dream, Create, Inspire

SUMMER

Flower: Full Bloom & Starts dying Activity: Lie down, Look up & Discover

Take time to create & Inspire

Take time to breath & discover

Being creative helps you approach day to day activities from different viewpoints. Developing a variety of characteristics that increase personal growth and raising your mental health.

No matter how busy you are, it’s important to take time out and relax. Recharge those batteries

Dream, create, Inspire allows creative freedom. A blank canvas and lots of colourful inserts to create a unique masterpiece.

Lie Down, Look up & Discover, helps show that the little things can have a big impact on your mental health. Take time to make pictures from the clouds, discover the wanders within the stars and notice the nature around you.


DESIGN EXPLORATION:

MOOD BOARD

Figure 11.3: Colouring in wall

Figure 11.1: Interactive Information wall

Figure 11.2: Semi enclosed Educational Hub

Figure 11.5: Transparent Colours

Figure 11.4: Interactive Message Board

Figure 11.6: Interactive digital wall

Figure 11.7: Monsters Illustrating Emotions

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POP-UP & SITE ANALYSIS:

QUALITATIVE & QUANTITATIVE Pop-up Educational Installation Zoning Considerations

ENTRY & INFORMATION 1-2sqm

Entry Point & Introductory Information - Purpose of Pop-up - Interaction process/ details Colourful, Eye Catching Utilising various heights. Encouraging exploration/ learning/ understanding Open to All - Dirceted towards Children

INTERACTIVE AREA Colourful, Eye Catching - Creating links between colours & Emotions/ Mental Health

4-8sqm

Target different emotions

Semi-Enclosed, Open design, drawing people in from the surroundings

Interactive, utilising various heights. - Minimal Seating, ecouraging interaction with parents/ friends.

SEATING

1-2sqm

Provide additional information - Promoting Mental Health Week - Information on Consultaion Availabilities Colourful/ Open

2sqm

EXTERNAL CIRCULATION 2-4sqm Negative surrounding space for circulation

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EXIT & INFORMATION

CONSULTAION AREA 2-4sqm Private/ Semi-Private space for audience to meet with medical/ trained professionals


Figure 12.1: The Creature

Figure 12.2: Lifts

Figure 12.3: Reception Area

Figure 12.4: Aquarium

FINAL ZONING KEY INTERACTIVE AREA (Approx. 4-8sqm) ENTRY/ EXIT & INFORMATION (Approx. 1-2sqm) GSEducationalVersion

SEATING (Approx. 1-2sqm) EXTERNAL CIRCULATION (Approx. 2-4sqm)

Drawing Title:

Scale:

Date:

Page:

SITE FLOOR PLAN - ZONING

1:200

04/10/2019

1of2

Location:

Designer:

The Royal Children’s Hospital 50 Flemington Road, Parkville, VIC

Bernadette Krull - 7406304

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WINTER

4800mm 4800mm

GSEducationalVersion

42

GSEducationalVersion

2700mm 2700mm

SUMMER

SPRING

10 100mm10 100mm

Drawing Title:

Scale:

Date:

Page:

PROPOSED POP-UP SECTION

1:50

04/10/2019

1of2

Location:

Designer:

The Royal Children’s Hospital 50 Flemington Road, Parkville, VIC

Bernadette Krull - 7406304


WINTER

SUMMER

3,785mm 3,785mm

3,150mm 3,150mm

9,800mm

8,850mm

S-01

EMOTIONS IN ACTION

2,100mm

AUTUMN

S-02

9,800mm

Scale:

Date:

Page:

PROPOSED POP-UP SECTION

1:50

04/10/2019

2of2

Location:

Designer: 3,785mm

Drawing Title:

The Royal Children’s Hospital

Bernadette Krull - 7406304

50 Flemington Road, Parkville, VIC 3,150mm

SPRING

3,150mm

GSEducationalVersion GSEducationalVersion

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REFERENCES AbilityLab Home. (2019). Retrieved 19 August 2019, from https://www.sralab.org/ About us: Scienceworks. (2019). Retrieved 12 September 2019, from https://museumsvictoria.com.au/scienceworks/ about-us/ Amazing Benefits of Coloring For Adults. (2016). Retrieved 27 October 2019, from https://www.colorit.com/blogs/ news/85320388-amazing-benefits-of-coloring-for-adults Binnie, J. (2013). Does Viewing Art in the Museum Reduce Anxiety and Improve Wellbeing? Museums & Social Issues, 5(2), 191–201. doi: 10.1179/msi.2010.5.2.191 centre for overweight adolescent children’s healthcare. (2018). Retrieved 17 August 2019, from https://www.tinker.nl/en/ work/centre-for-overweight-adolescent-childrens-healthcare Cohen, E. (2018). Shirley Ryan AbilityLab by HDR | Gensler in Association With Clive Wilkinson Architects and EGG Office: 2017 Best of Year Winner for Health/Wellness. Retrieved 19 August 2019, from https://www.interiordesign.net/ projects/14256-shirley-ryan-abilitylab-by-hdr-or-gensler-in-association-with-clive-wilkinson-architects-and-egg-office2017-best-of-year-winner-for-health-wellness/ Cropley, A. J. (1990). Creativity and mental health in everyday life. Creativity Research Journal, 13 (3) 167-178. Retrieved 25 October 2019, from https://www.tandfonline.com/doi/abs/10.1080/10400419009534351 de Sain, R. (2019, May 8). Can design unlock possibilities for growth in healthcare? Retrieved from https://www. healthcareit.com.au/article/can-design-unlock-possibilities-growth-healthcare Dodd, J., & Jones, C. (2014). Mind, Body, Spirit: How museums impact health and wellbeing. Mind, Body, Spirit: How museums impact health and wellbeing. Research Centre for Museums and Galleries (RCMG), University of Leicester. Retrieved from https://lra.le.ac.uk/handle/2381/31690 Ingram, J. (2019, July 7). This children’s museum gutted and remade exhibits. The designers had a few things in mind. Retrieved from https://www.miamiherald.com/news/local/community/miami-dade/downtown-miami/article232073322.html Ingram, T. (2018). Healthier Horizons: Perth Children’s Hospital in Indesign Magazine. Retrieved 12 August 2019, from https://www.coxarchitecture.com.au/healthier-horizons-perth-childrens-hospital-in-indesign-magazine/#

Shirley Ryan AbilityLab | Projects | Gensler. (2018). Retrieved 19 August 2019, from https://www.gensler.com/projects/shirleyryan-abilitylab VECIANA-SUAREZ, A. (2016, November 18). More technology, more digital: Miami Children’s Museum undergoes a $20 million makeover. Retrieved from https://www.miamiherald.com/entertainment/article115672288.html Visser, J. (2012, March 5). Creating Trustville – A museum as community centre for cultural... Retrieved from https:// themuseumofthefuture.com/2010/07/04/creating-trustville-a-museum-as-community-centre-for-cultural-and-social-developmentand-activity/ Volner, I. (2019). Shirley Ryan AbilityLab. Retrieved 19 August 2019, from https://www.architectmagazine.com/project-gallery/ shirley-ryan-abilitylab_o VIDEOS TEDx Talks. (2013). How will museums of the future look? [Video]. Retrieved from https://www.youtube.com/ watch?v=VXhtwFCA_Kc TED-Ed. (2015). Why do we have museums? [Video]. Retrieved from https://www.youtube.com/watch?v=MHo928fd2wE TEDx Talks. (2016). Seeing the Past as Present: Why Museums Matter [Video]. Retrieved from https://www.youtube.com/ watch?v=SehKVHo601c TEDx Talks. UWMilwaukee (2016). Experiential Learning through Art and Museum Experiences [Video]. Retrieved from https:// www.youtube.com/watch?v=8BT5KR4ijOc Ted Talk. Winch, G. (2015). How to practice emotional first aid [Video]. Retrieved from https://www.youtube.com/ watch?v=F2hc2FLOdhI&list=WL&index=6&t=0s

Ingram, T. (2018). Shape Up, Shake Down. Indesign, (75), 138–144.

UNESCO. (2017). The Role of Museums in Today’s Societies [Video]. Retrieved from https://www.youtube.com/ watch?v=PfQxeHVID1E

Jankovic, M. (2014). Take a walk with me through Royal Children’s Hospital Melbourne | Helping Hand Is Here. Retrieved 9 September 2019, from http://www.helpinghandishere.com.au/royal-childrens-hospital-melbourne/

FIGURES

Johnson, J., Culverwell, A., Hulbert, S., Robertson, M., & Camic, P. M. (2015). Museum activities in dementia care: Using visual analog scales to measure subjective wellbeing. Dementia, 16(5), 591–610. doi: 10.1177/1471301215611763

Figure 1.1: Museums Victoria [image]. (2018). Annual Report. In Museums Victoria. Retrieved from https://museumsvictoria. com.au/media/7791/annual_report_2017-2018_3.pdf

Lomholt, I. (2018). COACH - Interactive and Playful Centre for Overweight Adolescent and Children’s Healthcare in Maastricht - e-architect. Retrieved 18 August 2019, from https://www.e-architect.co.uk/holland/coach-interactive-andplayful-centre-for-overweight-adolescent-and-childrens-healthcare-in-maastricht

Figure 2.1&2: Wayfinding Solution for the Royal Children’s Hospital Melbourne by Buro North [Image]. (2012). Retrieved from https://www.dexigner.com/news/24905

Mental health: facing the challenges, building solutions: report from the WHO European Ministerial Conference. (2005). Retrieved 22 October 2019, from http://www.euro.who.int/__data/assets/pdf_file/0008/96452/E87301.pdf McDonald, A. (2019). Perth Children’s Hospital, by JCY, Cox, Billard Leece Partnership and HKS | Architecture & Design. Retrieved 13 August 2019, from https://www.indesignlive.com/dissections/cox-perth-childrens-hospital Merriam-Webster (Ed.). (2017). Student Dictionary . Retrieved from http://wordcentral.com/cgi-bin/student?museum (n.d). Top ten child health problems: What the public thinks. Retrieved from https://www.rchpoll.org.au/polls/top-10-childhealth-problems/ Royal Children’s Hospital Melbourne. (2019). Retrieved 10 September 2019, from https://r-co.com.au/project/royalchildrens-hospital-melbourne/ Take Time Out - YoungMinds. (2019). Retrieved 25 October 2019, from https://youngminds.org.uk/find-help/looking-afteryourself/take-time-out/

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The Royal Children’s Hospital : About The Royal Children’s Hospital. (2019). Retrieved 9 September 2019, from https://w d 9 September 2019, from https://www.architectureanddesign.com.au/awards-1/past-awards/2012-winners/billard-leecepartnership-and-bates-smart-architec

Figure 2.3: T he Royal Children’s Hospital - Interiors / Projects / Bates Smart [Image]. (n.d). Retrieved from https://www. batessmart.com/bates-smart/projects/sectors/health/the-new-royal-childrens-hospital-interiors/ Figure 2.4&6: COACH - Interactive and Playful Centre for Overweight Adolescent and Children’s Healthcare in Maastricht e-architect [Image]. (2018). Retrieved from https://www.e-architect.co.uk/holland/coach-interactive-and-playfulcentre-for-overweight-adolescent-and-childrens-healthcare-in-maastricht Figure 2.5: M iami Children’s Museum - Brilliant Creative Fabrication [Image]. (2019). Retrieved from 2019, from http://www. brilliant-fab.com/work/miami-childrens-museum/ Figure 3.1-2: Dodd, J., & Jones, C. (2014). Mind, Body, Spirit: How museums impact health and wellbeing. Mind, Body, Spirit: How museums impact health and wellbeing. Research Centre for Museums and Galleries (RCMG), University of Leicester. Retrieved from https://lra.le.ac.uk/handle/2381/31690 Figure 3.3: Visser, J. (2012, March 5). Creating Trustville – A museum as community centre for cultural... Retrieved from https://themuseumofthefuture.com/2010/07/04/creating-trustville-a-museum-as-community-centre-for-cultural-andsocial-development-and-activity/


Figure 4.1-2: Ingram, T. (2018). Healthier Horizons: Perth Children’s Hospital in Indesign Magazine. Retrieved 12 August 2019, from https://www.coxarchitecture.com.au/healthier-horizons-perth-childrens-hospital-in-indesign-magazine/# Figure 5.1-2: Lomholt, I. (2018). COACH - Interactive and Playful Centre for Overweight Adolescent and Children’s Healthcare in Maastricht - e-architect. Retrieved 18 August 2019, from https://www.e-architect.co.uk/holland/coachinteractive-and-playful-centre-for-overweight-adolescent-and-childrens-healthcare-in-maastricht Figure 6.1: C ohen, E. (2018). Shirley Ryan AbilityLab by HDR | Gensler in Association With Clive Wilkinson Architects and EGG Office: 2017 Best of Year Winner for Health/Wellness. Retrieved 19 August 2019, from https://www. interiordesign.net/projects/14256-shirley-ryan-abilitylab-by-hdr-or-gensler-in-association-with-clive-wilkinsonarchitects-and-egg-office-2017-best-of-year-winner-for-health-wellness/ Figure 6.2: Shirley Ryan AbilityLab | Projects | Gensler. (2018). Retrieved 19 August 2019, from https://www.gensler.com/ projects/shirley-ryan-abilitylab Figure 7.1-4: D iscover Amazing Creations at Kelly Tarlton’s SEA LIFE Aquarium [Image]. (2019). Retrieved, from https://www. kellytarltons.co.nz/explore/amazing-creations-zone/ Figure 7.5-6: M iami Children’s Museum - Brilliant Creative Fabrication [Image]. (2019). Retrieved from 2019, from http://www. brilliant-fab.com/work/miami-childrens-museum/ Figure 8.1: The Royal Children’s Hospital : About The Royal Children’s Hospital [Image]. (2019). Retrieved from https://www. rch.org.au/rch/about/ Figure 8.2-3, 7: Take a walk with me through Royal Children’s Hospital Melbourne | Helping Hand Is Here [Image]. (2014) Retrieved from http://www.helpinghandishere.com.au/royal-childrens-hospital-melbourne/ Figure 8.5: N ature-inspired Design: The Royal Children’s Hospital in Melbourne [Image]. (2013). Retrieved from https://www. detail-online.com/article/nature-inspired-design-the-royal-childrens-hospital-in-melbourne-16520/ Figure 8.6: C hildren’s Hospital Design in Australia [Image]. (2012). Retrieved from https://www.interiorsandsources.com/articledetails/articleid/14862/title/helping-hands/viewall/true Figure 8.4: R oyal Children’s Hospital | Australian Design Review [Image]. (2012). Retrieved from https://www. australiandesignreview.com/architecture/royal-children%E2%80%99s-hospital/

Retrieved from https://www.freepik.com/premium-photo/hand-changing-with-smile-emoticon-icons_4989234. htm#page=1&query=mood%20changes&position=16 Figure 10. 4-7: Vector Stock [Image]. (n.d). Retrieved from https://cdn5.vectorstock.com/i/1000x1000/26/89/icons-of-seasonsvector-12482689.jpg Figure 11 .1: Behance [Image]. (n.d). Retrieved from https://www.behance.net/gallery/32134901/A-Journey-of-ChineseCharacters?utm_medium=email&utm_source=transactional&utm_campaign=project-published Figure 11.2: P roject Portfolio - Brilliant Creative Fabrication [Image]. (n.d). Retrieved from http://www.brilliant-fab.com/projectportfolio/ Figure 11.3: [ Image] (n.d). Retrieved from https://i.pinimg.com/originals/15/08/a2/1508a263306f713cd7cd1f25aa0f5a62.jpg Figure 11.4: S ongBoard « Live Projects Network [Image]. (n.d). Retrieved from https://liveprojectsnetwork.org/project/ songboard/ Figure 11.5: Decorative Window Film For Office, Kitchen or Living Room [Image]. (n.d). Retrieved from https://www.decoist. com/2011-01-18/decorative-window-film/ Figure 11.6: Discover Amazing Creations at Kelly Tarlton’s SEA LIFE Aquarium [Image]. (n.d). Retrieved from https://www. kellytarltons.co.nz/explore/amazing-creations-zone/ Figure 11.7: T he Emotional Monsters! [Image]. (n.d). Retrieved from https://www.etsy.com/ca/listing/218511176/the-emotionalmonsters Figure 12.1: T he Royal Children’s Hospital - Interiors / Projects / Bates Smart [Image]. (n.d). Retrieved from https://www. batessmart.com/bates-smart/projects/sectors/health/the-new-royal-childrens-hospital-interiors/ Figure 12.2&3: Wayfinding Solution for the Royal Children’s Hospital Melbourne by Buro North [Image]. (2012). Retrieved from https://www.dexigner.com/news/24905 Figure 12.4: Royal Children’s Hospital | AAT Advanced Aquarium Technologies [Image]. (n.d). Retrieved from https://www. advanced-aquariums.com/global-projects/royal-childrens-hospital/

Figure 9.1: Construction & Architecture News | Architecture & Design [Image]. (2019). Retrieved from https://www. architectureanddesign.com.au/news/royal-childrenl-wins-international-interior-design Figure 9.2: The Royal Children’s Hospital - Interiors / Projects / Bates Smart. [Image]. (n.d), Retrieved from https://www. batessmart.com/bates-smart/projects/sectors/health/the-new-royal-childrens-hospital-interiors/ Figure 9.3: Nature-inspired Design: The Royal Children’s Hospital in Melbourne [Image]. (2013). Retrieved from https://www. detail-online.com/article/nature-inspired-design-the-royal-childrens-hospital-in-melbourne-16520/ Figure 9.4: S pray Roses Life Cycle - ProFlowers Blog [Image]. (n.d). Retrieved from https://www.proflowers.com/blog/sprayroses-life-cycle Figure 9.5: T HE LIFE CYCLE of A DANDELION [Image]. (n.d). Retrieved from https://500px.com/photo/35437284/THE-LIFECYCLE-of-A-DANDELION-by-Magda-Indigo Figure 9.6: H annah Duckworth, University of Westminster Fashion Design BA | ... UP next in 2019 | Irving penn flowers, Irving penn, Dying flowers [Image]. (n.d). Retrieved from https://www.pinterest.nz/pin/221802350372667155/ Figure 9.7: Tumblr [Image]. (n.d). Retrieved from https://kekexililand.tumblr.com/post/165361182611 Figure 10.1: A thletic People Practicing Exercise Characters | Download now free vectors on Freepik [Image]. (n.d). Retrieved from https://www.freepik.com/free-vector/athletic-people-practicing-exercise-characters_4966562. htm#page=1&query=physical%20health&position=35 Figure 10.2: S cientific Medical Illustration Of Human Brain Stroke | Download now Premium vectors on Freepik [Image]. (n.d). Retrieved 3 October 2019, from https://www.freepik.com/premium-vector/scientific-medical-illustration-humanbrain-stroke_5497239.htm#page=1&query=mental%20health&position=10 Figure 10.3: H and Changing With Smile Emoticon Icons | Download now Premium stock photos on Freepik [Image]. (n.d).

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