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side quest critical report

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Side Quest Launcher

TALIE JEATER NEGOTIATED PROJECT IND240
SIDE QUEST CYBER CAFE SIDE QUEST CYBER CAFE
figure 1. figure 2.
FalmouthINDL3 Side Quest Account Settings Side Quest News Wanyoo Scroll to play Version 2.0 Play Installations Patch Notes SIDE QUEST: CYBER CAFE EDITION Talie Jeater Negotiated Project IND310

PLAYER HISTORY

> PLAY LAST SAVED LEVEL <

LEVEL 1 PLAYER 1

When starting this project, I found myself pondering over the idea of which path I wanted to explore and upon thinking back over my past two years I found that my commercial projects were the ones I felt most engaged in and passionate about. I chose a commercial design approach for this project as it was the one, I felt I could show myself and my skills through the best. However, for this project there will be touches for interior decoration and interior architecture as this commercial design would not be possible without those other aspects coming into play. I have also considered not only the functionality of the space but how this may impact the user even after leaving the space through case studies and readings I have delved into to truly enhance the space and make it suited to the client as much as is possible.

LEVEL 1. PLAYER 1

LEVEL 2. THE BEGINNING

LEVEL 3. RESEARCH

LEVEL 4. TEAMWORK

LEVEL 5. LOCATION

FINAL LEVEL. CONCLUSION

BONUS. BIBLIOGRAPHY & FIGURES SELECT

My passion for interior design began when I first found the style of ‘Japandi’ – the mixture of the interior styles of the Japanese and Scandinavian. This style resonated with me as it was a mixture of many aspects of interior design that stood out to me – the minimalistic design while being highly aesthetically pleasing with functionality. It leans into the use of natural materials, soft colours and polished lines. Stylists will often use furniture to compliment these designs. This increased my love for interior design and helped me find other styles I resonate with such as the mid modern century design and minimalism. Ayoama Nomura Design (A.N.D) is a design studio that has influenced some of my past design decisions. Their work on the Jai Lounge in Shanghai airport and the Tokushinkai Quartz Tower are where my adorations within interior design lay. These projects have helped shaped the way I view some spaces and formed new perspectives on how a space can be used and adapted.

CHARACTER
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PLAYER 1 figure 2. figure 4. figure 3.

My inspiration within interior design is sparked from many elements within my personal life. I believe that interior design should only benefit the user in the space – deliver emotions, create atmosphere, and overall enhance the user journey. From a young age I’ve been an avid fan of playing games like most whether that be outside, with friends, on my computer or a console. From playing Mario Kart on the Wii as a kid to Valorant on a high-tech gaming pc, each enjoyer has their own journey. Within the past few years, the creation of the internet café has been on the uprise – more specifically the gaming internet café. However, these where in the makes before my generation were even born. In September 1994 the first internet café opened in London – this revolutionising the worlds view on internet cafes and soon expanding into a franchise across the UK. Doug Stephens recognises the importance of revolutionising current concepts and taking them a step further: “Innovation has a proven tendency to make people uncomfortable as it introduces ideas, concepts and products that are new and unfamiliar and challenges peoples understanding” (Stephens, 2017).

PLAYER 1

For this project we have been tasked with the brief to challenge ourselves and our approach to design through a negotiated project. This is to help develop our own personal drive and position within interior design. I believe this project aligns with the current times and our modern world as it is a progressive concept that already has a foundation within this society and clear space to advance onwards in our technologically advanced world.

TO RISE

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WILL CONTINUUE
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This is a key quote that has influenced my ideas and designs for this project – this is key for my designs as I believe the aesthetic of the place can make or break a design regardless of what is within the space. The aesthetic and cultural designs will have a psychological effect on the user’s experience and determine whether they would return making it a successful design. This is something to be considered every time when designing especially for a space which requires the users to return and create profit for the space – especially for commercial designs.

“Aesthetic and cultural practices are peculiarly susceptible to the changing experience of space and time precisely because they entail the construction of spatial representations and artefacts out of the flow of human experience,” As stated by David Harvey (Pallasmaa, 2012).

LEVEL 2 THE BEGINNING

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Alongside the creation of the internet café, the concept of video gaming had already been well into the works – Where video gaming is a huge $100 billion global industry it all started from scratch somewhere, more specifically the science industry. As part of his doctoral research at the University of Cambridge in 1952, British professor A.S. Douglas invented OXO, also known as noughts and crosses or a game of tic-tac-toe. Following this in 1962, Professor Steve Russell at the Massachusetts Institute of Technology invented the computer based space battle video game Spacewar!. When the Nintendo Entertainment System (NES), also known as Famicom in Japan, was released in the United States in 1985, the video game home market started to rebound. The 8-bit visuals, colours, music, and gameplay on the NES were superior than those on earlier platforms becoming the new basis for the concept of video gaming from that point forward. (History, 2023).

Level Complete! +1000 xp

+1000 xp

Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii launched the current era of high-definition gaming in 2005 and 2006. The Playstation 3, the only Blu-ray player at the time, was successful in and of itself, but Sony, for the first time, was up against fierce competition from its rivals. A more casual gaming audience was reached as video games moved to social media sites like Facebook and mobile devices like the iPhone during the end of the previous decade and the start of the next. Rovio, the company that created the popular Angry Birds mobile game (and later the animated film) made an astounding $200 million in 2012. The only console that supports both television-based and handheld gaming is the Nintendo Switch, which was released by Nintendo in the first quarter of 2017. Microsoft launched its 4K-capable system, the Xbox One X, in late 2017 and the Xbox Series X and Series S in 2020. Sony introduced the Playstation 5, the Playstation 4’s replacement, in 2020. This catching us up to the current world of video gaming in 2023 with a staggering 3.09 billion players globally – also leading to the creation of esports. (History, 2023). 4 5
Level Complete!

EXPLORATORY QUESTION

LEVEL 3 THE research

What are esports? While the term may seem self-explanatory to some it is still a fairly new and unfamiliar concept to most. Esports meaning electronic sports is a form of competition through video games. Customers are drawn to e-sports not just for the game itself but also for the metaverse, or the external elements like player style, team strategy, and social opportunities. E-sports offer a dynamic environment where people may communicate, generate content, and be amused. With a 435.9 million viewers, the worldwide e-sports industry brought in $947.1 million in revenue in 2020. (Vero, 2022).

This is a way for fans to come together and connect such as the recently passed VCT Valorant Games championships in Brazil where world known professional gamers such as Sentinel Tenz and Tarik competed. Internet cafes in terms of esports are amazing locations for events such as tournaments to be held where everyone is situated in one place and holds up the social aspect. For my internet café, I would like to think deeply about this social side and how it may affect gameplay and personal skills. With the use of high quality technology it means that although you will be playing side by side there would be no issue of feedback from microphones or hearing double of one another – this also creates a more fun way of playing opposed to being alone.

How can the gaming experience be immersive, inclusive and healthy simultaneously?

The concept of video gaming and eports aids in bringing together a huge platform of people where in this may also account for those who aren’t suited for the typical gamer experience.

Beyond the perceptual limitations of 2D displays, virtual reality has applications in both sampling intended items and settings as well as in their actual creation, whether in CAD or ZBrush. MakeVR is an example of how simple manipulating things in 3D space is made possible by the latest generation of virtual reality software and hardware. It makes use of wireless motion controllers similar to those made popular by Nintendo for their Wii platform. Virtual reality, which lacks the complicated menus included in many design software programmes, contributes to the democratisation of 3D design, if not financially. Send the 3D models to a 3D printer, and more people will be able to participate in production. (Wiltshire, 2014).

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NEW! GAME MISSION
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For many recent injury and trauma sufferers, the need for rehabilitation from injuries is a crucial demand. Videogames and other patient engagement tools have been developed for therapy and mental simulation. In this study, a Virtual Reality (VR) gaming system that incorporates motion capture and electromyography (EMG) signals is constructed. Virtual reality gaming can be used for therapeutic and mental stimulation in the treatment of aggression, anxiety disorders, brain injuries, post-stroke therapy, Attention deficit hyperactivity disorder (ADHD), Autism, personality, and psychotic disorders. Computer games with therapeutic simulation that enable users to be aware of safety in rule-based environments are used to implement socialisation improvements in children with autism when vehicle therapies are used. In youngsters with ADHD who lack hyperactivity, playing video games that are intrinsically rewarding will generate a tremendous amount of attention. (Smys, 2019). The use of VR can be so much more rewarding that we may realise, within my design I would like to create spaces using VR technology for games where skills may also be learnt such as taking part in VR sports, mentally stimulating tasks such as escape rooms or even driving simulators. Activities like this arguably also may help with a persons social anxiety, where they don’t have to physically interact with other people they can do this in virtual reality and build up their skills to progress using them in the real world.

POINT! NEW KNOWLEDGE ACQUIRED

3/1000 Children are born with hearing loss.

Not Impossible Labs have taken the idea of innovation to the next level where technology has been created and used in aid of helping those hard of hearing be able to experience the musical world in a way people may not have realised was possible. Thus, creating a Vibro-textile wearable that creates an immersive experience of music for both deaf and hearing people. Inspired by the deaf community, this technology provides all users a unique and nuanced music experience. The battery-powered wireless wearable includes a harness, two wristbands, and two ankle bands, supplying 8 distinct areas of vibration across the user ’s body, or what we call a ‘Surround Body Experience.’ Each element receives complex polyphonic melodic expressions across the skin. Wearers may adjust the level of vibrations, which are visually indicated via customizable colour LED lights. (Tweed, 2020). “It feels like the future” Singer Pharrell Williams on Not Impossible music vests. This concept however is not limited to only music, the technology may become a staple piece for those hard of hearing and become an everyday item that could enhance the way people live. Sound quality is so highly regarded when gaming that this then becomes one of the main priorities in this project, where those who may not be able to hear the games as well as others this ground breaking technology from Not Impossible Labs may make it so those can feel the vibrations of the games through the vests or even importing it into current gaming tech therefore heightening and allowing more people to experience the ‘typical gamer experience’.

NEW! DAILY MISSION INFORMATION

The stylish profile is the one that prioritises interior design the most, with a clear vision for how the space should look, whether it be futuristic, retro, or minimalist. In addition to placing a priority on providing high-quality service, the hip cafés offered tables and chairs where patrons could eat, drink, and catch up with friends before or after using the machines. If the internet is the defining technology in the computerised world, the coffee maker appears to be just as crucial in promoting various socialites in the café environment. Serving superior espressobased coffee drinks, as opposed to basic filtered or instant coffee, is a key aspect of what makes a café popular. (Laegran, Stewart, 2003) While healthy yet ‘nerdy’ style cafes seem to be the most popular this also means players may not feel as guilty about spending a lot of time in this space. Where they gain the health benefits while taking part in what they enjoy. I want to interwind this into my design, a twist on the usual café that Side Quest has where it sells food and drinks that may not be on the healthier side such as fizzy drinks and katsu curry, this branch will have healthier food options such as vegetarian or vegan foods. And Hey, who says healthy food cant taste good too?

Sony Electronics has made its first venture into accessible gaming equipment with the release of the Project Leonardo PlayStation controller, which enables players with limited motor control to "create their own play experience". The controller consists of a circular gamepad with eight replaceable buttons and a joystick that can be spun around this central module. This gamepad was created to rest flat on a table or wheelchair tray. The controller also includes a set of interchangeable parts that allow the user to customise the buttons' size, shape, and location to suit their own needs and preferences. (Hahn, 2023). This is vital for physically disabled gamers who may have trouble holding controllers for prolonged periods of time. Like the vibrating vests this may be a game changer for those who struggle with the standard console controllers that are being sold.

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BONUS
SONY Level Complete! +1000 xp 9
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LEVEL 4 teamwork

My passion currently aims more towards the theme of commercial design. Where I have enjoyed the different aspects of interior design, commercial and branded design is where my brain works best. For this project I have given myself the challenge of aiming to create an inclusive gaming internet café as this incorporates aspects of my personal life and what I am passionate about. I have chosen the company Side Quest to design an inclusive internet café for.

PLAYER 2 BUILD!

NEW ENTRY PLAYER 2

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Who are Side Quest? SideQuest, which was founded in London in 2022, is the go-to location for gamers of all stripes. Their objective is to create a space that everyone will love.

B y giving players somewhere to play, activities to participate in, chances to grab some food and drink and meet new people—and expanding gaming communities.

You may test out their collection of gaming gear and accessories using their unique hub configuration in addition to purchasing them directly from them or placing an online order through our website and app.

“When we say “PLAY YOUR WAY” - we believe this is the core of what makes our SideQuest hubs the place to experience your own gaming SideQuest.”

While looking into this concept – the user needs are extremely important for my design. Completely client centred –while experiencing the Side Quest Internet café, I have also asked others of their experiences in this space. Many have felt the aspect of being able to socialise while playing with others is what draws people into this space while also being affordable for most. While researching and asking customers their reasoning for coming to Side Quest many stated that it made their hobby a reality. While some are fortunate enough to be able to have a gaming setup in the luxury of their own home, this is not possible for everyone due to the expenses of it. Side Quest creates a space for people to enjoy their hobbies at a low price.

Upon undertaking this research Side Quest have extended their personal brand identity and continued to explore what it means to be a hub for gamers. After visiting their hub I came out with my own conclusions of their design and how I may expand on them. They are successful in bringing in people regardless of whether people know SideQuest. I experienced many coming in simply to see what it was all about – this is where SideQuest shines. They have done well to create an individual identity for their brand extending this to their website where they have excelled in showing what they are all about. The website highlights from how they work all the way to their memberships and even being able to buy the equipment they use. While there are many great things about SideQuest there are bound to be some downsides –some of the more common ones people have stated being the cramped feel of the space. This is something I plan to tackle within my own design as I wish to make the space feel as relaxed as possible. They are also one of the only well known gaming internet cafes situated in London bringing in majority of customers. Their main branch located in Charring Cross, central London. This is a clever place to be located as it is right along the road of Leicester Square station in one of London’s busiest and most populated tube stations.

Level Complete!

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+1000 xp 11

LEVEL 5 location

Site Plan: Site Analysis needed to execute mission

You are here

The site I have chosen is 287 Cranbrook Road in London. This was a site previously used – I have chosen this one as originally, I had ideas of using 43 King St in Covent Garden however due to the background and design of the building I decided my design was not suited towards this site and my second choice of site had no accessible plans. This site I have decided would be suited for my concept as it is located not far from within the centre of London city and a short distance from Ilford tube station meaning it would be easy to travel here and I felt my design would fit better within an urban scape as opposed to rural. This site also has many amenities which enhance my concept such as a new passenger lift, close to public transport but also with onsite parking and vast natural daylight seeping in. In 2020 it also received class order meaning the space could be used for educational and other communal purposes which is the intention of my space.

The ground and first floors of 287 Cranbrook are square open space meaning this can easily divide into the different sections as needed. This allows room for multiple gaming rooms, rooms for virtual reality or simulations, event spaces and the café space. High attention to detail will be needed in a space where so much is happening. It is also essential to me that the space does not however become too compact with the equipment inside. One argument against this space however may be noise, with a large amount of people in the space and the enjoyment of gaming it may easily become noisy but with good sound insulation within the walls and partitions this can be overcome.

GROUND

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FLOOR FIRST FLOOR

Within this building I will be using the ground and first floor. The ground floor expands over 216.83 sqm and features an accessible bathroom perfect for the intended customers of my space and a lift to travel between the two floors while there also being stairs both spaces downstairs. There is another toilet downstairs in the left section of the floor. The ground floor will encase the main general reception to the right where you will also be greeted with the food counter upon entering in true Side Quest style. There will also be vending machines where you can purchase Pop Mart Figures. Once entering through the space you will find the general individual pc gaming area –whether you would like to go by yourself or with friends the choice is yours! On the left side of the building, easily accessible by a short walkway you will find the educational/ talk room. This is where any skill lessons, coaching sessions or talks may take place. This can be a space where those can sit and listen or even bring their own equipment to be used here.

The first floor of the space travels over 274.06s sqm and will then be used for the duo and group rooms, board game and console lounges and finally the 4DX simulation room. The duo and group battle rooms are just as the name suggest these are prebook able rooms for either you and a friend or a group of friends to come and have a gaming session together. This will be towards the back and left of the first floor. In the centre of the space there will be the console and board games open space lounges. This section has been left open plan to allow for easy and comfortable flow around the space and create a more relaxed atmosphere. At the front of the building in a separated room will be the 4DX simulation room. This is a concept that hasn’t been seen yet within the world of internet cafes – the user will be able whisked away into the game using virtual reality and the manipulation of their senses by the smell to make the experience seem as real as possible. My space also takes on the idea of the gym membership scheme where to ensure the equipment will be secure – members may pay a monthly fee to access the space or people may buy a day pass to use the space so it is not inclusive only to those with the membership.

PROCREATE SKETCH

Upon researching several different gaming internet cafes there seem to be a pattern within the design – many of them seem to be quite compact, rows of equipment and technology flowing through the spaces. This seems to be the standard for the internet café. It also seems as though most only have space for pc usage. This is part of where my design differs from the norm, through the inclusion of console and board game spaces, a talk or event space for education or tournaments and the chance to engage with the world of virtual reality. It is also essential for the space to have somewhere to purchase food otherwise thus losing the café experience of the space. Whether this be just to buy food or spaces to also sit away from the technology.

I think this is a concept that hasn’t been challenged within interior design yet – how can the design of this space be innovative? The rooms within this space arguably have not been seen or tried yet in terms of virtual reality gaming and the extremes this can be taken to. My space also takes on the idea of the gym membership scheme where to ensure the equipment will be secure – members may pay a monthly fee to access the space or people may buy a day pass to use the space so it is not inclusive only to those with the membership. I believe this would not only challenge the norm of internet cafes but also challenge my own skills and creativity to see how far I can take my concept and how impactful it can become.

Level Complete! +1000 xp
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FINAL LEVEL CONCLUSION

PLAYER 1 WINS!

I think this is a concept that hasn’t been challenged within interior design yet – how can the design of this space be innovative? The rooms within this space arguably have not been seen or tried yet in terms of virtual reality gaming and the extremes this can be taken to. Using the research have conducted and what i have learnt from other creations and expererimentations. Furthermore, i think a design with good intentions behind in the current world could lead to a progressive future for internet cafes and the way our world views them. It will show those who may only see the negatives in these designs that they can have an impactful positive effect on our society.

I believe this would not only challenge the norm of internet cafes but also challenge my own skills and creativity to see how far I can take my concept and how impactful it can become.

BONUS BIBLIOGRAPHY

Bryant, Ross. 2015. Audi uses gaming technology to test vehicles in the virtual world, Dezeen. Available at: https://www.dezeen. com/2015/11/10/audi-gesture-control-technology-test-vehicles-virtual-reality-3d-design/ (Accessed: 14 September 2023).

‘Gaming Technology Can Help Architects “Engage People in a More Dynamic and Inclusive Way”’. Dezeen, 2 Sept. 2021, https://www.dezeen.com/2021/09/02/gaming-technology-twinmotion-dynamic-inclusive-visualisation/.

GOBÉ, Marc. 2009. Emotional Branding : the New Paradigm for Connecting Brands to People. Updated and rev. ed. New York: Allworth Press.

HOAI-ANH PHAM, Vero. Vietnam E-Sports: A Rising Eco-System Offers Space for Exciting Brand Partnerships | WARC. http://www.warc. com/newsandopinion/opinion/vietnam-e-sports-a-rising-eco-system-offers-space-for-exciting-brand-partnerships/5599. Accessed 30 Jan. 2023.

‘How Many Gamers Are There? (New 2023 Statistics)’. Exploding Topics, 7 Oct. 2022, https://explodingtopics.com/blog/number-of-gamers.

LÆGRAN, Anne Sofie, STEWART, James. ‘Nerdy, Trendy or Healthy? Configuring the Internet Café’. New Media & Society, vol. 5, no. 3, Sept. 2003, pp. 357–77. DOI.org (Crossref), https://doi.org/10.1177/14614448030053004

Music: Not Impossible for the Hard of Hearing | AbilityNet. https://abilitynet.org.uk/news-blogs/music-not-impossible-hard-hearing. Accessed 30 Jan. 2023.

‘PlayStation Debuts Highly Customisable Controller for Gamers with Disabilities at CES’. Dezeen, 9 Jan. 2023, https://www.dezeen. com/2023/01/09/accessible-playstation-controller-project-leonardo-ces/.

PILKINGTON, Mark. 2019. Retail Therapy Why the Retail Industry Is Broken - and What Can Be Done to Fix It. London: Bloomsbury Business.

Scroll to restart

Project: Music Not Impossible. https://www.notimpossible.com/projects/music-not-impossible. Accessed 30 Jan. 2023.

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REED, Ron. 2010. Color + Design : Transforming Interior Space. New York: Fairchild.

STEPHENS, Doug. 2017. Reengineering Retail the Future of Selling in a Post-Digital World. Vancouver: Figure 1.

SMYS, S. ‘VIRTUAL REALITY GAMING TECHNOLOGY FOR MENTAL STIMULATION AND THERAPY’. Journal of Information Technology and Digital World, vol. 01, no. 01, Sept. 2019, pp. 19–26. DOI.org (Crossref), https://doi.org/10.36548/jitdw.2019.1.003.

SideQuest Gamers Hub - Play Your Way. https://sidequesthub.com/#/home. Accessed 30 Jan. 2023.

TEUFEL, Philipp and Rainer ZIMMERMANN. 2015. Holistic Retail Design : Reshaping Shopping for the Digital Era. Amsterdam: Frame. ‘Victory Plaza’. Glutz AG, https://glutz.com/gb/en/references/victory-plaza. Accessed 30 Jan. 2023.

Vietnam E-Sports: A Rising Eco-System Offers Space for Exciting Brand Partnerships | WARC. http://www.warc.com/newsandopinion/opinion/vietnam-e-sports-a-rising-eco-system-offers-space-for-exciting-brand-partnerships/5599. Accessed 21 Mar. 2023.

‘Virtual Reality: The 1990s Technology Set to Change the Design World’. Dezeen, 30 Mar. 2014, https://www.dezeen.com/2014/03/30/oculus-rift-virtual-reality-new-dimension-design/.

BONUS figures

figure 1 small vector pngs througout https://www.vecteezy.com/vector-art/13455125-game-frames-and-buttons-in-sci-fi-style

figure 2 https://images7.alphacoders.com/117/1178865.jpg

figure 3 https://wallpaper.dog/large/20546738.png

figure 4 <img src=”https://www.kindpng.com/picc/m/636-6367780_transparent-marvel-superheroes-png-pixel-art-png-download.png” al-

t=”Transparent Marvel Superheroes Png - Pixel Art, Png

figure 5 https://truelist.co/blog/gaming-statistics/

figure 6 own moodboard https://truelist.co/blog/gaming-statistics/

figure 7 https://www.flaticon.com/free-icon/mobile-vibrate_11822193?te

figure 8 http://pixelartmaker.com/art/26fc04101df6bd7

additional figures: own sketches and diagrams

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side quest critical report by talie :~) - Issuu