BIDSHU| DEGREE| SEMESTER 5| ID APPLICATION 1
FOCUS ON HOW TO BE SOCIAL: SOCIAL CONECTEDNESS
Social connection is the experience of feeling close and connected to others. It involves feeling loved, cared for, and valued, and forms the basis of interpersonal relationships.
Project description
Tabletop Center is a board game communication center for the board game player. The importance of 'playing' as an activity inherent in culture, and the main tool for the development of thought, memory, reason and social relations.
The objective of this project is to improve human health and wellness through the design of the built environment. The opportunities is to encourage strong social networks to improve happiness, well-being, and resilience which are fundamental to civic participation and helping others.
Target user and issues
The target user of this center is the student of INTI College Subang Jaya at SS15, Subang Jaya. The common issues that student faced are financial issues, socializing issue, family issue, and academic issue etc. Based on the topic-Social Connectedness, this project show solicitude for the socializing issue as the emphasis.
The client
The client of this project is Tabletop Society of IICS INTI. The society will hold member meeting events and play games together every week. In addition to the board game, The members also play some interactive game such as interactive projection dancing.
Benefit of playing board game
Positive and supportive social relationships and community connections can help buffer the effects of risk factors in people's lives.
Playing board games brings people closer, strengthens relationships, and can help us meet new people.
Playing board games teaches us how to set goals and be patient.
Playing board games is great for reducing stress and makes for laughter.
Playing board games enhances creativity and self-confidence.
GROUND FLOOR #Who's at the table?
The main activities of this ground floor is play the board game by unlock mode. Student should unlock the 7 types of board games that provided by Tabletop Society table by table to achieve the goal (the reward-interactive show).
At the end of the corridor, an exhibition cabinet was designed to display some rare board games and awards won by the society. The purpose is to allow non-members to learn more about the society when they leave the area.
At the end of this floor, a semi-private space is designed for society's members. Society's members can hold group discussions or community gatherings here.
FIRST FLOOR #I will be back!
The main activities of this floor is for strategy exchange among the student to discuss and unlock the board games of ground floor.
Student can choose to stand, sit on the chair, sit on the ground, etc. for group discussion. The purpose of this design is to allow students to have a variety of ways to think.
Student can write their ideas on whiteboard or craft paper. Society's members will collect these materials and upload them to the society webpage for all game board players to refer.
SECOND FLOOR #We are standees!
At this floor student can create their own floor board game together and let the others to challenge them.
Board game prototype
Board game interactive
The lighting in this space mainly comes from spot lighting. There is no need for too strong lighting when playing the floor interactive games. The lighting can be controlled and adjusted according to the needs of students.
The waiting area and the game area have designed tables for the convenience of students. The huge whiteboards allows students to discuss and draft game revisions and prototype.
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