Choose interactive technology by what it lets the audience do. A compelling experience has a clear invitation, a worthwhile response and a reason to belong in the event.
Write the interaction in one sentence.
“A visitor does this, and then this happens.” If that sentence is difficult to finish, the concept probably needs more work before the hardware conversation. The response should be understandable to someone who has not sat through the pitch.
Decide whether the interaction helps people discover, contribute, learn, play or connect. The technology is useful when it supports that purpose. Adding another screen because the room has a spare wall is a different exercise.
Design for the person who walks past.
Make the invitation visible and the first step obvious. Consider how people join, how long they stay and what happens when several arrive together. Someone who wants to watch should still understand the experience.
Build in an accessible alternative where needed. Think about reach, mobility, sound, visual clarity and the amount of instruction required. If an interaction collects personal information, decide what is necessary, explain it and plan how it will be handled.
Test the idea where it will live.
Venue light, noise, connectivity, power and available space can change how an interaction behaves. Define a fallback that keeps the experience useful when one part is unavailable. Rehearse the reset as well as the ideal demo.
Our Accenture × Nike portfolio includes digital wall, projection and installation studies. They are presented as design explorations, not photographs of completed installations. The studies help show different ways a brand can occupy a space and respond to attention.
Technology should make the experience easier to understand or more rewarding to take part in. When that happens, “wow” can look after itself.
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