pan studio - experience design
TRANSCRIPT
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W E D E S I G N E X P E R I E N C E S
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“PAN ENGAGE WITH CLEVER IDEAS IN A FUN, ACCESSIBLE AND THOUGHTFUL WAY”
- It’s Nice That
WE CREATE UNIQUE, AFFECTING EXPERIENCES AT THE INTERSECTION OF
TECHNOLOGY, THEATRE, GAMES AND ART
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CREATE VALUED, LONG-LASTING MEMORIES
ENGAGE CUSTOMERS ON A MULTI-SENSORY LEVEL
BRING AUDIENCES ALONG ON A STORY
HELP YOU ELICIT POWERFUL EMOTIONAL RESPONSES
WE CAN
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PAN was founded in 2011 by Ben Barker and Sam Hill, who saw an opportunity to apply their critical design process and technical skill to specialising in work with lasting emotional and sensory impact.
Based in Shoreditch, London, they have spoken internationally about the intrinsic value of experience and its relevance in a changing consumer-driven and progressively technology-orientated world - including, UnBox festival in New Delhi, Replayce The City in Zurich, SxSW Austin and TEDx Cities 2.0 in Hamburg.
They are both visiting tutors atGoldsmiths College, University of London.
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INSTALLATIONSPACES
INTERACTIVESYSTEMS
IMMERSIVETHEATRE
GAME DESIGNOUR WORK
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IMMERSIVE THEATRE
Creating stories through performance that audiences
can interact with and journey through.
GAME DESIGN
Playful mechanics –systems for creative expression,
digital ineraction and transmedia narratives.
INSTALLATION SPACES
Redefining the use of space - exploring new ways to provoke sensory or emotional responses
and create discussion.
INTERACTIVE SYSTEMS
Smart objects & communication systems - recording and sharing information; objects engaging with people or other objects.
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CULTURAL INSTITUTIONS
PUBLIC AND THIRD SECTORS
COMMERCIAL BRANDS
CLIENTS
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E X A M P L E W O R K1 . H E L L O L A M P P O S T2 . T I M E M A C H I N E3 . S W I N G V O T E4 . S O U N D O F F F O R J U S T I C E5 . T H E B U I L D I N G ’ S B R A I N6 . S E L F I E - T A K I N G R O B O T7 . R E S I D E N T E V I L P R O M O
W A T E R S H E DT H E T O M S A W Y E R E F F E C T
H O U S E S O F P A R L I A M E N TT H E L A W S O C I E T Y
L A G A I T É L Y R I Q U EM A R K S & S P E N C E R
C A P C O M
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HELLO LAMP POSTWATERSHED ARTS TRUST
Hello Lamp Post invites players to converse with street furniture via text message.
A playful SMS platform to help people share their thoughts, observations and memories about the city
- Winner of the Playable City Award
METRICS- 1,161 objects spoken to- 3,968 players- 25,674 player messages sent- £470,000 equivalent advertising value
panstudio.co.uk/folio/hello-lamp-post/
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TIME MACHINETHE TOM SAWYER EFFECT
An entry setpiece for immersive showWilfred Bagshaw’s Time Emporium.
Audiences entered the performance space though a spinning mechanical portal whilst a version of the Sheppard Tone was used for disorientating effect.
panstudio.co.uk/folio/time-machine/
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“Swing Vote...is a machine that literally translates the power of public opinion into a physical force” - Dexigner
SWING VOTEHOUSES OF PARLIAMENT/DESIGN MUSEUM
A Twitter-controlled voting swing-o-meter, which controlled the destiny of a 3D printer.
panstudio.co.uk/folio/swing-vote/
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SOUND OFF FOR JUSTICETHE LAW SOCIETY
Branding and collateral for a social campaign – including two interactive films controlled by volume.
panstudio.co.uk/folio/sound-off-for-justice/
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THE BUILDING’S BRAINLA GAITÉ LYRIQUE
As part of The Building Is... exhibition, the sentient museum would occasionally summon players to a hidden room. Inside a malleable heart could be plucked to change it’s emotions.
panstudio.co.uk/folio/the-secret-room/
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SELFIE-TAKING ROBOTMARKS & SPENCER
A robot made from recycled laptops, automatically capturing and uploading photos to Flickr when people interact with it.
panstudio.co.uk/folio/selphie/
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RESIDENT EVIL PROMO CAPCOM
A responsive laser-defence grid, a hackable computer interface and an armoury of customised Nerf guns for an interactive play experience.
panstudio.co.uk/folio/resident-evil-live-game/
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WE DESIGN BESPOKE SOLUTIONS BASED ON THE REQUIREMENTS OF THE BRIEF,BUT HERE ARE SOME STARTING POINTS FOR REFERENCE:
IMMERSIVE THEATRE
- Interactive stories
- Trans-media performances
- Digitally-augmented promenade theatre
INTERACTIVE SYSTEMS
- Data visualisation/ physicalisation
- Object re-purposing and ‘hacking’
- Websites, applications and digital platforms
- Data capture and sharing tools
GAME DESIGN
- Digital and physical mechanics for 1-1,00,000 players
- Assault courses, labyrinths and puzzle rooms
- Systems to encourage creative expression
INSTALLATION SPACES
- Exhibition design and curation
- Large-scale interactive pieces
- Events management
- Reactive environments