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related websites for spectators wishing for further information on these artists’ work.
Fig. 2. Interactive notebook of the exhibition
Pensar con las manos, Pep Carrió & Isidro Ferrer
(2013), developed by Unit Experimental
During the year we spent developing the project, other ideas arose for enhancing visitors’ experi- ence and how they approach works. The people depicted in the sketchbooks thus come to life, establishing various graphic languages as a result of the intense process of exploring the possibil- ities of this technology: in some cases through animations in two dimensions, we managed to lend movement to images that seemed to call for it in the artist’s sketch; in others, in contrast, the sketch was afforded movement through three-dimensional representation and a certain amount of interaction with the elements de- picted.
Complex interactions for a strategy of technological development and storytelling allows each spectator to create a different user experience.
Lastly, it should be stressed that all the material developed by Unit Experimental for this exhibi- tion remains alive in the application, which continues to function through interaction with the book resulting from the exhibition, Abierto todo el día. Los cuadernos de Isidro Ferrer & Pep Carrió (Open all day. The sketchbooks of Isidro Ferrer & Pep Carrió).
Fig. 3. Interactive book Abierto todo el día. Los cuadernos de Isidro Ferrer & Pep Carrió (2013), developed by Unit Experimental
In the next project we took on, which involved the exhibition entitled Ana Juan. Dibujando al otro lado (2015-2017), we modified our system of working and introduced other concepts to produce more complex interactions in which the user’s response guided us towards the strategy of technological development. We began think- ing in terms of storytelling so that each specta- tor could create a different user experience. Therefore, in this exhibition not only did we design and develop technological resources like augmented reality, which we had incorporated into the previous one, but it seemed interesting to take advantage of the narrative nature of Ana Juan’s work to diversify the types of interactivity designed in the previous research project.
Fig. 4. Trail of clues using augmented reality that turned the rooms of the Museo ABC into a game board.
Once again, the starting premise was to bring the work and the working process to general public and experts alike, which we had already
AC/E DIGITAL CULTURE ANNUAL REPORT 2018
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Digital Trends in Culture