We considered the three initial ideas and chose the campus installation as it seemed most visual and fun and could attract more young people to Pink Week events.
Multi-sensory:
Our prototype will be fully tangible and life-like, invites students to touch and understand how the abnormalities feel.
Audio information:
Audio streams provide key information that is often overlooked by young people, especially students.
Gamification:
A treasure hunt style game providing students with a desire to visit and check all installations around campus, with the reward of knowledge and a prize.