2024
Increasing mental health awareness
Increasing mental health awareness

Embaudy

Overview
Overview

Embaudy is an interactive public installation designed to reduce stigma around mental health on college campuses. By blending creative coding, computer vision, and artificial intelligence, it invites students to explore and visualize their emotional states in real time—ultimately sparking curiosity and conversations about emotional well-being.

Embaudy is an interactive public installation designed to reduce stigma around mental health on college campuses. By blending creative coding, computer vision, and artificial intelligence, it invites students to explore and visualize their emotional states in real time—ultimately sparking curiosity and conversations about emotional well-being.

Role

Designer

Deliverables

Interactive Installation

Tools

Tools

Tools

  • Figma

  • Touch Designer

  • P5 JS

  • Motion Capture

  • Figma

  • Touch Designer

  • P5 JS

  • Motion Capture

  • Figma

  • Touch Designer

  • P5 JS

  • Motion Capture

User Experience

Initial Brief & Exploration

We were asked to create an interactive design project using creative coding, computer vision, and AI. With such a broad scope, our team:


  • Researched installations featuring motion-tracking, emotion-recognition, and immersive public experiences (e.g., marketing campaigns, art performances, and emotional-sensing devices).

  • Conducted an affinity mapping exercise to cluster insights, revealing three core themes:


  1. Body & Facial Tracking

  2. Interactive Public Installation

  3. Emotional/Mental Health

From there, we refined our challenge statement:

“How can we utilize body & facial tracking to create an interactive public installation focused on emotional/mental health among college students?”

Literature Review & Rationale

Data from sources like the National College Health Assessment indicated that 60% of college students met criteria for at least one mental health issue post-pandemic. Anxiety affected 59%, while 48% faced depression (Active Minds Survey). This confirmed a genuine need to address emotional awareness on campus.

User Research

We conducted assumption mapping and a survey with 25 college students, focusing on emotional identification, communication, and existing coping mechanisms. Key findings included:


  • Difficulty Expressing Emotions: Students often used vague terms like “good,” “tired,” or “tense.”

  • Existing Methods: Many students reflect daily on their feelings using journaling, talking with friends, or creative outlets.

  • Desire for Emotional Awareness: Most believed understanding and communicating emotions could positively affect stress management and relationships.

  • Nonverbal Stress: Students noticed changes in body language, sleep, and appetite, reinforcing the importance of an interactive, visual approach.

Revised Goals & Constraints

Goals:


  1. Help students identify and express their emotions in a supportive, public-facing experience.

  2. Encourage open discussions about mental health without positioning Embaudy as a clinical solution.

Constraints:


  • Must enable immediate, visually engaging feedback.

  • Limited timeframe demanded a focus on feasible tech (TouchDesigner, standard cameras).

  • Public deployment required an intuitive, non-invasive interaction model.

Ideation & Prototyping

We used storyboarding and brainstorming (similar to Crazy Eights) to generate interaction concepts:


  • Body/Facial Tracking: Real-time color and particle effects responding to gestures and expressions.

  • Audio Capture: Visualizing speech volume or sentiment.

  • Single-Screen vs. Multi-Screen: Evaluated feasibility; multi-screen proved too complex with limited dev time.

Through quick play-testing with our peers, we discovered:


  • Facial Tracking Accuracy: Needed to exaggerate visual feedback for subtle expressions.

  • Tech Setup: Kinect Azure was deprecated, so we relied on standard cameras, limiting advanced depth features.

Visual Design & Emotional Mapping

To represent emotional states:


  • Color Associations: 40% of surveyed students mentioned colors when describing emotions. We consulted research on color-emotion mapping from sources like the University of Toronto.

  • Elemental Motifs: Water, fire, air, and earth informed fluid, organic visuals.

  • Particle Systems: Implemented GPU-based particle flows in TouchDesigner to create dynamic, immersive graphics that shift based on user inputs.

Final Prototype

Our initial prototype features a large digital screen in a public area. Users approach, and the camera detects facial gestures and hand movements:


1. Real-Time Visual Change: Colors and particle motions adjust in response to user movement or expression.

2. Emotional Prompt: A subtle legend indicates general emotion categories (e.g., “calm,” “energetic,” “tense”) tied to color shifts.

3. Resource Link: A QR code directs users to mental health resources, encouraging deeper reflection.

Feedback & Iteration

A panel of seven design judges provided critiques:


  • Clarify Purpose: Emphasize that this is an art-driven interactive piece, not a clinical diagnostic tool.

  • Call to Action: Move the QR code front and center for easier access.

  • Make It Fun & Approachable: Lean on playful elements to reduce potential intimidation around mental health topics.

Next Steps
  • Usability Testing: Gather on-campus data to see if visuals and interactions effectively spark dialogue.

  • Technical & Accessibility Upgrades: Experiment with improved sensors or alternative cameras; consider public installations in varied lighting.

  • Collaboration: Partner with industrial designers to refine hardware setup and explore resilience in unsupervised public spaces.

  • Refine Business Value: Identify campus partners (e.g., counseling centers, student organizations) who might sponsor or co-promote the installation, ensuring long-term viability.