Act On Impulse
Act On Impulse
Act On Impulse
Transforming urban spaces with playful interactions

Skills

User Research

User Research

Interaction Design

Interaction Design

Journey Mapping

Journey Mapping

Human-Centred Design

Human-Centred Design

Tools

Blender

Blender

Adobe Suite

Adobe Suite

Practice

Group Based

Group Based

University Project

University Project

Timeline

2026

2026

8 Weeks

8 Weeks

Group

Corey A'Bear Horgan - Interactive Designer

Corey A'Bear Horgan - Interactive Designer

Iyaaz Ben - Interactive Designer

Iyaaz Ben - Interactive Designer

Nathanial Finau - Graphic Designer

Nathanial Finau - Graphic Designer

Tumai LeaAna - Motion Designer

Tumai LeaAna - Motion Designer

The Problem

Many individuals struggle to take the first step beyond their routine in their daily lives.

Modern adult life is focused on productivity and measurable outcomes. this leaves barely any room for simple pointless moments of play and joy. Because of this, adults lack environments that support consequence free impulsive play that exist purely for momentary satisfaction



The Solution

Encourage people to make spontaneous decisions and explore new opportunities.

Act on Impulse is a series of small public installations that invite busy city workers to interrupt their routine with quick, spontaneous acts of play as they move through their day to help increase productivity and reduce stress



Defining Success

Success for this project to me is creating moments that encourage people to step outside their routine and engage with their surroundings in unexpected ways. If the installations are able to spark curiosity, invite play, and leave visitors with a memorable experience, then the project has achieved its purpose.

(1)

Exploring how interactive experiences can encourage people to engage with the unexpected.

Researching Play

Exploring the relationship between play and human behaviour.

Before exploring potential solutions, research was conducted to gain a deeper understanding around play and the various concepts within it. This focused on understanding why people are drawn to unexpected experiences and how playful interactions can encourage curiosity. By examining the various play theories and behavioural psychology, key insights emerged around how moments of surprise can disrupt routine and create memorable experiences.

Researching Play

Exploring the relationship between play and human behaviour.

Before exploring potential solutions, research was conducted to gain a deeper understanding around play and the various concepts within it. This focused on understanding why people are drawn to unexpected experiences and how playful interactions can encourage curiosity. By examining the various play theories and behavioural psychology, key insights emerged around how moments of surprise can disrupt routine and create memorable experiences.

(2)

Identifying who the experience is designed for and the barriers to participation

Defining The Audience

Understanding the individuals behind the behaviour

From the initial research, we dived deeper into empathising who the experience was for. Primary and secondary research highlighted a key group of busy city workers who lacked the permission of play and freedom within their daily lives.

From the initial research, we dived deeper into empathising who the experience was for. Primary and secondary research highlighted a key group of busy city workers who lacked the permission of play and freedom within their daily lives.

Personas

(3)

Analysing existing projects to understand how playful interactions can influence behaviour

Play inspiration

Existing Experiences

Research into similar projects helped uncover how play can encourage spontaneous behaviour. A key influence was The Fun Theory – Piano Stairs, which showed how simple interactions can transform everyday actions and disrupt routine.

(4)

Investigating the Wynyard Quarter through observation, spatial analysis, and journey mapping

Understanding the Environment

Alongside understanding user behaviour, I conducted research into the physical space of Wynyard Quarter where the installation would be taking place. This was to analyse movement patterns, identify high traffic areas and to gain an understanding of the aesthetic of the area to adapt that into the final design

Alongside understanding user behaviour, I conducted research into the physical space of Wynyard Quarter where the installation would be taking place. This was to analyse movement patterns, identify high traffic areas and to gain an understanding of the aesthetic of the area to adapt that into the final design

(5)

Developing selected concepts into detailed 3D visualizations to show how they could exist within the physical space

Bringing The Experince to Life

Bringing The Experince to Life

Different interaction ideas were explored to understand how people would naturally encounter and engage with each installation within the space. This helped to define how best to create a more cohesive experience across the different interactions

(6)

Creating a visual language for the experience.

Visual Identity

The visual identity was designed to contrast the industrial tones and neutral palette of Wynyard Quarter. Incorporating an anamorphic design style, the branding aimed to inject energy into the space, creating distorted, perspective-based visuals that shift as viewers move through the environment. This helped create moments that stand out from the everyday surroundings and encourage playful interaction.

The visual identity was designed to contrast the industrial tones and neutral palette of Wynyard Quarter. Incorporating an anamorphic design style, the branding aimed to inject energy into the space, creating distorted, perspective-based visuals that shift as viewers move through the environment. This helped create moments that stand out from the everyday surroundings and encourage playful interaction.

The visual identity was designed to contrast the industrial tones and neutral palette of Wynyard Quarter. Incorporating an anamorphic design style, the branding aimed to inject energy into the space, creating distorted, perspective-based visuals that shift as viewers move through the environment. This helped create moments that stand out from the everyday surroundings and encourage playful interaction.

Final Outcome