A Sudden Rush of Inspiration

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Posted by Mica on April 28, 2019 in Concept & Research

While being in the final state of another project I had a rush of inspiration caused by insomnia and suddenly it is all about the enhancement of senses.

I struggled how to actually set up my project and I got down to a few possible options:

Scenario 1

Separate stations for the different stages of a whisky tasting (looking/hearing, nosing and tasting).

  • 1 Room
  • 3 Walls
  • 3 Artworks
  • 1 Whisky
  • And Projection Mapping

Visualise the sound, the look, the nosing and the tasting flavours with the usage of projection mapping.

Each of the 3 walls be a separate station with a separate artwork which will be animated with projection mapping. Each station will also have a table with the same whisky. The first and very left station will be used for the hearing and and looking, the second one for the nosing and the last one for the tasting. Each artwork will be animated according to the station when being approached and softly guide the guest to the next station (=wall) on the right.
The stations will also be designed to fit the flavours of this whisky. The artwork style as well as the projected colours and animation will be in harmony with the whisky taste.
I also want to include subtle sounds such as a deep vibrating sound similar to the sound a rim of a glass can produce.

Scenario 2

  • 3 Rooms
  • 3 Artworks
  • 1 Whisky
  • And Projection Mapping

This scenario is similar to scenario one only each whisky tasting stage will be visualised in separate rooms.

The separation int different rooms will give the possibility to be more intense in the design. Such as vibrant visuals, liquid 3D effects created with particles (e.g. melting).
This also allows more dominant sounds such as splashing effects etc.

Scenario 3

  • 1 Room
  • 3 Booths
  • 1 Whisky
  • And Projection Mapping

In this scenario I can focus on a closer connection of each stage of the whisky tasting with the ability to focus on each stage.
The first booth will be for the looking and hearing. The second booth for the nosing and the last booth for the tasting. This allows the projection of immersive visuals the participant can focus on without being too disconnected from each stage.

Thinks to consider

For scientific relevance I will also need to proof that the visuals do effect a user in a negative way. This can be done by enhancing negative tastes such as ethanol. As the bitter taste of ethanol is often considered as a poison for the human brain which will sent warning signals and therefore overturn other tastes. This can be enhanced with visuals and even subtle sound changes.
The outcome, however, is still open as the participant might like this taste and see it as ‘character’ in the drink (additionally not everyone of us can still taste all 25 different bitter notes).
It might also be interesting when I try to simulate negative flavours that do not exist in this particular drink. (1)

All animations also should react to the participants actions, such as the lifting a glass and how long a person stays in one station. This will create a gamification of this experience.

Additionally I have to consider whether the stations or booths should be equipped with screens instead of the usage of projection mappings. The art pieces could generally be visualised on the screens and evolve with the tasting experience.

I feel like the options are endless and it is getting bigger and bigger…


(1) Joanna Fantozzi. Live Science Contributor. Why Do Some People Hate the Taste of Beer?. 14.07.2018 https://www.livescience.com/63039-why-hate-bitter-beer-taste.html (viewed 12.04.2019)

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