Amelia Bedelia is a children's book depicting a house maid Amelia completing a list of household chores. Unfortunately she interprets all tasks in its most literal form, resulting in her completing these task in a comically absurd way. Indepth character analysis of Amelia showed that she is a care free spirit with childlike qualities, which allows her to think creatively with purist intentions. She has a caring and kind soul with only positive motivations and understandings of her world around her.
I aim to capture her lively essence in my interactive museum through movement and colour. Self expression is well captured through these modes of communication, allowing positive experiences  for families of all ages and young adults.
This interactive museum creates a bond between user and interface in a multi user space. As previously researched Amelia is extremely openminded and always hold the purest intentions. Her positivity is infectious throughout the book resulting in a happy resolution. These attributes of the children book is so important to teach children but also adults that may have lost their sense of freedom and joy. The museum is to reignite this sense of freedom and play through Amelia’s childlike spirit, even if its just for a small period of time. Thus hoping to have the purpose of impacting users, creating a moment where they can let go and have fun for a small time in their day.
The participant enters the landscape, instantly transporting them into Amelia’s world.
Once they have approached the screen Amelia would be presented as their reflection.
If the participant was unsure or not reacting with movement, Amelia would suggest a wave. 
The participant would see this and copy.
The participant now realises that she is a reflection, mimicking their movements.
Both of the users arms are open wide, triggering a break in reflection from Amelia, surprising the participant. 
The trigger is Amelia spinning off and upbeat music tones play for a few seconds.
After the twirl Amelia would be set apart from the participant. 
She then motions for the user to follow her and realign to become a reflection again.
The participant starts moving more freely around the room, curiously trying to activate another trigger response from Amelia.
After a few minutes dancing along side the reflected Amelia, she suggests another wave. This signally a goodbye.
When the user copies this movement she then disappears from the screen. 
Indicating that the experience has now timed out and the participant can leave.
Everyone in the space would be allowed to dance and interact with their own reflected Amelia. 
Meaning when one Amelia says goodbye and leaves, this does not mean the others disappear. 
Allowing all participants to share the same time within the immersive experience.
Concluding the story telling experience, the user can reflect on their past actions. 
Evoking moments of joy and expression throughout the users journey.
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