The Art-space.

this project is aiming toward design an easily accessible and easy-to-understand way for people on earth to create art on Mars, this to create connection between them and space.

  • Case.

    Student project.

    UX/ UI/ Illustrator.

    2020.

  • Team.

    Natalie Bhanji Olsson.

    In collaboration with Larry Toups former space architect at NASA.

  • My role.

    Discovery/ Development.

This project is questioning: Who is space for? Who is allowed to make art? How can we increase the interest for astronomy and space travel through art? I’ve come in contact with parts of NASA that many don’t even know exist - The NASA Art Program. With the guidance of Larry Toups, Space architect at NASA, this project is aiming toward design an easily accessible and easy-to-understand way for people on earth to create art on Mars, this to create connection between them and space. A most exciting project that has forced me to develop skills in space architecture, different design tools, UX and problem solving in space such as non/low gravity, AI and so on.


By 2024 Nasa has the plans to put the first women on the Moon, and around the 2030s the first human mission to Mars is prepared to launch. Soon humans will be a multiplanetary race but still with the same needs that we have been having for tussens of years; food, shelter and other physical needs but after these have been fulfilled psychological needs such as wellbeing and the need to express ourselves is just as important. Habitats on these planets will be prioritized to start with, but what will happen with the materials after the habitat is no longer needed or when it's time to update it? As human beings we have to take responsibility for what footprints we leave on other planets. A limitation for this project is not to add any additional materials than what's already been used for habitats. To be a part of closing the loop for a more circular system of human appropriation of other planets.

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Every child has looked up to the stars and all its beauty asking themself what’s out there. Every young child has a natural curiosity about space and a drive to know more about it. But as life goes on everything gets more complex and our destiny doesn’t always take us in a direct line wear we want to go. People fall into hardship and out of the drive of learning more about space, but the love for space is often still there. They just need a new way of connecting to it. Art has been used by many space agencies as a way of connecting the general public to themself and what they do. But after doing some surveys, interwevies and other researchers I have come to the conclusion that low numbers of the general population know that space agencies often have their own art programs. Who is the art that is created really for? Is it inclusive inuf? Who is space really for? And if we are going to be a multi-planiterian-ras what kind of footsteps do we want to leave in the environment we explore? This project explores the answer to the question: How may we connect people on earth with space through art made by reused materials from habitat on e.g. the moon or mars to increase interest of space and space agencies?

During the beginning of this project I was isolated because of the pandemic for a long time, having distance lectures with Nasa and without any physical contact with the world outside my apartment. During my time indoors I directed my feeling of frustration of being isolated inside with only my body, my thoughts, my feelings towards art. Instead of looking outside of what to paint I have looked into myself. Because of the situation and longing for reaching out into space. We can not touch space, we know it’s there and it’s real. Like we know the virus is there and it’s real. Like we know friendship and love is there and it’s real. Like we know relations to people are there, even if we can’t touch it, and it’s real. This became my inspiration for this project and a personal drive to create an opportunity for everyone to create art.

“Scientists, astronauts, and artists have one important quality in common, all share the inclination to explore, whether by means of scientific investigation, a mission to the moon, or a paint brush...” -Bert Ulrich.

 
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Research.

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What was learned from the diaries

Five respondents were asked to write down in a diary every time they saw or heard something to do with space, astronomy or space agencies during 2 weeks. The respondents vary in age and sexes. The most interesting was the connection between the participants, phone, TV, clothing and space or space agencies. This was later in the project used as inspiration to the end products.

 

Learned.

Problem nr1: How can we increase the interest for astronomy and space travel through art?

Problem nr2: Low knowledge about the space art projects that are out there. Art doesn’t come in contact with the art project about space that is out there.

Problem nr3: who is space for?

Problem nr4: who is allowed to make art?

Interviews, Survey 

What was learned from questionnaire

A questioner was implemented with 33 respondents that was in the ages between 18-80 and included both men and women. From the questioner it was learned that: 

• That most people are interested in space and space agencies
• Most don’t actively look for information about space and space agencies by themself
• It verys how often information about this subject reach them
• If there was a way to be “moderately” involved in this subject the majority would be
• Almost no one (32 of 33) did not know that space agencies like NASA had an art program

 
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“The goal is to design an easily accessible and easy-to-under- stand solution for people on earth to create art to connect them and space.”

 

Why? To connect the general public on earth with space through art, to increase interest and knowledge about astronomy and space agencies.

Where? On earth; were the data is collected for creating the art. In space/on other planets, material collecting and producing the art.

When? After the needs of updating habitats on e.g Moon or Mars.

Who? The general public on earth, not one specific artist. People that might not come into contact with informa- tion about astronomy and space travel. Other stakeholders may be the space agencies and their art program.

Why art?

Art can be used as a tool to communicate without limitations, it creates a common language that ev- eryone understands. Art starts conversations and sparks interest for subjects that otherwise would be too complex or emotional to fully invest in. With the help of art we can transcend hard topics such as politics, religion but also emotional topics such as fear, confusion and anger. It is a visualisation tool for the artist to reach the viewer, and make themself understood. Creating art should be anyone’s right, but since we were kids, many of us stopped creating drawings of what we see, our feelings or just to make time pass. Many of us would never see ourselves as artists or creators and if we create something, we dont show it because of the fear of being judged. Research shows that by being creative you can become a better problem solver and be more connected to your emotions, traits we all can benefit from developing further.

NASA Reserach 1 SWOT .jpg
 

Market research

There has been a lot of art produced including different space agencies, made or ordered by them or art involving space during the years. To get a better understanding who this art involves, who creates it and where it was created, a market researcher was implemented. To limit the research, this tool focused on art projects involving NASAs art program or space agency. During the market research it was discovered that there was a gap in art involving space or space agency’s for art that has a high involvement of the public and at the same time produced art on other planets or very far from earth (in deep space).

 

“How may I connect people on earth with space through art made by reused materials from habitat on e.g. the moon or mars to increase interest of space and space agencies?”

 

The bone structure of the project

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Brainstorm

Evaluation based on limitation - Harris profile

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After evaluating the brainstorming section, I came to the conclusion that the project would consist of the parts:

  • mobile app to create art with

  • that the focus would be on body and movement

  • this would then either be 3D printed from recycled materials or drawn in regolith 

  • feedback to the user would then come in the form of photo or film

Learned.

From the Customer Journey I learned that:

  • Users emotional state is low during the “Waiting-stage” and in the beginning of the “Creating-stage”

  • There is a need of creating awareness around the project to reach out to stakeholders

  • There is a opportunity to look into how to reinterested the user after the first use

 

Suggested solution:

  • Design a tool to facilitate the creating process for the user, this would improve the user experience in the beginning of the creating process

  • Designing a campaign based on the information from the User Dairies to

  • Create awareness about the project

  • Creating a community for the users. With community support maite keep

    the user involved in the project during “Waiting-stage” and want to come back to make more art.

Development.

 

Campaign

To make sure that the app and community reach the users, a campaign was designed. The campaign was inspired by the moodboard, keywords and that is based on the respondents answer from the diaries a campaign, which included a way to connect with the app by directly scan a QR-code on branded clothing, and visuell pictures and art to connect the user to the community and app.

The picture can be used on e.g. social media such as instagram, to connect with users on a platform familiar to them, like their phone, based on the respondents answers. The motives of the art is meant to give the user the realization that space is for everyone and that everyone can be a part of it. Here it is symbolized by everyday people, doing everyday tasks but still being a part of the community (symbolized by the spacesuit).

 
 
 

Logotype

A logotype was designed to connect the user with the project, make it easy to identify and remember for the user and be a start on a brand identity for the project. The graphical look of logotype is based on the keywords. The name and logotyp for the project/campaign is also used for the app/the creative tool and community. This to bind everything together.

 

Collaboration

Based on the diaries clothing was one way the user came in contact with different space agencies. We can assume that people buying this type of clothing have an interest in space, technology, the agency’s self or appreciate the logotyp or symbol printed on the piece of clothing. This shows an interest, no matter how small, which can fit this project user profile. By using the connections that already exist like collabs with clothing companies, e.g. H&M that uses NASA logotyp on clothing, and put a QR code on the tag, that the user can scan with their phone to connect them with the project ARTSPACE.

Many space agencies like NASA are independent agencies by the government, in NASAs case the U.S. federal government, and have very strict rules for how their logo is used. This means that companies that want to use their logo on commercial products have to be in contact with the agency. This means that there already exists a collaboration between the space agency and the clothing company which can be used. The agencies can expand this collaboration to using the tag as a gateway to the campaign, with little to non extra cost. The choice of using QR code is adapted to today’s technology but can change as the mobile phones change.

App Development.

 

To keep cost low but still achieve the users needs the design choice to merge the creative tool with the community was made, this resulted in an app. The app main functions are scanning and the tools to alter the 3D file in a simple way, to receive feedback and community to share questions, results and experience.

Image shows example on Task-flow mapping. By doing a task- flow mapping the main actions and needs of the app was identified. This could later be used as a base for the task-flow chart, that was shown for the user to identify what needed to be developed or changed.

Image shows Task-flow-chart example of “Scanning process”. The task-flow chart identifies how the users move around in the app, what they can do and what they want to do.

Example of a User-flow chart of “Scanning process”. User-flow chart is a visual way of identifying how the user moves around in the app. Which button do they need to press, how would the app look and react then, ect.

 
 

Example on interface in different devices.

 

Learned.

By showing the task-flow chart and identifying the user-flow (that later also was made into a chart), the users’ needs in the app were identified. There was a need for a saving button, even if there was automatic saving, this because the user was worried that their work would get lost (even if they know about the automatic saving) and this worry reduced the overall positive impression of the app.

Other things learned from the users feedback was the importance of being able to change the 3D-file, in a simple way, to give the user a feeling that they really created something. Hens some tools (e.g. cutting tool) and the option to choose in between “support-structure”. To limit the risk of the art not being able to be printed because of bad structure or other component failing, a warning system was included in the app. The warning system tells the user if any choices made or if the 3D-file cannot be printed because of lack of information, giving the user an opportunity to easily fix it.

 

The color scheme for the app was based on the moodboard and keywords. After presenting the colors for the users a suggestion was made to “make it look like a sunset or more dimension- al”. To meet this need gradients to mix the dif- ferent colors together was shown. The choice to go with a darker black-blue scheme with white symbols as the main frame was based on the feedback that it:

 Easy to read and see the symbols
• Gave the strongest connection to keywords and space

 
 

The icons for the app were inspired by the keywords and the logotype, this to keep the same design language through the project. It was important that the symbols were easy to understand for the user and would describe their purpose. That’s why symbols such as “Delete” had the same symbol, a gar- bage can, that most people are already familiar with. For those who are not familiar with the symbolic language used in most technical products may draw parallels between the look of symbols, its real life purpose outside of cyberspace and how it is then used.

Result.

 

So why would space agency’s be involved in a project like this?

By being a part of the ARTSPACE project the space agency can be a part of making space more inclusive, increasing the interest of their own art programs, space travel and space. This project can become a common language reaching beyond voices between earth, space and humankind, and if humankind truly should become multiplaniterien shouldn’t everyone be included in that?

 

The end result of this project is;

Community and creative tool, in form of a app, that is designed to give the user the opportunity to create art in form of a 3D-file that is later printed in reused regolith (from desmentaled habitats or other statues creating a circulation of material, with minimal effect on the environment and reduce cost) by already existing 3D-printers on the Lunar- or Mars surface. The creative tool was designed to have a high usability, easy to un- derstand and create, like a shake and bake for art. This creates, through art, a connection between the user, space and space agencies, increased interest for space and the agencies and makes space and space traveling more inclusive for the generall people. The project, ARTSPACE and the art pieces can be used as a common language that reach beyond class, languish, ability, time and space. Anyone can create art, anyone can be a part of space exploration.

A campaign was also designed to connect the user to the app and community. To keep cost low already existing collaborations with fashion brands were suggested. By using a QR-code printed on the tag, the user can get in contact with the app directly. An art campaign with pictures that invites the viewer to the beliefs that space is for everyone and everyone should be included. These pictures can be used to come in contact with the users’ through channels they often use, such as social media.

 
 
 

User testing.

 
 

“I like this way of communicating, I’m ust to it. The art catches my eye but it’s my choice if I want to go farther. It’s intriguing. I would like some more text on it..like a insta- gram account or hashtag I can go to”

 

“This was fun! It’s easy, if it was hard I might not be so inter- ested but I like the way it looks.”

 

“I like the idea, and I really want to try it in real life. Now I wonder about the photo quality of the feedback... but maybe it doesn’t matter because of the feeling of being so proud of what you have achieved that the quality doesn’t matter really.”

“I would definitely be interested in this app and project, it might even become a new facebook, social media...reddit trend. A new way to get together.”