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We are constantly engaged in a dynamic interaction between humans and the world, where our feelings and emotions serve as direct reflections of our experiences. These internal and often invisible aspects manifest through facial expressions, posture, or speech. To bring these profound experiences back into the world, we use emojis — modern symbols of emotional expression.
Projective Experience leverages this concept by creating an emoji-based search engine that allows designers to transform human experiences into visual design languages. The success of this system will share designers with new ideas for thinking about design. The findings are applied to Feria del Campo in Madrid, a site rich in historical significance. Once the location for vibrant agricultural fairs and the filming of ‘Spaghetti Westerns’ like ‘A Fistful of Dollars’. The venue now stands deserted, with its pavilions and replica architecture representing Spain’s provinces left empty. By connecting a search engine with social media expressions from various Spanish provinces, the project aims to project these digital experiences onto Feria del Campo, revitalising this historic venue.
In the process of projecting experience, emotions and expressions are researched because of their ability to reflect and visualise experience. However, conventional expressions of emotion are complex and ambiguous.
In this context, emojis are considered as a modern method of digital self-expression, which often accompanies text, adding emotional cues. To preserve this, emojis are analysed with their textual context, rather than studied separately.
The team intends to construct an emoji-based search engine by self-organising map, which can transform experience data into visual assets, and then achieving projection of experience.
The emoji dataset is composed of 750,000 comments containing emojis, which were scraped from social media. This data was then processed using code to create an emoji self-organised map, which is the core for the operation of the search engine.
The accuracy of the search was improved by selecting ten best matching units (BMUs), which enhances the breadth when searching. In the BMU 00 the ten most relevant terms were selected, in the BMU 01 the nine most relevant, and so on.
To project experience, a site and regional experience datasets are needed. The site is formed of many pavilions representing Spanish provinces. It used to be an agricultural fair ground and film location but is now abandoned.
The research found 23 Spanish pavilions still existing in Feria del Campo. To revitalise this site, the team aimed to project regional experiences onto these, selecting five of them to focus.
The ‘City Comments Dataset’ was created by collecting and analysing posts from individuals in specific cities. This dataset captures the emotional experiences of these areas and serves as a foundation for future urban design in the project.
The team built a text database to enable emoji to text paragraph search. The database contains a total of 110 Spanish and cowboy novels, echoing the character of the venue.
The team built novel paragraph-to-image searches by converting images into textual descriptions. The image datasets consist of images of different urban prototypes.
The site was used as a filming location for the Spaghetti Western genre, and today retains a number of buildings in a similar style to those used in the films. The team collected 169 films with strong environmental scenes or vivid narratives.
From emojis to paragraphs, images, and films.
The team’s design application utilised the Guadalajara pavilion as an example. Embedding comments data to extract emoji for input and build the connection with a plan of the physical site.
A technique that transforms film clips into a design language. Each film frame contributes points to form a point cloud model, which can further be topologised into a mesh model.
The 3D reconstruction based on Guadalajara's film mood board gave the team a library of mesh models for each island. These assets were prepared for selection.
Observing the contour lines of islands, there are three cases: independent, overlapping and empty. According to these cases the team trimmed the original plan of this pavilion.
The team selectively chose mesh models for each island from the library and arranged them in the venue. Some meshes inside the budling, some outside. Different strategies were envisioned for different situations.
The outside mesh models are used as landscaping, they are carved and painted on the rock. Models inside the building are combined with additional components as furniture. Models surrounded by the curtain are art exhibits.
The projection experience transforms the original architectural layout, breaking it up and reshaping it with distinct stylistic features. This approach revitalises the once-abandoned exhibition, giving it a fresh new form connect with experience.