Supersport interactive museum 

As part of an initiative to showcase the evolution of broadcast at SuperSport, SiGNL designed and built an interactive museum.

The museum was designed to look like a locker-room and tunnel in a rugby stadium complex and to blend seamlessly into existing aesthetic of MultiChoice city, the interactive museum encouraged visitors to learn about technological advancements in SuperSport's rugby coverage. 

The museum included: custom built interactive games, a hands free photobooth which printed polaroids with real-time green-screening powered by an Xbox Kinect, a chance to pick up your own 3D printed replica trophy, customise your own Springbok rugby jersey and view animated and interview content in a display lined tunnel which traced the history of SuperSport.  

Results

  • > 75% staff engaged with experience (+ 1,000 attendees) 
  • Engagement time > 8 minutes
  • 600 polaroids printed
  • 400 rugby jersey avatars
  • 500 trophies handed out

 

 

 

 

 

 

KPMG tweet activated Watercooler 

For a KPMG exhibition stand SiGNL designed a watercooler which bubbled upon receiving a new tweet. 

 

 

 

 

 

 

 

 

 

 

 

INTERACTIVE VENDING MACHINE FOR NESTLÉ'S CHOCFEST CAMPAIGN

THE TECH BEHIND THE SCENES:

Python based touchscreen driven application, running on a Cubie Board and attached to a 30" screen. Infra-red sensors detected the presence of a falling object in motion, and triggered our app. 

The touchscreen-enabled app, was part selfie-booth and part jukebox. People triggered the app with a purchase, could take a selfie with their chocolate in hand and then select a track to be played. In only a few days we sold more than 500 chocolates and over 600 selfies were taken

CONTENT GATHERING & DISTRIBUTION:

A custom built CMS gathered all images from the Cubie Board at timed intervals and we were able to not only gather selfies related to the campaign, but also real-time stats on purchases and purchase times.