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.
- > 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.