Group projectCourse · Interaction Design Methodology

Octotorg

An octopus-shaped climbing and seating structure for a transit square in Gothenburg.

Illustration of Octotorg: people climbing the tentacles, sitting on the head, eating at the tentacle tables and children playing under the colour light
My role
Shared: participated in the full design process as part of the team
Individual: created and animated the illustrations for Octotorg
Team
5 people
Duration
Sep–Oct 2024
About 4 weeks
Status
Course project
Concluded
01Problem & purpose

Vågmästareplatsen, Hisingen

Our group, named Space, was assigned Vågmästareplatsen — a square in Hisingen, Gothenburg, that connects Hisingen to the city centre. On-site observation and interviews with workers and locals found the square worked mainly as a transit route: most people passed through rushed, without a reason to stop, and even some locals only noticed the market held there after living nearby for years.

A thematic analysis sorted our notes by importance and by how enjoyable or boring the underlying problem felt, grouping them into four categories: reputation, accessibility, activity and aesthetics. Aesthetics and activity came out as the square's clearest gaps.

That led to our research question: how can we inspire social interactions through creating a reason to stop at Vågmästareplatsen? The aim was to turn the square into a meeting point people gather at, rather than just cross.

Method — three steps
Step 1Observe & interview

On-site observation and semi-structured interviews with workers and locals at the square.

Two people sitting on a bench at Vågmästareplatsen during on-site observation

People sitting

A pedestrian bridge and crossing at Vågmästareplatsen during on-site observation

Observing the area

Step 2Analyse

Thematic analysis, clustering sticky-note needs by importance and enjoyment.

Sticky notes clustered on a board by theme — reputation, accessibility, activity and aesthetics

Thematic analysis of observation and interview notes

Step 3Ideate

Ideation with a modified Brainwriting 6-3-5: four people sketching one idea every five minutes, over five rounds.

Team members spreading and discussing brainwriting sketches on a table

Brainwriting 6-3-5 ideation

The five favoured ideation sketches, top left to bottom right

The five favoured sketches

02Design & implementation

From sketches to a bouldering structure

Five favoured sketches were combined into two directions, then narrowed to one: an interactive bouldering structure. The concept was iterated across three prototypes, each tested with semi-structured interviews and a semantic differential scale (Boring–Social, Useless–Useful, Rejecting–Inviting, Boring–Playful, Isolated–Interactive).

Prototype 1
Prototype 1 — a clay octopus figure on a paper set of Vågmästareplatsen

A paper set of the square with a clay octopus, tested against a written scenario and storyboard.

Prototype 2
Prototype 2 — clay and LEGO combined, with miniature figures on the tentacles and benches

Clay and LEGO combined, adding rubber flooring, benches around the head, adjustable tentacle difficulty, and a colour sensor reading up to five people's clothing at once.

Colour-scanning tentacles
Concept: tentacles scanning clothing colour

Tentacles scan the colours of people's clothing as they pass beneath and project the colour back across the structure — the feature that gives Octotorg its name.

Final iteration
Final prototype at the pitch presentation

The third round added tables at the tentacle ends, a fence at the lowest level, and touch-reactive ripples — overlapping touches create colour "explosions" where they meet.

Result

Across the three rounds of testing, scores on the semantic differential scale improved in almost every category, most clearly boring–social. Feedback stayed consistently positive about climbing and seating; safety remained a concern for some participants even after the fence and rubber flooring were added.

Dot plot of individual responses for prototype 1 (blue) and prototype 2 (green) across five semantic differential scale pairs

Individual responses, prototype 1 vs. prototype 2.

Line graph of mean points for prototype 1 and prototype 2 on a 6-point Likert scale, across the five category pairs

Mean scores, prototype 1 vs. prototype 2.

Boxplot comparing prototype 1, 2 and 3 across boring–social, useless–useful, rejecting–inviting, boring–playful and isolated–interactive on the semantic differential scale

All three prototypes compared.

"The fence makes it feel safe."
"Imagine how good it would look if this really existed."
"I like it, like waves. Interacting with people through waves."
03Reflection

What three rounds of testing showed

Octotorg's climbing, seating and colour-changing tentacles were well received across all three rounds of testing — participants repeatedly said they wanted to climb it and sit on top. Two things stayed unresolved: people couldn't always tell that their own presence caused the colour change, and the design scored close to neutral on usefulness. Weatherproofing and a higher-fidelity, to-scale prototype were the clearest next steps.

Hero — Octotorg concept render at Vågmästareplatsen
Octotorg concept at Vågmästareplatsen.