As part of Pressing Play, the Bank Heist design had three objectives – remove the sporadic placement of ATM machines in the main thoroughfare of the centre. This desrupted flow and added to the unsightlyness of the building’s decoration. By creating vestibule areas at the front of the building, this not only added security to withdrawing cash, it also re-organises the ATMs programatically. Secondly, Bank Heist seeks to add some fun to an activity that is perceived as extremely mundane and add interest to the other entrance of the building. Finally, by having to use their full body to get into the vestibules, this hopefully provides some thinking time to consumers as to their real need for the cash and how it will be spent – encouraging consumption to be an activity of deliberation and not one of thoughtless convenience.
This project was exciting also because of the incorporation of motion sensing technology through the kinect. This has been a concept that explored in previous projects but this is the first time a prototype was built. With Kit’s programming help, the concept was able to be tested and proved to be a delightful experience.
Kit (Christopher) Mackenzie