top of page
Crafting Innovative Work Playgrounds: A Speculative Design Concept
InCube. Is a fictional company that builds playgrounds in business spaces - like offices, stores and any other room where people interact to work. The idea behind InCube. is that in playing outside your personal hours i.e., at your workplace can reduce stress, anxiety and cognitive load. Allowing you to work more efficiently. InCube not only builds plays but also provides therapy for your
employees and other actors in your workplace.
Area of work
Skills
Tools
Team
Industry
Speculative
design,
Branding,
UX/UI
Wireframing,
UX design,
3D Modeling,
Research,
Storyboarding,
Blender,
Figma,
Illustrator,
AdobeXd,
Photoshop,
Squarespace
Rohitha
Remala
Design
InCube. Was not a business initially it was derived from a series of events which were determined to build a product of inconvenience - Pandora’s Box. The founder of InCube, Rohitha Remala was on a path to make a physical object which ticked human senses somewhere between neophobia and neophilia. And, stumbled upon the intriguing responses and instances of fear patterns in humans. She realized that fear as a business has more to do with preserving it rather than mitigating fear itself.
InCube. Is built on the foundational idea that for humans to evolve in a paced manner and increase the probability to avoid “Kali Yuga”(dark ages), we need to promote conscious innocence and mitigate the acknowledgement of fear.
Outcomes
The Biggest success was channeling a difficult idea into a viable “solution”. It is very difficult to take something abstract and make the world take it seriously - irrespective of its potential. And it was achieved through a series of small successes like completing a 3D Modeling file for exporting to a 3D Printer, building 2 iterations of wireframes, and most importantly piloting to focus on content rather than form.
Through these 10 weeks, I broke the mental construct of thinking and focusing on the form of a product and put my energy into creating milestone-ed results with content.
Challenges
The biggest challenge was to simultaneously take a big risk and make it compelling through a product for the world to see, because it is very easy to only think and not do. I was often judging my work and the direction of my prompt (purely on its form), and it took me 7 weeks to realize this and get my ideas out of my brain and into reality.
"Playing is the only analog + open ended system"
bottom of page