WE CELEBRATE THE PLAYFUL
Playground For All is an ongoing project series that explores the power of play and interactive environments to foster connection between people and places, creates a sense of belonging, and brings fun and meaning into our lives. Society generally views play as a childhood endeavor, but the benefits of play are just as significant in adulthood as they are in childhood. So, when we say Playground For All, we really mean it —these playful environments and experiences are meant for both the young and the young at heart.
PLAYGROUND FOR ALL
Mouse over each project to learn more
Projects in this series can be implemented as a single interactive element, or they can include multiple elements to create a true ‘playground.’ These experiences can be installed in a courtyard, a plaza, a park, an atrium —anywhere you want to bring people together to share in a moment of joy and playfulness.
An inviting and boldly-colored, metal sculpture made of large arcs which can be rotated on multiple axes into limitless configurations. Orbit allows the user to take part in making the sculpture dynamic and creates a fun experience that provides a new visual and interactive adventure with every encounter —it’s never the same sculpture twice.
See the world in a new light with Filter —an interactive sculpture that can change throughout the day and with the seasons. Activated by daylight, the translucent panels project colorful shadows onto nearby surfaces and recolor the surroundings to create ever-changing nuances of color. By rotating the panels, the public is invited to create their own compositions of color and light and discover new colors when shadows overlap.
Discover new patterns with Kaleidoscope —an interactive ‘forest’ of colorful kaleidoscopes that allows participants to see ever-changing views of their surroundings. Each kaleidoscope contains different objects, colors, and textures —making infinitely unique patterns to be uncovered.
Change your point of view with Periscope —an interactive ‘forest’ of colorful viewfinders that allows participants to see their world from new vantage points. See soaring views or faraway places as if they were near.
CASE STUDY 1
PROJECT: Shape Maze
PROJECT PARTNER: YMCA of Greater Grand Rapids
In coordination with the YMCA of Greater Grand Rapids, Common Place Projects activated the front lawn of the community center by designing and constructing an interactive installation called Shape Maze. Shape Maze evokes memories of childhood by inviting onlookers to partake in a joyful moment that celebrates the importance of play in all of our lives. Participants navigate the maze by guiding the shapes around the tracks —providing a physical, tactile experience in an increasingly digital world.
Shape Maze was designed to create a sense of place, connect people to each other, and brighten the day of those who interact with it. By placing the installation in front of the building and near the entrance, YMCA visitors were able to stumble upon an opportunity for play with other members of the community on their way to and from activities and partake in a moment of levity in the midst of their daily routines.
TEMPORARY INSTALLATION AT THE YMCA OF GREATER GRAND RAPIDS
SHAPE MAZE IN USE
CASE STUDY 2
PROJECT: String Theory
PROJECT PARTNER: Richard App Gallery
19 DAYS | 11,750 PARTICIPANTS | 20,000 FEET OF STRING
In coordination with Richard App Gallery, Common Place Projects participated in a pop-up exhibition located inside an unused city utility building. Common Place Projects created and constructed an entire-room interactive environment called String Theory that inspired the viewer to become the user. String Theory centered around ideas of transformation that engaged people’s imaginations and innate desire to touch, explore, and create.
String Theory enabled people to interact and play with their surroundings and reminded them that they can have an effect on the world around them. Through the use of three simple materials —pegboard, pegs, and string— String Theory engaged participants on an interface beyond the digital and brought a sense of magic and playfulness to the space. Viewers used the grid of pegs to 'draw' with the string in infinite configurations, constantly changing and evolving the look and feel of the space.
For the final phase of the project, users were invited to take some string with them to create something new —so that the project and the materials could have a second life.