Further Pre-project Research

  • Mazes have an unmistakable and mysterious allure which has intrigued and interested people for thousands of years as it acts as a challenge to one of the most important life skills, the ability to create an ecocentric cognitive map of the environment and be able to navigate that cognitive map and be able to navigate it.

Weismann, E. (2014). Amazing Maze: What Science Says About Solving Labyrinths. National Geographic. Retrieved from: https://news.nationalgeographic.com/news/2014/07/140730-science-mazes-labyrinth-brain-neuroscience/

  • “Building mazes is a fun and low-cost way to utilise the potential of a space… and incorporate native building materials”.
  • This fun, interactive, and mind-stimulating activity has led to mazes becoming increasingly popular amongst all ages of audiences.

Capps, K. (2014, July 7). Why Every City Needs a Labyrinth [Web Log Post]. Retreived from https://www.citylab.com/design/2014/07/why-every-city-needs-a-labyrinth/373965/

  • The only mazes in the area were over an hour outside of Brisbane, with no evidence of any form of a digital aspect, and all having an entry price
  • Puzzles are often included at dead ends to help audiences find a way out and alleviate frustration

A Brief History of Mazes. (2014). National Building Museum. Retrieved from: https://www.nbm.org/brief-history-mazes/

  • There are large engagement benefits with AR, as it has the ability to amplify human performance, shifting users towards passive consumption, active interest, and participation; which allows audiences to have an engaging relationship with the project

How AR Prompts Deeper Consumer Engagement Around Content. (2018). PSFK. Retreived from https://www.psfk.com/2018/06/ar-content-engagement.html

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