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Briefing

Create a videomapping educational experience integrated within a fashion show programme. To grow awareness about the fashion industry growing problem of over comsuption.

Our goal

Information about the goal of the project

Video Mapped Experience

Role
  • Video Mapping designer
  • Technology
Tools
  • Madmapper
  • Blender
  • Unity
Members
  • Madalena
  • Jenny
  • Miguel
  • Camila
  • Ânia
OUTCAST video mapping experience poster, IADE Creative University, 06.06.26
Created by my group team mate: Jenny

A videomapped educational experience across three rooms, integrated into a fashion show programme, to raise awareness of over-consumption in the fashion industry. It was a cross project between Creative Technologies and Global Design, and it was featured at PROTO 2026, the creative showcase event at IADE.

Instead of telling people what to think, we made them part of the story. The audience’s choices become data, and that data shapes what they see next, so each person walks away with a personal reflection instead of a generic message. We also used a narrative with a question at the end, so the story continues in their own heads.

Narrative

The narrative explores the tension between individuality and conformity. The logline follows a lighthearted girl who alters herself to match the crowd, faces the consequences of losing her identity, and has to decide who she truly wants to be.

Logline: “A lighthearted girl starts to feel pressure to blend in. After changing herself to match the crowd, she is faced with the consequences and must decide who she truly wants to be.”

The video narrative progresses through these key stages:

  1. Individuality
  2. Growing pressure
  3. Conformity
  4. Realization
  5. Climax

Unlike most stories, ours ends at the climax, on purpose. The story isn’t really about her, it’s about the audience, so the ending is theirs to decide. Based on their choices, we show how the story could end and leave them with a question to reflect on. This room also includes the data capture station, which records those choices.

Animated Storyboard

Room 1

“Outcast” movie video mapped showcase.

Room 1 Showcase

Data capture Station

Device: Kinect sensor

Variables: number of people raising their hands

Logging Method: Timer and number of hands raised

What parameters it controls: The projections of room 2 and 3

The question is unassuming because we want the audience to answer based on their experience and truly understand how their actions impact them

Room 2

“Looking at yourself in the mirror”

Using the data from Room 1, this room shows the audience who they truly are: someone who has kept their individuality, or someone who is slowly losing it, drained of colour. In the second outcome, the character turns grey while wearing the trend-driven blue or red scarves. The goal was an impactful and introspective moment that makes people rethink how much they buy and how those purchases shape who they are and who they want to be.

Showcase

This is an example of how the footage would look video mapped in the mirror-like object we developed ourselves.

Room 3

Data visualization

Created by my group team mate: Camila

Another data visualisation moment, where the audience is invited to question their choices and actions. Depending on their answers, the drying rack holds more or fewer clothes, which turns their habits into something they can literally see.