HORIZON - NORGES BANK EDUCATION CENTRE

TitleHORIZON - NORGES BANK EDUCATION CENTRE
BrandNORGES BANK, THE CENTRAL BANK OF NORWAY
Product/ServiceHORIZON
Category G02. Branded Tech Offline
Entrant HYPER INTERACTIVE Oslo, NORWAY
Idea Creation HYPER INTERACTIVE Oslo, NORWAY
Production HYPER INTERACTIVE Oslo, NORWAY
Production 2 SIXSIDES Oslo, NORWAY
Additional Company BACK Oslo, NORWAY
Credits
Name Company Position
Knut Sverre Hyper Advisor
Kristian Haukland Hyper Art Director
Ola Nielsen Hyper Copywriter
Mads Frantzen Hyper Designer
Henriette Røseth Hyper Support
John Terje Sirevåg Hyper Developer
Sindre Moen Hyper Developer
Torgeir Øverland Hyper Developer
Tim Kurvers Hyper Developer
Mari Veggum Hyper Designer
Ingeborg Justnes Hyper Project Manager
Katarina Haugersveen Hyper Project Manager
Ronald Kabicek Hyper Animation
Marcus Kjeldsen Hyper Motion Designer
Kalle Meidel Hyper Film Producer
Johannes Gorset Hyper Developer
Pål Arntzen Hyper Producer
Benedikte Holm Hyper Technical Project Manager
Line Abel Herud SixSides Designer
Torgrim Nordeide SixSides Advisor
Nils Rustad SixSides Designer
Bård Jemtland SixSides Designer
Thomas Nesse Back Developer
Lars-Petter Garen Back Developer
Christopher Olaussen Back Developer
Anja Østerli SixSides Project Manager
Einar Risnes Hyper Advisor
dr.oecon Gunhild Ecklund Freelance Advisor
John Erik Kaada Freelance Composer
Jean Tuffier Hyper Developer

The Campaign

You delete the entire financial system. Then you challenge them to build a global economy, layer for layer. Horizon is a 400-square meter economy-simulator that aims at taking students aged between 18-20 from a bartering society to the complex economy we live in today. After two and a half hour immersed in the simulation they’ve bartered as merchants, invented money and banks, recreated Norway’s most famous financial crisis, issued key interest rates as the central bank and managed a large fund in the real-time economy. By letting the audience gradually build the simulation as they learn, not only do they grasp the underlying mechanisms, but also how they’re connected.

Creative Execution

By collaborating with the Directorate for Cultural Heritage we implemented three projection screens, 9 individual touchscreens, a surround-sound system, special effects lighting, a server running a complex simulation and thirty Samsung Galaxy S6 with a custom-made operating system inside a building protected by cultural heritage laws. Everything from lighting control to the simulation is controlled from the same custom-made tablet-application – Maestro. The parameters for the economic crash are built upon data from the historic banking crisis of ’91. When they adjust the key interest rate the economy reacts based on historical data. When they invest money in the global market, they do so based on numbers spanning back 20 years. The centre is a permanent exhibition space located in the heart of Oslo’s financial district. A two and a half hour-long simulation with the same goal goal as the central bank itself: Build confidence in the value of money.

The Education Centre is built to host two groups of thirty students every day. The Education Centre opened autumn 2016 and has been fully booked ever since. Among the 150 randomly surveyed participants it has yet to receive a score under 5 out of 6 possible. On initiative from the central bank the Education Centre’s success is measured in three parameters: - Overall experience: How immersive, engaging and fun the - experience was. - Increased interest in economy: In what degree did the experience make you curious about economic topics? - Increased learning: How much did you learn during the experience? Here’s the average rating by the 150 randomly surveyed visitors. Overall experience: 5.3/6 Increased interest in economy: 5.6/6 Increased learning: 5.2/6

We mapped the education level of our target audience through interviews. Based on the interviews we developed the content in collaboration with dr.oecon Gunhild Ecklund, 12 experts from the central bank and six straight A-students handpicked from the target audience. This process started as early as 2014, but the material was continuously rewritten after being tested on the target audience.