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  • ✇Yanko Design
  • Samsung Just Turned a Theme Park Queue Into a 3D Safari, No Glasses
    Waiting in line at a theme park is one of those unavoidable experiences that nobody designs for enthusiastically. The physical infrastructure exists, the rope lines are laid out, and in the best-case scenario, there’s some signage or ambient music to occupy the time. But the queue is fundamentally dead space, a stretch of minutes that happens before the experience begins rather than as part of it. That’s a design problem, and most parks accept it as one that can’t really be solved. Samsung’s Sp
     

Samsung Just Turned a Theme Park Queue Into a 3D Safari, No Glasses

Par : JC Torres
8 mai 2026 à 13:20

Waiting in line at a theme park is one of those unavoidable experiences that nobody designs for enthusiastically. The physical infrastructure exists, the rope lines are laid out, and in the best-case scenario, there’s some signage or ambient music to occupy the time. But the queue is fundamentally dead space, a stretch of minutes that happens before the experience begins rather than as part of it. That’s a design problem, and most parks accept it as one that can’t really be solved.

Samsung’s Spatial Signage installation at Everland in South Korea offers a different answer. At the newly renovated Safari World: The Wild attraction in Yongin, the company installed its glasses-free 3D display directly in the queue area, where life-scale tigers and lions appear to surge toward visitors without so much as a pair of 3D glasses required. The wait effectively becomes the opening act.

Designer: Samsung

The technology making that possible is Samsung’s patented 3D Plate system, which uses binocular parallax to deliver separate images to each eye, tricking the brain into perceiving depth the same way it does when looking at real objects at real distances. Unlike the boxy, space-hungry installations that most 3D signage has historically required, the Spatial Signage display slots into the queue corridor in an 85-inch, portrait-oriented panel with a 52 mm profile. There’s nothing protruding into the space, and no hardware for visitors to interact with.

The content for the Everland installation was developed by Klleon, whose team prioritized capturing the natural movement rhythms of the animals rather than exaggerated cinematic effects. The result is a quality of realism that works specifically because of the environment: a queue is typically a narrow, enclosed space where visitors are already looking forward and standing relatively still, which happens to be exactly the viewing geometry where the 3D depth effect lands best.

What that means practically is that the queue line stops being something guests endure and starts being something they talk about. Anticipation for an attraction is one of the least exploited moments in the theme park visit. Visitors heading toward Safari World already have the right frame of mind for a wildlife encounter, and the display capitalizes on that readiness by delivering a preview of that encounter before anyone boards a vehicle or rounds a corner.

The broader implication is about how display technology fits into destination entertainment design. For years, attractions have used projection mapping, animatronics, and theatrical sets to build immersion during rides and shows, but the queue almost always remains a visual afterthought. A display that can occupy a narrow corridor at wall depth, require no headgear, and show content at true-to-life scale without any spatial awkwardness changes what’s possible in that format.

Everland isn’t a retail shelf or a shopping center atrium. The animals aren’t selling anything. They’re there because a flat screen in that corridor would register as background noise, and a three-dimensional tiger at eye level does not. That distinction, between content that is present and content that actually commands attention, is the problem Spatial Signage was built to solve, and the queue turned out to be a rather fitting test.

The post Samsung Just Turned a Theme Park Queue Into a 3D Safari, No Glasses first appeared on Yanko Design.

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  • The TrackPoint Was Always Laptop-Only, This $52 Bean Changes That
    The pointing stick is one of the more divisive input devices in computing history. Lenovo’s TrackPoint has a devoted following, built around people who never want to lift their hands off the keyboard home row just to move a cursor. Everyone else finds the red nub somewhere between baffling and genuinely annoying. Either way, it has stayed locked to laptop keyboards for decades, with essentially no standalone options available. Ploopy, the Canadian open-source hardware company known for its line
     

The TrackPoint Was Always Laptop-Only, This $52 Bean Changes That

Par : JC Torres
8 mai 2026 à 10:20

The pointing stick is one of the more divisive input devices in computing history. Lenovo’s TrackPoint has a devoted following, built around people who never want to lift their hands off the keyboard home row just to move a cursor. Everyone else finds the red nub somewhere between baffling and genuinely annoying. Either way, it has stayed locked to laptop keyboards for decades, with essentially no standalone options available.

Ploopy, the Canadian open-source hardware company known for its lineup of trackballs and trackpads, has changed that with the Bean. It’s a standalone external pointing stick that connects over USB-C and sits flat on a desk. Think of it as a TrackPoint you don’t have to buy a ThinkPad to access, with a few deliberate improvements added to address the weaknesses that nub has always had.

Designer: Ploopy

The Bean measures 84mm x 64mm x 16mm and houses a red pointing nub near the center of its flat, 3D printed case. Unlike the fixed nubs built into laptop keyboards, this one has additional travel in its movement, which Ploopy says helps reduce fatigue from pushing a stiffer stick over long sessions. Four buttons flank the nub, covering the standard left, right, middle click, and scroll by default.

None of those defaults is locked in. The Bean runs QMK open-source firmware on a Raspberry Pi RP2040 microcontroller, and remapping any of the four Omron D2LS-21 buttons takes just a few minutes using the free VIA web app. There are no drivers to install and no proprietary software to deal with, just a browser-based tool that reads the device and lets you assign functions however you like.

For anyone who finds the conventional mouse hard on their wrist, or simply prefers keeping their hands positioned in front of them rather than reaching out to one side constantly, a pointing stick can make a noticeable difference over long sessions. You nudge the nub, and the cursor moves without your palm going anywhere. It’s a small thing until it isn’t, especially for people managing repetitive strain concerns.

Like everything else Ploopy makes, the Bean is completely open source. Hardware design files and firmware are both on GitHub, so anyone who wants to print their own case, modify the button layout, or write custom firmware from scratch has everything they need to do it. That kind of transparency is unusual for any consumer input device and puts Ploopy in a different category from virtually every competitor.

The Bean is available now for $70 CAD (around $52 USD), which is reasonable for a device with this much flexibility built in. It isn’t going to pull in anyone who has never thought about pointing sticks before, but for the enthusiast crowd that has been waiting for a standalone option this customizable and this open, it’s about as close to a purpose-built answer as anyone has delivered.

The post The TrackPoint Was Always Laptop-Only, This $52 Bean Changes That first appeared on Yanko Design.

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