WK 12 – Work in progress

Storyboard, concept shortfilm
Storyboard, concept shortfilm

This weeks’ work have been to compose the short film by making a storyboard. We created the storyboard by asking ourselves:

  • who is the audience of the film
  • What content do we need to show
  • what elements/pictures/film shots do we have and what do we still need to produce

Overall, we decided to structure the short film in 3 main sections listed below:

  • Intro – Observations/problems to address 
  • Concept description (overview) 
  • Concept in action 

Thereafter we started creating a detailed manuscript of what elements we need in each of scenes of the movie and established a structured order – again, to make it easier to produce the short film.

Manuscript, shortfilm,
Manuscript, shortfilm, screenshot

Our intention is to be ready by the end of this week so we have the weeked to compose the movie and prepare our final presentation of our concept.

Cheers!

WK 10 – Feedback on project & next step

At this weeks’ lecture we presented the idea about bringing local culture into the MRT.

Feedback & considerations according to the project:

  • How do we secure people move through the areas with out any obstructions?
    • Bringing in interactive screens can counteract how people move through space
  • Need to specify areas to the client (MRT operators, government)
  • Might be a challenge with motion sensors when there are a lot of people travelling (peak hours)
  • What can be seen on the screens when there are no events?

This weeks work on the project

Location 

Firstly, we considered where the location for our installation should be in the area where the cultural event was going to be. On the same time we had to consider how to convince our client about the location and also considerations about the physical layout in the MRT.

For our showcase of the concept and also where the initial installation should be done China Town or Dhoby  Gaut might be considered as they connect different metro lines and therefore also be good location to promote locals to different neighborhoods where they might have thought about going maybe for a special occation.

Dhoby Gaut, China Town,
Dhoby Gaut, China Town,

Filming session & location exploration 

User Experience, Location, film shooting, Dead spaces
User Experience, Location, film shooting, Dead spaces

As seen above we went to the Dhoby Gaut MRT station to explore the location, do a film session and also to see how many dead spaces which is presented in the actual location (What you can also notice in the picture is that the wall painting has not change from the picture found online before we went there).
In one way you can argue that to some specific people Commuters the wall painting can be dead spaces to them in there every day life.

Dhoby Gaut MRT

Dhoby Gaut

As a lot of people travel through the Dhoby Gaut MRT and physical layout is  very different but have wide pathways we believe there are certain dead spaces where it will be possible to implement our concept.

Interactive floor, User Experience, Dhoby Gaut, MRT, final project
Interactive floor, User Experience, Dhoby Gaut, MRT, final project

What we also found and experienced at the Dhoby Gaut  MRT was a passage with an interactive floor, consisting both of light and sound elements . As you see on the pictures it attracted different kind of people.

Findings from Dhoby Gaut MRT  

  • It was observered during the morning that people tend to arrive en a big group as when the train arrive to the MRT and then a dead period afterwards.
  • Different people, different movements, different behaviours
  • Dhoby Gaut seems to be a good location for the concept at it is a hub to different MRT stations and areas of Singapore as well a lot of people travel through the MRT every day. On the same time it provide area with enough space where people can stop/move more slowly to interact with a screen

today’s presentation
https://docs.google.com/presentation/d/1k9HLKK1g6GtRe0zf24_YqgkMQRqiTawsLPCWVAvEJIE/edit?usp=sharing

wk 11 – Feedback, research & refinement of project idea

Before the lecture Monday 17/10/16 we had decided upon following aspects of our project idea:

Framing of problem
We want to activate dead spaces in the MRT to draw people’s attention and make them interact with the wall instead of using their mobile phones when the walk through the MRT.

On the same time we believe it can have a positive effect when people at the sideways are somehow entertained it will create more space for the commuters in the middle of the pathways.

How to do it

Make objects following you, the slower you walk the more objects will for example also attract you. Also we thought it will draw more attention if some certain movements will create some kind of feedback on the screens.

Goal:

  • Make a space to a place
  • Draw people’s attention to the walls to make them noticed the surroundings
  • Create more spaces in the middle pathways for people in hurry

Technology 

  • Approximity sensor which recognize certain movement from a determined distance from the wall.

Feedback on our project idea 

This week we received feedback on our project idea about activating dead spaces in the MRT. Below is some of the feedback we received on the presentation on our initial project idea:

  • How do we keep people attractment if they are walking in the MRT every day?
  • What is our target audience?
  • Should it include some kind of gameplay?
  • What kind of information can you put on the walls, according to the regulations in the MRT stations?
  • Who is the client?

Refinement of the project idea

Because of the multicultural diversity in Singapore we found that people in Singapore might not be aware of the different cultural events and gesture related to this. On the same time the government in Singapore try to promote different types of national events, also for local people – for example with the Formula 1 race.

In this way we were motivated to try to develop an user experience which make more public awareness to the local community about cultural an religious events and provide knowledge and understanding through an interactive experience in the MRT.

Target audience
As the majority of commuters in the MRT are local Singaporians we felt our project idea should try to aim this group of users as it can have the biggest impact.

Clients
The two main operators in the MRT in Singapore is SMRT Trains LTD and On the same time this article illustrate the government could have an interest in promoting culture and cultural related events through an installation in the MRT, as they have allowed other art installations in the MRT before 
https://www.lta.gov.sg/content/ltaweb/en/public-transport/mrt-and-lrt-trains/art-and-architecture.html

Research & development of idea: 

Airport research:

Research on different events in Singapore
http://www.yoursingapore.com/festivals-events-singapore.html

  • Singapore’s annual food events
  • Music festivals

Cultural events

  • Chinese new year
    • River Hongboa
  • Chingay Parade
  • Thaipusam (Hindu festival)
  • Ramadan (Muslims)
    • Hari Raya Aidilfitry
  • Mid-Autumn Festival
  • Deepavali (Hindu festival)

Rough storyboards ideas to the interactive wall

dead spaces, MRT, User Experience Design, Interactive wall, Culture, Singapore
dead spaces, MRT, User Experience Design, Interactive wall, Culture, Singapore

WK 9 – Final project – idea proposal refinement

This week we etablished groups to work on the final project; Creating a user experience.

Beforehand, I had prepared different refined ideas of how to activate dead spaces in the MRT as shown below:

User Experience Design, MRT, dead spaces
User Experience Design, MRT, dead spaces

Also in our group for the last project we decided to work with activating spaces in MRT stations where we localized three possible main areas where we can to create an user experience in:

  1. Platform (gameplay)
  2. Stairs (gameplay/encourage use)
  3. Corridors (immersive environment) 

For the different areas we further discussed what kind of user experience which could be relevant in the given area as shown above. Herafter we planned to do some individual  research on the topic:

Research: Activating dead spaces MRT

Below you’ll find examples of different surfaces in various MRT station where the possible user experience can be integrated:

Research, Dead spaces, User Experience, Final project

Research, Dead spaces, User Experience, Final project

deadspaces2 deadspaces3

Finding from the research in MRT

People is often in hurry when they get from A to B. Furthermore I discovered that they often uses their mobile phones when they are on their ways.

At the platform people tend to stand in queues but on the same time it was observed that some people stand in front of the door and rush in (assumed to get a seat first).

Location is different and this also the different MRT’s layout.

Movements 
It was observed that people tend to have different walking speed which can have a negative influence during peak hours.

Possible technology

Below you find different examples of how to use different technologies to create a user experience on different surfaces and locations:

ps://www.youtube.com/watch?v=g6N9Qid8Tqs

 

Further iterations: Designing User Experience by activating dead spaces 

Below you find new sketches/descriptions of different ideas regarding activating dead spaces in the MRT conducted after done more research in the MRT:

User Experience, Final project, Refinement, Dead spaces, MRT, Field studies
User Experience, Final project, Refinement, Dead spaces, MRT, Field studies

Wk 7 + 8 – Part 2 – Screen-based Experience – Ideation

This post reflect three chosen ideas for a screen-based experience

Idea 1 – Silhouette Walking 

The idea behind the silhouette walking is to show how different people move through the city each day. This means both showing the flow of people passing each day and how the also do different activities on the way. By using silhuettes it is anonymous who the specific people are but instead focusing on their behavior through movements and make it explicit to other people who pass each day.

Idea1, silhouette walking, screen-based experience, User Experience
Idea1, silhouette walking, screen-based experience, User Experience

The scene or location of the screen-based experience could be in the MRT or other long walkways (Marina Bay Sands)

Technology Ideas – Inferred sensors, other motion sensors, temperature sensors (body temperature) which change into silhouettes on the screen

Type of user experience
Public art

Idea 2 – Let the buildings speak 

The idea with Let the buildings speak is to tell the user something about a place or building through sounds, stories and music which relates to the given place.

Idea 2, Let the building speak, Screen based experience, User Experience
Idea 2, Let the building speak, Screen based experience, User Experience

The scene or location in general around the city

Technology Ideas – Google maps technology combined with recorded sounds, music, stories – which can be changed over a period. This should be driven through and app to mobile devices and by using the camera and somekind of recognition technology to specific places.

Type of user experience
Learning/Exploring
Refresh mind of a place at a given time

Idea 3 – Interactive graffiti wall 

The idea is to make the city picture be a bit more playful and colorful by allowing people to spray graffiti on a screen wall by using their phones or devices as spray cans. They will also have different options of colors and brushes. This allows the user to interact with other people by message or paints.

Idea3, Interactive Graffiti wall, screen-based experience, User Experience
Idea3, Interactive Graffiti wall, screen-based experience, User Experience

The scene or location
Public places in general

Technology Ideas
Phone recognition of the screen and different sensors to allow painting with the phone as controller

Type of user experience
Public art
Gameplay

Wk 7 + 8 – Part 1 – Future World + Reading

Future World 

Monday 18 September we went to the exibition Future world – when art meets science, made in collaboration with teamLab.

The exibition was very interesting in the way new technology possibilities makes it possible to combine and create user experiences both including physical objects and screenbased interface.

One thing I took with me from the exibition was how you can navigate the user through an experience by using visual elements, light, sounds. In a way this is a way to control what you should observe, hear and thereby also what kind of emotions the person is intended to have. Still, there will be factors which is hard to predict as designer.

Another point is that I discovered that the different installations we went through you need to observe and learn how to interact with the media.

Future World, Exibition, Fieldtrip, User Experience
Future World, Exibition, Fieldtrip, User Experience

Sometimes it wasn’t that obvious how you could interact fully with the installation, for example if you touched the butterflies they would even disappear or change in another way.

Future World, Exibition, User Experience, Fieldtrip
Future World, Exibition, User Experience, Fieldtrip

It is interesting to think of what comes first; the technology or the user experience idea  – and what has the most impact on each other in the design phase.

Future World, Exibition, Fieldtrip, User Experience Design
Future World, Exibition, Fieldtrip, User Experience Design

Some of the main points I took with me from the exibition was that it is important to be aware of the learning process in the experiences, and also how you adjust the user experience design to the physical world (surroundings, existing structures, technology etc.). On the same time it also made me think how you can use the different techniques and technology which were used in the installations so it is not only used for art and different game designs but also can be used in a more practical way in the everyday life!

Reading: “Designing for Digital Age – How To Create Human-centered products and services” by Kim Goodwin

This week’s reading by Kim Goodwin is the first chapter from the book and is about how to define different kind of design disciplines and how to differentiate them from each other, design tools, design process. The chapter introduce briefly the terms stated above.

The text also seek to describe how you can use a Goal-Directed Design approach. Kim Goodwin argues that with the right framework, experience and knowledge, good design – both products and services – can be designed.

Questions

Q1: How do you determine what kind of design tool which is best for the given design situation?

Q2: (Future World) – When becomes things more “artistic” than meet basic needs?

 

WK 6 – Reading – Aspects of thoughful interaction design – Quick reflection & questions

This week’s reading by Jonas Löwgren and Erik Stolterman Thoughtful Interaction Design includes following terms and concerns that I want to highlight:

Knowledge Construction
Material without qualities
Digital artefacts
Designers judgement
Design proces & context
and aspects the designer need to take into considerations; responsability, uncertainty, actions, choices, decisions. 

This week’s article discussed different aspects of the design process that I am in general is familiar with.

In the making of good design I reflect on how your judgement is determined both by your background and the people you interact with in the given context. This might be crucial when you are designing a new product, service og system and especially within a field you might not be familiar with before.

Design Theory can be seen as knowledge that can liberate the designer from preconceived notions and conceptions of how the design process can and should be performed – Löwgren, Jonas – p.8

As well a good design is what we always aim to succeed, our world is constantly changing throughout design and to make this happen I agree with Löwgren that you need some kind of design knowledge to liberate yourself from existing design solutions to improve certain needs. Needs which are affected both by human and non-human actors. Again, because you are inventing you need as designer to be able also to adapt the design methods in the given context to meet the design goal in the end.

Questions;

1) How do we determine that a certain design is a good design – will it always be unique, ethical, aesthetical, political and ideological to be classified as a good design?

2) Can it be a problem in the future that digital artefacts is developed and launched so quickly, that it can become a restriction for the user in the every day life to always stay up to date with the technology dependancy?

WK 6 – Assigment – Use of mobile phone

Day 1  – logging of phone use 

Time period: 7.30 AM – 21.30 PM
Date: 17-9-16
Location: Ho Chi Minh City, Vietnam
Day description; vacation, sightseeing

As I was on I trip to Vietnam for the weekend I decided to keep tracking of my phone use in this situation to see how it might effect my use of phone in a different environment. The data is shown below:

Logging, Mobile use,
Logging, Mobile use,
Logging, Phone Use
Logging, Phone Use

As shown in the pie chart the 3 most common use of my phone was:

  1. Social Media
  2. Map
  3. Information

What is interesting to see through the logging is how the use of my mobile phone changes through out the day. I can see that in the morning a lot of my behavior was related to planning, later finding the way, and in the end of the day relaxing and more use of social medias.

This is also affected by the fact that I didn’t have access to data during the day in Vietnam. I believe that If I did the same kind of logging in Singapore on a week day probably will show another result of my use of phone. This outline how the context affect your behavior.

Reflection on other peoples mobile device behavior:
I chose to see and ask the 2 persons I travelled with during the day what they used their phone for and at what time – Usually it was during our breakes and again also use of social media and news.

Vietnam, Pedestrian, Break, 1 day without phone

Vietnam, Pedestrian, Break, 1 day without phone

What was interesting to see was that I found a lot of Vietnamese people during the day had breakes without using mobile devices but instead socializing with the people around them or just eat without any distractions – I am not sure if this is a fact, but a observation it was.

Day 2  – No use of mobile phone

The first thing I noticed with myself when I thought about which day to do the exercise was that I really felt that I had to plan when I had time to do it. As I am constantly using electronic devices in my every day life I could see it would be a challenge and a drag on my usual work. I decided to do the exercise in Vietnam where It did not affect my every day work life but instead could be a challenge to manoeuvre through my day without my devices.
Below are some of the observations I did after the day ended:

  1. In the breaks throughout the day I felt the time was longer when I was in company with other people who use their phones.
  2. As expected I was more aware of my surroundings on buses, at the hostel, at cafés when I did not have access to my phone
  3. When being in a travel group, suddenly some of our unspoken rutines (I was usually the person who directed the way) changed.
  4. Valuta Calculation and information needed to be found elsewhere or calculated roughly without devices.
  5. When I had access to my phone again, I suddently had a lot of people I needed to reply, mails to be deleted and etc. It could interesting to see in the future If it is actually more time consuming/ not needed to  stay in contact all the time and also checking emails frequently rather than decide specific times at day to do these activities (Think I read an article about this topic once)

In general the exercise showed how much I actually depend on my phone use, but on the same time it was a refreshing exercise to break with some of my daily rutines and do things in other ways!

 

WK 5 – Part 2 – Place, Location and Ubiquitous technology – Design concepts

Concept 1: DirectMe Demo

This concept involves communicating with personal devices and location sharing which your friends, which makes it easier to find each other and reduce time on texting a specific location to meet. Furthermore, it also allows the user to change position and make the meeting point more dynamic. In a way the meeting point becomes the person, rather than the specific place.

Concept 2: Sphericam 2 

This is an product idea which allows the user to interact with the recorded video by moving the view even though it is recorded. This gives a new dimension to capture your surroundings and capture experience which you later can share with others.

WK 5 – What ‘carrying your belongings’ actually tell you about people’s behavior 

This weeks chapter by Chipchase Hidden in Plain sight investigates the carrying mentality the general people have today.

The article brings up different aspects and terms including carrying behavior, range of distribution, center of gravity, point of reflection, yo yo strings and so on.

I have learnt that understanding carrying behavior can be fruitful to a designer as it affects people differently and in different arenas or places. I can see this carrying behavior in myself and also compare it to other people – in they way my schoolbag is often bigger and more packed with items I might think I will use the same day. On the same time I have friends who barely glance their items in their bags – which means in some situations – they rely on me.
think in my case, when you continuously follow these patterns, the point of reflection will thereby also change in the way you interact with people you are familiar with and how your belongings are used.

I think Chipcase brought up some good examples about the range of distribution and how it changes in public according to the physical environment and the people in the place (I like to use the terms actor-world and arenas).

Also the cultural aspect is interesting – especially the example with the Afghan Ministry and the change in payment which both had positive and negative side effects. Still, the case showed that it can be hard to change people habits or behavior which you also need to be aware of as designer (path dependency):

If you  can’t see it, you don’t own it (Chipcase, Chapter 4, p.118)

Again, I have also learnt that the carrying behavior can be seen in a more broader sence in the way we become more and more relying on digital systems and services which affect our behavior and habits. This both has an impact on our point of reflections but also how and what things you percieve as valuables.

I think it is interesting to see how digital services as Sportify, Netflix, Zipcar (In Denmark we have Drive Now https://dk.drive-now.com/en/) affect our emotional and personal attachment to items – which I believe have changed a lot through the recent 10 years.

driveNow(source: https://dk.drive-now.com/en/)

Lastly, it will be interesting to see how smart systems can predict your behavior which both can be a good and bad thing as it is hard to tell if it will be a kindly reminder or an onstacle if it can not read your mind properly.

Question 1:  With the continously digitization of items and systems how do you keep the emotional attachment to items?

Question 2: When you are relying on systems rather than personal items will you then be more vulnerable to changes?