03 | Macro UX: Organised Chaos
Design a way for people to experience The Hoffman Centre collections.
Group members 🤝: Kate Chernysheva, Qendresa Selimi, Tatiana Bohsali and Maria Shuttleworth
<<< For my previous post, 02 | Macro UX, click here.
Last week we were told two things: That raising awareness is not an end in itself, and that our project needs to be more experiential. The idea of chaos was mentioned in feedback, so I thought about achieving this through card games:
I thought that the experience could be a reflection of how the participants live in the world: being dealt cards they have not chosen.
Creation of Disorder.
In a group call we discussed wanting authenticity and involvement, aiming to explore chaos as a method of engagement.
Unsure how to implement it yet, we considered playing cards until Kate mentioned paper planes. This would be a great metaphor to bridge the gap between the digital and tangible for our topic.
To explore how to build in chaos we tried the Crazy 8’s research method while considering how to challenge the passive intake of information through the generation of disorder. This creation and navigation of chaos reminded us of Meta Gaming, which John mentioned to us in our tutorial last week: “Games developed with the intention of creating new rules for another, different game” (Fass, 2013). This could provide means for players to take over the game and use it for their own purposes (Lankoski and Björk, 2015).
We divided reading ‘Speculative Everything’ (Dunne and Raby, 2013), which lead to us wanting participants to engage with the design rather than passively consume it, actively encouraging dreaming. For Dunne and Raby, dreams are not just an aspect of human experience but a “conscious effort to engage in new kinds of optimistic speculative thinking”. Combining dreaming with Meta Gaming could be a way to “reimagine reality itself and our relationship to it” (ESF, 2018).
We had developed the AR concept from last week into a scrollable globe (not interactive yet) and kept the other two concepts for speed dating within our age range.
The link to the 3D globe:
Then we did a revised Speed Dating session with Skye Fass with AR, and two examples of navigation within the AR (not fully realised yet):
Skye was most intrigued by the AR globe, with this being the option she would most likely use. She noted that we should be careful with the extra steps, such as AR, as she might want to skip this and dive straight into research.
John urged us to think about the handoff of information — do our ideas just lead to a simple PDF of information? We need to think all the way through to content level with our metaphor and consider at what depth do we throw it away.
Our class loved the AR experience, and its physical nature. They agreed, however, that we need to focus on the end of the experience and how people would interact with the design after the decor. To move forward we would begin prototyping interactions throughout the whole experience.
For my next post, 04 | Macro UX, click here. >>>
- Dunne, A. and Raby, F., 2013. Speculative everything: design, fiction, and social dreaming. MIT press.
- ESF, 2018. An Exercise in Surrealism. [online] Transdisciplinary Design. Available at: http://sds.parsons.edu/transdesign/seminar/an-exercise-in-surrealism/ [Accessed 27 February 2021].
- Fass, J., 2013. Decomputation Elective: Play, pp.1–23.
- Lankoski, P. and Björk, S., 2015. Game research methods: An overview. ETC Press, pp.64–69.
- Talks at Google, 2015. Designing the Impossible | Nelly Ben Hayoun | Talks at Google. [video] Available at: <https://www.youtube.com/watch?v=tB6YxJgi-TI> [Accessed 27 February 2021].