2014–2018

Final Project - 2018

This is a log of steps in my final project at Copenhagen Institute of Interaction Design from Sep–Dec 2018

Concept: Synthesis

Synthesis 1

Synthesis1.png
  1. Indefiniteness: Ideas that explore not-knowing and vulnerability

  2. Feedback: Assistance or intimation on behaviour

  3. Resistance: Adding resistance of time to make more intentional

  4. Long-term evolution: Building over a period of time through sustained interaction


Synthesis 2

I plotted these ideas against two criteria - time and agency. Time referred more to engagement time than lifespan of the activity, agency referred to the amount that the person had to do in the interaction

I plotted these ideas against two criteria - time and agency. Time referred more to engagement time than lifespan of the activity, agency referred to the amount that the person had to do in the interaction

  1. Feedback: A number of ideas on how to signal to people that they have exceeded their consumption or help track the progress of their consumption. For example, a table top glowing orb that corresponds to your usage, a projection of the sun’s path across your living room, your screen dissolving into the camera after a certain amount of time, a plant that reflects time spent. I am not very interested by these ideas.

  2. Resistive interactions: Slowing down interactions as a way to make them more intentional– ideas for constraints that could be imposed on present ’easy’ interactions. For example, sending one message a day. Manual methods of delivery, bus route maps that make you rely on intuition. These ideas sound fun but maybe slightly purposeless and critical in a direct way. Easy to prototype. The why is in question here.

  3. Activities with slow response: These were ideas that required a stronger user involvement. For example, a game in which a new piece is delivered to you everyday or a daily craft activity. There was an example of hitchhiking letters where bicycles become a vehicle for message delivery. I like these because it gives a feeling of agency and evokes participation. Things can move fast within a larger slower system.

Reflection

The ideas I found interesting were the ones that required more involvement from the user. It demands a certain level of engagement in doing something. The ‘Feedback’ ideas typically fall into the bucket of technology as a butler which I want to stay away from.


Synthesis 3

Synthesis3.png

Slow communication

  1. Chinese whispers in the street with a phone

  2. Storing messages in a secret public place

  3. Bikers turn into letter delivery people

  4. New keypads everyday with a different set of words

  5. Talking to city objects

  6. Rubegoldberg of messaging

  7. Access CCTVs that send your footage to you

  8. A paper roll of stories

  9. Slow typing, one letter at a time

Slow activities

  1. A small part of a large project gets delivered slowly

  2. Slow stories, watch a movie over a year

  3. Games that reveal more detail daily

  4. Daily origami, one fold a day

  5. One stitch a day

Time keeping

  1. Countdown to some moment in the future

  2. Path of the sun in your bedroom

  3. Clock that only displays hours, not minutes

  4. It’s 3 happy memories since your last sad memory

  5. Move around numbers on a clock to get more detailed info

  6. Measuring wasted time

  7. Colour clock

  8. Clock on which time disappears when you look at it

  9. Objects show time, not clocks

  10. Time on different planets

  11. Phone lock screen that shows time since you last checked the phone

reuben dsilva