Habit habit final paper

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Final Paper | ​ Jiyeon Kang Major Studio 1 Associate Professor. Anezka Sebek December 21, 2015

I checked the evaluation rubrics from critics and realized the overall scores of contextualization was low. So, i thought i should rethink about the context of my project, considering critical social issues which are related to my project. For creating well-designed contexts, I need to consider cultural aspects as well as human behavior patterns. So, I contemplated about some critical problems of our current society related to my project within the context. From the critical issues, I rethought about the way of designing the user experience that creates a harmonious living system and meaningful relationships between family members by considering a new type of families and new forms of lifestyles in our current society. The evolving technology can affect negatively on young children as they grows in this age of hyper connected era There is an example that shows how evolving technology raises monsters in society. Written by Ray Bradbury and published in 1950, “The Veldt” is a science fiction story about how the life that made out of technology have negative impact on child development when they grow up. ​ The Hadley family lives in an automated house called "The Happylife Home," equipped with machines that do everything for them from cooking meals, to clothing them, to rocking them to sleep. The two children, Peter and Wendy become fascinated with the "nursery," a virtual reality room that connects with the children telepathically to reproduce any place they imagine. ​ However, these cause serious problems such as their children ignoring their existence. George and Lydia realize that something has gone wrong, and ask a psychologist for advice, but it is too late to escape from the tragic death. When the children grow up, they end up killing their parents because the they don’t need parents anymore. Also, this situation shows that the children have already imagined a way of killing their parents by playing simulation games. ​ This is not the fictional story anymore, the automated home technologies in the story reminded me of “Songdo Smart City” in my country, South Korea.

Home automation system of a smart home in Songdo Also, ​ Evolving simulated reality or virtual reality are enabling to bring these kinds of science fiction stories to reality. ​ In brain-computer interface simulations, each participant enters from outside, directly connecting their brain to the simulation computer. The computer transmits sensory data to the participant, reads and responds to their desires and actions in return; in this manner they interact with the simulated world and receive feedback from it. The participant may be induced by any number of possible means to forget, temporarily or otherwise, that they


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