Unlocking Memories of Touristic Experience

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UNLOCKING MEMORIES of Toruristic Experience EXPLORING INTERACTIONS FINAL REPORT Plamena Adrionava Karova



UNLOCKING MEMORIES of Touristic Experience

MANIFESTO Being a tourist is seeing the extraordinary in the ordinary. Their “thereness� is temporary in the city, what makes them to have a hearty tendency to capture meaningful memories from their touristic experiences. Standard touristic experience is often a stereotypical, mass produced way of communication with the city. This mystified way of interaction even appropriate memory keeping practice of urban tourists. Although they have sly attempts to build meaningful interactions, they are unlocked in certain stereotypical memory keeping practices imposed by mainstream. This results in mementos missing in social, personal and emotional associations. Mementos frame what we remember. Meaningful mementos have the power to evoke dusty essence of the experience.

MEMENTO A physical item obtained as a result of memory keeping practice. A keepsake of something one wants to remember.


CONTENT Cycle 1 CONTENT

Memento Current Interaction User Research Analysis IP Workshop Analysis Design Goal Target User Desired Effect Memento Directions

CYCLE 1

Current Interaction User Research Analysis IP Workshop Analysis Design Goal Target User Desired Effect Directions

2 3 4 7 14 16 18 19 20 21

Cycle 2

Cycle 3

Interaction Vision Journey Map Idea 1 Testing CYCLE 2 Idea 2 Testing User Research Analysis Interaction Vision Design JourneyGoal MapRevision Idea 3 Testing Idea 1 Testing Concepts Idea 2 Testing Reflection User Research

IP Workshop IP Testing Analysis CYCLE 3 Final Concept Final Design Evaluation IP Workshop Ref IP Testing

23 26 27 29 31 Analysis 32 Design Goal Revision 33 Idea 3 Testing 34 Concepts 37 Reflection 40

42 44 Analysis 45 Final Concept 49 Final Design 51 Evaluation 63 Overall Reflection 67


CYCLE 1 IDEATE EXPLORING Current interaction How memento works Meaningful characteristics of memory keeping DEFINING Target group Design goal and Desired effect Directions


What is memento? Trigger

Memorable Thing you want to remember

Memento Thing makes you remember

Memory Keeping Practice

Memory Thing you remember


USER RESEARCH Observation CURRENT INTERACTION In the city center of Delft I observed tourists and their interaction with the city. Many tourists tend to take large number of photos throughout their exploration in the public space. They especially prefer iconic things like canals, historical buildings, monuments etc. They have tendency to capture the scene, things specific to the place. I realized that photo taking actually is not only a means of tourist city interaction, but also one of the most generic means of memory keeping practice of touristic experience in public spaces. This observation was the inspiration for my project topic. I decided to work on tourists and their memory keeping practices in the city.

Qualities Explorative Distant Hectic Mystified Stereotypical Superficial Inexpressive Direct


RESEARCH Observation CURRENT INTERACTION

Short Term Interaction Person- Environment Interaction Keeping Memory Creating Memento

Memento

Long Term Interaction Person- Memento Interaction Cherishing Memory Visiting Memento See workbook for qualities of current interaction


RESEARCH Interviews

PART 1

PART 2

(for details Report 1 page 6-7, workbook)

(for details Report 1 page 10,workbook)

Aim

Aim

To deeply explore the context of touristic experience. I expect that would inform me about different types of touristic experiences and help me to specify my target user group.

To explore the characteristics of different memory keeping practices. I expected to gain insights to define “meaningfulness� of mementos in terms of touristic experience.

Research Questions

Research Questions

How does tourist explore city? What kind of practices involved in their trip? What is the motivation of memory keeping through their trip? What are memorable activities in touristic experience?

What are the different memory keeping practices in touristic experience? What is the meaning of these practices? Which practices are more meaningful in terms of trigging memories? What kind of memories, feelings, emotions triggered?


RESEARCH Interviews

Visualization of Amsterdam trip by Hakan

Memory Box of USA trip, Gerson

In part 1 I asked participants to select one of the most memorable touristic experiences in a specific city and simply visualize their trip before the interview. In part 2, I want them to explain their touristic experiences by using their mementos. The unexpected insight I got was the fact that the distance of the visit, personal preferences and being alone or having a companion affects how they experience city as well as what kind of memories they have. This guide me to specify my target group. Souvenirs from Brussels, Serkan


ANALYSIS Target Group

Identified Current Interaction is more DOMINANT Tourist coming from long distance countries are more enthusiastic about recording memories about the city of visit. Different cultures and architectures are motivations for stereotypical memory keeping processes. Personal and meaningful elements are generally missing in this hectic touristic experiences. In that sense they are more unlocked in stereotypical and mass produced way of memory keeping practices.


ANALYSIS Target Group

Tourist with a Companion

Tourist Solo Traveler

Less open to environment Private social Interaction Submissive decisions

More exploratory More open to environment Room for local interaction Pure touristic memory Personal decisions

Touristic experience is intervened with private social interaction. As a result, memories related to the city and the bellowed one is blended each other, borders are blurry and wavering. Valuable memories solely aroused from touristic experience is hard to define.

More CLEAR case to work on memories related to touristic experience


ANALYSIS Iconic Photos Stereotypical way of photo taking such as posing in front of the iconic building or shooting the postcard like view of iconic place. These photos are weak in evoking personal and meaningful memories of touristic experience.

“I seemed valuable when I was there, but now it is only a nice visual� Zeynep

? Touristic Experience

? Freezing the moment Mystified presentation Person as a poser Lack of expression Lack of process Lack of contextual background

?


ANALYSIS Objects as Mementos Contextual items which are collected from the environment such as leaves, stones and shells.

Reading the book

Watching the film “Many things come to my mind simultaneously at the same time, smell, weather, sands, time, me collecting...� Wenwei

(Holding the stone he collected from his touristic experience)

Collected sea shells from Beach of Den Haag

object Contextual memory triggers Not fixed Room for associations Evoking feelings Tangible representations Traces of the Environment

Photo from Beach of Den Haag

photo Moment triggers Fixed visual data Limited room for associations Memento itself becoming a memory Visual presentations


ANALYSIS Personal Touch & Abstraction Personal touch, style and perspective leaves traces of experience on the item, which create an attachment with the memento and the memory. Personal contributions in the moment of making the memento results in rich associations in the meaning level. Inserting abstraction is one of the ways to encode meaning to mementos in terms of personal associations. This kind of mementos are regarded as more meaningful after the touristic experience.

Iconic photo of the Tower of Verona taken by Duygu

“I can find iconic building photos via internet. I prefer photos to be from my own perspective with small details only special to me� Duygu Photo of the Tower of Verona taken by Duygu


ANALYSIS Social Interaction

Experiences involving social interaction is more memorable. These kind of memories tend to evoke positive emotions and contextual background. Recollecting social experiences, the one is able to build connection with the place of visit. Tourists tend to keep and store physical mementos of these memories more than others, because they are more valuable and meaningful to them. Drawing made by Winwei and a kid in his trip

“Every time I eat ice cream the smiling face of the old lady comes to my mind. Her face is blurry, it makes me feel warm.� KouPing Social memory of KuoPing in Japan


ANALYSIS Memory Keeping Practices

GENERIC

Inspirational

SPECIALIZED

Meaningfulness

MARGINAL


IP WORKSHOP

According to the findings of interviews; collecting contextual items and adding personal touch are two factors contributing to meaning level of mementos. Comparing to current interaction, these two inspirational memory keeping practices motivate me to explore more meaningful interactions in terms of touristic memories. In interaction prototyping session I wanted to test the value of these two elements in terms of mementos. My aim was to understand, How these two elements act in cherishing moment, What kind of emotions and feelings they evoke What makes them valuable compared to generic means

of

memory keeping practices and why? If social interaction adds on the value or not and why? My testing was consist of two parts. For details of method and testing see Report 1 page 12-13.

Social memory of KuoPing in Japan

Interaction Prototype Workshop


IP WORKSHOP (see prototypes in speedbox)

Part 1 Contextual Background

Part 2 Personal Touch/Mak-

Items reflecting contextual background are more powerful to evoke memories as well as emotions. Touching the physical object increases the effect. One experiences a kind of flashback, which is a mixed combination of past experiences in the place, consist of feelings, emotions, visuals and people etc.

All participants prefer to keep the models they made rather than the photos taken while they are making. Social interaction and effort put extra value to the memento. The ones they made themselves are more meaningful for them, even they like the other models too. Time they spend to make becomes the memory itself.

Preprepared Model by me

Interaction Prototype/ Postcard from South Korea

Model of P3

Model

of P1&P2 Social memory of KuoPing in Japan

Interaction Prototype/ Make Your Animal


ANALYSIS Intrinsic Goal Taking a Part

Feeling attachment with the place of visit and their experiences However they are unlocked in generic memory keeping practices which are in weak reflecting personal, emotional and meaningful associations of their memories

Attaching the self


ANALYSIS Value of Memento

2

Captured memory (memory included into the memento) solidifies in time, whereas non captured memories slowly fade in details. Captured memory expands itself in the reminiscence of touristic experience in an inky way and occupies the ‘space’. In time, the contrast between the captured and the non captured increase. The memory triggered by the memento becomes to the most apparent thing to recall from the experience.

Recollection of Touristic Experience

1

3

Captured Memory

Other Memory

Recollection of Touristic Experience

Recollection of Touristic Experience


DESIGN GOAL

Enabling tourist to feel attachment with the place of visit through meaningful personal mementos


TARGET USER

Solo Traveler Urban Tourist Only touristic purposes Non European visiting Europe First Visit to the city Short Visit 1-5 days Young adults

1

3


DESIRED EFFECT Cherishing Moment

1

Memento not only recalling one specific moment but triggering other memories in touristic experience like a chain reaction. Evoking emotions, scene, senses etc simultaneously in a mixed and blurry way.

3


DIRECTION

1 Enabling social interaction in memory keeping 2 Multi sensory mementos 3 Integrating meaningful characteristic to iconic photo taking 4 Encouraging tourist to make their own mementos 5 Motivating abstraction in memory keeping

By using these directions I decided to generate some ideas in Cycle 2. I plan to test my ideas by interaction prototypes and decide on my direction accordingly.


CYCLE 2 ITERATE EXPLORING Journey Map of Touristic Experience Directions Social Interaction Abstraction & Associative Thinking DEFINING Interaction Qualities Interaction Vision Design Goal


INTERACTION VISION

Short Term Interaction

Long Term Interaction Memento

PLAYFUL INVOLVING EXPRESSIVE PERSONAL

INDIRECT SURPRISING ASSOCIATIVE


INTERACTION VISION Short Term

Qualities

PERSONAL INVOLVING EXPRESSIVE PLAYFUL


INTERACTION VISION Long Term

Qualities

INDIRECT ASSOCIATIVE SURPRISING


JOURNEY MAP

Touristic Memory Construction


IDEA1 Iconic Shadow Direction3 Integrating meaningful characteristic into iconic photo taking practice

Light installation in the touristic spot reflects the visitor’s shadow on iconic building. This way tourist becomes aware of his/her being , in a visual way. Shadow on the building breaks down the perception of immunity of iconic building. Thereness of the tourist takes stage. Significance of the building and thereness of tourist competes. Seeing his/her own shadow moving on the building, tourist experiences personal and intimate way of interaction with the building. Keeping that visual as a memory, tourist will not directly see his own face but remember “thereness ”, which will trigger emotions and memories. Idea is located in sightseeing period, in the spot of iconic building


IDEA1TESTING Iconic Shadow

(see details in Report2 on page 9 and workbook)

Method

Aim To understand how people feel when they see their shadow on the environment To explore associations of shadow To observe their movements after creating shadow To test if their perception of environment changes or not

Insights Shadows have different associations for everyone Effect stems from person but interaction involves public Focus shifted on the self Interaction with environment is still mystified

Participants testing Iconic Shadow idea in IP Wokhop

Evaluation QUALITIES Playful Involving Expressive Personal

GOAL Engagement with place


IDEA2 Hands Direction1 Enabling Social Interaction in Memory Keeping

Direction 2 Multisensory Mementos

Social interaction has power to engage tourists with the place of visit. This idea aims to build symbolic way of social interaction. Users will share voice records on the touristic spot by touching each others’ hand mark. This way they will feel connected with the other, as a result they will feel attachment with the place. Each time a tourist share a record, his/her hand mark will appear on the surface of installation. Enabling them to keep their own voice record as a memento, installation facilitates tourists to remember their experiences and feelings on the spot. Idea is located in sightseeing period, in the spot of iconic building

Touching to a hand mark, he listens to the record of the one who shared his memory before.

Touching to an empty place, he records his sound, while his hand mark gradually appears on the surface


IDEA2 TESTING Hands

(see details in Report2 on page 11-13 and workbook)

Aim To test the haptic interaction To test how social interaction effects the engagement with the place To observe what people prefer to record To understand if people feel connection with the other To test if it is valuable in the means of memento

Insights Engagement with the person more than environment Personal but still involves public Cautious, Less natural, Less expressive Comparison in mind

Participant sharing memory using interaction prototype

Evaluation QUALITIES Playful Involving

GOAL Engagement with place

Expressive

Unexpected Insights Before sharing they prepare their speech what helps them organize their thoughts about the place. This enabled them to review their experiences on the spot and filter them to reach the essence of meaning, which they never done before

Personal

“Oppotunity to Review & Reflect � Motivate me to iterate


RESEARCH Interview

Aim Inspired from the unexpected insight of idea 2 interaction prototype, I start focusing on review and reflection of touristic experience. I conducted an interview with a participant and ask her to make a review of her two touristic experiences in two different cities. I used journey mapping and emotion cards to facilitate her reviewing. Then I want her to reflect her overall view of these two experiences.

Result While reviewing she gave many details about the journey using photos. In the reflection part she expressed the meaning and overall image of the cities by using color analogy, which symbolizes the overall reminiscence of the experience.

Review of participants touristic journey to Verona

Inspirational Statement “Verona is blue for me. (rain, being alone, fall, freshness)”

Facilitates interaction qualities of “expressive” and “personal”, which I was struggling to fullfil in previous ideas.


ANALYSIS Wrapping Up

Tourists have an overall image of experience in their mind, Feelings Incidents Understanding Context Emotions

At the end of the journey everyone has an overall image/ feeling /understanding of the place they visit. These consists of pieces of mementos, incidents, feelings, emotions which is blended to each other. This image is in the mind like a summary but, people are unable to reflect it using any medium. They are willing to pack up the experience and reflect the overall image in a symbolic way. But they are unlocked. Sticking magnet on fridge doesn’t fulfill us, because magnet is someone else’s symbol, some else’s understanding.

Motivation to revise design goal


DESIGN GOAL

Cycle1 Design Goal

Enabling tourists to feel attachment with the place of visit through meaningful personal mementos

Revised Design Goal

Enabling tourists to reflect their touristic experience to personal mementos

Cycle1

Abstractions give room to associations

Mementos only meaningful for the person

Encoding memories


IDEA 3 Shape Your Memento/ Testing (for details see Report2 page 16-19)

Direction4 Encouraging tourist to make their own mementos

Direction3 Motivating abstraction in memory keeping

Idea is to provide tourists with the tools to create their own memento. Using abstract elements they will reflect their own understanding and feelings about the place of visit. Trying to create meaningful compositions, they will review their experiences and build specific associations. End result will be a personal reflection, a symbolic overview of the place. Because they code their associations by conscious decisions, later this image evoke feelings and understanding, they will not have difficulty to remember. Memento will be only meaningful for the individual, only can be decoded by himself. Since geometric shapes encourage participants to create abstract visuals I decided to test them.

Aim How they encode memories using geometric shapes? What they express? What is the abstraction level they prefer? What kind of associations they integrate? Do they feel comfortable being limited with specific shapes? How they interact with geometric shapes?

Interaction Prototype consist of various geometric shapes and colors


IDEA 3 Shape Your Memento/ Testing Pure , simple, essential Temple, Favorite spot, stunning

Gardens

Self, in harmony with place but not a part of

Sacred water, pure, flow, open Houses, difference in harmony

Memento of participant, journey to Japan


IDEA 3 Shape Your Memento/ Testing (for details see Report2 page 16-19)

Inage of Istanbul, Evert

Evaluation Short Term QUALITIES Playful

GOAL Reflection

Involving Expressive Personal

Evaluation Long Term QUALITIES Indirect Associative Surprising

GOAL Reflection

Decision on idea This idea has the potential to fulfill both short and long term interaction qualities as well as my revised design goal. That’s why I decided to build my final concept based on “Shaping your own memento” idea.

Image of Istanbul, Duygu


CONSEPT 1 Portable Memory Kit

Pieces attached to the base

Digital Version of the composition

3D PRINTED

Electronic base sending digital data


CONSEPT 2 Portable Memory Kit Reusable Tangible

Tangible Printing Tool Kit

By imprinting the each tool, creating a visual on paper


CONSEPT 3 Memo App

PRINTED VISUAL

3D PRINTED


REFLECTION Idea 3

After creating consepts basedon Idea 3, I reflect on to decide which way to go. However I realized that actually in Interaction prototype testing the setting forced people to use geometric shapes and since it was succesful fulfilling my expectations I directly adopt using geometric shapes to facilitate abstraction. In fact, Geometric shapes facilitated user to create their image in a quick and associative way. However,

Coclusion Geometric shapes are not the only abstration tools. Facilitating abstraction is still meaningful, fulfilling the desired effect, but it is too limiting in idea3. Everyone has different style in expressing. Design should give room for personal expression style. Other tools and the interaction with them them should be explored.


CYCLE 3 DEMONSTRATE EXPLORING Making Long Term Effect Tools DECIDING Intervention Phase Final Concept Characteristics Final Design EVALUATION & REFLECTION


IP WORKSHOP (See details on workbook)

Aim To explore different materials and interaction with them To decide the level of abstraction users prefer To set the balance between abstraction and freedom of personal style in terms of provided tools To encourage them to abstraction without forcing and limiting

Method Story of “Memory Eaters” to motivate them using abstractions and associative thinking. Statement is “Create a memento of a memory and send it to future yourself using the time funnel. Be careful about Memory eaters on the way.”

Memory Eater realizing item being memento, eats it on the way

Provided Tools in different colors Memory Eater realizing item being memento, eats it on the way


IP WORKSHOP

Insights Everyone has different abstraction level preferences Making process itself becoming a memory Tools being simple makes them feel confident and leisurely, not nervous and serious. Geometric shapes used as additional elements to other means. Ease of use and convenience are motivations to use a tool. Physical form of the memento is a determining factor of

Participants making their mementos

Mementos of Participants


IP TESTING In Touristic Context (See details on workbook)

Aim

Method

To test interaction in real context To define exact period of journey map to intervene What is the best spot to review and reflect What they express in different periods of journey map To test how they feel when they receive memento later or bring it with themselves To test convenience of tools to facilitate associations

Interaction Testing 1

I test interaction prototype wit 3 participants who is traveling to different cities for Christmas Holidays. I provide them with a toolkit with instructions before their journey. After 1 week of their arrival I made interviews with them. For each of them I adapt the toolkit aiming to gain insights for 3 main decisions. 1. Which part of journey map to intervene? 2. Receiving later or bringing back? 3. Convenience of associative thinking?

Interaction Testing 2

Interaction Testing 3


ANALYSIS Journey Map

SIGHTSEEING

**Unexpected Insight

Personal choice of making at hostel

ON ICONIC SPOT

AT HOSTEL

Visual representation of physical environment

Essence of that day

LEAVING

AT TRAIN STATION

RETURN

REMEMBRANCER

ON TRAIN

AT HOME (first 1-2 days)

State of Mind Comfort Motivation Expressions

Visual representation of physical environment

Visual representation of physical environment

Essence of journey

Memento

Willing to keep

*

*

*


ANALYSIS Journey Map On the journey

At Home

(First 1-2 days)

(Iconic spot, hotel)

*

Low Motivation Impression and fascination fades out

* More available time More Comfortable

But same amount of time is spent on making

Procrastination Memory fades out

*

Reflection of overall experience

*

High Motivation Fascinated and impressed

Making is a memory itself,

recalling memory of making also becomes a trigger other memories

*

Memento is contextual item More Meaningful

Reflection on daily experience or specific spot

Deciding on implementing idea in the period of journey


ANALYSIS Journey Map On spot

*

At Ho(s)tel

*

Motivation

to capture, keep memories

Hectic

Fascination, rush, not proper state of mind

Representation of view Tendency to capture appearance Reflection limited with spot and that moment

Relaxation, Comfort

Proper state of mind to review and reflect

*

More personalized expressions

*

Representation of the essence

Since not being on the spot, tourist tend to reflect most special memories consist of personal associations

of a part of experience

On the last day of stay

Proper to review all experience and reflect the essence

Deciding on implementing idea at ho(s)tel on the last day before leaving the city of visit


ANALYSIS Conclusion

Receiving later More meaningful due to expectation and surprise effect More valuable for people in terms of willingness to keep. Implementing this to my design can fulfill “surprising� quality of my long term interaction

Motivation Design should motivate user to start the interaction.

Guidance Interaction should guide the user to review, reflect and express

Tools Stickers are easy to use which motivates user to use geometric shapes, as a result encourages associative thinking and abstractions. Besides that pencil is a convenient tool to facilitate personal expression (free form shapes, writing, personal style)

IP Testing/Memento of participant


FINAL CONCEPT When & Where to Intervene

State of mind to overall review and reflect

Fresh memories

Make memento in hostel room on the last day of stay

Memento from context

Memory of making as a first trigger


FINAL CONCEPT When to Receive

Receive memento later

Expectation Surprise


FINAL DESIGN

WRAP IT UP

Make your memento Las Night Toolkit


FINAL DESIGN Motivation

MOTIVATION

To start interaction

Confidence

Curiosity

Tearing

Step by step opening

Inviting Receiving with surprise

Opening detail

Appealing

Cover and graphics


FINAL DESIGN Motivation

Make your memento toolkit

MOTIVATION

To Review and Reflect

Review Synthesizing Layer

Reflect

Making Layer Guidance & Tools


FINAL DESIGN Motivation

MOTIVATION To post himself

Convenience Ready to send envelop Specialized Postbox


FINAL DESIGN Tools

TOOLS Stickers Easy to use Encouraging association

Pencils Freedom of express Encouraging personal style


FINAL DESIGN Scenario / Qualities

Stage 1 Seeing COVER Pieces of photos of city, not complete, rising curiosity. Not posing iconic items in a clear way. Geometrical shapes synthesizing user for abstract thinking in a subconscious way.

LABEL Label giving clue about the concept of touristic memories. Still not clear what is inside Rising curiosity “Last Night� statement motivates user to open it on that day


FINAL DESIGN Scenario / Qualities

Stage 2 Opening TEARING LABEL Once user decides to open, he tears the label. This interaction requires confidence and interest. Act of tearing itself is a motivation to complete the making process before leaving, since boxed is designed not be closed without label.

SEEING SYNTHESIZING LAYER User sees 1st layer of the box. This step by step interaction rises curiosity and interest


FINAL DESIGN Scenario / Qualities

Stage 3 Reviewing

SYNTHESIZING LAYER This image stimulates user to think about his touristic experience for a short period of time. No matter how much he thinks, this part will trigger him to review. This layer acts as a synthesizer for making process. Geometrical shapes again subconsciously stimulates to use abstractions. Icons are to stimulate user to think sensual and emotional aspects of experience.


FINAL DESIGN

Scenario / Qualities

Stage 4 Reflecting TOOL PART POSTCARD PART Title of My Image of Delft� guides user to reflect their image of the city in a personal way. Besides, postcard part instructions help user to create their memento.

POSTCARD PART TOOL PART

INSTRUCTIONS

Consist of stickers with various shapes and colors. This will motivate them to use associations while making their memento. Pencils are for facilitating free shapes, personal style and writing. Stamped envelop is a part of kit to motivate them to post their memento to their home address.


FINAL DESIGN

Scenario / Qualities

Stage 5 Making Using provided tools user makes his image of city. Reflects the essence of the experience, wraps up the journey. Tools enables tangible and playful interaction.

Stage 6 Tearing Postcard This interaction facilitates playful and involving qualities of interaction. It again requires confidence and interest. Act of tearing motivates user to keep going on the task.


FINAL DESIGN

Scenario / Qualities

Stage 7 ENVELOP

Puts postcard into the envelop Writes his name and home address.


FINAL DESIGN

Scenario / Qualities

Stage 8 POSTING

User posts it into the specialized postbox called “Memory Box” which is provided in reception at hostel.


EVALUATION Making

Tourist in Delft Touristic + visit sister On her last day As a present At her sister’s home


EVALUATION Making

Qualities Playful Involving Personal Expressive

Use Motivation Comfort Convenience

Further Development Motivation to express feelings more Verbal expressions Color preferences Space for attaching items Motivation to post (hesitation) Needs to be tested with tourist in real context


EVALUATION Receiving ( See Cycle 3 IP Testing )

Previous IP Test Made memento in Paris Posted himself Received 2 weeks later


EVALUATION Receiving

Qualities

Effect

Indirect Associative Surprising

“It is not like a clear image, blurry but still many things at the same time�

Value Recalling feelings Recalling symbols Recalling incidents

Further Development Verbal expressions Aesthetic quality of memento Motivation to express feelings more Longer term effect should be tested


OVERALL REFLECTION Doing my bachelor in industrial design, my design perspective was mainly based on product user interaction. This course was a very significant learning step for me, since it changed my perspective into people from products. I enjoyed exploring meaningful ways of interactions covering other people centered disciplines like psychology and sociology. I become aware that actually interactions are everywhere, even sometimes not tangible. Especially in my topic, sometimes I struggled to define where the interaction is, since it was in a more seamless and abstract level. Through the process, I learned how to eliminate my own assumptions from real user outcomes. The most challenging part for me was to make decisions among different choices. This course taught me how to evaluate these choices and make decisions in a rational way, how to set goals and priorities. Reflecting on my own process, in my opinion I put so much effort to define my project scope. Starting from large scale and struggling to narrow it down , made my process complex, which sometimes put me behind in the process. On the other hand, this iterative way of handling project contribute my self reflection skills. It helped me to realize my weak and strong points, that way raised my self awareness in terms of my own design process.



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