Getting promoted in work
Attend the first funeral in your life
OW CAN DESIGNERS MANIPULATE DIGITAL MEMORIES TO CREATE NEW ‘ALTERNATIVE REALITIES’
Saving enough money
Descendant are all being adults and getting married, enjoying the twlight years with partner.
Get married Get the first job after graduation
Get a pet.
Have a big family
Be delivered in hospital.
Meet the true love of your life
Seeing offsprings growing up and retired
Being connected with others. Get in university
Win a champion with mates.
An unforgettable birthday.
Pass the driving license
How much data of memories would you leave behind in one life? - Case Studies (Digital Legacy Agencies)
We will all getting here but this will not be the end.
Get a serious illness but all family members accompanying with you all the time
Become a parent
DEADSOCIAL - Evaluate all the posts of a certain person on social medias and imitating his patterns to keep in touch with his connection by digital profile after he passed away - Profile LIVESON - Evaluate all the posts of a certain person on social medias and imitating his patterns to keep in touch with his connection by digital profile after he passed away - Profile ETERNI ME - Collect and maintain all the cogitation, narratives and memories of a person, also transfer these data into an AVI file which could live on after his death - Avatar The Form of Memory being LIFENAUT - requires consumers upload their picture in the avatar builder and spend time for training the avatar as a mind file to create a representation of them - Avatar BINA 48 - the first illustration of the concept of mind back-up for humans in the future, who could present not only the recollections, values, attitudes but sorts of mannerisms of the original person - Robot
PERSONAL PROFILE 23.5%
MANIPULATE ACTIVATION
DIGITAL
MEMORY
RECORDED RECOLLECTION
EMOTION
SENSE BASE
ANGER
EXCITED
HAPTIC
SCARED
TENDER
SMELL
Specification Final Design Brief
ELABORATION
- Brainstorming (Base on Insights and Trends from Main Research)
Mind-Clone technology already exsited
Female more intend social medias / Male more intend communicate medias
Memory being Memory trigger is a combination form as a of sounds, created originate images, taste, reality smell and tactile
CONCEPT 2
Resurrecting deceased actors by CGI is becoming normal in movie producing in 20 years. The number of dead on Facebook is growing and aiming to outnumber living in near future.(BBC 2016) Trend of digital device’s features in 20 years are VR/IOT/Wireless Charge, etc.
CONCEPT 5
CONCEPT 3
CONCEPT 4
CONCEPT 1
CONCLUSION:
2. COLOR REPRESENT EMOTIONS: HAPPY SAD EXCITED ANGER SCARED TENDER -
WARM COLOR COLD GREY PURE COLOR RED DEEP COLOR LIGHT COLOR
3. MOST IMPRESSIVE FEATURES IN CONCEPTS: 1. Interaction with memories being *3 2. Uploading profile from social medias *2 3. 3D represented memories *2 4. VR representation *2 5. Color categorise emotions *2 6. Hologram representation 7. Comprehensive environment 8. Infomation categorise by connection level 9. Floating bubes 10. Small Objects
PHYSICAL ROBOT
7.8%
CONCEPT 1 CONCEPT 2 CONCEPT 3 CONCEPT 4 CONCEPT 5
memories being reprsentation
appearance
using experience
memories being reprsentation
appearance
operation way using experience
operation way
privacy
privacy
PERSON A
PERSON B
memories being reprsentation
appearance
using experience
operation way
memories being reprsentation
appearance
using experience
operation way
privacy
privacy
PERSON C
PERSON D
ABSTRACT FORM - 41.4% 27.6% ICONIC MEMORY
FORM OF MEMORY BEING PREFERENCE FEMALE BASE
ECHOIC MEMORY
SHORT-TERM MEMORY
HAPTIC MEMORY
SENSES FIVE TRADITIONAL SENSES
PERSONAL PROFILE
COMPOSITION
LONG-TERM MEMORY
MEMORY STORE MODEL
SIGHT HEARING TASTE SMELL TOUCH
REPRESENTED ICON ABSTRACT FORM - 22.7% 18.2%
DIGITAL FACSIMILE
CONCRETE FORM - 27.2% 13.6%
PHYSICAL ROBOT
SIGHT TOUCH SCREEN
VIRTUAL REALITY
SPEAKERS
MICROPHONE
HOLOGRAM
SMELL
< 12-YEAR-OLD
PLAY / CREATE NEW MEMORY
13-YEAR-OLD ~ 17-YEAR-OLD
SOCIALISE / RECORD MEMORY / CREATE NEW MEMORY
DIGITAL SCENT TECHNOLOGY
SOCIALISE / RECORD MEMORY / RECALL MEMORY / REMEMBER SOMEONE
> 50-YEAR-OLD
RECALL MEMORY / HELP REMEMBER THINGS
The segmentation of target consumers base on demographic and behavioral could simply clarified as an innovator or early adopter with mid-high income and high education live in urban area intend to purchase for general occasion or gift giving.
TOUCH HAPTIC TECHNOLOTY
18-YEAR-OLD ~ 49-YEAR-OLD
Early Innovators Adopters 2.5% 2.5%
Early Majority 2.5%
Late Majority 2.5%
OTHERS I.O.T
REFLECT TO SPECIFICATION:
MANIPULATE
BLUETOOTH
There are four vital modules for Digital Heirloom as final outcome ---- VR system, Roll Screen, Speaker base and Wireless Charger.
TO CREATE
ANALYSING PERSONAL PATTERN (MIND-CLONE)
NEW ALTERNATIVR REALITIES
CUSTOM SETTING SCENES (4 SCENES)
HAPPY
HAPPY
HAPPY
HAPPY
EXCITED
EXCITED
EXCITED
EXCITED
TENDER
TENDER
TENDER
TENDER
SCARED
SCARED
SCARED
SCARED
ANGRY
ANGRY
ANGRY
ANGRY
SAD
SAD
SAD
SAD
MEMORY BEING AS BALLOON
WI-FI
Heirloom is a family possession handed down from generation to generation. Therefore, Digital Heirloom is supposed to be a home device for people to pass down their memory data as the digital legacies and reapply these information to create new experiences in future 20 years.
Laggards 2.5%
DIGITAL MEMORY
UPLOADING MEMORY PIECES (ONLINE OR OFFLINE)
WIRELESS CHARGE
To sum up, the thinkable technologies for final solution include hologram, AR, VR, touch screen, voice recognition besides speakers and microphone, digital scent technology, haptic technology includes temperature adjustment and fan machine, WI-FI, Bluetooth, I.O.T and Wireless charge.
FINAL PROPOSAL - DIGITAL HEIRLOOM
MEMORY BEING AS CLOWN
IF DATA IS ENOUGH FOR REPRODUCING DIGITAL FASCIMILE
MEMORY BEING AS FISH
MEMORY BEING AS BIRD
I.O.T
REFERENCE: Coltheart, M. (1980). Iconic memory and visible persistence. Perception & Psychophysics, 27(3), pp.183-228 Carlson, N. (2010). Psychology. Upper Saddle River, N.J.: Pearson Education. Dorfman, J. and Mandler, G. (1994). Implicit and explicit forgetting: When is gist remembered?. The Quarterly Journal of Experimental Psychology Section A, 47(3), pp.651-672
AUGMENTED REALITY
HEARING
INTERACTIVE MEMORY (SELECTED RECOLLECTION)
MAIN FEATURES: 1. VR SYSTEM 2. ROLL SCREEN 3. TOUCHABLE HOLOGRAM 4. SELECTABLE SCENCES 5. WIRELESS CHARGE 6. INTERN OF THINGS 7. REMOVEABLE UNITS
EXTRACT PROCESS
SENSORY MEMORY
- Personas Analysis USERS’ REQUIREMENT BASE ON AGE
5. RATE FIVE CONCEPTS BY FIVE STANDARDS
ELABORATION
REPRESENTED ICON 9.8%
FORM OF MEMORY BEING PREFERENCE MALE BASE
4. SUGGESTION AND ADVICE: 1. Hologram call could be connected to phone 2. CI has plenty potential features for basic setting, could be improved setting by preferences, especially the comprehensive environment. 3. C2+C4+C5 4. Talk to themselves as memories being could be improved 5. C1+C2+C4 6. Other function and interests 7. Environment setting depends on people
INVOLUNTARY EMPLICIT MEMORY
In summary of 4 interviews, memory is undoubtedly essential because: 1. Since memories affect our behaviour and views of life, the value of someone’s memories is partly equal to the worth of his life. 2. Memories with others are irreplaceable relevance among people. 3. The significance of memories probably depends on the profundity of emotion in it.
1. EFFICIENCY SENSES FOR MEMORIES TRIGGER: SIGHT > HEARING/TASTE > TOUCH > SMELL
The digital heirloom had been embodied as five concepts by insights and trends as well as the design specification. Afterwards, I had organised a focus group for evaluating the best solution. In summary of the reflections by focus group, the final solution is supposed to represent the recollection base on categorised emotion by specific color and object, also utilise the senses for activating users’ memories, Moreover, a combination of these concepts with diverse operating selections will be the best resolution for various users. In short, the digital heirloom should be a device with recollection representation and interactive memory being base on personal uploading profile by available selections of VR or Hologram methods.
- 4 People Focus Group (For selecting the concepts)
ACTIVATION
IMPLICIT
Value of Memory - 4 Interviews
Users’ Segmentation 4.0
1.The interactive memories as a material of activation that is supposed to include iconic (visual), echonic (audio), haptic (texture) elements or a combination of above for representing the captured recollection. 2. The activation as an engagement of digital memories requires emotive and affective motivation. Refer to six basic emotion of Paul Ekman, they are excited, tender, scared, angry, sad and happy. 3. The elaboration as the action of creating memory being should be processing on various preferences of diverse users. 4. The memory being as the recreated alternative realities is supposed to be at least an observable or comprehensible mode base on concreteness or abstractive preferences by users.
EMPLICIT
The Possible Technologies for Representing Recollection and Digital Memory being
DIGITAL FACSIMILE 19.6%
There are four fundamental processes could be confirmed for the specification:
Design Embodiment and Selection
Digital legacies business is improving. (BBC 2016)
NEW ‘ALTERNATIVE REALITIES’
HAPPY EXCITED TENDER EMOTION SAD ANGRY SCARED CONDITIONS
CONCRETE FORM - 27.5% 24.1%
ECHONIC
HAPPY
TRENDS
CREATE
ICONIC
SAD
INSIGHTS
TO
- Online Questionnaries (Forms of Memory Being General Preference)
MEMORY
The Composition of Memories The Value of Memories
Bbc.co.uk. (2016). BBC - Search results for Rest in Pixels. [online] Available at: http://www.bbc.co.uk/search?q=Rest%20in%20Pixels&suggid=urn%3Abbc%3Aprogrammes%3Ap03sm61g [Accessed 15 Aug. 2017] International Business Times UK. (2015). Touchable 3D holograms in daylight now possible using superfast femtosecond lasers. [online] Available at: http://www.ibtimes.co.uk/touchable-3d-holograms-daylight-now-possible-using-superfast-femtosecond-lasers-1508599