Research field work for thesis

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L O V E I N T H E T I M E O F S W I P E R I G H T THE MAKINGS


Pallavi Datta MA Design Management and Cultures Final Major Project. Love in the time of Swipe Right - Re -thinking the act of Designing Love


The following pages are a semblance of the process of the final major project. There were highs and many many lows, but I have this portfolio ready miraculously and hopefully my final major project handed in by this time next week. - A masters student


TA B L E O F CONTENTS

INTRODUCTION

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DIGGING DEEPER, PLACING THE PROJECT IN THE CONTEXT OF DESIGN AND CULTURE 5-8

1.ENQUIRY

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THE TECHNOLOGY RANT TALKS AND EXHIBITIONS (CULTURAL LANDSCAPE) DESIGN AND CULTURAL MEANING

2.PLANNING

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INITIAL PROPOSAL TIME LINE LEARNING PLAN 3. EXPLORATION AND PRIMARY RESEARCH INSTAGRAM PAGE LITERATURE REVIEW PRIMARY INTERVIEWS SURVEY LONDON DESIGN BIENNALE + LONDON DESIGN FESTIVAL THE ANATOMY OF LONLINESS + DESIGNING PARTICIPATION WORKSHOP CULTURAL PROBES

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3. ANALYSIS

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FUNNELING DOWN POSSIBLE ROUTES INSIGHTS GATHERED 63-77

5.OUTCOME/RECOMMENDATION THE CONCEPT STORYBOARD EXECUTION

6.TO CONCLUDE

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Me unsuspecting of the fact that I would be writing a masters thesis twenty years later


The journey for this project started when I wrote the intial project proposal for the course. Having worked as a graphic designer for two years, I realised I wanted to do something more worthwhile and meaningful with my skills as a designer and learn a little about aspects of design strategy and research for design. This final major project gave me a chance to practice/ experiment with something that gave me chance to learn and grow as a design strategist and researcher.

Is there a way to integrate the boon of technology to bring families and communities closer? To find happiness for ourselves rather than our virtual profiles? How can we bring back the simpler times to make more sense of such a complex world in need of dialogue? (extract from my initial project proposal)

Being a 90s kids living in a developing country I saw the country change dramatically A simple act of buying groceries from your local market was a tradition and activity that set the mood for a family on Sunday. The act of making a list, travelling to the supermarket, scanning the shelves for products together, gave families a chance to feel closer and accomplished in a way. In the present day, with apps for everything going to the supermarket could be seen as a last resort for many. Apps and technology have restricted a lot of our social activities that helped us grow as people and keep the concept of ‘a community’ intact. Prime time television has been replaced by Netflix, libraries by Google and coveted phone calls from lovers by emoticons/gifs on Facebook messenger. Everything I could need on a day to day basis I have apps for on my phone- travel, food, communication. However, limited physical interaction with people makes me look at technology as a catalyst that allows you to indulge in yourself without necessarily building one’s individuality, personality or empathy. Am I dependent on it? I absolutely am. Is it good for me? I don’t know. Is it making us complacent and detached as a community? Maybe. 2


INTRODUCTION The world is a chaotic place and more and more people live through everyday, their perception arbitrarily shaped and transformed by information supplied to them through different sources, digital media being key for the urban population. Our ability to empathize with another is diminishing at an alarming rate (the average level of ‘empathetic concern’ declined by 48% between 1979 and 2009, with a particularly large decline between 2000 to 2009). Jeremy Rifkin argues in talk ‘The Empathetic Civilization’ humans are naturally soft wired to “experience another’s plight”. “The first drive is the drive to actually belong. It’s an empathetic drive…When a child realizes the phenomena of life and death, i.e. the vulnerability and fragility of life he or she begins to understand another’s plight. Empathy is grounded in the acknowledgement of death and the celebration of life based on frailties.”

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My personal journey for this project began in the year 2014 when I visited Bylakuppe, the small Tibetan town in the South of India, an overnight bus trip away from the Silicon Valley of India in Bangalore. The project was based on designing narratives for children taking this town as an inspiration. The major skeletal fabric of this town were the Buddhist communities that resided there. As part of the research I read his Holiness Dalai Lama’s book ‘Beyond Religion’. He states in his book- ‘Inherent in each of us are the seeds of virtue and promise of leading a worthwhile and noble life. Who we become very much depends, first, on what we habitually think, feel and do, second, on what we learn from others.’

I tried to translate this concept in the form of a series of books that aimed at creating an environment for children to engage with dialogue among their peers or even an inanimate object to help them think aloud. This would be the first step towards building compassion and being aware of the self in relation to others. This sparked my interest in empathy in relation to design and how the latter should be centered around the principle of building empathy rather than diminishing it.

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DIGGING DEEPER, PLACING THE PROJECT IN THE CONTEXT OF DESIGN AND CULTURE Even though I had a certain idea of poject I wanted to do I did not want my learnings in the course to be limited to what I was interested in. I wanted to absorb as much as I possibly could. Looking back at the weekly blogs (we created on Wordpress as part of the course) I feel like I have truly evolved a designer and design researcher. Having this innate ability to string cultural histories, theories, reasoning, human behaviour is something I have always loved doing and this course helped me build on this strength. The best part of the experience was being able to be exposed to such a huge deal of rich content in terms of exhibitions, talks and lectures in university and London in general. I remember going for one of the DeFrag talks at Somerset House and being fascinated by the kind of contemporary and relevant content they curate and eight months later I was doing a summer volunteering programme where I got to participate and help out in events like the Process Zine Festival held in summer. Knowing that this level of engagement was possible and designers, artists, curators were looking to push the boundaries of design motivated me greatly in my final major project.

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Pictures from the weekly log of reflective essays of what our course: 1) Ideas - On understanding the different meanings of design management from different perspectives. Design management in this particular day and age is using the multi diverse ideas that creatives have and recognizing those in the light of real world problems. It also has a lot to do with adapting to change and recognizing that design is not a static entity or an aesthetic addition to a product.

2) Different pillars of design - A cropped image from the blog identifying what design could involve - in evolving contexts things like inclusivity are gaining more importance - designing for the extreme user. 3) Mind map - Initial mindmap of the thesis project where I thought of looking at visual culture in information design for children. This intial map was more in an education space and then it evolved into project that was more in the social innovation space where I wanted to push the boundaries a little more. 6


The problem Phoenomena

Theory

The average level of declined by 48% between 1979 and 2009, with a between 2000 to 2009. (the era of the millenials)

“Humans are softwired for to experience another’s plight.. To emphathize is to civlize”

The problem Slides from the initial module where we presented one aspect of our final project and the design research methods we would use to validate and explore this aspect. Thus the ‘human disconnect’ or empathy gap was something that formed the base phoenomena for my project from the very beginning.

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Personal growth

Contribute

Encourage empathy

Brainstorming/ long range forecasts

Re imagining the landscape

Generate insights/ Reimagine

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ENQUIRY A lot of the design and cultural meaning was about helping us define our final project more in terms of concept and placing it in a larger, design and cultural context. Some of the topics like art and agency, decolonizing design helped us look at design as an agent that can be used to foster change and can be used critically to question the existing realm of culture, politics, tech and identity. Excerpts from the blog: (Reflection from Decolonizing Design) As easily we accept technological advances originating in the ‘West’ we are still generations behind on accepting and exploring the complexities of cultural histories and identities. Hi tech products developed in a software company in the West might be the brainchild of an émigré designer -the novelty of a new innovation could be rooted in the cultural view point of an individual. The following page is an excerpt from the manifesto written as a blog post from the position of a critical and reflexive designer and artist who is pushing the reader to take a step back and consider the implications that technology might have on our generation.

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A perpetual whiff of dissatisfaction flows through our generation. The world is moving forward but we are losing touch with ourselves. Our lives are dictated by technology. Technology that is supposed to make our lives easier. Technology that can perform the simplest of tasks. Technology that shows us what we want to see. Technology that tells us what we want to hear. Technology that lets us not be responsible for our own actions. Technology that lets us modify ourselves to please others. Technology that hoards us with information we do not need to know. Technology that fuels the fire for self obsession. Technology that consumes us. Technology that allows us to be consumed by ourselves. Let us not be a generation consumed by ourselves.


One of the turning points for my projects was the DeFrag talks held at Somerset House on the ‘Subversion of Paradoxes’ project where I heard Andreas Colmenaras and Ted Hunt speak. I was fascinated at subject of the talk and how their work challenged technology and the internet as a linear medium. The Subversion of Paradoxes was on the theme of “Armed with a better understanding of utopias, futures and the internet, the next question is how can we invent what happens next?”

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I went on to speak to both Ted and Andreas for my primary interviews. The ‘Subversion of Paradoxes’ was divided into a couple of themes - Beyond Algorhithms, Disciplines, Desires, Dreams and Clicks. Ted Hunt took a critical and non linear thinking approach to the ‘Beyond Clicks’ s§Thus through this project Ted questioned an action in the Digital Age which is considered a norm without much resistance and question.

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PLANNING The design and cultural meaning module ended with us submitting proposals for the final major project. There we put forth in 1500 words the rationale, aims and objectives, an introduction to the literature review for the final project. The project evolved over a bit over the summer as I chose to stray away from just ‘wellness apps’ as I felt it was a biased approach and wanted to arrive at the technological artefact (app/ product) or a more abstract concept I wanted to work with in a more organic way through further primary and secondary research. The impact and influence workshop helped us gain valuable insights as we moved forward in defining our final major project. The disruptive approach to the workshop helped in defying pre conceived notions and alluded aspects of our project that we might have not given importance to before this workshop. It helped me question my assumptions and ensure that the terminologies and concepts that I might be using in my research question are not too subjective and biased. The particular exercise where we listed down all the things that go into making a single object that we need to complete our thesis project was eye opening as I realized the magnitude of the project I might be undertaking; and as a result occupying a certain stance as a designers and researcher.

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PROJECT TIMELINE TASKS

AUG 1 -15

AUG 15 - 31

SEP 1 -15

SEP 15 - 30

OCT 1 -15

OCT 15 - 30

NOV 1- 15

Literature Review

Defining the hypothesis Using service design tools to brainstorm the limits/ possibilities of the hypothesis Visual blog to record the development of the project Developing a framework of the hypothesis User Group testing (Co creation workshop) Interviews - future of well being

Portfolio

Thesis

As discussed in the learning plan: Aims and Objectives: Offer product companies a framework/ blueprint to develop with non-technological solutions to problems that millennials are often faced with like depression, anxiety, lack of mindfulness. Objectives: •Building a critical and non linear approach to problem solving for stakeholders in the consumer product space. •To identify opportunities of reducing digital touch points to encourage human to human interaction between millennials. Agreed outcomes: • A possible framework/blueprint • Portfolio • Written thesis containing possible framework/blueprint Formats: Print/Web Collaterals A lot of my process changed over the summer as I proceeded with my research and engaged with the topic. After meeting with my new supervisor over summer I realised I didn’t need to do a co creation workshop or a focus group as I had gathered a rich pool of qualitative data which needed to be analyzed to determine what the next steps or outcome would be.

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Methodology as submitted as part of inital proposal plan 16


EXPLORATION AND PRIMARY RESEARCH My exploration and primary research consisted of a mix of literature reviews, primary interviews and observations (qualitative research which consisted of attending talks, exhibitions that explored an engaging, interactive approach to art and design) in London. I recorded some of my insights and experiences as I went along my journey through an Instagram page called Feeling(s) (are) Analogue. The discussions with critical designers and researchers helped me build the narrative and take it forward from the literature review. The entire journey was undertaken in a very reflective and reflexive way where I was talking to people about the project and felt like it was relatable - everyone had an opinion or something to say once I explained my idea, and that was always reassuring. I also made a conscious decision to stay in London during the summer as an excuse for research and went through an array of experiences that made it feel like my own space even with its vastness. I found a large amount of comfort in my solitude while dealing with complex personal emotions.

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Although Instagram has its downsides, for me, it is a great platform if curated according to one’s own interests and of course consumed consciously. As someone with a lot of interest in the arts a lot of my inspiration comes from the pages I follow. This project was a perfect opportunity for me to start writing and posting about something I truly believed in. I want to take it forward even after the project is ‘submitted’ from the position of an illustrator and design researcher who is takes a critical standpoint to the percolation of digital culture and what it does to human empathy. During the research process it acted as a visual log.


Literature Review An insightful book by psychologist Turkle on why conversations are important in the Digital Age. I was completely immersed in this piece of literature as it echoed and expressed in words so much of what I felt passionately about. I have used direct quotes from the book in my thesis but the overall content of it made a strong impact on the voice and tone I set for my narrative. I especially resonated with Thoreau’s three chairs - the three relationships an individuals with people and surroundings to develop empathy and the fourth chair added by Turkle - i.e the relationship with machines.

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This book helped me to see technology from an unbiased point of view and develop the problem statement after understanding some of the the epistimoloigical and ontological aspects of technology and what its true function is. This book had some powerful citations which helped build my argument and I found some of this being resonated in other media literature as well. “An era does not just create technology technology creates the era. And so the history of technology is not just the chroniclr of individual discoveries and individual technologies, the steam engine, the Bessemer process, radio, the computer. It is also the chronicle of epochs - whole periods - that are defined by how the purposes are put together.�

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Another powerful non fiction narrative that kind of formed the middle ground between the first two. While Turkles’s approach is romanticized in a way and ‘The Nature of Technology’ is more of an objective account, Off the Network takes into account the understanding of what network science really is and uncovers the need to disrupt it in a more logic driven way. It was an extermely immersive narrative piece of writing and formed the contexual base for my interviews with Ted Hunt and Andreas.

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Marshall McLuhan’s book ‘The Medium is the Massage’ is inspirational in terms of content and treatment. It’s almost a manifesto that dyamically states how the medium shapes the zeitgeist of any era. He stays emphatically, “All media work us over completely. They are so pervasive in their personal, political, economic, aesthetic, psychological, moral, ethical and social consequences and they leave no part of us untouched, unaffected, unaltered. The medium is the massage.” Thus our most immediate tool forms a large way part of how we perceive ourselves, the ideas we construe to objects and people around us.

Jaron Lanier, one of the founding fathers of VR in Silicon Valley, turned writer and sociologist turns on the way technologists use their resources from a place of personal concern for the world we are building for ourselves in ‘You are not a Gadget’. His book was also emotional to read in a way, resonating with the kind of thought process I had been developing while doing my research. The affirmative, strong tone of the narrative made the an important point of reference for my project. “The the user interface designs that arise from the ideology of the computing cloud make people- all of us – less kind”. “With the kind of of radical freedom, we find in digital systems comes a disorienting moral challenge. We make it all up – so what shall we make up?” 22


I realised early on in the course of my project that in trying to understand human empathy, also how we react to technology I would have to dwell a little bit on human consciousness which is one of the only entities in our current era that has does not have a single definition. However human consciousness as stated by philosophers in different ways has a lot to do with human experiences - the way we, as a race experience things in a single moment. This short introduction helped me understand different approaches to consciousness as defined by philosophers Descartes, Deleuze and David Hume.

Behaviourial economist Daniel Kahneman’s work revolves around the fascinating topics of cognitive biases and human error. In this book he approaches concept of dualism and consciousness from a different perspective – he proposes that the human brain has a System 1 and System 2. System 1 is of an intuitive nature and reacts to situations as a result of direct exposure to the senses whereas System 2 is the cognitive, effortful part which ‘maintains control as best as It can within limited resources.’ Over time, as System 2 is guided by System 1 and vice versa, a lot of these habits that are seen as ‘natural’ because the two systems work together to produce behavioral habits that seem inherent in people. The constant use of smart devices also makes System 2 more laidback which interferes with cognitive or empathetic development. 23


The research literature I was referencing helped me understand and structure my research better. At the formation and enquiry stage I looked at the Mapping Design Research handbook by Wolfgang Jonas and Simon Grand and Visualizing Research by Gray and Malins in order to familiarize myself with research theories and processes. For the design thinking and concept development stage I referred

to the Trend Forecaster’s handbook as it stated design thinking methods for when the outcome was speculative and nor completely defined like the different stages of ‘scenario planning’. The ‘User Experience Team of One’ was also a useful book to dwell into how user experience designers go about their process in the industry currently.

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Interviews Ted Hunt was the first person I interviewed for my primary research. After watching him at Defrag I had checked out his website and thought his methods of speculative thinking and exploring the behaviours of the ‘technologically driven selves’ was a subject I definitely wanted to enquire more about. His non linear search engine ‘else’ was an pushing the boundaries of what we already take as a norm in terms of semiotics and user interface. 25

Our interview was very conversational and I felt like he understood my project at an early stage where it wasn’t completely pronounced. We spoke about connective apps at length and it made realise that how it struck as an example of how the ‘purpose’ of an app and the way people use it are completely disjointed. Ted gave me links to various articles and websites that were beginning to

challenge the fast paced lives we had adopted as a result of integrating technology into most things we do. The open ended approach that I had taken to my enquiry seemed not so daunting for the first time after my interaction with Ted Hunt. (see poster and transcripts for more insights and to read the entire interview)


I would say Andreas and Ted’s interview were closely related as I saw both of them at the same talk, and both their approaches to design are speculative and non linear. My conversation was Andreas was little more concentrated on technology and the internet. The interview lasted for approximately half an hour and was conducted over Skype as Andreas is based in Barcelona. Even though our interview was slightly

more structured I felt like Andreas was also intrigued by the questions. It was encouraging to see people who were doing distinct work in this field to take notice and appreciate the things that things that I felt were insightful during my cultural landscape research and literature review. Andreas also gave me useful links and contacts including Gauthier Roussilhe, the maker of the fascinating Ethics for Design

documentary. An organization like IAM is instrumental in addressing the way designers and technologists can make the Internet something more than just a medium that consumes our attention in a system where the consumer is the product. (see poster and transcripts for more insights and to read the entire interview)

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The interview with Gauthier was at a later stage of my project where the aims and objectives were more focused on exploring the idea of how people engage with each other with regards to technology. Gauthier is the maker of ‘Ethics for Design’, a product The narrative in the documentary follows an inspiring but constructive narrative where the 27

interviewees engage in an honest and critical narrative on the responsibilities that come with designing for people.


Clips from Ethics for Design

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Insignts Articles on the negative influence of technology and digital applications on millennials.

In the interviews there were several points that were recurring - for example the re iteration of the fact that technologies shape human behaviour and the manifestation of these behaviours were showing in the form of distraction, addiction and so on. All the interviewees brought up connective apps as a common source of the application of technology, where the product did not justify or solve the gap it aims to fill - i.e. finding companionship. 29


The increased use of smart phones and digital applications permeates millennial visual culture.

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What interests you most in the field of user experience and designing for people?

Problem Solving User Research

Survey

Visual design

How many of your clients come with a notion of creating an app as a product for their target segment?

80 - 100%

10 -30 %

30 - 60%

2- 3 weeks

Less than a week

One week

One month

More than a month

How much time are you given to look into the research and subject framing process?

I did a survey to understand the point of view of UI/UX designers and their point of view in designing for people - their motivations, how much time they are given for subject framing - what their customers look for etc. The results were really interesting and helped me get some insight into their process and whether an alternative platform (which could potentially be an final outcome would allude to them) 31


Do you feel like you are only dealing with a limited consumer segment, habituated to customisation while designing an app?

Yes No

Are you open to platforms that explore other forms of problem solving rather the traditional approach of rapid app prototyping?

Maybe

Yes

According to the survey, 13.3 designers and user interdace designers believed themselves they worked in the wellness industry.

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Exhibitions and Talks

Paolo Antonelli

While technology usurps us in multiple ways there are dialogues being created around the significance of creating experiences rather than championing personal creativity and linear use of innovative technology. This year’s London Design Biennale was titled ‘Emotional States’ and was around the theme of creating installations and art work based on how tactile design influences human emotion or a momentary state of being. 35

What was really interesting about the exhibition was that that most of the artworks encouraged physical interaction with the subject. The opening talk of the show had Senior Curator of MoMa Paola Antonelli in conversation with artistic director of the exhibition Christopher Turner on how design, and not necessarily digital design, can influence positive emotional experiences.


Paola spoke about how over the years, there have been more grants and support given to artists and designers who are exploring ideas; of the power design has to engage through people’s senses thereby encouraging the ability to understand what its like being in others’ shoes. She spoke of a multitude of projects which highlighted how designers had used innovative ways to bring to light the beauty of

complexity in human behaviour and emotion. really interesting talk which I couldn’t attend personally but managed to research about was a talk hosted by Air BnB in collaboration with It’s Nice That and London Design Festival. The panelists including the head of visual design at Air Bnb spoke about the importance of offline experiences and engagement, providing a one dimensional, online experience, especially

being a customer facing company wasn’t enough anymore.

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Talks and Workshops The Anatomy of Lonliness hosted at the Welcome Collection

The Wellcome Collection in the UK partnered with BBC radio and hosted a radio session led by presenter Claudia Hammond on the ‘Anatomy of Loneliness’. This was one of the podcasts on the channel called ‘All in the Mind’ hosted by Hammond. The panel discussed the results of the survey where 55,000 from all over world, aged 16 – 99 responded to this survey. 39

It was found that people in the age group 16 – 24 were more likely to feel lonely than the middle and older age group. The audience question answer session opened a discussion on the the possible reason for this particular proven statistical result. The ill effects of excessive applications used by the younger age group and the constant attachment to phones was on of the points that came up during the session.

The museum also curated an archive of a collection of texts from periods in history where sociologists and philosphers have tired to understand the concept of lonliness/ melancholy. Is it a feeling sensation that comes from within or occurs as a result of external circumstances?


The Designing Participation hosted by L Doc student Jack Champ

I also attended the ‘designing participation’ workshop hosted by a designer/ researcher Jack Champ who is part of the London Doctoral Design Centre. Champ’s work revolves design solutions in the public services realm, influenced by his background in architecture. Since intially my outcome was possibly a co creation workshop, I attended this event in order to gain insights in order to

understand how to engage the designer in order to create an atmosphere that stimulates them to think about the ‘not so obvious’ solutions. We did a couple of really interesting exercises, including writing some of the methods we could potentially use while conducting a design or fine art workshop on an inflated balloon. I worked with a fellow student who was doing her masters in Applied Imagination from

Central St Martins and it was really interesting to see how we agreed on certain paradigms of workshop methods and approaches even though our subjects/ topics of research were so vastly dissimilar. Some of the approaches written on the balloon - ‘test it yourself’, ‘scenario building’, ‘never put a blank piece of paper’ and ‘using empathy.’

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Insignts

The shift - moving away from ‘the same creating human experiences that stand

The cultural and qualitatative research done by way of attending these exhibitions/ talks/ workshops gave me a fair amount of insight into what kind of subjects designers and artists were engaging with - whether designers were ready for this shift - considering the possibilities of what lay beyond digital experiences. The research

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helped me understand that the advent of technology and ‘solutionism’ weighing in so heavily on millennials and digital natives had encouraged creatives to challenge this approach though their work. The ‘market’ of social media and applications is quite central to the way we know and understand the present economy and difficult to completely transform

overnight but personal projects undertaken by designers and artists could be the first step towards ackowledging if not eliminating the problem.


e for everyone’ to d out.

As great as these things (in relation to technological advancement) can be, every so often something will give us pause for thought. What if these changes put us all out of work? Maybe our personal choices have already become algorithmic without us even knowing it? What responsibilities do we have to start putting parameters on it? Actually — is it that the responsibility of designers? - (It’s Nice that article on the Pixel to Place event hosted by Air Bnb)

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Cultural Probes

19 year old photo journalist living in London

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25 year old music producer living in Bangalore


25 year old textile designer living in Bangalore

The cultural probes were done with designers aged between 19 - 25 living in London and Bangalore, India. I wanted to get a sense of the visuals and semiotics that may frequent the lives of creatives. The first set of pictures is by a 19 year old photojournlist living in London,whose avid hobby is exploring the city. The second set of pictures

are those of a producer, based in Bangalore. Except making music one of his key hobbies include gardening. The third set of pictures (top) is of a 25 year old textile designer who also dwells in Bangalore and enjoys illustrating in her spare time. Even though there is a definite proof of technology, I can sense from these pictures that

there is a sense of non conformity, an urge to move away from the known, as there are more traces of the outdoors than the indoors, a common visual thread of physical connection.

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ANALYSIS A lot of the analysis part of my project was funneling information and figuring out which strand of the intervention areas I wanted to circle into and outline more promininently in my study and thesis. It was fascinating to see all the little bits coming together, and connecting the larger ideas, philosophies and findings of technology and empathy to the more defined niche of connective apps, to arrive at insights, leading to the final recommendation/ outcome.

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Literature Review

Observations/ Talks

Exploration

Planning

Primary Interviews

Analysis

Outcome/ Recommendation


Mind map to narrow down on the possible strand of research I wanted to concentrate on.



Within my research I had atleast three different approaches I could take to question the linear approach to technology.


Mind map of exploring the problem of urban lonliness through design thinking



While urban lonliness was a really interesting topic I could possibly explore the insights from the primary interviews and the observational research encouraged me to move forward in the direction of re imagining connective apps

Pages from the sketchbook/research journal


An important part of the analysis and thus way forward for me was re defining the problem statement from a funneled down perspective and thus putting the research and findings into context.

This project examines how technological solutions devalue human relationships and empathy with a focus on connective apps like Tinder. It attempts to highlight the importance of re imagining the connective/dating app landscape by proposing speculative possibilities that pushes the designer to think in a more non linear way in this technologically saturated landscape. Problem Statement : Connective apps devalue human relationships Matching apps v/s dating apps Objectives: Interrogating the effectiveness of connective apps Re imagining dating (connective) apps in the Digital Age Determine how designers can contribute to alternative ways of approaching connective apps


Establishing the aims and objectives was one step closer to put the research into perspective and move towards the goal of creating a more defined narrative.

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Further Research

Vice’s documentary ‘the Digital Love Industry’

After narrowing down on what I wanted to focus I thought it was important to dwell on some research that was more specific and concentrated on connective apps. I watched two documentaries titled ‘The Mobile Love Industry’ by Vice and ‘The Secret World of Tinder’ - a documentary exploring the way people use connective apps and the behaviour it might insinuate in people using 55

these apps. People using these connective apps are relying on the precise virtual self that they create as a profile to make authentic connections. As designers the framework of these apps is something that we are creating - enabling people to use them in a way that they might deem fit.


‘Tinderalla’ - a video by College Humour

I read short articles on ‘Psychology Today’ and ‘Vox’ which spoke about why the use of connective apps are problematic. One of the videos that I watched was a modern day adaptation of Cinderalla called ‘Tinderalla’ which is a take on how the idea of ‘fairytales’ in the current day and age have changed to an extent where the concept of ‘forever’ has been replaced by an attitude of ‘now’, ‘quick’ and ‘choice.’

The video ends with the narrator saying and they lived happily ever after, ‘because they never met again.’ A sattirical take, it successfully sums up how the way connective apps are designed is changing the fabric of society.

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Awareness on the part of designers to practice ethical design

Convenience surpasses authenticity in connective apps

Challenging the externalities of the design of connective apps

Challenging the status quo of connective apps

Need to be more critical of connective apps shape human behaviour

Further Research

Insignts from the interviews that served as drivers for the scenario planning study


Based on the research I decided to us the scenario planning too l to determine the outcome of the research. It helped contexulize the body of research done with relation to connective apps.

FURTHER ANALYSIS

1) Determining the Right Question- How can graphic, UI/UX designersre imagine connective apps? 2) Contexualization - (Inter nal Drivers) - A need to question the externalities of connective apps, A need to question the status quo of connective apps Encourage a critical mindset to the design of connective apps 3) External Drivers a) Cultural - Connective apps p rojects the virtual self, which might not be a true representation of the offline self (Meijas) b) Economic - Connective apps monetize on visibility and algorithmic matches which is fundamentally paradoxical to the idea of finding companionship (The Mobile Love Indust ry, Gauthier Roussilhe). e ‘connective apps’ by natu re of digital applications people connect c) Social - Even though they ar on them to disconnect rom f their surroundings (Turkle) d) Technological - Although designed for ‘dating’ , the user enages with it for a varied number of reasons according to the User Gratifications Theory (Tinder Motives Scale ) e) Ethics - Designers are increasingly becoming aware of the extranalities of digital applications including connective apps (Ethics for Design) f) Competitive - Most ‘competitors’ like Tinder and Bumblefer of the same kind of standar dized templates of interaction based on the swipe and a short ‘bio.’ The idea is to reak b away from the template format and inspir e designers to create something more engaging and human. g) Knowns and unknowns - Most of theresearch has been concentrated in the United Kingdom so that would be the starting point of the imagined outcome. We still do not know what kind ofeaction r it would invite rom f designers. 4) Parking and Ranging - The natur e if the problem is 1) Ethical and people based (social) 2) Economic and Cultural 5) Naming and Framing Base Case propoposition - The use of connective appsemains r largely the same, unaltered. - The swipe isreplaced by a tap - Bios allow only mugshot s Best Case proposition - The use of connective apps is completely transformed, the re are no longer in negative any extranalities. The re is a law on a critical set of guidelines that must be followed while designing for apps that aim at finding connection. Extreme best case proposition - Ban on connective apps ! Worst Case Scenario - Use of connective apps on the rise. Amazon and Tinder enter a partnership where Alexa presents new bios to the user everyday and they don’ t even need to swipe, they just convey their choice to Alexa!

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Shapes culture

Awareness of consequences of connective apps Acknowleging complexities

Challenging the externalities of the design of connective apps

Challenging the status quo of connective apps

Need to be more critical of connective apps shape human behaviour

s ner sig De

- Drivers/Fa c t o rs

Influences medium Scenario planning mapping


Using a ‘user intended cause if use v/s by products of use map to determine how the interface of connective apps affected behaviour and influenced things an had by products or extrernalities.

Intended cause of use seeking relationships

By products of use dating fatigue

pass time

socialising casual sexual experiences information seeking

low self esteem

entertainment social pressure

negative sense of self

reward mechanism

less empathy

addiction to the act of swiping

By products of use Design of interface dating fatigue

addiction to the act of swiping

reward mechanism

Consequentialism low self esteem

less empathy

negative sense of self

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Shifting focus from consumer attitude to the designer’s awareness/ethics (consequentialism) about what they create.

A platform for designers to critically re imagine connective apps through the paradigm of gestures, user interfaces and critical questioning.

In order to funnel down and analyse the research I examined the connective apps as a technological artefact and the how it has two levels of use intended and a resulting by product of use. Designers often understand the consequences of a product once its out in the market. In an ideal world, the changes would be looked onto as in the case of autombiles or manufacturing but for apps the convenience and ease in producing them often leads to this feedback loop being neglected.

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The visualization above depicts how the by products of apps and the changes it causes in human behaviour is something that is being acknowledged by designers and design researchers. Thus, in my outcome and recommendation I propose a platform to help designers re imagine connective apps based on three paradigms gestures, user interface and asking the right questions.


Thus the nature of the analysis and the findings pushed the project towards a more speculative outcome.

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OUTCOME AND RECOMMENDATION The outcome and recommendation evolved with the research and analysis over time. From a possible co creation workshop to a platform for designers to re imagine the way connective apps are designed, it was indeed a long and winding road, and non linear in the true character of the study. The outcome is of course an on going process where it is open to further evolution based on feedback. It would be interesting to see how it could help evolve business ideas in the market of connective apps. This platform for creatives, by a creative does not provide answers but clarifies and brings to the forefront insights that designers often might be subconsciously be aware of, but struggle to vocalize and manifest in their work.

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A PLATFORM FOR GRAPHIC AND UI/UX DESIGNERS TO RE THINK . THE ELEMENTS OF DESIGN IN CONNECTIVE APPS - THE GESTURES IT PROVOKES AND NORMALIZES, THE INTERFACE

.

THAT REDUCES COMPLEXITY AND EMPATHY AND A SET OF .

QUESTIONS TO CONSIDER THE IMPLICATIONS OF WHAT THEY CREATE.

. .


INSPIRATION FOR OUTCOME Designers against Monoculture Manifesto by Noah Scalin A two person team based in Sweden by the name of Ind.ie, they ‘design and build ethical technology that respects human rights, effort, and experience.’ This particular platform also supports ethical design by having a badge for download where designers and design companies who support and practice these paradigms are encouraged to add to their website/product.

As research and inspiration I looked at different outcomes where designers created platforms, thinking tools, manifestos to make their contemporaries aware of the why it was important to consider the implications and by products of designing for an application or digital platform. The ‘Designers against Monoculture’ manifesto by Noah Scalin is a powerful monlogue on 65

why as communicators designers are automatically agents of change and thus there is a need to consider what effects the inherent actions produced by these designs have on people.


Gauthier Roussilhe’s platform also served as an inspiration not only in term of design research but also how well thought out it was in terms of a resource for designers. Along with the documentary with the video featuring different designers and design researchers explaining the importance of ethics in design, it also has a series of links, books and videos that a designer could refer to, to grasp the idea of why there is a larger trend of designers thinking this way.

Thus taking from the analysis and research on existing platforms, the outcome was an effort to create a platform questioning the effectiveness of connective apps and pushing designers to think in a more non linear way. Looking at connective apps in specific, an effort was made to examine the paradigms that have

become synonymous with the creation of these apps. THE SWIPE which is the standard gesture used for dating apps formed the first paradigm. Was there a way to understand how this swipe could be re imagined in order to discourage the over simplification of the process it represents? The second layer or paradigm is the interface

which enables the user to interact with the app in a very casual and superficial way. How can this interface be made more engaging to address the complexity in human nature? Can it move beyond the screen? The third paradigm would be to ask questions that engages consider the consquences of designing for a dating app and how it can be re imagined. 66


INSPIRATION FOR OUTCOME


Gauthier Roussilhe’s platform also served as an inspiration not only in term of design research but also how well thought out it was in terms of a resource for designers. Along with the documentary with the video featuring different designers and design researchers explaining the importance of ethics in design, it also has a series of links, books and videos that a designer could refer to, to grasp the idea of why there is a larger trend of designers thinking this way.

Paola Antonelli’s book ‘Talk to Me’ in collaboration with the Museum of Modern Art was the ultimate drive in term of form and ideas in the last stage of my project. The book is comprised of ‘objects’ made by designers in the twenty first century that changes or re imagines the way human beings interact with objects. The book is classified into sections and each contains an array of fascinating projects. The project on the left by a German, French designer ‘was conceived by for people who feel insecure about their appearance and their social skills and are therefore compelled to be excessively smart and communicative in every circumstance.’ I loved the idea of exaggerated expressions as a way of communication. 68


INSPIRATION FOR OUTCOME STORYBOARDING

In terms of reproducing the idea I started off by translating the idea by into a storyboard touching upon the three paradigms of gestures, interface and consequentialism.

What if sex robots and chat bots were not the future of love?

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What if you could re imagine the way we know dating apps?


Can dating apps be more than just immediate gratification?

Is re thinking the gesture of the swipe the first step in making dating more human again

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INSPIRATION FOR OUTCOME SHOOT

In terms of reproducing the idea I started off by translating the idea by into a storyboard touching upon the three paradigms of gestures, interface and consequentialism.

I organized a test shoot in college to understand how I could frame the shots before I shot the actual video. It was really refreshing to do something hands on in the process. The props used were really simple and mostly paper cutouts photographed with a DSLR fixed on a 71

tripod. I had two students from LCC doing their masters in their first year help me out with the art direction and set up.


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INSPIRATION Process of the FOR shoot OUTCOME



Excecution

In terms of reproducing the idea I started off by translating the idea by into a storyboard touching upon the three paradigms of gestures, interface and consequentialism.

In terms of execution the outcome is a set of paradigms to re imagine dating apps in a more ethical and compassionate way. Thus it could be in the form of a print collateral, a web based platform or an installation in a design space to encourage designers to think in a non linear way. The paradigms of 75

this speculative exercise can be stretched in different scenarios and is essentially based on empathy and engagement rather than relying on technology as a necessary medium.


I see this as a starting point to encourage designers to propose new ways of approaching human scenarios where the products don’t necessarily serve the purpose of the gap they are designed to fill. 76


Mood board for the exhibition

(with a 3d element in the centre)

For the prototype of a web based platform I created the outcome on Readymag (a web design platform where you no prior knowledge of coding is required). I was a little conflicted about using a web based platform, as my project was about moving away from the norm. However, the structure of it, is more of a resource model and think tank where there is no intent of commodification. 77

The storyboard will also be converted into a video, to explain the concept of the platform to designers and people who might interested in the model. For the graduate show the concept would be communicated through a 2D and 3D medium to emphasize the importance of connection and empathy in the analogue world.


TO CONCLUDE The journey of the last year and especially in the last six months has been one fulfilling in terms of understanding myself and my strengths better as a designer. Graphic design is definitely a medium but doing this course helped me figure out in what practiceI wanted to employ this medium. Qualitative research, cultural ethnography, design strategy are some of the things I found myself interested in and wanting to explore. I tried to in corporate these subjects in the way I structured my research to illustrate my understanding of them. I also ended up developing an interest in speculative design as an outcome. During my interviews, there was also a subtle thread that hinted towards the non standardization of design as we know it. There is a need to push further in order to manufacture and design things that are no only aesthetically pleasing and high tech but also unbiased, inclusive and ethical. I don’t think my outcome represents its full potential and I definitely feel like I can further extend the research findings in a way to add more layers to the outcome. However, I feel like it is a first step to create a more nuanced understanding why dating apps could be detrimental to mental health.

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