DP Re-exam Essay (2)

How Digital Prototyping Contributes to Speculative Design

The computer industry has merged with many other industries and as a result, we are surrounded by ubiquitous computing not only in our workplace, but in our homes, and when connecting and sustaining social relationships (Dunne, 2006, pp. 21-22). Growing up I experienced slow dial up internet, looked up information at the library, and used public payphones when out. Now I am constantly connected to the internet of things from my phone, smart tv, Roomba, to Alexa. Rather than developing electronic products to be consumed for the sole purpose of profitability. Dunne urges designers to challenge these ideas and instead develop electronic products for the betterment of people’s lives (Dunne, 2006, p. 16). This is similar to what speculative designers attempt to achieve. Speculative design encourages its audience to question possible futures and endeavours to come up with ideas to make that future better. When considering a futuristic world, it is easy to imagine a place where digital devices play a major role, which is one way digital prototyping practices can contribute to speculative design approaches.

For example, in the context of this course, we had to implement digital prototyping practices for our speculative design project. As designers we usually identify a problem and strive to solve or improve upon it. In contrast to other projects, this time we identified a problem and tried to stay away from jumping to solutions. We wanted to start a conversation and inspire people to change their behaviours. Throughout our discussions and ideating sessions, we had to stop and ask ourselves if we are staying in the speculative or if we were designing solutions. This constant self-regulation has been very different from other projects as we had to make sure we didn’t try to solve the issue we were addressing. Instead, we wanted to spark a conversation through our three digital prototypes; an interactive application through Adobe XD and two websites using Bootstrap. Through our “Fix A Fruit” prototype, we wanted to challenge people’s view of food and consequently how this impacts their food waste habits. In addition to that, the prototype served as an explorative tool as to why people try to present an exaggerated version of themselves and their food on social media. If our app could start a conversation that would reduce people’s food waste, and give them an alternative view of social media, we could have a positive impact on their future food sustainability and self-image. 

Digital prototyping, just as other design practices, allows for quick and realistic displays of a concept. A designer can begin with a rough sketch or wireframe and then create a simple, interactive prototype to present to stakeholders. Through this process, they can get a sense of how the actual product will behave, moreover validate whether something is worth being developed further. If a speculative designer wanted to create a digital prototype to convey their message, they might not have the skills or access to the technology that they need to create a fully functioning artifact. Dunne (2006) argues that high fidelity prototypes within speculative design are not always attainable. Most smart materials are underdeveloped, expensive, or unavailable for design purposes. This leads designers to find lower fidelity alternatives to simulate what they are trying to achieve (pp.29-30). Through digital prototyping practice, speculative designers can ideate on what they want to create, sketch it out, and build a digital prototype to present their ideas to their audience. They may not have access to programmers or the futuristic materials they need to create their digital speculative designs, but “through the creation of tangible prototypes, it is possible to project the existence of these concepts into near reality” (Malpass, 2016, p. 480). For instance, we used Adobe XD prototyping software to present our speculative project to users. We wanted to make an application that resembles  Instagram, however we lacked the programming skills to code a functioning application ourselves. Using Adobe XD allowed us to make a prototype that users could test and interact with without writing the code ourselves. 

Prototypes serve different purposes. They can be used to validate and test a concept, to communicate to stakeholders, to learn through raising more questions and answering questions too. Prototypes can provide a glimpse of what the product could do even if they are not fully functional. This is helpful in the field of speculative design because within this field, people need to have a base in reality. The prototype needs to feel familiar, plausible and probable and a digital prototype can provide this for speculative users. Dunne and Raby (2001, as cited by Bardzell et al. 2016) defined a successful provocative design as one that finds the middle ground: “a slight strangeness is the key — too weird and they are instantly dismissed, not strange enough and they’re absorbed into everyday reality” (p. 295). We searched for this middle ground in our speculative project, our prototypes provided a sense of familiarity for our users and they knew how to interact with them without any onboarding process. We wanted to bring up the issue of how people judge fruit in a superficial way similar to that of social media, which not only leads to food waste but to higher carbon emissions. Through the use of Adobe XD, we created a mockup of our “Fix A Fruit” app which was rather polished and seemed like it could be real. Bardzell et al. (2012) believe that “designers must always address the tensions around novelty and familiarity” (p. 295) and this is what we found difficult in our project. We wanted it to be familiar but in doing so we lost the novelty. Unfortunately, staying too close to reality, Instagram in this case, our users passively interacted with the prototype. They mindlessly scrolled and didn’t pay attention to our text. Behaving just like they would if on the real Instagram app. Going forward, we would iterate again and try to find the correct balance between reality, familiarity, and ambiguity.

What makes digital prototyping unique and contributes to speculative design is that when it comes to electronic products they hold “unique qualities” that through the user’s interactions, can persuade them to see themselves as the protagonist. As the user engages with the artifact, their understanding of the experience is increased (Dunne, 2006, p. 90). Surely a person can be the protagonist with a physical prototype, however they have other factors at play that could influence that experience. Such as the size and weight of the object, if it is too heavy or uncomfortable. If other people are nearby will they still feel comfortable interacting with the prototype as if they would on their own? Do they need to collaborate with others to make it work? In regards to our project’s digital prototype, only one user would interact with the app at a time, it was lightweight and personal, they could use it without anyone watching or judging. 

Through the use of a digital prototype, a speculative designer can change how a person understands the narrative presented to them. The user can see themselves as the main character and in a position of power. They are in control and can decide what happens while using the device. In addition, they are in control of how they react to their new understanding as well as their actions going forward. By giving the user that sense of power, they are more engaged in the product. With our project, our users did not appreciate the original structure of our prototype. In our earlier iterations we had very exact goals and flows the user had to perform in a specific order. It did not provide an opportunity to explore or take control. In our later iterations, we decided to provide more options to our users so they could choose which goal they wanted to pursue, whether that was looking through the newsfeed, editing an image, or posting a comment. The purpose of our prototype was to change our audience’s understanding of food waste and social media. The critique on social media was obvious to our users, though unfortunately, our sustainability message did not come across as clearly.  In spite of our concept not being clearly presented to our users, our speculative design approaches were enhanced by the digital prototyping practices we implemented. The users enjoyed the improvements to the flows we made available to them. We hoped that the users and our audience would take the information we provided and change their actions for the better. 

Interacting with a digital prototype in a speculative setting, pushes people into imagining living with the device. This can raise all sorts of reactions as they consider the real product’s affect on their lives (Gaver and Martin, 2000, p. 7). People’s prior experiences influence how they react to a device, because of this, users can interact with prototypes in unique and unexpected ways. They can each imagine how the real thing will fit into their lives. The knowledge provided through testing can lead to better interactions and a sense of connectedness with a device. As everyone approaches a device from their own distinct standpoint, Gaver and Martin (2000) suggest that these interactions provide insight into stakeholder’s values and beliefs. “Eliciting a conversation about the directions we might take in pursuing information appliances” (p. 7). Even though users don’t interact with the real device, that doesn’t prevent them from envisioning or having a conversation with others on how their lives could be impacted by this device. 

Such as in our speculative design project, we wanted our prototypes to start a conversation about food waste and its effect on the future. What will their lives look like when they don’t have access to their favorite foods. Or when food is scarce and they will have to lower their superficial expectations on food. Will social media still have such a stronghold on people in that situation? Will people still want to portray an enhanced version of themselves and their food or will they be more focused on survival? Will people wake up from their superficiality and make better sustainable choices now related to their food consumption and waste, in order to avoid food scarcity in the future. In speculative design, a product is used rhetorically. It is constructed around a narrative of use and placed within a context to explore possible alternative futures (Malpass, 2016, p. 475). Even though the object is not in actual use, it still explores alternatives and allows for further discussion. It provides the audience with something to connect with, to reflect upon, and to speculate over (Malpass, 2016, p. 486). We did not need to present a fully fleshed out idea to have an impact on our users. Furthermore, our app didn’t have to be real to start a discussion about how to better the future. 

References

Bardzell, S., Bardzell, J., Forlizzi, J., Zimmerman, J., & Antanitis, J. (n.d.). Critical design and critical theory. Proceedings of the Designing Interactive Systems Conference on – DIS ’12. 

Dunne, A. (2006). Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design. Cambridge, MA: MIT Press.

Gaver, W. & Martin, H. (2000). Alternatives: Exploring information appliances through conceptual design proposals. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems – CHI ’00, 2(1), 209–216. 

Malpass, M. (2016). Critical Design Practice: Theoretical Perspectives and Methods of Engagement. Design Journal, 19(3), 473–489. 

Exam Essay

How Digital Prototyping Contributes to Speculative Design

Digital Contributes to the Speculative

Electronic devices have infiltrated almost every aspect of our lives, from ordinary household items, to transportation, to entertainment. Electronics help us complete tasks and play valuable roles in our lives. Speculative design encourages its audience to question possible futures and when doing so, it is easy for people to imagine a world where digital devices play a key role. Digital prototyping practices can contribute to speculative design approaches. If the prototype looks plausible and possible it can spark more than a conversation. Prototypes allow people to not have to rely on imagination alone, but give a peek into what could be. At times people need palpable prototypes to push through their own ideas and preconceptions, to see what the speculative designer is trying to portray.

A Glimpse into the Future

Digital prototyping allows for quick and realistic displays of an concept. A designer can begin with a rough sketch or wireframe and then create a simple, interactive prototype to present to stakeholders. Through this process, they can get a sense of how the actual product will behave. Testing the prototype will lead to new insights and more iterations that will eventually lead to a finished product. Digital prototypes can also be used to validate whether something is worth being built or worth being invested in. Digital prototyping practices can be implemented into speculative design approaches as well. Speculative designers can ideate on what they want to create, sketch it out, and build a prototype to present their ideas to their audience. Speculative design is about testing hypotheses and questioning the status quo. “Through the creation of tangible prototypes, it is possible to project the existence of these concepts into near reality”  (Malpass, 2016, p. 480). By integrating digital prototyping into speculative design, a designer is able to construct prototypes that are not only a glimpse into the future, but make that future tangible.

A Device doesn’t need to be Real to Spark a Conversation

Digital prototypes are not concrete. They do not have full functionality, they only provide a glance of what the product could do. A well executed digital prototype is smooth and allows the user to feel as if they are interacting with the real device. This is helpful in the field of speculative design because within this field, people need to have a base in reality. The prototype needs to feel familiar, plausible and probable. A digital prototype can provide this for speculative users. Interacting with a digital prototype in a speculative setting, “encourage[s] people to imagine living with them, raising many of the sorts of reactions that might be encountered if they actually existed” (Gaver and Martin, 2000, p.7). In Alternatives: Exploring Information Appliances through Conceptual Design Proposals, Gaver and Martin (2000) state, “In this way, the proposals acted as probes into the values and beliefs of our design partners, eliciting a conversation about the directions we might take in pursuing information appliances” (p.7). Even though users don’t interact with the real device, that doesn’t prevent them from considering or having a conversation with others on how their lives would be affected by this device. “Through rhetorical use, critical design practice aims to explore what might be, to establish alternatives and to achieve an experience similar to the quality of poetic language” (Malpass, 2016, p. 475). In speculative design, a product is used rhetorically. It is constructed around a narrative of use and placed within a context. Even though the object is not in actual use, it still explores alternatives and allows for further discussion. “Objects in this context help us speculate, reflect and imagine. They offer audiences communicative material that reflect, and orchestrate, an array of concerns” (Malpass, 2016, p. 486). A designer doesn’t need to present a fully fleshed out idea to have an impact. Furthermore, the device doesn’t have to be real to start a discussion about how to better the future.

Digital Devices with Meaningful Presence

Making sure that a design is appealing or functional is not enough. Hällnas and Redström argue that the engagement and interaction with the design is more important. If someone is asked about a product in their home or something they use, they do not talk about it’s functionality, limitations, and affordances. Rather, they speak about the experiences and how it plays a part in their lives. Such as receiving an armchair from their grandmother, buying a phone to take better pictures of their children, purchasing a sport car because it makes them feel youthful again, etc. People don’t think about the dimensions or capabilities of products, but instead, what they gain by having the product in their lives. (Hällnas and Redström, 2002b, pp. 107–108 as cited by Malpass, 2016, p. 476). In speculative design, the audience is challenged to image their potential future with the aid of a prototype. They are asked to imagine how their lives will be and how this device will play a role in that life. Digital prototypes allow users to interact with tactile items not just to test functionality but to test how it fits in their world. Speculative designers can provide their audience with a website, an interactive application, an artifact created by a 3D printer, the possibilities of what could be created through digital prototyping practices are endless. These different platforms and touchpoints, make it easier for a user to construct an image of the possible life they would use these devices in.

Digital prototyping allows users to test a prototype and designers to observe how they interact with them. Users will interact with the prototype more authentically if they can imagine the role of the device in their life. “Through the exploration of engagement rather than efficiency in use, and through alternative forms of use that fundamentally challenge expectations of use and the user” (Malpass, 2016, p. 477). Testing provides insights and gives designers new understanding on how users could potentially use an artifact in their day to day. People’s prior experiences influence how they perceive a device, because of this, users can surprise designers by attempting to use a prototype in a different way than originally thought. This knowledge provided by a digital prototype, can lead to better interactions and a sense of connectedness with a device. Which is what speculative designers try to achieve through their prototyping approaches. To get people involved in discussion based on a connection with the prototype.

More than Fiction

Speculative design and value fictions can be reinforced through digital prototyping. “Unlike science fiction, in which implausible technologies are invented to support recognisable cultural activities, value fictions propose practical technologies for implausible social goals” (Gaver and Martin, 2000, p.3). This can aid in criticizing culture and technology with the goal of improving the future. By taking a more explorative and futuristic approach to a digital prototype, a speculative designer can take on a more philosophical point of view and expose the user to an alternative world. One which permits them to challenge how things currently are. Such as allowing the user to see how a prototype could potentially be a part of their hypothetical life, home, or world. A design fiction is more than one artifact, it is a combination of many different things that construct another fictional world for the user to imagine themselves in. “Design fiction is utilized to develop new realities and review them with concrete images and objects, products and interfaces, characters and spaces and collections and productions” (Malpass, 2016, p. 480). This fiction is not only pushed forward through the artifacts alone, but “through the projection of design scenarios, design fictions, and narratives of use, the designer as storyteller shifts focus beyond efficient use, to embrace uncertainty, interpretation and meaning”  (Malpass, 2016, p. 486). The ambiguity and speculative nature of the narrative surrounding a digital prototype allows the user to experiment more and take greater leaps into the unknown. Through the use of digital prototypes, designers can create and present prototypes that suggest what could potentially be and challenge users to use the prototype in new ways.

Placeholders to Spark New Ideas

A prototype, digital or speculative, is used as a surrogate. It is not the actual artifact, it merely provides insight into what the real artifact could be. “As such, the concepts are placeholders, occupying points in the design space without necessarily being the best devices to populate it” (Gaver and Martin, 2000, p.8). Since designers don’t know the solution yet, a prototype is an attempt to fill in that gap, as a placeholder for the real thing. They attempt to put forward a concept and “introduce speculative new ideas to potential users in such a way as to evoke general insights into their attitudes as well as more specific reactions” (Gaver and Martin, 2000, p.8). Digital prototypes provide users with a familiar form. People know how to interact with digital devices and applications. Digital prototypes can be new, challenging, or ignite a response. However, the familiarity provided by a digital artifact gives the user a sense of security that will give them the confidence to explore further (Malpass, 2016, p. 486). From a placeholder to new insights; prototypes allow users and designers to think of completely new concepts they could not have imagined without first developing and interacting with a prototype.

Using Digital in the Speculative

In the context of this course, we had to implement digital prototyping practices for our speculative design project. We first chose an issue we wanted to address and started ideating on possible ways to spark a conversation around it. We brainstormed, sketched, and eventually came up with an design idea we wanted to pursue. We built three digital prototypes, an interactive application through XD and two websites using Bootstrap. We were able to conduct user testing and engage with others in an attempt to get our concept across to them. Our prototypes provided a sense of familiarity for our users and they knew how to interact with them without any onboarding process. The prototypes were nicely finished and seemed like they could be real. Unfortunately, because we stuck too close to reality, instagram in this case, our users passively interacted with the prototype by mindlessly scrolling and not caring as much about the text. Going forward, we would iterate again and try to find the correct balance between reality, familiarity, and ambiguity. In spite of our concept not being clearly presented to our users, our speculative design approaches were enhanced by the digital prototyping practices we implemented.

Conclusion: Meaningful Connections and Discussions

Digital prototyping practices have a lot to contribute to speculative design approaches. Digital prototypes provide a sense of familiarity which makes users feel secure and facilitates exploration and open mindedness. “A prototype “works” when it successfully captures the experience of using a given device, even if implementation issues are not fully resolved” (Gaver and Martin, 2000, p.3). Full functionality isn’t as important as connecting purposely with potential users. “The user participates in constructing meaning around the object and these constructions provide evidence for problem finding in disciplinary and societal discourse” (Malpass, 2016, p. 487). Speculative designers can use this meaningful connection provided by digital prototyping practices to engage with their audience. As well as start discussions about the possible future and how they might develop a better version of it, through their speculative approaches.

Course Reflections

This course required a lot more from us than I thought it would in the beginning. With the journals, assignments, and project, I felt like it was non stop pushing forward. I wasn’t a fan of the speculative project at first either. I really didn’t see how this topic fit into digital design. I was hoping for more hands on practical knowledge from this course.

However, this final project pleasantly surprised me.

As stressful as it was, I feel like it really challanged us to look at design from a different perspective. It was more than just developing an XD prototype (Something practical that we will most likely do a lot of in our future careers). It was about developing a whole value fiction. We had to create a narrative and get people to buy into the story and world we created. We had to look at our design opportunities not just from a solutions point of view, but more as a way to inspire or provoke people into important conversations. To really get people engaged in the concept we were trying to get a across to them. And it was nice that it wasn’t just an ordinary, superficial concept. But an actual UN goal, an issue that does and will affect how we live on this planet. The seriousness of the goal made it a little bit more meaningful to work with. Even though I didn’t see the connection between digital and speculative design in the beginning of the project, it feels good to reflect on it now and see how positively speculative design can open up new ways at looking at prototypes in other design disciplines.

The interpersonal skills I learned through being in my group will also be helpful going forward into new projects. When we pick our group members I usually try to pick people I haven’t worked with or that I have worked with and felt their work ethics aligned with mine. This groups work ethics were amazing. Everyone took part, we met up on weekends and had long days at school. When people took a task on, they completed it on time. That part was great as I have never worked with these classmates before. But the interesting part was how different we wanted to go about completing tasks. We had such different personalities it was sometimes stressful trying to make sure everyone was happy with how they were being treated in the group. I know that the American way of bulldozing people doesn’t work in developing successful relationships. But in order to keep my sanity and feel like I’m actually accomplishing something, instead of just talking in circles. I need to find the correct balance between getting things done and caring for interpersonal relationships in the work place. I think if I can find that balance, I could potentially be a great leader. To be able to inspire people, let them feel appreciated and heard, but also guide them to meet deadlines and push them to go even further. I think with the more group work we do, the more practice I can get from it.

Week 22 (Presentation Day)

We arrived early to practice our parts of the presentation. We ran through our parts and timed ourselves to make sure we did not go over 10 mins.

The presentation went well. We felt like we were honest about our insights and shortcomings. We could have done a better job at explaining our process though. A lot of the questions asked were about things we actually did consider, discuss, and chose not to persue. If we would have shared that in the presentation, it would have given our audience a glimpse into the full journey we took.

We used the powerpoint as a placeholder to remind us of our turn to speak and also give people something to look at while we spoke. But it didn’t contribute anything else to our presentation. As Clint suggested, we should have put relevant images or videos on the slides to better connect what we were speaking about to the slides themselves.

Even though our message wasn’t clearly expressed to users, we did engage with different people and attempted a speculative design project. Our group succeeded in collaborating with each other. We consisted of varying personalities who wanted to address tasks in very different ways. A big part of this project was trying to work with people who wanted to do things in a different way than how I work. Conceding to how they wanted to do some things in an attempt to avoid conflict, but also trying to make sure we stayed focused and on task was very stressful for me.

Through this project we did learn more about how to conduct speculative design and what to avoid. Such as making sure our prototype speaks for itself. That it is clear and provocative enough to start a conversation. So we don’t have to be super in your face or direct with text that says “this is bad!” but be clear enough to let the users get there on their own. It needs to be familiar so people can actually imagine it as real, but not TOO familiar. Ours was TOO similar to instagram, that people defaulted back to their regular habits instead of focusing in on what we were trying to say. They mindlessly scrolled and didn’t take in what we were trying to say through comments, images, hashtags, etc.

A big learning experience about this project was the interpersonal skills. It was very difficult for me to work with people who want to discuss and discuss and make sure everyone gets a turn to speak and be heard. I agree that everyone should get a chance to share their opinions, but my issue is when we are just go in circles. Then I want to stop and push forward. I will try to be more comfortable and see the positives of these types of group discussions and be more open to it. I feel like I can take my new interpersonal skills with me into future projects.

Project Links

promotional app website:
https://tirsa-r-rp.github.io/speculativeProject/promotionalApp/

Report:
https://tirsa-r-rp.github.io/speculativeProject/report/

Week 22 (Monday)

polished our app, final user testing, and prepared our presentation material

Even after our three iterations, our message was still not coming across clearly. People didn’t see the connection between our instagram inspired social media app, and food waste. They identified the critique of social media, the hypocrisy of posting fake versions of reality, and even on how the food industry can be misleading about how food actually looks. But none could naturally find the connection to food waste without first seeing our websites.

I was very worried about this group in the beginning of the brief. Everyone has been engaged and carrying their fair share of the work load. But there was just SO many discussions that I felt were unnecessary. However, by the time we got to the “doing” part, we all knew exactly what to do and where to jump in when needed. As frustrating as the talking part was, I reflected on it and realized it actually contributed a great deal to our doing part. It made it go a lot smoother. I need to become more comfortable in the ideating stage and not try to jump to the doing stage so quickly.

Week 21 (Tuesday)

After our previous user testing and our critique session, we realized that our app was not straight forward enough. People were having trouble connecting the dots and seeing how our speculative design ties in to our UN goal. We had to explain everything to them after they interacted with the app in order for them to understand the concept we were trying to deliver.

Because of the unclarity of the situation we did a redesign of our prototype. This time adding a newsfeed feature as well as comments and hastags. We were hoping by be more clear through text and making the app closer to reality, we can can our concept across clearly to our audience.

We conducted a card sorting type interview where we presented 3 bananas (green, spotted, and brown) to people and asked them questions. We learned surprising things about people’s perceptions of bananas (fruits) and how we could incorporate this knowledge in our prototypes.
-Some would not accept the dark one at all, even if free.
-Some did draw conclusions from other issues like food waste.
-Interesting that the man would pick fruit according to what message he would want to give.
-One thought it was more polite to give the freshest one. Wouldn’t offer a brown banana.
-We now know to post using the most green banana as it is the most photogenic one.
-One woman would prefer to eat the spotted but picked the green because that is what society tells her is ideal.

Bildresultat för 3 bananas green spotted brown

It was interesting to get some insights on how people relate to food from a social perspective. Like how the guy would take a picture of a banana depending on what message he was trying to get across. I didn’t even think about fruits being able to give different messages. He joked that if he wanted to make fun of himself as being old and withered, he would post the brown banana. If he was talking about how we was still young he would post the green. The fact that the one woman loved spotted bananas and thought they tasted the best but would still post the green banana because as a society we have deemed those as the best. She said thats how we see the ideal in a store, spotless with no blemishes. So she would portray to the world a green banana even though internally she doesnt think that is the best at all. Feeds into one aspect of our prototype. To show the hypocracy of social media and people trying to present what they think the world wants to see from them. Even though sometimes that doesn’t align with their true views.

Because there was a lot to do we split up the workload, 2 focused on the prototype, 2 went to conduct the interview (card sorting excercise) and I worked on adding our new prototyping and ideating processes to the report website. Throughout the day we would discuss and help each other make decisions about the prototype, review the text for the report, and analyze what the people said in the interviews. It was a great work day where we got a lot done and collaborative effort put in by everyone.

Week 21 (Monday)

Critique and User Testing

We had our critique session with Peter this morning. He told us our app should inspire trust in our users. At the time things were hopping around in locations which made it look amateaur and untrustworthy. He also said our color schemes were wrong and gave off a sense of being cheap or reminiscent of Ryanair or Netto. We had big blocks of orange on the top and bottom. As well as a vey small area for the picture. He suggested we look at Pinterest and try to see what is currently being done within UI. We realized we should take off the large color blocks, move the titles out of the middle area into the navigation area, and make the images bigger. We wanted more white or light grey space around the image as to not distract or influence the colors in the image so much. We spent half the day trying to make the changes needed in the app so we can then user test for the remainder of the day.

We conducted both user testing, observations, as well as interviews. We were after two major insights. The first being how people interacted with the app. How can we change it, improve it, or make its connection to our goal more obvious. We were also interested in people’s current persceptions on produce and food waste.

The user testing did give us valuable feedback, such as we need to change the logo because it is difficult to read. That we could go more dramatic or over the top with it. Push the envelop more to get our point across. One person suggested that we give the user the option to post the honest original photo or the fantastical produced image.

second iteration of the app after Peter’s critique

When asked about their purchasing habits of food, only one person said they don’t care about how the produce looks, as long as it is still good to eat. Most said they want the nicest looking fruit because then they feel like they get more value for their money. Two mentioned that they are picky about how the fruit looks because it effects the taste. They said they don’t like the taste of the brown spots of bananas.

I asked them if they throw away food when it starts going bad or if they try to do something with it. Three people said they would try to make banana bread, tomato sauce, a stew, or yoghurt with food that is going bad. Instead of throwing it away.

The interviews suggested that people were most concerned with food waste as an economic issue than an environmental one. Almost none said they thought of the environment when they threw away food, but mostly about their wallets and how they are throwing away money. A few made the comment that they are students and therefore have a tight economy to look after.

group user testing and interviews

My Role: I worked on the report website and helped the others in my group with their delegated tasks. I conducted interviews with 8 people and conducted a group user testing session. I was more focused on people’s perspective and habits around food waste rather than their interaction with the app. My group members’ user testing was focused on the interaction and how to improve the app.

Week 20 Crit Sessions

My role: at group meetings between Sunday 12th-Tuesday 14th. I tried to keep our group focused and pushed to move further and make decisions. After the crit session on Tuesday, I made a list of everything that needs to be done and delegated the work to the other group members. This way everyone has something to do and we aren’t sitting around idly.

We unpacked and reviewed the desk research on Sunday. We started brainstorming different ideas that could work with the new knowledge we gained. On Monday, Peter advised us to start sketching and getting ideas fleshed out on paper. This was great advice as we were able to colaborate and expand on each others ideas. We would do sprints about one particular idea, present our ideas to the group, and ideate on how to expand on it together. Sketching has become one of my favorite tools in the design process. It allows us to share our ideas and make quick changes without investing too much into it. We spent the day sketching potential prototypes and narrowing down to 3 main ideas that could be achievable within the scope of this project.

We took the 3 main ideas to Clint on Tuesday and he gave us feedback and direction with one particular idea, “Fruitgram”.
One contributing factor to food waste and carbon emissions was the fact that people throw away edible food just because it doesn’t meet their aesthetic standards. Which lead us to think about an app similar to “Face tune” that allows people to manipulate the pictures of their fruit for instagram purposes, just like they do their face.

In regards to speculative design, this starts a discussion about food waste, how we see food, and also touches on social media and how people often portray an alternative, enhanced truth. It also nods to the fact that people buy eco food because it is healthier for them even though there is no proof to that. So in our app, someone can buy a regular fruit and make it look beautiful and add an ecological sticker to it and make it look like they are healthy when in reality there is no real difference and they wont be getting any additional benefits anyways. It is all a facade.

We felt that this is a possible and plausible futuristic idea. It is real enough to let people think it could be a thing. We will create our prototypes, we are making an interactive prototype using figma and adobe XD. We will also have a launching website about the new app which we will link to from our report website. We hope to engage with users, let people interact with our protoype. Observe them while using the prototype as well as interview them after about their thoughts on food waste. Maybe we will even present them with fruit with varying looks to discuss what motivates them when selecting between produce. After we have collected information from our user testing we can post our insights in the report.

Personal thoughts: it was very difficult for me to stay in the ideating phase for so long. Once we finalized the idea and delegated tasks we all felt like, “yes, finally things are happening!”. It feels great to be working and creating and accomplishing things. We took off immediately and hope to begin user testing our prototypes on Monday. As frustrating as being in that thinking stage was, I think it has helped us in the doing stage. We have so much knowledge and understanding around our UN goal. We have unpacked and unpacked and now we can run with what we learned and create exactly what we want. I need to work on accepting that first stage and enjoying it and appreciating what I get from it. And not just focus on jumping to the doing stage.

Critique Session-Workshop 2

My Role: On Tuesday May 7th, I arrived early to find a table and a white board for us to work at. I tried to keep the conversation flowing and tried to direct us to a topic.

Before the critique session we discussed different angles to approach goal 12 within organic food. We thought of questioning whether organic food is actually better for the environment than regularly produced food. Everyone assumes it is, but there must be some downfalls.

We researched and discussed further, specifically about packaging, class, and carbon footprint. However, even within these categories we realized there were other subcategories to unpack. So we discussed those even further while looking into academic research, government initiatives, and farmer co-op information as Clint suggested.

As we dug further we noticed that the class angle goes much deeper into sociology and psychology, probably too large to unpack within the scope of this project. We noticed a lot of things that we attributed to packaging are things we can think about when we start getting into the solution. Which lead us to focus on carbon footprint and the subcategories within that.

We decided to look into the true cost of eco food. There is a price being paid, either by people’s health, not being able to afford it, farmers lands or wallets if they can’t afford the “eco sticker” price, and nature, the effects that farming have on the land and water being used.

By the end of the day we assigned everyone a topic to dig into further within the subcategory of what is the true cost paid when producing and consuming eco food.

Personal reflections: I found this group session very frustrating. I was sick so maybe my patience was already a little deminished. But I have noticed that I bring my American work ethic and attitude into every project. At times, I have noticed this goes directly against the Swedish way of doing things. After hours of discussing it seemed like the Swedes in my group didn’t want to say, “ok, conversation over, it’s time to pick a topic”. It was only myself and Nefeli (Greek) who thought we discussed enough and it was time to pick a topic. We saw it as a waste of our time to research transportation for example, if in the end we will go with food waste. They saw it as jumping to a solution or pinning us in too early, whereas we saw it as just making a decision about the topic. Which then we can research further and then later on in the process think of a solution. I felt like we looked at this from every possible angle, and exhausted the conversation. With the time constraints of the project and Clint’s comments that he thought we should be further along by now, I wanted to narrow down our search to one topic.

We wanted to keep peace and make sure people didn’t feel condemned or ignored, so in the end we continued the conversation. At the end of day, we were each assigned a sub topic to desk research more and we hope to have a picked topic and possible ideas of a prototype by Monday. I’m hoping I can convince them to meet early on Monday or on Sunday so we have time to discuss the desk research, pick a topic, and start brainstorming ideas before the critique session.

I am very nervous about this group project. I know the best thing is to find a good mixture between the American and Swedish way of doing things. I hope we can get things done in time by appeasing the Swedish members and taking it slowly. However, I also hope when the time gets close to the end, I will not go full blown American and just take over. It seems like they see me as the team leader, asking me if it is ok if they take a smoke break. I don’t know how that happened. But I don’t want to “put my foot down” until it’s absolutely needed. But ideally we will find a good flow to our working environment.

I noticed this could be an issue and as I hope to work in Scandinavia, this is great training for working with Scandinavians in groups. I plan on taking these insights on group dynamics with me into my professional career.

Critique Session-Workshop 1

My Role: I came to school early to find a spot for us to meet. Once everyone arrived I asked them to go around and share what they have learned from their desk research. Then we added our sources to our Desk research document.
Today I kept people focused and try to guide people into the right direction. I would try to keep people on task and make sure that when the conversation diverted, I got people back on track. Towards the end I tried to make sure we can answer some questions posed by Clint.

We realized we need to dig beneath the surface of water consumption. We need to “unpack” more. This was the hardest task of the day. We sat together doing desk research and couldnt figure out what we thought Clint was asking for. We struggled with the question, “what’s the significance of the issue” and who can make a difference. Since we thought about focusing on Malmö it was difficult to try to reconcile this global issue within our city scope. There are a lot of government agencies in Sweden that promote water conservation, but don’t go into the practicalities of it. We see how much water is being used but not how much water SHOULD be used. They provide tips on saving water but don’t go deeper into the WHY. When it comes to the significance and who can actually make a difference, we started questioning if it even matters if Swedes conserve water. How does that help people in countries where water is scarce now. Are we preparing for a possible future where we don’t have water? Trying to act preemptively. But can we make a difference?

By around 14:00 we switched to the material footprint of Sweden, responsible consumption and production (goal 12). We couldn’t get past the fuzzy layer with water so we thought seeing if we can answer the questions that Clint posed to us with Sweden’s consumption.

What is the issue and why is it significant ?

  • We are consuming more than we can sustain. We will run out of resources eventually
  • Lack of knowledge or care for knowing about what is used to produce things.
  • Don’t have the possibility to change (cost too much, not possible in your current situation)
  • We say we care but don’t act accordingly. A disconnect from reality. Hypocrisy of awareness but no action
  • Can’t visualize it as a problem. Because it is such a big problem we can’t really see it (Auschwitz shoes)
  • Hypocrisy of awareness but no action

What are the key indicators?

  • Earth overshoot day 1987  (they made a day to acknowledge there is an issue with living beyond our means in regards to resources )
  • Climate change
  • Rising sea level, species dying, poverty rising

Who can make difference?

  • Resourceful people / famous people that show care
  • Influencers / Environmentalists / Researchers / Journalist
  • Countries that consume excessively
  • Being considerate and contemplative about our tech purchases
  • People who raise awareness
  • People who have disposable income

Potential Strategies

Remind -we all know but don’t care

Provoke-offend people to see the problem

Unpacking

  • People know, we are just turning a blind eye
  • Maybe it’s not that people don’t care, but that the problem seems too big and overwhelming to help a slum neighborhood, child labor laws, institutionalized slavery. But changing their mindset to think about it as a small issue (6 gallons used to make a shirt, 18 hours of work in one day, etc) making people see the small problems to let them think they can make a change
  • Striving for conscious shopping (cruelty free products) but avoiding it for economical purposes. We would have to make eco friendly options more affordable.
  • Can be a class issue. If you don’t have enough money to afford eco friendly food you are forced to choose.
  • We want people to act on the knowledge they already have with positive reinforcement or by provoking them  
  • How can the outcome be assessed (what are success and failure)?
  • Drop in future pollution
  • Drop in sales number, success if it lowers sales of “bad” products. But a failure if it pushes out smaller companies.
  • Many jobs lost around the world if companies shut down
  • Consumer lifestyle, keeping up with jones. Hard to break habits.  

What impact does your project have in the wider sense?

  • Improving bad working conditions.
  • Helping the environment
  • Raise awareness
  • Promote sustainability in footprint
  • influence people’s buying habits

Generate Knowledge

We discussed this but dont really know how to answer very well.
We will hopefully figure this out and come back to it more

Methodology –Desk research and interviews, asking what if? Getting people to think and start conversations

Materials and craft – look up techniques to see which could be applicable here

Sustainability –Gets us to think about the environment and how our designs can impact the world for better or for worse. Just making a design that has an impact. It’s a failure if it doesn’t change anything or raise up a discussion

Experience-audience, understand our work, how does it affect them?



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