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SPEAKIT
INTERMODAL MESSAGING SYSTEM.

CHING SHENG HUNG, KITTY ZHANG, JOEL RICH, ROSS PAPA
PROJECT BOUNDS
Create an object that has to do with the Olympics.
1.   AUDIENCE initial
 Initially, we looked at the “anti-audience” to the Olympics which would be the
 people protesting against the Olympics. But to maintain a wider possibility of
 use, we specified our audience to people with any dissenting (and not
 necessarily radical) views on the Olympics.
2.   RESEARCH METHODS
 Rather than jumping straight to the whiteboard, we applied different research
 methods to gather quantitative and qualititative information from our
 proposed target audience.
cultural probe      WEEK 1
During the first week, we launched our Cultural Probes. These
probes comprised of a Camera which was meant for keeping a
visual diary, a Map that would collect qualitative data from the
user in regards to how they feel about different areas in the city,
Envelops which they would fill with items indicative of
neighborhoods we label, a Blog where standard q&a would occur,
Political Cartoons to give us an imprint of their personality and
the Box which would give us an imprint of their creativity.
cultural probe results       WEEK 2
The Cultural Probe results were varied and more importantly,
surprising. Alot of the misconceptions that we had about
our use group were cleared up. Our audience are intelligent,
social people whose views are slightly cynical (for example,
making fun of traditional protest methods) but still hopeful.
We found that the political cartoons gave us the best insight
on their point of view.
personas     WEEK 3&4
We then synthesized this insight into our user group and
developed 2 personas, Jefferson and Helen. They would embody
the characteristics that we decided defined our audience. We
then compared and contrasted their personas to find similari-
ties or interesting conflicts. Our hope was that these overlaps
would define a design space to work in. These overlaps did, in
the end, inform many of our design decisions.

The surprising result of the persona work was that Jefferson and
Helen became part of the design team in the sense where we
would ask whether Jefferson or Helen would take part of, buy
into, or believe in the design ideas we come up with.
informances       WEEK 5
Our informances then applied person to action and situation. We were
able to put ourselves into our audience’s shoes and potentially walk for
a moment in their lives. This helped us discover little interactions and
the finer details of communication and social connection that may
happen to our user group. The informances were also the first small
steps in regards to process and ideation where we tried to define a
specific problems and potential solutions.
scenarios     WEEK 6
The Scenarios took the informances a step further and provoked us to bring our
informances into the light of further process. We took smaller social and
behavioral interactions and tried to map the cause-effect cycle that would take
place in these interactions. We ended up getting caught up in developing and
implementing a “What” with our informances and audience group which
constrained much of what could have developed. Instead of more specific and
possibly interesting situations, we came up with expediant solutions. The steps
we as a group will take afterwards will hopefully be reflective on this lesson.
RETROSPECTION                                       post scenario


Instead of moving forward from our Scenario exercises, we went back and tried to digest
all the information that we’ve collected. We were having trouble grounding ourselves
into a solid design idea mainly because all the different bits of information were still
disparate and seemingly unconnected. So we went back to the whiteboard and looked at
past readings (like Dick Hebdige’s book “Subculture: the Meaning of Style”) to find some
connective fiber between the parts. This helped us ask more meaningful questions that
went past the stereotypic surface level which did help us start to explore the foundation
of the “why” questions we’ve been asking.
3.   DESIGN PROPOSAL initial
 Our intention is to design a method to incorporate the opinions of people in
 the system of the Olympic Games, thus possibly provoking discussion and
 inclusion of all members of Vancouver.
4.   IDEATION PROCESS
 We looked at defining our user more clearly and identifying more specifically
 their needs and goals. From this we developed questions to put restraints on
 our ideation process. We also defined important characteristics that are inline
 with our user that would then be designed into the end product.
4.1   AUDIENCE rede ned
 Rather than using the term “Protester” since it carries with it alot of social
 and cultural baggage, we moved to using the term “Social Commentator”.

 We still used the cultural context in which our personas were developed but by
 using the term Social Commentator, we open up the opportunity for a more
 rounded discussion; one that would allow for both positive and negative
 opinions to be expressed.
4.2   WHY? Some Foundational Questions
      1. Why would we give people a tool for motivation / influence

      2. What tools/systems exist already

      3. How can a tool enable people to be anonymous but unignorable
           3a. Do people want to be anonymous?

      4. Can a tool enable people to be visible.

      5. How can a tool empower the grass roots level?

      6. Can a tool provoke people to move beyond personal safety limits to
      enact change.

      7. How does our users interact with people they may not know

      8. What kind of information do they want to share.
4.3 Additional Research
INTERVIEW WITH A GRAFFITI ARTIST
 - What time of day will people be implementing these objects?
       “I usually go out at night so I don’t get seen. It also adds a level of mystery. A blank wall at
       night all of a sudden becomes art in the morning”

 - Appreciate the assortment of tools
        “It’s good to see different tools for different purposes. It doesn’t make sense only having one
        spray can tip”

 - Speed
       “The projector might take long to set up don’t you think? I’d want to be in and out in a couple
       of minutes if not seconds”

 - Sticker Subculture
        “There aren’t alot of people that Sticker in Vancouver. I like Stickering, but I’m not sure if this
        would fly”
4.4   ELEMENTS OF THE END PRODUCT
 Kinetic
 Abilitiy to slip in and out of Anonymity
 Comfort + Un-ignorability
 Local, one-on-one, interpersonal interaction
 Creative Misuse (scaffold, afford, and allow for creativity)
4.5   DESIGN AS BRICOLAGE
 From Hebdige’s “Subculture: The Meaning of Style”, explored the idea of
 bricolage and it’s role in subcultures. We were directed to Panagiotis Louridas’
 paper “Design as Bricolage: Anthropology Meets Design Thinking”. The
 thoughts on bricolage outlined in the early part of the paper became a driving
 force in the development of the project and helped develop a new analogy.
SOCIAL COMMENTATOR
  AS BRICOLER
“The rule of his game is to always make do with what's available ”
(Louridas, 1999)
4.6   METAPHOR
 From this new analogy, we developed a metaphor for our design which then
 propelled us into a flurry of possible forms.
Metaphor
THE ARTIST’S TOOLKIT
                       “He uses an inventory of semi-defined elements: they are at the same time abstract and concrete.
                       They carry a meaning, given to them by their past uses and the bricoleur's experience, knowledge and skill,
                       a meaning which can be modifed, up to a point, by the requirements of the project and the bricoleur's intentions”
                                                                                                                      (Louridas, 1999)
6.   DESIGN PROPOSAL rede ned
 Our design involves developing tools (signifiers) that will reappropriate and
 manipulate found materials to convey a Social Commentator’s point-of-view,
 story, experience. In turn, hopefully provoking discussion and retrospection
 within the recievers of the message.
7.   PROTOTYPES
 We prototyped three tools that could possibly go into the toolkit as well as
 “packaging”. The technology is based in future developments and may not
 exist currently. This allowance was done so the fundamental ideas can have a
 feasible manifestation without being overly restricted.
7.1   LAZERTAGGER Overview
 The Lazertagger is a tiny programmable projector that can be installed onto most surfaces. There is an
 infrared laser that acts as a switch. When the laser is broken, the projector would project a dot matrix
 laser projection displaying the message of the Social Commentator onto buildings, statues, crowds and
 people. The public space is then transformed from an unsable place or a place to sit or walk through, to a
 space of connection between people within the public space and the thoughts of the Social Commentator.
7.1   LAZERTAGGER Digital Interface
 The Lazertagger is a simple plug and play device that acts like a usb stick. The
 interface is an input interface that allows for a preview of the message.
7.1   LAZERTAGGER Application
 The Lazertagger comes with Sticky Tac. To attach the projector onto a surface, one would cover it with
 the Sticky Tac and attach. The application onto a surface is meant to be quick and non-restrictive to
 the movement which would give the user the ability to slip in and out of annonymity much more easily.
 Thus giving the Commentator the ability to speak up and provoke discussion without necessarily
 bringing attention to themselves.




                                                              PROJECTOR




                                                              INFARED LASER
                                                              ACTIVATION



                                                              STICKY TAC
7.1   LAZERTAGGER Functionality
 The projector has a infrared laser that activates the projection. If it is pointed at a building or stationary object,
 the infrared will be continuously tripped thus projecting constantly. The kinetic nature of people interacting with
 the projector add a different dimension to it’s functionality. The activity of people in public spaces change
 throughout the day which then adds another aspect of interaction, time.
7.1   LAZERTAGGER Crowd Interaction
  A crowd of people can potentially act as a stationary object, thus constantly projecting the message. In this way,
  the projected message is acting like a billboard, but instead of displaying banal advertisements, it’s displaying
  moments of thought and point-of-views of real people. This can potentially take individuals out of the usual
  crowd mentality of noticing advertisements but not paying attention to them to potentially being provoked and
  starting an internal discourse.




CROWDCROWD CROWD CROWDCROWD
CROWDCROWD CROWD CROWDCROWD
7.1   LAZERTAGGER Crowd Interaction
 A crowd of people can potentially act as a stationary object, thus constantly projecting the message. In this way,
 the projected message is acting like a billboard, but instead of displaying banal advertisements, it’s displaying
 moments of thought and point-of-views of real people. This can potentially take individuals out of the usual
 crowd mentality of noticing advertisements but not paying attention to them to potentially being provoked and
 starting an internal discourse.




                            ?
7.1   LAZERTAGGER Individual Interactions
    A public space populated by fewer people can lead to more individualized interactions with the projector where
    surprise and play could lead into discourse. Since the projector isn’t being tripped constantly, the momentary
    glimpses of projected messeges may peak their curiousity and lead to further exploration. Larger messages
    would need more than one person to be completely read. This need for a larger canvas could then provoke
    passers-by to collaborate with other passers-by to reveal the complete message.




ERSON                                                                                                                PERSON


                PERSON                                                             PERSON
7.1   LAZERTAGGER Individual Interactions
 A public space populated by fewer people can lead to more individualized interactions with the projector where
 surprise and play could lead into discourse. Since the projector isn’t being tripped constantly, the momentary
 glimpses of projected messeges may peak their curiousity and lead to further exploration. Larger messages
 would need more than one person to be completely read. This need for a larger canvas could then provoke
 passers-by to collaborate with other passers-by to reveal the complete message.




                                                                                              PERSON
           PERSON
                                                                            ?
                                  PERSON                      PERSON
7.1   LAZERTAGGER Individual Interactions
  A public space populated by fewer people can lead to more individualized interactions with the projector where
  surprise and play could lead into discourse. Since the projector isn’t being tripped constantly, the momentary
  glimpses of projected messeges may peak their curiousity and lead to further exploration. Larger messages
  would need more than one person to be completely read. This need for a larger canvas could then provoke
  passers-by to collaborate with other passers-by to reveal the complete message.



                                                                             ?
                                           !
                                       PERSO                        SON
                                                    N           PER

PERSON                                      ?                                ?
                                           PERSON PERSON

                                                                                                                   PERSON
7.1   LAZERTAGGER Individual Interactions
 A public space populated by fewer people can lead to more individualized interactions with the projector where
 surprise and play could lead into discourse. Since the projector isn’t being tripped constantly, the momentary
 glimpses of projected messeges may peak their curiousity and lead to further exploration. Larger messages
 would need more than one person to be completely read. This need for a larger canvas could then provoke
 passers-by to collaborate with other passers-by to reveal the complete message.




                                                                            ?
7.2   ‘SCOT Overview
 ‘Soct is an inflatable art toy that is meant to bring attention away from the system and the icons of
 the Games and stand as a representation of the people of Vancouver. It does this by symbolically
 being a mascot for an individual.




                                 6 feet
7.2   ‘SCOT Interface
 ‘Soct’s interface is a vinyl plastic canvas. He is meant to be drawn on and customized in however way the user
 desires thus standing as an artefact of the myriad of peoples and styles that is Vancouver. Paint and markers
 would be the tradtional way to customize ‘Scot.
7.2   ‘SCOT Functionality
 After customizing ‘Scot, the user must deploy it. To mirror the kinetic nature of the Sticky Projector, ’Scot is
 equiped with a rapid inflation device at it’s feet (also acting as anchors).
7.2   ‘SCOT Interaction
 Like the Sticky Projector, ‘Scot interacts both with person and place. The interaction with people is
 immediate and evident. Some people may go up to ’Scot to take a closer look, take pictures with it, and
 possibly talk to each other about it. The interaction with place is a little less evident unless many ‘Scots
 are deployed. ’Scot can create a temporary, transient spaces defined by the personality, style and
 presence of the people. In turn, reclaiming the space (possibly restricted and zoned only for Olympic
 sanctioned events) back to the people from the system of the Games.
7.3   ICON STICKERS
 The Icon Stickers are an iteration of ‘Scot and symbols for the kit and the movement of people that the
 kit attracts. Tthe Stickering culture in Vancouver is not prominent so the intention of this component is
 mainly to act as a calling card for the movement. The hope is that it would spark a greater interest in
 this art form because there is much creativity in Vancouver but little meaningful urban artefacts of it.
7.3   THE MESSENGER BAG
 The “packaging” of the overall kit is the Messenger Bag. When the kit is acquired, the tools will come in
 the various messenger bags so to not brand the objects but still give them a distinguishable aesthetic.
 We chose this particular bag for two reasons:

 1. Since Anonymity is an element we planned to design into the kit, the Messenger Bag is a good candi-
 date since it is a fairly ubiquitous bag.

 2. The name “Messenger Bag” is a matches with the intention of the kit; the bag of a Messenger.
7.4    SYNERGY
 We specifically designed the different components in the kit to work together to hopefully
 allow for a message that is bigger than the sum of its parts. 'Scot can be used as a surface
 to be projected onto for the Lazertagger or as a mount for a Lazertagger to be fixed to. The
 stickers use the iconography of 'Scot and are very effective as mini-'Scots or as way finding
 tools to show people where Lazertaggers have been installed.
8.   IMPLICATIONS
 Since our objects are interacting with people and public environments, we
 much consider what the implications of these interactions are. A good lens to
 understand these implications is through the effect on the Stakeholders; the
 people being directly effected by these objects.
8.1   PASSERS-BY Implications
 Passers-by are both user and canvas in these interaction scenarios. A full
 spectrum of reactions can be expected, from highly interested and interactive
 to offended.
8.1   AUTHORITIES Implications
 The Authorities see the objects, primarily, as safety concerns. Firstly, the
 projector potentially looks like a dangerous piece of technology (i.e. a bomb).
 So the Lazertagger alone may set off some red flags and cause uneasiness
 and distrust. ‘Scot may cause general annoynance thus componding the
 stress of dealing with potential crowds of people and the system of the Games.
9.   WHAT DID WE LEARN?
        e research methods were at rst, not the most exciting things to do. As they went
     on, we realized how valuable it was to look into the patterns, habits and unique
     mannerisms of the user. To take the Designer somewhat out of the equation so to
     discover an interesting moment of need or fascination to then design in.


     “     ere’s a world outside of the whiteboard”

     Prototyping was an eye opener. Our initial misconceptions of prototyping was coming up with an
     almost- nished version of an idea.     e nish of the object was less important than the goal
     of communicating an idea. At the end of the day, we didn’t really make anything but we believe that we
     were successful in our prototyping process. We experimented a lot with di erent materials (shower
     curtains, Sticky Tac, velcro) and found the importance of play and discovery in the prototyping process.



     As a team, we agreed that the main thing we learned is that people are the point.      e end artefact may end up being
     really well rendered and the video may end up really slick with great music, but it’s really pointless if the person is lost
     in the process.    e world doesn’t need another designer that can pump out products and objects. We as designers
     cannot be caught up in the glamour of the nal; we must be excited in the intermediate to achieve a meaningful end.
10.   APPENDIX
 Videos, Research, Early Sketches, etc.
SOCIAL COMMENTATOR
  AS BRICOLER
“The rule of his game is to always make do with `what's available’ ”
(Louridas, 1999)
SIGN
   (in the terms of Semiotics)




                                 POISON
SIGNIFIER: symbol; concrete      SIGNIFIED: concept; abstract
SIGN
   (in the terms of Semiotics)
                                 DESIGN SPACE
                                 We’re designing the means of conveying
                                 the message, not the message itself




                                          POISON
SIGNIFIER: symbol; concrete               SIGNIFIED: concept; abstract
METAPHOR:
THE ARTIST’S TOOLKIT
THE TOOLBOX IS
SUBJECTIVE TO
THE MEDIUM
WHAT MEDIUMS DO THE
OLYMPICS BRING?

PHYSICAL               SOCIAL
Glass                  Crowd
Metal                  Mascots
Wood                   Tourists
Fabric / Fur           Media Coverage
Digital Environments   Security
                       Venues
                       Vendors
                       the GAMES
DESIGN SPACE
REDEFINITION

 We’re designing means of opportunites for retrospection and usage of found
 materials to develop a signifier thus conveying the Social Commentator’s
 point-of-view, story, experience.
PARTICIPATORY DESIGN
     WORKSHOP
                 RESULTS
2 MAIN ACTIVITIES


        DISCUSSION AND
        BODY-STORMING
ENVIRONMENT



EXCITED AT FIRST, BUT CONCERNED                 DOESN’T FEEL
ABOUT MONEY USAGE
                                                CONNECTED
                                   CONCERNS
“IT DOESN’T MATTER HOW IT’S DEPLOYED, AS
LONG AS THE MESSAGE GETS OUT”
                                   - MICHELLE
PITFALLS.
FROM “Effective Use Of Participatory Design Methods”




1. EXPECTING PARTICIPANTS WANT TO CONTRIBUTE

2. LETTING SMALL NUMBERS OF USERS GREATLY IMPACT
DESIGN

3. EXPECTING DOMAIN EXPERTS TO BE TECHNOLOGY EXPERTS

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Speakit

  • 1. SPEAKIT INTERMODAL MESSAGING SYSTEM. CHING SHENG HUNG, KITTY ZHANG, JOEL RICH, ROSS PAPA
  • 2. PROJECT BOUNDS Create an object that has to do with the Olympics.
  • 3. 1. AUDIENCE initial Initially, we looked at the “anti-audience” to the Olympics which would be the people protesting against the Olympics. But to maintain a wider possibility of use, we specified our audience to people with any dissenting (and not necessarily radical) views on the Olympics.
  • 4. 2. RESEARCH METHODS Rather than jumping straight to the whiteboard, we applied different research methods to gather quantitative and qualititative information from our proposed target audience.
  • 5. cultural probe WEEK 1 During the first week, we launched our Cultural Probes. These probes comprised of a Camera which was meant for keeping a visual diary, a Map that would collect qualitative data from the user in regards to how they feel about different areas in the city, Envelops which they would fill with items indicative of neighborhoods we label, a Blog where standard q&a would occur, Political Cartoons to give us an imprint of their personality and the Box which would give us an imprint of their creativity.
  • 6. cultural probe results WEEK 2 The Cultural Probe results were varied and more importantly, surprising. Alot of the misconceptions that we had about our use group were cleared up. Our audience are intelligent, social people whose views are slightly cynical (for example, making fun of traditional protest methods) but still hopeful. We found that the political cartoons gave us the best insight on their point of view.
  • 7. personas WEEK 3&4 We then synthesized this insight into our user group and developed 2 personas, Jefferson and Helen. They would embody the characteristics that we decided defined our audience. We then compared and contrasted their personas to find similari- ties or interesting conflicts. Our hope was that these overlaps would define a design space to work in. These overlaps did, in the end, inform many of our design decisions. The surprising result of the persona work was that Jefferson and Helen became part of the design team in the sense where we would ask whether Jefferson or Helen would take part of, buy into, or believe in the design ideas we come up with.
  • 8. informances WEEK 5 Our informances then applied person to action and situation. We were able to put ourselves into our audience’s shoes and potentially walk for a moment in their lives. This helped us discover little interactions and the finer details of communication and social connection that may happen to our user group. The informances were also the first small steps in regards to process and ideation where we tried to define a specific problems and potential solutions.
  • 9. scenarios WEEK 6 The Scenarios took the informances a step further and provoked us to bring our informances into the light of further process. We took smaller social and behavioral interactions and tried to map the cause-effect cycle that would take place in these interactions. We ended up getting caught up in developing and implementing a “What” with our informances and audience group which constrained much of what could have developed. Instead of more specific and possibly interesting situations, we came up with expediant solutions. The steps we as a group will take afterwards will hopefully be reflective on this lesson.
  • 10. RETROSPECTION post scenario Instead of moving forward from our Scenario exercises, we went back and tried to digest all the information that we’ve collected. We were having trouble grounding ourselves into a solid design idea mainly because all the different bits of information were still disparate and seemingly unconnected. So we went back to the whiteboard and looked at past readings (like Dick Hebdige’s book “Subculture: the Meaning of Style”) to find some connective fiber between the parts. This helped us ask more meaningful questions that went past the stereotypic surface level which did help us start to explore the foundation of the “why” questions we’ve been asking.
  • 11. 3. DESIGN PROPOSAL initial Our intention is to design a method to incorporate the opinions of people in the system of the Olympic Games, thus possibly provoking discussion and inclusion of all members of Vancouver.
  • 12. 4. IDEATION PROCESS We looked at defining our user more clearly and identifying more specifically their needs and goals. From this we developed questions to put restraints on our ideation process. We also defined important characteristics that are inline with our user that would then be designed into the end product.
  • 13. 4.1 AUDIENCE rede ned Rather than using the term “Protester” since it carries with it alot of social and cultural baggage, we moved to using the term “Social Commentator”. We still used the cultural context in which our personas were developed but by using the term Social Commentator, we open up the opportunity for a more rounded discussion; one that would allow for both positive and negative opinions to be expressed.
  • 14. 4.2 WHY? Some Foundational Questions 1. Why would we give people a tool for motivation / influence 2. What tools/systems exist already 3. How can a tool enable people to be anonymous but unignorable 3a. Do people want to be anonymous? 4. Can a tool enable people to be visible. 5. How can a tool empower the grass roots level? 6. Can a tool provoke people to move beyond personal safety limits to enact change. 7. How does our users interact with people they may not know 8. What kind of information do they want to share.
  • 15. 4.3 Additional Research INTERVIEW WITH A GRAFFITI ARTIST - What time of day will people be implementing these objects? “I usually go out at night so I don’t get seen. It also adds a level of mystery. A blank wall at night all of a sudden becomes art in the morning” - Appreciate the assortment of tools “It’s good to see different tools for different purposes. It doesn’t make sense only having one spray can tip” - Speed “The projector might take long to set up don’t you think? I’d want to be in and out in a couple of minutes if not seconds” - Sticker Subculture “There aren’t alot of people that Sticker in Vancouver. I like Stickering, but I’m not sure if this would fly”
  • 16. 4.4 ELEMENTS OF THE END PRODUCT Kinetic Abilitiy to slip in and out of Anonymity Comfort + Un-ignorability Local, one-on-one, interpersonal interaction Creative Misuse (scaffold, afford, and allow for creativity)
  • 17. 4.5 DESIGN AS BRICOLAGE From Hebdige’s “Subculture: The Meaning of Style”, explored the idea of bricolage and it’s role in subcultures. We were directed to Panagiotis Louridas’ paper “Design as Bricolage: Anthropology Meets Design Thinking”. The thoughts on bricolage outlined in the early part of the paper became a driving force in the development of the project and helped develop a new analogy.
  • 18. SOCIAL COMMENTATOR AS BRICOLER “The rule of his game is to always make do with what's available ” (Louridas, 1999)
  • 19. 4.6 METAPHOR From this new analogy, we developed a metaphor for our design which then propelled us into a flurry of possible forms.
  • 20. Metaphor THE ARTIST’S TOOLKIT “He uses an inventory of semi-defined elements: they are at the same time abstract and concrete. They carry a meaning, given to them by their past uses and the bricoleur's experience, knowledge and skill, a meaning which can be modifed, up to a point, by the requirements of the project and the bricoleur's intentions” (Louridas, 1999)
  • 21. 6. DESIGN PROPOSAL rede ned Our design involves developing tools (signifiers) that will reappropriate and manipulate found materials to convey a Social Commentator’s point-of-view, story, experience. In turn, hopefully provoking discussion and retrospection within the recievers of the message.
  • 22. 7. PROTOTYPES We prototyped three tools that could possibly go into the toolkit as well as “packaging”. The technology is based in future developments and may not exist currently. This allowance was done so the fundamental ideas can have a feasible manifestation without being overly restricted.
  • 23. 7.1 LAZERTAGGER Overview The Lazertagger is a tiny programmable projector that can be installed onto most surfaces. There is an infrared laser that acts as a switch. When the laser is broken, the projector would project a dot matrix laser projection displaying the message of the Social Commentator onto buildings, statues, crowds and people. The public space is then transformed from an unsable place or a place to sit or walk through, to a space of connection between people within the public space and the thoughts of the Social Commentator.
  • 24. 7.1 LAZERTAGGER Digital Interface The Lazertagger is a simple plug and play device that acts like a usb stick. The interface is an input interface that allows for a preview of the message.
  • 25. 7.1 LAZERTAGGER Application The Lazertagger comes with Sticky Tac. To attach the projector onto a surface, one would cover it with the Sticky Tac and attach. The application onto a surface is meant to be quick and non-restrictive to the movement which would give the user the ability to slip in and out of annonymity much more easily. Thus giving the Commentator the ability to speak up and provoke discussion without necessarily bringing attention to themselves. PROJECTOR INFARED LASER ACTIVATION STICKY TAC
  • 26. 7.1 LAZERTAGGER Functionality The projector has a infrared laser that activates the projection. If it is pointed at a building or stationary object, the infrared will be continuously tripped thus projecting constantly. The kinetic nature of people interacting with the projector add a different dimension to it’s functionality. The activity of people in public spaces change throughout the day which then adds another aspect of interaction, time.
  • 27. 7.1 LAZERTAGGER Crowd Interaction A crowd of people can potentially act as a stationary object, thus constantly projecting the message. In this way, the projected message is acting like a billboard, but instead of displaying banal advertisements, it’s displaying moments of thought and point-of-views of real people. This can potentially take individuals out of the usual crowd mentality of noticing advertisements but not paying attention to them to potentially being provoked and starting an internal discourse. CROWDCROWD CROWD CROWDCROWD CROWDCROWD CROWD CROWDCROWD
  • 28. 7.1 LAZERTAGGER Crowd Interaction A crowd of people can potentially act as a stationary object, thus constantly projecting the message. In this way, the projected message is acting like a billboard, but instead of displaying banal advertisements, it’s displaying moments of thought and point-of-views of real people. This can potentially take individuals out of the usual crowd mentality of noticing advertisements but not paying attention to them to potentially being provoked and starting an internal discourse. ?
  • 29. 7.1 LAZERTAGGER Individual Interactions A public space populated by fewer people can lead to more individualized interactions with the projector where surprise and play could lead into discourse. Since the projector isn’t being tripped constantly, the momentary glimpses of projected messeges may peak their curiousity and lead to further exploration. Larger messages would need more than one person to be completely read. This need for a larger canvas could then provoke passers-by to collaborate with other passers-by to reveal the complete message. ERSON PERSON PERSON PERSON
  • 30. 7.1 LAZERTAGGER Individual Interactions A public space populated by fewer people can lead to more individualized interactions with the projector where surprise and play could lead into discourse. Since the projector isn’t being tripped constantly, the momentary glimpses of projected messeges may peak their curiousity and lead to further exploration. Larger messages would need more than one person to be completely read. This need for a larger canvas could then provoke passers-by to collaborate with other passers-by to reveal the complete message. PERSON PERSON ? PERSON PERSON
  • 31. 7.1 LAZERTAGGER Individual Interactions A public space populated by fewer people can lead to more individualized interactions with the projector where surprise and play could lead into discourse. Since the projector isn’t being tripped constantly, the momentary glimpses of projected messeges may peak their curiousity and lead to further exploration. Larger messages would need more than one person to be completely read. This need for a larger canvas could then provoke passers-by to collaborate with other passers-by to reveal the complete message. ? ! PERSO SON N PER PERSON ? ? PERSON PERSON PERSON
  • 32. 7.1 LAZERTAGGER Individual Interactions A public space populated by fewer people can lead to more individualized interactions with the projector where surprise and play could lead into discourse. Since the projector isn’t being tripped constantly, the momentary glimpses of projected messeges may peak their curiousity and lead to further exploration. Larger messages would need more than one person to be completely read. This need for a larger canvas could then provoke passers-by to collaborate with other passers-by to reveal the complete message. ?
  • 33. 7.2 ‘SCOT Overview ‘Soct is an inflatable art toy that is meant to bring attention away from the system and the icons of the Games and stand as a representation of the people of Vancouver. It does this by symbolically being a mascot for an individual. 6 feet
  • 34. 7.2 ‘SCOT Interface ‘Soct’s interface is a vinyl plastic canvas. He is meant to be drawn on and customized in however way the user desires thus standing as an artefact of the myriad of peoples and styles that is Vancouver. Paint and markers would be the tradtional way to customize ‘Scot.
  • 35. 7.2 ‘SCOT Functionality After customizing ‘Scot, the user must deploy it. To mirror the kinetic nature of the Sticky Projector, ’Scot is equiped with a rapid inflation device at it’s feet (also acting as anchors).
  • 36. 7.2 ‘SCOT Interaction Like the Sticky Projector, ‘Scot interacts both with person and place. The interaction with people is immediate and evident. Some people may go up to ’Scot to take a closer look, take pictures with it, and possibly talk to each other about it. The interaction with place is a little less evident unless many ‘Scots are deployed. ’Scot can create a temporary, transient spaces defined by the personality, style and presence of the people. In turn, reclaiming the space (possibly restricted and zoned only for Olympic sanctioned events) back to the people from the system of the Games.
  • 37. 7.3 ICON STICKERS The Icon Stickers are an iteration of ‘Scot and symbols for the kit and the movement of people that the kit attracts. Tthe Stickering culture in Vancouver is not prominent so the intention of this component is mainly to act as a calling card for the movement. The hope is that it would spark a greater interest in this art form because there is much creativity in Vancouver but little meaningful urban artefacts of it.
  • 38. 7.3 THE MESSENGER BAG The “packaging” of the overall kit is the Messenger Bag. When the kit is acquired, the tools will come in the various messenger bags so to not brand the objects but still give them a distinguishable aesthetic. We chose this particular bag for two reasons: 1. Since Anonymity is an element we planned to design into the kit, the Messenger Bag is a good candi- date since it is a fairly ubiquitous bag. 2. The name “Messenger Bag” is a matches with the intention of the kit; the bag of a Messenger.
  • 39. 7.4 SYNERGY We specifically designed the different components in the kit to work together to hopefully allow for a message that is bigger than the sum of its parts. 'Scot can be used as a surface to be projected onto for the Lazertagger or as a mount for a Lazertagger to be fixed to. The stickers use the iconography of 'Scot and are very effective as mini-'Scots or as way finding tools to show people where Lazertaggers have been installed.
  • 40. 8. IMPLICATIONS Since our objects are interacting with people and public environments, we much consider what the implications of these interactions are. A good lens to understand these implications is through the effect on the Stakeholders; the people being directly effected by these objects.
  • 41. 8.1 PASSERS-BY Implications Passers-by are both user and canvas in these interaction scenarios. A full spectrum of reactions can be expected, from highly interested and interactive to offended.
  • 42. 8.1 AUTHORITIES Implications The Authorities see the objects, primarily, as safety concerns. Firstly, the projector potentially looks like a dangerous piece of technology (i.e. a bomb). So the Lazertagger alone may set off some red flags and cause uneasiness and distrust. ‘Scot may cause general annoynance thus componding the stress of dealing with potential crowds of people and the system of the Games.
  • 43. 9. WHAT DID WE LEARN? e research methods were at rst, not the most exciting things to do. As they went on, we realized how valuable it was to look into the patterns, habits and unique mannerisms of the user. To take the Designer somewhat out of the equation so to discover an interesting moment of need or fascination to then design in. “ ere’s a world outside of the whiteboard” Prototyping was an eye opener. Our initial misconceptions of prototyping was coming up with an almost- nished version of an idea. e nish of the object was less important than the goal of communicating an idea. At the end of the day, we didn’t really make anything but we believe that we were successful in our prototyping process. We experimented a lot with di erent materials (shower curtains, Sticky Tac, velcro) and found the importance of play and discovery in the prototyping process. As a team, we agreed that the main thing we learned is that people are the point. e end artefact may end up being really well rendered and the video may end up really slick with great music, but it’s really pointless if the person is lost in the process. e world doesn’t need another designer that can pump out products and objects. We as designers cannot be caught up in the glamour of the nal; we must be excited in the intermediate to achieve a meaningful end.
  • 44. 10. APPENDIX Videos, Research, Early Sketches, etc.
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  • 51. SOCIAL COMMENTATOR AS BRICOLER “The rule of his game is to always make do with `what's available’ ” (Louridas, 1999)
  • 52. SIGN (in the terms of Semiotics) POISON SIGNIFIER: symbol; concrete SIGNIFIED: concept; abstract
  • 53. SIGN (in the terms of Semiotics) DESIGN SPACE We’re designing the means of conveying the message, not the message itself POISON SIGNIFIER: symbol; concrete SIGNIFIED: concept; abstract
  • 55. THE TOOLBOX IS SUBJECTIVE TO THE MEDIUM
  • 56. WHAT MEDIUMS DO THE OLYMPICS BRING? PHYSICAL SOCIAL Glass Crowd Metal Mascots Wood Tourists Fabric / Fur Media Coverage Digital Environments Security Venues Vendors the GAMES
  • 57. DESIGN SPACE REDEFINITION We’re designing means of opportunites for retrospection and usage of found materials to develop a signifier thus conveying the Social Commentator’s point-of-view, story, experience.
  • 58. PARTICIPATORY DESIGN WORKSHOP RESULTS
  • 59. 2 MAIN ACTIVITIES DISCUSSION AND BODY-STORMING
  • 60. ENVIRONMENT EXCITED AT FIRST, BUT CONCERNED DOESN’T FEEL ABOUT MONEY USAGE CONNECTED CONCERNS
  • 61. “IT DOESN’T MATTER HOW IT’S DEPLOYED, AS LONG AS THE MESSAGE GETS OUT” - MICHELLE
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  • 63. PITFALLS. FROM “Effective Use Of Participatory Design Methods” 1. EXPECTING PARTICIPANTS WANT TO CONTRIBUTE 2. LETTING SMALL NUMBERS OF USERS GREATLY IMPACT DESIGN 3. EXPECTING DOMAIN EXPERTS TO BE TECHNOLOGY EXPERTS