right action
TRANSCRIPT
Right Action!
Pak Lau
Demonstration
Instruction given to all games Animation
Thank you for your participation in the Umbrella Movement
It’s been a long way. Let’s review what HAVE been done!
Achievement #1 Beat into submission
• Level of violence: 4/5
• Grade: A
• Description:
• Being one of the six officers who beat an unarmed protestor in a dark corner
Achievement #2 Pepper Spray
• Level of violence: 4/5
• Grade: A
• Description:
• Shooting pepper spray to protestor’s eyeballs
Achievement #3 Suppress freedom of speech
• Level of violence: 4/5
• Grade: A
• Description:
• Suppress freedom of speech of protestors supporting the yellow party
Achievement #4 Using Batons unreasonably
• Level of violence: 4/5
• Grade: A
• Description:
• Beating peaceful protestor with batons
Achievement #5 Using Tear Gas unreasonably
• Level of violence: 4/5
• Grade: A
• Description:
• Dispersing packed crowd with tear gas when there’re no exits
Achievement #6 Excessive Measure
• Level of violence: 4/5
• Grade: A
• Description:
• Applying excessive measures to retain social order
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Design Details
Design Goal
• Design Goal
• Criticise the unlawful enforcement actions of the Hong Kong Police
Criticism
• The ignorance of police officers of low rankings is threatening
• a) the consequence of their actions
• b) the autonomy of a policeman
• benefits
• quit
User Experience
during the game after the game
emotions
ignorant shocked
proud guilty
excited unsettled
environments fast-paced bright
slow-paced dark
during the game after the game
emotions
ignorant shocked
proud guilty
excited unsettled
environments fast-paced bright
slow-paced dark
User Experience: During the game
User Experience: During the game
Ignorant,proud,excited
• Lack of information:
• No verbal descriptions
• No reasons given
• Time constraint:
• Timed
• Fast and neat
User Experience: During the game
Ignorant,proud,excited
• Color
• innocent
• cheerful
• optimistic
User Experience: During the game
Proud, excited
• Grades
• Promotions
User Experience: During the game
Excited
• Pressure (time)
• Promotions
• Fast-paced
during the game after the game
emotions
ignorant shocked
proud guilty
excited unsettled
environments fast-paced bright
slow-paced dark
User Experience: After the game
User Experience: During the game
Shocked,sympathetic,guilty
• Break of Consistency
• Isn’t it just a game?
User Experience: During the game
Sympathetic,guilty
• Images
• Association
User Experience: During the game
Guilty
• It HAS been done
• Inevitable
It’s been a long way. Let’s review what HAVE been done!
More Design Details
• Colour
Blue vs. Yellow Red Eyeball
More Design Details
• Mechanism
• simple
• no control / autonomy
• Context
• arcade game
Design Process
Design Process
1. Brainstorming
• listing societal problems
• two were selected
• listing items I found interest in
• only five
• picked one based on interest and knowledge
Design Process
2a. Re-think on results from brainstorming
Original
Goal Money vs. Right Actions
Criticism Blindness of police + dilemma they face
UX Let the user struggle between win and “lose”
Approach Let user experience what the police experienced
Design Process
2b. Deciding on the approach with reference to lit.
Critical Design
• Train
• The Mechanic is the Message
• The Twist
• Revelation
Design Process
2b. Deciding on the approach with reference to lit.
• Dunne & Raby: A/B Manifest (2009)
• Problem Finding vs. Solving
• Provocation
• The Twist
• Provocation
• Evoke (change in) emotions
• Proud, excited —> unsettled
Design Process
3. Form of Interaction
• Existing electronic device
• old device
• Creative electronic device
• Installation
• Software
Design Process
3. Form of Interaction
• Existing electronic device
• Beginning: Game Boy
• Simple
• Arrows + AB
• Rank
• vs. Counter-Strike
Design Process
3. Ideations
Stages Control Position Violence Weapon Time Constraint
1 B Patrol officer 0 None Normal
2 A, BSenior patrol officer
Reasonable Baton Heavier
3 Arrows, A,B SergentAgainst human rights
Pepper spray Demanding
• Attributes and Structure: the changing factors
Design Process
4. Sketches / Storyboard
Design Process
5. Improve by using frameworks, methods
• Enhance the twist
• Goal: Enhance contrast in change of emotion
• Approach: challenging
• Trajectory
• Emotion Design
• Temporal
Design Process
5. Improve by using frameworks, methods
• Emotion Design (10 ways)
• The Challenging: Frustration + Satisfaction
• Temporal aspect
• One-time experience
• More time spent, higher cost
• Excitement is short
• Trajectory
} Balance
Design Process
5. Improve by using frameworks, methods
AB
D
D
B A
A
• Challenging
In Reality
• Target Users
• Unfamiliar with the event
• Lack of interest in current affairs
• People in Hong Kong and the rest of the world
• Reactions
• Read more
• Take a stance
Reflection
Reflection
• Design Process
• Good
• Narrowing down
• Form follows function
• Bad
• Exploration in other methods to criticise
• High resemblance to train
Stages Control Position Violence Weapon Time Constraint
1 B Patrol officer
0 None Normal
2 A, BSenior patrol officer
Reasonable Baton Heavier
3 Arrows, A,B
SergentAgainst human rights
Pepper spray
Demanding
Reflection
• Design Process
• Good /Bad
• the goal
• clear, but shifting
• driven by the approach
Original
Goal Money vs. Right Actions
Criticism Blindness of police + dilemma they face
UX Let the user struggle between win and “lose”
Approach Let user experience what the police experienced
Reflection
• Final design
• Good
• Analogy
• Color
• Emotion , speed and trajectory
• Possible improvements
• Subjective view
• Persuasiveness, Reliability
• Sound
Ranking of literatures used
• Train
• Dunne & Raby: A/B Manifest
• Ten Ways to Design for Disgust, Sadness, and Other Enjoyments: A Design Approach to Enrich Product Experiences with Negative Emotions
• From Interaction to Trajectories: Designing Coherent Journeys Through User Experiences
————————————————-
• Ambiguity as a Resource for Design
• How Do We Design for Emotion?
thanks for listening