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Right Action! Pak Lau

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Page 1: Right Action

Right Action!

Pak Lau

Page 2: Right Action

Demonstration

Page 3: Right Action
Page 4: Right Action

Instruction given to all games Animation

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Page 6: Right Action
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Thank you for your participation in the Umbrella Movement

It’s been a long way. Let’s review what HAVE been done!

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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

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Achievement #2 Pepper Spray

• Level of violence: 4/5

• Grade: A

• Description:

• Shooting pepper spray to protestor’s eyeballs

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Achievement #3 Suppress freedom of speech

• Level of violence: 4/5

• Grade: A

• Description:

• Suppress freedom of speech of protestors supporting the yellow party

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Achievement #4 Using Batons unreasonably

• Level of violence: 4/5

• Grade: A

• Description:

• Beating peaceful protestor with batons

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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

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Achievement #6 Excessive Measure

• Level of violence: 4/5

• Grade: A

• Description:

• Applying excessive measures to retain social order

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scan and read more

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Design Details

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Design Goal

• Design Goal

• Criticise the unlawful enforcement actions of the Hong Kong Police

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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

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User Experience

during the game after the game

emotions

ignorant shocked

proud guilty

excited unsettled

environments fast-paced bright

slow-paced dark

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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

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User Experience: During the game

Ignorant,proud,excited

• Lack of information:

• No verbal descriptions

• No reasons given

• Time constraint:

• Timed

• Fast and neat

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User Experience: During the game

Ignorant,proud,excited

• Color

• innocent

• cheerful

• optimistic

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User Experience: During the game

Proud, excited

• Grades

• Promotions

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User Experience: During the game

Excited

• Pressure (time)

• Promotions

• Fast-paced

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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

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User Experience: During the game

Shocked,sympathetic,guilty

• Break of Consistency

• Isn’t it just a game?

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User Experience: During the game

Sympathetic,guilty

• Images

• Association

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User Experience: During the game

Guilty

• It HAS been done

• Inevitable

It’s been a long way. Let’s review what HAVE been done!

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More Design Details

• Colour

Blue vs. Yellow Red Eyeball

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More Design Details

• Mechanism

• simple

• no control / autonomy

• Context

• arcade game

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Design Process

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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

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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

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Design Process

2b. Deciding on the approach with reference to lit.

Critical Design

• Train

• The Mechanic is the Message

• The Twist

• Revelation

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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

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Design Process

3. Form of Interaction

• Existing electronic device

• old device

• Creative electronic device

• Installation

• Software

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Design Process

3. Form of Interaction

• Existing electronic device

• Beginning: Game Boy

• Simple

• Arrows + AB

• Rank

• vs. Counter-Strike

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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

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Design Process

4. Sketches / Storyboard

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Design Process

5. Improve by using frameworks, methods

• Enhance the twist

• Goal: Enhance contrast in change of emotion

• Approach: challenging

• Trajectory

• Emotion Design

• Temporal

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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

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Design Process

5. Improve by using frameworks, methods

AB

D

D

B A

A

• Challenging

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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

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Reflection

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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

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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

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Reflection

• Final design

• Good

• Analogy

• Color

• Emotion , speed and trajectory

• Possible improvements

• Subjective view

• Persuasiveness, Reliability

• Sound

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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?

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thanks for listening