Tuesday, September 3, 2019

Digital and Analog

I was looking at creating embodied experiences for my interventions. From the collected data, people don’t believe that backing away from technology is the way forward, they also feel that technology is replacing many physical processes that consist of unique tactile characteristics, feel and value. Many people agree that both physical and digital should work together to create better experiences. I was thinking of incorporating analog back into our digital lives and here is my abstract:

Version 1:

Welcome back, Analog.

In the modern world, people experience burnout and indulge in digital screens for convenience and fast entertainment. Human interactions have become minimal as people spend more time on phones than they do with each other. An increasingly digitized world is becoming one that limits challenges to our bodies and minds, preventing it from achieving optimal sensory, motor skills, creativity, and imagination. This project aims to encourage the busy society to take a moment to disconnect from the era of distraction to fall in love with the tactile and tangible. The interventions will act as antidotes to the fast-paced world we’re living in, hoping to stimulate meaningful bonding and support each other in achieving a healthy digital/life balance. By incorporating analog back into our digital lives, we may be able to add value to our existing digital lives with the tactile characteristics and feel that only comes with it, creating a new balanced technological age.

Love, Digital. 

Looking at similar studies on bridging the digital-analog disparity,

DIGITALOGUE by Irma Foldenyi, Design Academy Eindhoven
Digital and Analogue in Dialogue

One year ago, when talking to a friend online and walking with the laptop in my hands to show her my flat, she suddenly warned me: “Please don’t drop me!” Fascinated by this moment of paradox, and taking it as a starting point I made a one year investigation between the relationship of body and technologies. I asked the question, in what ways can I bridge the perception between digital and analogue worlds? When looking at the online world, the world we see on the screen, there are many actions, spaces and symbols we live in and relate to. But they are only processed visually.

She feels that whatever that is translated over the screen - whether typing or speaking through Skype - there is a loss in humane attitude - body languages and gestures and a loss through the spatial connection. She comes up with an interesting new gesture language to support the expression of thoughts in everyday conversations, prompting us to rethink about the online space. 


Interactive VR/AR games:

1. Pokemon Go Augmented reality game bring people together

2. Father.IO - A device that plug into smartphone and allow multiplayer player-versus-player gameplay, it converts the real world in a huge laser tag arena. Player in-game actions are no longer confined to a screen. Gameplay happens in real life, with real people, and hitting real enemies. 

One of them: Memory AR - A game to monitoring and exercising the player's cognitive skills - for elderly. It involves the use of Augmented Reality glasses, which is a special equipment able to project virtual objects in the actual surroundings of the player. It is a memory and reflex game. The goal is to quickly find a number of objects in the player's surroundings. When all objects have been found, the user is then requested to list them in the order they were found.

Forest mobile app:
A productivity app to help users focus on their tasks, spend less time on their cell phones, to incentivise time well spent, and keep our environment green. Users earn credits by not using their cell phones and plant real trees around the world with the credits. Forest partners with a non profit tree plantation organisation, Trees for the Future, they help communities around the world plant trees and their efforts include reforestation, cutting carbon emissions and sustainability. Forest donates money to plant real trees for users who earn enough credit in the app. Till date, 519,662 trees have been planted by Forest users.

Others:
1. Singtel 10,000 daily steps challenge to get 1 GB data

2. Black Mirror – Bandersnatch - 5 possible endings. 
- It gives viewers the ability to choose their own path through a story with a series multiple-choice questions that could be easily answered with the help of a TV remote/ playstation controller.

However, I was doing more research on the analog part and I found out that I can't call the interventions analog as long as there is coding involved so I changed it to physical to represent the tactile and tangible instead. The idea of an alliance of physical and digital attributes to offer a balanced experience for the user is the same. So I changed to, 

Version 2:

The Physical/Digital Equalizer for Wellbeing

In the modern world, people experience burnout and indulge in digital screens for convenience and fast entertainment. Human interactions have become minimal as people spend more time on phones than they do with each other. An increasingly digitized world is becoming one that limits challenges to our bodies and minds, preventing it from achieving optimal sensory, motor skills, creativity, and imagination. 

Research shows that excessive recreational screen time disrupts different domains, people are not clocking enough sleep and they find it harder to fit in physical activity, which not only lead to an increased risk of mental and physical health risks, it also affects productivity levels and lowers mental performance causing impulsivity, irrationality and impaired decision making. 

This project aims to encourage the busy society to take a moment to disconnect from the era of digital distraction to fall in love with the tactile and tangible. The interventions will act as antidotes to the fast-paced world we’re living in, hoping to stimulate mind-body engagement in an environment that involves a balanced alliance of both physical attributes and digital possibilities. By generating meaningful interactions between human to human, humans and objects, the design reactions seek to evoke awareness of one’s present wellness condition and enable opportunities for them to sleep better, perform better, live better and ultimately, to achieve a healthy digital/life balance. 

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