Friday, October 18, 2019

Design Lab: Formative Feedback

I presented updates on both my design brief 1 & 2 to Nur, Harah and Andreas for Design Lab Formative Feedback. This is my initial discourse outline:
The outline of the discourse embodies the synergy for behavioral change to happen. 
A combination of 6 layers and stages

Summary for Design Brief #1: Card Game ' Are You Indistractable?'

Previously the proposed name was 'How Long Can You Survive This Game?'
Current stage:
Analog game testing: 10 groups of people
Gameplay version: Taking in feedback and comments for V3

Digital support: Web-browser app
UX flow: Version 2 completed
UI design: Version 1 completed
Lead programmer (Zen) has started coding single play gameplay
Completion of 3 screens so far. Have met up with Kawi, a software programmer and he will be helping with backend architecture for multi-player: Internet socket

Funding: Proposal is completed and sent to Sha at ActiveSG. Click here to see. (I admit it's actually quite texty and I'll be refining it).
Further testing: Once gameplay V3 is finalized, more sets will be printed and tested again. Testing with the analog gameplay first while waiting for the digital app V1 to complete and test again
Further development: Once entire gameplay – physical deck and digital app is finalized, I will start illustrating the card designs and refining the UI
Future direction:
- Organise card game tournaments to kickstart awareness on cultivating a screen/tech sensible culture
- Partner with possible organizations for winners/winning teams to receive vouchers/rewards
- Expand to campaign / exhibition on Screens and Sleep

Trend reports and Potential gaps
1. Human-first aesthetics:
Switch off from technology, prioritise human contact, build emotional connections and feel the wellness benefits of disconnecting. Based on a recent report by WGSN, consumers are opting out of technology and prioritising human contact now, education health care stores, everyone is starting to look at how to make experiences human. the human is very important now - Milton Pedraza, eco of luxury institute 
create roles for humans to build emotional connections with customers, brands need to move on from B2C and start being B4H ‘brands for humans’. - Cannes lions 2019: Big Ideas Report
Create experiences that allow customers to switch off and feel the wellness benefits of disconnecting, even if its only temporary - WGSN

2. Tactility, Physicality, Sensory - A Backswing to Technology:
A crave/move towards tactility and physicality due to absence of touch. Forge human connection through touch, texture, and shared love of handcraft.  Touch and Tactility: Feeding Our Forgotten Sense
We’re losing touch with touch. We’re desperately short on the textures, warmth, and imperfections that come from engaging with things in the tangible world — handcrafts, textiles, building materials, and each other. 
Adobe: This absence of touch is shaping our final Visual Trend of 2018 — a move toward tactility. We’re seeing it everywhere, from architecture to fashion, pop culture, and stock. People are creating all kinds of experiences to feed our need for touch, forging a human connection through touch, texture, and shared love of handcraft. We’re starting to see high-tech textures and interfaces that feel warmer, more human, less perfect, and more worthy of our touch. Our brains and our bodies are exquisitely wired for a tactile world, but most of us haven’t been giving ourselves nearly enough of it. As consumers crave more texture and connection, brands and designers have an opportunity. It’s the perfect moment to embrace beautifully touchable, imperfect surfaces, textures, and crafts along with genuine moments of human connection. Not only do these images delight and tickle our most neglected sense, they may remind us to get back into touch. 

Summary for Design Brief #2: Sleep Over Screens / Vitamin Z

Proposed intervention A: Good Night, World
Create a pre-sleep system with therapeutic tools to let users feel good and relax in a screen/tech sensible environment with no distractions, allowing them to doze off in a beat.

Shortlisting possible ideas: More documented here
(What can they do if they don’t want to use their digital devices?)

1. Feel-good play / activities – calms you down
- Bubble meditation – can go high tech with the incorporation of breathing techniques, hypnotic instructions and scented bubbles. It’s a calming technique and can slow down breathing, bring bodies back into state of relaxation – calming and sensory benefits.
- Mental vacation, hypnotic ceiling images.
2. Just relax and let ‘smart’ objects ease you to sleep
- Weighted water blanket – cooling / warm wraps

Current stage:
- Identified bedroom objects and current sleep aids and technology in the market 
- Ran a study with 25 people, myself included to see which objects are the most indispensable for them to fall asleep, or what can help them sleep. 
- Identified the different senses for each object
Further development:
- Run another survey with more people to determine which bedroom objects to work on. 
- I might also test out public response through a How To Fall Asleep Easily series on Youtube 
Sharing simple DIY Sleep Hacks through teaching how to transform daily objects to help people fall asleep and they can also have fun during the DIY process. 
Purpose of the testing: To see which ‘object’ or ‘routine’ is most effective among people before developing ‘smart’ products that can actually help them fall asleep or sleep better. 

It could be DIY-ing basic eye masks and add eye/skin-friendly plants for scent or finding natural plants, extracting the scent and create pillow spray/mist for aromatherapy or replacing a regular bubble blow with lavender scented bubble recipe. 
Or teaching self-soothing techniques – sleep paradox chants, twiddling techniques, foot rub, putting legs up, sing yourself to sleep (earphones that block out noises for the other partner)
#fallasleepeasily #sleepbetter 

Proposed intervention B: Better Sleep through Love
Releasing endorphins is a well-known way to help people relax and the act of having orgasm can cause sleepiness. 

Two approaches: 
1st: Self-love/Masturbation is a self-soothing technique to ease into sleep. There are scientifically proven benefits – fulfilling sleep, higher levels of happiness, deeper level of comfort with body. 
Gaps: Stigma about self-body exploration in conservative Asia 
Might be interesting to educate people and make them rethink about masturbation in an artful and tasteful kind of way, that it is more for health and wellness. 
2nd: Love-making 
Love-making releases sleep-inducing chemicals in the body such as endorphins and oxytocin which help to decreases cortisol in the body, cortisol is the body’s fight or flight hormone, also known as stress hormone. It also increases estrogen, which can lengthen a woman’s REM sleep cycle. 

Gaps: Least amount of love-making for working adults, conducted by Durex and Menarini reveal that men and women in Singapore have it just over 5 times a month, the least amount compared to other people in the Asia Pacific region. 
Women are less likely to bring up sexual needs and initiate them, but according to surveys, men and women want more sex compared to their counterparts in the region, especially Singaporean women, 80% said they could stand to have a little more.  How to help women to initiate and get past the stigma, how to help women enjoy more during love-making? How to re-ignite the love for busy working adults through play / toys? 
Current stage: Still doing research, not sure if will proceed
Proposed intervention C: S-Spots (Sleeping-Spots)
3 approaches
1. A portable sleeping bag / tent that follows you everywhere, making quick naps accessible at work or anywhere. Gaps: Stigma of sleeping at work. Using the cooling fabric technology for sleeping bag – fall asleep instantly. 

2. Tweaking public spaces / public equipment with elements that allow people to rest / take a quick nap. Eg, a lamp pole with a head rest, cushy walls representing a bed topper. 

3. Provocative film/photography to show unconventional places for sleeping – people are too burnout and end up sleeping anywhere/everywhere they can find or before they could reach home (Japan) – make it lighthearted and comical to highlight the serious issues and kick start a conversation of getting sufficient sleep, importance of sleep. 
- People end up sleeping in movie theatre when they’re supposed to be watching a show
- Using office tables/chairs to makeshift a temporary fort for naps
- Turning curtains into hammock / nap pods 

Current stage: Still doing research

Trend reports and Potential gaps
1. Sleep Economy is Booming
The Centers for Disease Control and Prevention has officially declared sleep deprivation a Public Health Crisis. The global market for sleep aids and technologies is expected to reach $84.9 billion by 2021—up from $66.3 billion in 2016—according to the most recent findings from BBC Research. “The industry around sleep-related products is expanding; we see the shelves are rife with things like a new gadget, a new device [to improve sleep] every day, and there’s a huge explosion in the mattress industry,” Dr. Robbins tells JWT Intelligence— All of which “reflects a greater interest in sleep and the tools and strategies for getting better rest.” In the screen-lit bustle of modern life, sleep is expendable. More and more consumers find it difficult to nod off and have a restful sleep. 

2. Health and Wellness Industry: 
The global health and wellness industry is now worth $4.2 trillion and will grow by USD 810.69 billion during 2019-2023 as modern consumers are increasingly making wellbeing a top priority. 

Feedback and comments:
Overall, the design briefs are very clear and demonstrate a good translation of residency to tangible outcomes. Be very clear on what you intend to achieve by the end of this semester (whether through ActiveSG) - you should also think of how to document the user testing. Perhaps create videos of the testing as part of your documentation. Use the business model canvas for your proposal to Active SG.

Design brief 2 - as you prepare the DIY video(s), you can also organise small focus group to gain direct feedback. Prioritise and try to consolidate your design directions based on impact.

Design Brief 1: The card game currently depends on user testing and feedback to better understand whether the card game works, so that you can progress and ideally secure funding through ActiveSG. Make sure that you document the test phase well. The game is well advanced and you should be ready to test it. There are some concerns that the app implementation will be completed on time as you will be dependent on external parties.

Design Brief 2: Several ideas have been developed for this project, but you should soon focus on one main direction. Your first tests of "sleeping objects" will give you a good basis to help you make that decision so that you can start making and testing. Overall, you should focus and narrow down your ideas for the time remaining in this semester.

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