design response. generative system. refined proposal. judith tan.
– Maria Yanovsky 2016
There were several key insights I gained from asking my peers to review my draft proposition. On a positive note, the collaborative process between both human actors (non homeless people and homeless people) facilitated the creation of “solidarity to each-other” as picked up by my Tutor, Simone, which is an important aspect of my concept. However, several students and even the tutor picked up on how complex the process is, which would over complicate the effectiveness of the overall message being communicated. There are a few things I need to work on to narrow down the complexity of my proposal.
Firstly, I proposed that participants would receive a bundle of stories that demonstrate a breadth of emotional stories sourced from homeless experiences. It was noted that this experience would dull the experience and make the interaction feel almost chore like which would not encourage people to contribute to the experience.
Secondly it was noted that receiving a blank space of paper (especially at the size I was proposing), is too daunting for anyone, even creative practitioners, which is another barrier to the success of the proposal. It was suggested that I set up more parameters. After re-evaluating the brief, I believe it is possible to create some sort of manual generative illustration system to facilitate simple creative practice. However this is a critical point as members of my audience may not perceive themselves as creative practitioners.
Thirdly, it was mentioned that getting my participants to send back the paste-up posters takes the experience out of their hands and that it might be more interesting and fun for them if they got to paste up their work in the streets themselves. This piece of feedback reminded me of the (failed) Kony project which also sent out Guerilla Campaign packs to interested (paying) participants.
This leaves me with a few interesting avenues I can go along. Taking into consideration my audience, I can move any written content into an online platform such as a website which the user may choose to visit. I feel as if this would round off the service design aspect of my proposal.
Community Collaboration – “It’s people helping people. Human being working with other human beings to build trust, to find the root problem of their and develop specialised individualised plans for that person. Its people respecting people, acknowledging that we are equals.”- J.Hunt, 2014
Project Title: Changing the Face of Homelessness : Urban Directory
Emergent Practice: Hybrid of Generative Practice and Service Design
The Issue: Within contemporary society, homelessness is a “swept under the carpet” concept despite how common this problem is becoming. Extensive stigmas and negative perceptions are large inhibitors for creating positive change, as interactions between non homeless and homeless residents is often met with negativity, hostility and most in concern, invisibility. To a struggling, marginalised group who are already experiencing a plethora of issues, further marginalisation can entrap a sense of hopelessness and a decreased sense of self worth. This is one of the largest barriers to entrenched homelessness. which does not help to engender a sense of hope within homeless community.
To create a sense of hope, understanding and community collaboration through a service design based Guerrilla Street art project in the form of a mailable package where participants will receive a designed poster which they can colour and populate Sydney’s Urban landscape themselves supported with a campaign website. Colour, can go a long way in creating positive tone and emotions, through creating vibrancy and friendliness which are core themes at the heart of this project.
Generative Design/ Collaborative Component
Participants will be sent a Paste Up package, which will include 1 A2 Paste up sheet (design included) and a small booklet that will explain the collaboration, how to make wheat paste, and how to paste up participant creations. The branding will be strictly black and white typographic and vector illustrations, to allow all colour and any form of expression to be generated by the participant. The design of the poster content will be based off experimental drawing styles so that members of the homeless community do not feel exploited through clear expressions of recognizbale personalities, this also provides a prescriptive guideline for participants to interact with that removes the daunting nature of a blank sheet of paper. There is no set colour palette or colouring style, all of that will be left to the pleasure of the participant. The project aims to act upon the misconception that homeless means “living on the street” through the incursion of the posters into the urban setting. The ephemeral nature of Street Art will also assist in the generation of new content, as the posters decay, the campaign can be updated with more illustrations, more contributions more stories. Keeping the project relevant.
The entire campaign aims to tie in generative design practices for Guerrilla styled advertising of service related hashtags which will be pasted into Sydney Urban landscape. The project aims to directly bring a directory of useful hashtags to anyone within the extensive homeless community an array of useful hashtags in which they may seek further assistance on their own accord. These posters will also aim to capture the curiosity of any passers by so they may to, curiously research the project and the hash tags generating further understanding, empathy and down the line, a greater sense of hope from increased participation in the project and testimonials from members who have benefited from the campaign. To ensure that early participants gain some sort of understanding, the service will be tied in with a website which will provide stories sourced from interviews, blogs, forums and Talks which match the initial design. The website will also explain the campaign, provide testimonials, provide additional downloadables in the event printed packages are lost as well as provide a project aim.
This design response targets several patterns of behaviour, it targets viral trends where especially within the target audience, digital media is easily accessed and exploited through social media such as Facebook and Twitter, where hashtags run rampant as a promotional tool. It targets the current fad of adult, therapeutic colouring in books and it targets the search of social services for the homeless. The most important important behaviour this interaction considers is the need for privacy among both of the human actors, who may not always want to make their motives or issues known to everybody for judgement especially at face value.
For the non homeless actors, this contribution will aim to develop a greater understanding on the concept of homelessness as well as a sense of creative charity hopefully making the actor feel comfortable that they don’t have to make a financial or face to face contribution to help out a marginalised group within Sydney. For the homeless actors, this contribution will aim to create a sense of cheer and hope through the artistic expressions being pasted up in their “un-homely spaces”. The design proposal thus aims to give non direct assistance to homeless people. The use of bright vibrant images generated by non homeless is to provide “the catchy hook” so that attention is drawn to the supporting hashtag directory of social services that homeless people in Sydney can use.
For non homeless actors. there is no linear direction of touch points. A non homeless person can be informed of this service by simply walking in the street and seeing examples, or when they perusing online where initial examples can be used to promote the service. Facebook, Instagram and twitter are effective tools for quickly communicating the existence of any ephemeral material. Another key touchpoint is the website, which will feature the crux of the design project. It will contain stories, paste up instructions, and generative design instructions as well as a downloadable version of the printout that will be mailed. It will also feature details about the project to well inform any member of the human actors of the significance of this project. The final touchpoint, is the paste up kit that will be sent to participants. This will include a full scale, ready to use paste up, a booklet with generative design instructions, and paste up instructions (including how to make environmentally safe wheat paste) in a branded envelope.
(Image Sequence, Design Proposal Mocks. Yanovsky,M. 2016)
Hunt, J. Published on Oct 04, 2014, ‘How Can I bring Dignity to the Homeless?”, Viewed September 2016, <https://www.youtube.com/watch?v=-g3x_cuK5SM>.
After explaining my design proposal a number of questions were raised on whether my idea was ethically suitable for what I was trying to achieve. My concept revolved around diminishing the idea of judgements, assumptions and stereotypes through the use of choosing an option that would inform the user whether or not the story was relating to a homeless person. Thus creating a realisation for the user that their initial thoughts are not what they seem. In doing this, the design of the proposal puts the user on the spot and judges them as well, not keeping in mind the homeless person being judged also. As this was not my aim, I took a different turn with my interaction.
One thing that was not made clear through my proposal was the interaction process to reach to a result. I was advised to take a further look into the interaction process of how the design would work and how it can be further designed to be a generative design.
After listening to my groups proposals I felt that my idea was lacking what I was originally trying to achieve. Even though are ideas may be different in regards to context the outcome of what we are all trying to achieve are similar.
To further push my concepts, my group suggested to continue to research into homelessness on digital platforms (Facebook, Twitter, Instagram, Reddit, online articles/stories) that can inspire me to push through my idea.
draft design proposal
I initially started researching how to prevent homelessness amongst. Gradually, my research led me to notice a strong trail of misconceptions and the harsh realities of homelessness. At this point it was a scary realisation that the world views homeless in such negative and hopeless way. My research took a turn in paths after we did the data scrapping. Through this research it further conveyed the misconceptions and little knowledge that the public had on homeless people. Finally I took an interest into how society relies of face value to determine if someone is homeless or not rather than having an open mind and look deeper into their situation.
Its not what it seems
In today’s society the youth of the public have become desensitised to social issues while keeping themselves at first thought. This has resulted in members of society to have misconceptions about homelessness and take it for face value. Factors such as appearances, assumptions, media, film, and first impressions play a major part into how society perceives the homeless community. The first thing that enters a persons mind upon passing a homeless person is the stereotypical thoughts that this person may have a drug and alcohol addiction or they haven’t showered or groomed themselves in a long time. But what people don’t know is that these people are humans just like everyone in the world. Some of which are educated, have a job but are not in the best situation at the moment. Complex issue
To break the stereotypes and multilayered assumptions the youth have on the homeless community by keeping an open mind and view complexities of a situation that it is not what it seems.
the design action to support the change.
An interactive board will be erected in well populated areas where the youth are likely to thrive (university campuses, shopping centres). From this the board will consist of an image library of real homeless people who may look successful and financially stable but are struggling with their lives. The user will be unaware of their situation until they take a closer look into their lives. It will continue showing a slideshow of images until the user has picked a photo to view. Here the user will take a closer look into the life of the current persona chosen in the image. For example, two friends are shown in a coffee shop, one of which is homeless. In order to get around her daily life she is couch surfing at her friend’s house with a history of domestic violence. In addition, she’s a migrant and is not eligible for any housing. From this users are able to see that homelessness is not what they think is it. Appearance plays an important role with how people view and judge homeless people.
Upon refining my draft proposal and receiving feedback from my group, there were some points to take a closer look at. These are as follows:
- My tutor Simone, pointed out that the user is very passive by only clicking things and suggested that things need to be interactive in order for this design to work
- I needed to create an active presence and discover other ways to reveal the stories in a positive and engaging way
- They also suggested trying to imagine engaging with the design and how it can be shifted in a space
- They also pointed out that maybe an interactive board was not the best option to achieve my design proposition
From this I was able to veer into a different path to create a physical interaction rather than using an interactive board.
Behind the Curtain
In today’s society, the youth of the public have become desensitised to social issues while keeping themselves at first thought. As a result, misconceptions about homelessness have been taken out of context and is viewed by first impressions lead by the current stereotypes. Factors such as appearances, assumptions, media, film, and first impressions play a major part into how society perceives the homeless community. The first thing that enters a persons mind upon passing a homeless person is the stereotypical thoughts that this person may have a drug and alcohol addiction or have put themselves in that position and aren’t doing anything to remove themselves from their current situation. But what people don’t know is that these people are humans just like everyone in the world. Some of which are educated, have a job but are not in the best situation at the moment.
To break the stereotypes and the multilayered assumptions the youth have on the homeless community by keeping an open mind and view the complexities of a situation that it is not what it seems. As well as having a better understanding about the issue, users will develop empathetic feelings towards homeless people in the hopes to take action and make a change in the homeless community and how they generally perceive homeless people. This will also generate a sense of hope that will be reflective from their experience.
the design action to support the change:
A seating arrangement situated in a university setting where an individual or a group of people converse with someone (homeless participant) who is behind a curtain. A set of instructions will be laid out on the table and a set of rules on how to participate with this design. It will prompt them to have an open mind and must solve a riddle to continue forward. Playing on the idea that there is more than what meets the eye, the user will have a normal conversation with them that leads to the revelation that they are conversing with a homeless person. Once the curtain is pulled away they are given a chance to see each other and reflect on their thoughts of their first impressions. Can the conversation between the user and homeless participant change their perceptions before looking at them? This will be followed with a written entry of what they’ve learnt from their experience, that will be displayed for other people to view.
image of how the user will interact with the design
image of how the user will interact with the design – the big reveal.
LAUREN FITZPATRICK // 12048880
When I explained my concept to my partner and tutor, there were some great pieces of feedback that helped solve some issues in my proposal. I always find that my ideas develop a lot better when I try and explain it to someone out loud so this class exercise was invaluable in shaping and improving my design proposition.
I firstly identified my design proposition as a combination of a generative system and service design in the form of an app. The aim of the app is to make the experience of being in a doctors waiting room and appointment more humanising. One of the main pieces of feedback I received was how to create a common language between patient and doctor. From this feedback, I went back and read through my scholarly articles that first sparked this idea to gain more data and information to create this language.
Another aspect of my proposition that I hadn’t considered was how to make the app a post and pre experience for both patient and doctor. Will the doctor have access to what the patient is recording in real-time or will the doctor just have access to the accumulated data of various patients? I think the latter is more realistic but it would be great if the doctor could know what their next patient is feeling before they enter the room. This means the app needs to be site-specific and integrated in the space of a doctors waiting room and office.
Finally, the main problem with my design proposition is that I need to make it engaging so people using it become attached to it. My tutor used the app Pause as an example of an engaging design. The way the user follows the flowing shapes on the screen is meditative and draws the user in. This visual engagement and level of meditation is something I want to emulate through my design proposal so I conducted some more research into interactive mobile apps. Once example I found was Feel Me by Marco Triverio explores the disconnect present in communication through technological devices. As one person moves their finger on the screen, the other person can see the movement in real-tim. This is a concept I want to explore in my design response as it creates an emotive connection between both users.
Overall, my design proposition received a positive response with some small issues that I have addressed above. My tutor said it was something she hadn’t heard of or considered before so I think that the basis of my concept is solid. Now, I just need to refine my proposition and figure out how to visually represent it.
The Waiting Room
Generative/ Service Design
The receptionist is typing vigorously while the printer whirs and spits out sheets of paper. A child is crying in his mothers arms while she rocks him hysterically to silence him. The man to your left is jiggling his right leg which is making the couch you’re sitting on move and the woman to your rights is tapping her pen on the clipboard piled with forms. You are sitting amongst all this noise about to see your doctor. How do you feel?
Put yourself in this situation. We have all been there before. There is no wonder then that the stigma of mental health patients not wanting to seek help is so prevalent. The way we feel in particular situations is often based on our environment. Through my design response, I want people in the space of a doctors waiting room to be able to feel comfortable to talk about their feelings, especially when it is time for them to interact with the doctor. The problem I am addressing is the stigma doctors often inflicted upon patients and the stigma of patients not wanting to seek help. It is a double-sided issue which makes it even more complex.
I propose a generative and service design app called The Waiting Room which is site specific to stressful and suspenseful situations such as waiting to see your doctor. The aim of the app is to make the user feel comfortable and positive in that environment and to be aware of their feelings. This enables patients to connect with their thoughts in order to communicate them better to a doctor.
The Waiting Room can be classified as a meditative app to prepare patient’s minds for their appointment. The user will be able to build their emotions using abstract shapes such as squares, circles and curves by they won’t know the exact meaning of each shape. While the patient is creating their abstract artwork, the doctor will have a real time connection and knows what each shape represents. This enable the patient to meditate and connect with their thoughts whilst the doctor knows how the patient may be feeling before the appointment. It is an abstract and gentle connection between patient and doctor that isn’t invasive and will hopefully improve both mind sets and reduce stigma.
Unknown. 2015, Don’t Waste Your Wait, viewed 25 September 2016, <http://write15minutes.com/category/patience/>
collaborative process. visual documentation. reflection. judith tan.
Visual documentation and reflection on the collaborative brainstorming process as discussed in post 8.
collaborative process. design response possibilities. draft proposal. judith tan.
We came together as a group to brainstorm possibilities for design responses to our focuses for the issue of homelessness. My objective, what I wanted my design response to achieve, was this:
To shift/change (even slightly) the public’s perception of homelessness (e.g. how easy it is to become homeless, etc.). This would cause the public to be less judgmental and more understanding, help them refrain from jumping to conclusions, be more willing to help and more informed in how to help. The shift in perspectives and attitudes would benefit the homeless and also the organisations seeking to help them.
Blog post 8. Brainstorming possibilities for a design response
Written by Hyunjoung You
After finished mapping and further research for my specific issue, I found that sedentary work could cause diverse disease such obesity, physical and mental problem. In week 6’s tutorial, we started to brainstorm the possibilities for a design response to our issue. Our tutor let us brainstorm via 5‘W’ at first to analyze the problem and draw problem statement.
5’W’ Analyzing problem
The problem : Sedentary work linked to physical and mental health such as obesity, backache and depression.
1. WHO does the problem affect?
People who do sedentary work such as office worker, designer, driver and students are affected by this problem. They usually work using computers and need to sit down for a while.
2. WHAT are the boundaries of the problem?
- Lack of willpower
In fact, people are aware of how sedentary lifestyle affects their health negatively. However, it is really difficult to change their lifestyle since they used to live sedentary lifestyle. People are already exposed to comfortable lifestyle; thus, they began to prefer driving car rather than taking walk or riding bicycles; using lifts or elevators rather than climbing stairs. Therefore, people need more reminders to act by themselves for their health.
- Work Environment
The employees do not really move their body at workplaces because they are able to work sitting down on the chairs. Most workers might move when they have lunch times. Moreover, most offices have lifts or elevators, so the workers do not have chances to even a short walk. The companies have responsibilities for their employees’ health because working hours are not short.
3. WHEN does the problem occur?
When people do not do physical activities at all, the problem occurs.
– Constantly sitting down
4. WHERE does the problem occur?
Companies / Home / School / University
5. WHY is it important? Why we have to look at it, and why we have to design for it?
Healthy living is one of important things to improve people’s life quality. It does not mean not only physically healthy, also mentally healthy. However, being sedentary affect both of physical and mental health negatively that is why we should look at this issue, and design for it.
5 ‘W’, one of brainstorming exercise, helped me to drew the problem statement.
How do we make / motivate people being active from sedentary ?
I divided into three sections. They are service design, generative system, and data visualisation to come up with five possible designs are based on the problem statement.
- Physical activities programs and products (Service design)
Company can provide their employees with some physical activities programs such as morning yoga and after-work team sports. Also, they can offer the products that prevent the employees from being sedentary during work: standing desk, massage chair or running machine with desk.
- Exhibition (Generative system)
To give awareness how being sedentary lifestyle is harmful, we can hold small exhibition in public / open space. The exhibition would display photography or art works that are caused by a sedentary lifestyle such as the illustration of obesity, photography of person who suffers lower back pain, or express anxiety. The last piece at the exhibition shows sedentary lifestyle: constantly sitting, lying on the bed, and watching TV, etc. People will realize that sedentary lifestyle brings about lots of problem not only physical problems, also mental problems; therefore, it will help them to remind of it.
- Postcard in magazine (Service design + generative system + data visualization)
Government or organizations that are related to public health provide the companies with lifestyle magazine to inform how bad sedentary work is and obtain the data from the survey. We can create infographic design to explain about the problems of sedentary work on one page or more. Moreover, we need to put the postcard in the back, which includes the survey is asking about their daily routine. One of the questions would be ‘how long they are sedentary per day?’ Thus, we can use the results of the survey to create data visualization as a further possibility.
- App (Service design)
The function of this application is asking the employees to do some physical activities and care about their health. Company can install the application in their employees’ computers to motivate them to move.
- Short video (Service design)
We can create the video to promote physical activities. The video shows how to do simple exercise that office workers can do at their workplaces. The length of video is be about 5 minutes, and it plays before quitting time. Therefore, the office workers can refresh by simple work out before leaving the offices, and feel better.
I am still considering between exhibition and app as my final design response at the moment. However, I already explained more detail about exhibition, so I would like to talk about the application.
Through 5 ‘W’, I analyzed that people have already recognized about the negative effects of being sedentary. However, one of the barriers to not being sedentary was the lack of willpower. Especially, the office workers do not have time to do some physical activities. They used to live sedentary lifestyle, so it would be difficult to change their lifestyle immediately. I found that the better way to motivate them being active during work or after work is reminding them of being active.
Sedentary lifestyle brings about diverse physical and mental problems such as obesity, lower back pain, and depression. However, some people need to be sedentary, especially, if they do sedentary work.
My issue is “How do we prevent the office workers from being sedentary?” I aim to encourage the office workers to do some physical actions during work or after work via my proposal. The design type is application (service design). Companies can install this application on their employees’ computers. The application will pop up the text in a window, which is asking to do some physical actions for the workers’ health by periods. The text will have friendly tone, so it might give little fun in their tired and repeated working lifestyle.