UX.BLOG




STUDIO PRACTICES
HUMAN SENSE
[1][2]
BOREDOM
[3][4]
YELLOW
[5][6]
SKIN
[7][8]
PAPER
[9][10]

COLLABARATION
BIO-SYMPHONY
[11]
SECOND SKIN
[12]

MACRO
MISINFROMATION
[13][14][15]












JACOB TOMES
WORK




Week 3: Boredom  


[]  Monday October 17th : initial ideation, directed storytelling


[]  Team members: Anya, Desire, Guo and Malavika


[]  Brief: Design a way to express the value of boredom





We started by mind mapping ideas around how we get ourselves out of boredom. We defined the value as this point where the boredom gets too much and you have to be proactive and move forward with an activity/task.




Using the iconography of a light bulb representing an idea, we developed a game that would be played when trying to get yourself out of boredom. We looked at boredom as a time to reset the brain, so when you do come out of it the brain is re-energised.




I felt this idea was banal, the game didn’t show a new way of drawing and I couldn’t see the difference between our game and picking up a pen and paper. Our course leader also suggested that this idea failed to answer the brief, as it encourages the user to do an activity that could be entertaining.

In response to the feedback we decided to limit the amount of freedom that the user had. This was to make the activity monotonous with the aim of making it into an exercise that encouraged a meditative state. 


The work sheet we designed to make the user experience a monotonous activety to induce boredom. By placing stickers in squares. The feeback we got was it was very easy to loose track of time and it was medatative. 
 

Inducing the meditative state, allows the user to get into a state of reflection and introspection. This normally leads to a feeling of comfort and peace. To make this exercise we made the user sit in an isolated box, where they proceed to place stickers on a paper worksheet. The user had to draw a picture on a template before and after this exercise, to see how it would change the outcome and make a more tangible representation of the effect the boredom had.




After each session with the user engaging in the experience we used the directed storytelling technique to determine how they felt when taking part in the exercise. This was helped by having two tangible drawings produced by the user that we could link back to and ask questions about in this process. The directed storytelling was quite effective at this stage as it gave us a more diverse range of data in terms of how the user was feeling as opposed to a questionnaire which would produce data in a more confident set. In this case we didn't need to analyze the data in a numerically conclusive way, so the directed storytelling gave us the insight we needed.



In the interim crit we had a participant take the test while we presented. The feedback said that we presented the idea as if we were trying to induce boredom rather than show a value of it. I understand how our presentation could have not communicated in the right way and as that is part of the project that is something I need to work on. I think this was mainly down to the delivery of the idea as specifically the language we used, words like induce creativity, and create boredom which in hindsight I don't think this was the best way to communicate our idea as this was prosumption.