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MILLENNIALS IN THE NEW WORLD + DESIGN DEVELOPMENT / PROFESSOR RABINOVITZ PARSONS NEW SCHOOL FOR DESIGN SPRING 2011

D.VISION DESIGN GROUP

S U N N I E C H U / G R AC E PA R K / C H I A S C H M I T Z / L I NA YA N G

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ABSTRACT

Our group went through multiple stages before

this connection to technology was negative

healthier future generation, we wanted to assist

coming to a conclusion with the intervention

or positive. We found supporting evidence

with the treatment of this negative addiction

kit. Our brainstorming in the early stage of

to the negative effects of technology within

to technology and lack of real human social

the project included ideas and questions on a

the Millennial generation. This was due to the

interaction.

wide range of topics. Some of our topics within

health risks, as well as the minimal interaction

the range of social media, social good, and

with other people, and the highly dependency

Our intervention kit’s components were created

social impact included around safety, women,

on gadgets, and other technological devices.

with the intention to help the individuals

barriers, existing prototypes and outreach, and

With these concepts, we wanted to look at the

slowly track their habits, and find insight and

generations.

generations in depth.

assistance to stop their compulsive behaviors

While going through multiple layers of research

Each generation had something specific that

for the better. We wanted to reach out to those

and brainstorming, we were seeking out answers

made them who they were. Events, important

individuals in an approachable and a friendly

to the topics of barriers within generations

inventions, goals, and traditions within the

way, but also help them along the way by taking

linked to technology. Obviously, the Millennial

generations made their behaviors distinctive.

little steps in changing their everyday behaviors

generation seemed to have the most linked to

In hopes of creating a stronger bond between

and habits.

technology use. We wanted to know whether

individuals in society today, as well as pursing a

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PROBLEM STATEMENT

In the last decade, the explosion of social

Specifically, the Millennial generation are

as well as the current and future ones.

networking platforms such as Facebook, Twitter,

individuals

They

Our intervention kit is an educational guide for

and Myspace have launched the world into a

have become consumed by their personal

older and younger generations to help learn

new era of speed in our communications. The

devices in their daily lives. They do not mind

about healthy interactions and behaviors in a

Internet has had great impact on how humans

being interrupted by their phones during

non-digital manner. This implies awareness,

socialize. The Internet and other technologies

conversations, dinners, and even intimate

communication, and accountability.

are greatly affecting our relationships with

moments.

people, places, and things. Although technology

lifestyle, if continued, will change the future in

has broadened social networks, people are

a drastic way.

born

The

from

1981-2000.

Millennial’s

behavior

and

becoming hesitant and resistant to traditional face-to-face interaction. The lack of quality

Concern for future generations is urging us

Hello, Everything in Moderation is a multi-

time spent and verbally communicating with

to modify our negative habits now, to prevent

platform kit including information regarding

one another has become the negative effect

these future generations from suffering or find

technological dependency behaviors, activity

of technology. Many individuals have become

themselves in a worse situation than today.

cards, letter writing, and other components

dependent on technology within socialization

There is a great need to connect with one

to help shift behaviors of technologically

in the workplace and when communicating

another with ways that respect the past and

dependent users through an intervention and

between friends and family members.

other generations born without this technology

rehabilitation.

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+ TABLE OF CONTENTS

‘Design is a plan for arranging elements in such a way as best to accomplish a particular purpose.’ — Charles Eames

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TABLE OF CONTENTS +

Table of Contents • Creating the name 10 • The Design Process 16 • Phase I: Understand 24 • Phase i: Understand: Explore [potential ideas

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• Phase ll: Research 38 • Phasse lll: Brainstorm: Solution + Inspiration • Phase IV: Analyze: Scenario planning

62 74

• Phase IV: Aanalyze: Personas 80 • Phase V: Implement: Prototyping 88 • Phase V: Implement: Mock-ups

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+ MEET THE GROUP

MEET THE GROUP

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BIOS +

SUNNIE CHU

LINA YANG

GRACE PARK

CHIA SCHMITZ

Sunnie is a Senior in the Design and

Lina is a Junior at Parsons The

Grace is a junior in Design and

Chia

Management program at Parsons The

New School for Design, pursuing

Management

The

Bachelor’s degree in Design and

New School for Design. She hopes

a Bachelor’s degree in Design and

New School for Design in hopes

Management at Parsons The New

to pursue a career in Special Events

Management.

of

School

with an interest in luxury brands

studies on business strategies in

management. Originally, Grace was at

concentrate

and Fashion Marketing. Sunnie was

hospitality and fashion industry. She

Parsons for fine arts, but switched to

research,

born in South Korea and raised in

switched her major to Design and

Design and Management sophomore

and creative solutions. Chia was

Northern Virginia. She learned how

Management from Fashion Design

year. Grace was born in Staten Island,

born in the Unites States and raised

to play three different instruments

in Sophomore year. Lina is originally

New York, but raised in Los Angeles,

in Guam. She speaks Spanish and

while growing up, and has even

from South Korea and was raised in

California. She hopes to continue to

English fluently and has studied

taken kick boxing and karate lessons

Vancouver.

pursue her interests in luxury brand

Japanese and Chamorro. She is 22

management after graduating.

and currently lives in New York City.

while in high school. Although she

She

focuses

her

pursuing

at

Parsons

marketing/

brand

is

currently

for

Design. on product

pursuing

Her

a

studies

ethnographic development

has dreamed of a future in Fashion

She plans to go to graduate school

Design, she has found her love within

to continue her studies in Design

the business aspect of the industry

Strategy.

and hopes to kick off a great career after graduation.

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‘A brand name is more than a word. It is the beginning of a conversation.’ - Lexicon


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

Creating the Name

• Brainstorming the Logo • Creating the Logo Identity • The Final Logo 11


+ CREATING LOGO

D.VISION

1

12

Brainstorming Words

2

Preliminary Sketches

3

Concepts + Colors


+ CREATING LOGO

CREATING CONCEPTS After brainstorming words, sketching out rough ideas and settling on colors- we created four logos that embodied D.Vision Design Group. 1. The first logo focused on clarity and unity. The typeface was simple, universal and steadfast. Adding a blue gradient exemplified the ideals of technology and the small globe was an accent to our unique process. 2. The second logo was developed around the words energy and precision. The typeface is dynamic with small sharp details and is accented with the color pink. The logo amplifies the ideals of team work and vision. This logo was the second contender. 3. The third logo is a visually dominant and plays on the literal meaning of vision. The unique typeface embodies ideals of structure, barriers and transparency. This was the winning logo. 4. The fourth logo uses color to speak to the energy of D.Vision. Using principles of movements and direction, the logo is dynamic and speaks to the beauty of multiple processes coming together. The typeface is sharp and clear.

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+ D. VISION DESIGN GROUP

D.VISION DESIGN GROUP

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+ D. VISION DESIGN GROUP

D.VISION DESIGN GROUP

CHIA SCHMITZ

SUNNIE CHU CO-FOUNDER

sunnie@d.visiondesign.com

chia@d.visiondesign.com t: 212.567.8901

f: 212.456.6789

f: 212.456.6789

LINA YANG CO-FOUNDER

CO-FOUNDER

t: 212.567.8901

GRACE PARK lina@d.visiondesign.com

CO-FOUNDER

grace@d.visiondesign.com

t: 212.567.8901

t: 212.567.8901

f: 212.456.6789

f: 212.456.6789

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

‘The design process, at its best, integrates the aspirations of art, science, and culture.’ - Jeff Smith


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

The Design Process

• Research & Inspiration • Preliminary Ideas • First Draft • Edits • Finals 17


+ DESIGN PROCESS

IDEO

POD 1

FROG DESIGN

D. SCHOOL

D. VISION SKETCHES 18


+ DESIGN PROCESS

1. SOME OF OUR IDEAS

To begin formulating our own “Design Process� unique to D.Vision, we started looking at the basics steps we as individual group members used to get our projects started. They are simple, but were a good starting point to understanding our methods. 19


+ DESIGN PROCESS

2. FIRST DRAFT

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+ DESIGN PROCESS

3. EDITING

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+ DESIGN PROCESS

1 UNDERSTAND

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IMPLEMENT

RESEARCH

D.VISION

ANALYZE

BRAINSTORM

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3

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+ DESIGN PROCESS

1

2

3

4

5

UNDERSTAND

RESEARCH

BRAINSTORM

ANALYZE

IMPLEMENT

Acknowledging a problem, we must grasp the idea behind it. We will try to comprehend to the best of our ability. In order to tackle this problem, we must be able to UNDERSTAND the situation at hand on a yielding state of mind.

To establish a more firm understanding of the problem, we must gather as much information possible. We must not think with a closed mind or only look through a narrow tunnel. Rather, we need to discover, seek new information and data, and use references to really allow us to reach multiple possibilities in our RESEARCH stage.

After gathering a compilation of information on a multiple platform, we must brainstorm to seek endless possibilities of opportunities. With a wide range of supporting evidence to our problem, BRAINSTORMING envisions options, newer discoveries, and mapping.

Once we have really worked at connecting the dots to towards the best solution, we must ANALYZE the individual components to make all the puzzle pieces fit into together. In this analyzing stage, we will involve assessing, concerning the possibilities, and issuing barriers that may arise in progress.

Lastly, the puzzle begins to look more complete at our IMPLEMENT stage. We put our ideas and solutions to use! In this stage, we use all of our previous stages as tools to deliver. We put our plan into effect. We are at means to achieving finality to the problem with a D-vision solution!

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SOCIAL IMPACT. SOCIAL MEDIA. SOCIAL GOOD. Social Impact: individual and group, social and cultural words and actions

Social Media: technology, new and emerging materials, and processes

Social Good: design and the creation of physical, emotional, spiritual objects/products, experiences, environments

We will use the design process to explore both urban and universal humanitarian, social and cultural issues. We will explore the power of words and actions upon each of us. We will try and understand and identify, via one of our greatest gifts of the human experience- design, and empathy, understanding and helping one another. We will first look at ourselves, our personal and family backgrounds, local, national and international news and contemporary and world changing issues. We look to understand as many existing forms of expression via web, text, video, object/product, experience, environment, presentation or promotion. We will look to identify opportunities where we can contribute to help raise awareness, understanding and need locally here in NYC and beyond. By looking at current and emerging web trends and all forms of social networking, the project discusses a variety of current events, technologies, materials and processes. We will brainstorm words, mind maps, games, toys, poetry, objects, all forms of art and design including music, books, poetry, sculpture, fashion, fine art, entertainment, systems, government, laws, and educational systems.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

Phase I: Understand

• The Twenty to Forty ideas • Themes & Sketches

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

LAUNCHING INDIVIDUAL “THE TWENTY TO FORTY” IDEAS

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

IDEAS “The twenty to forty” were initial concepts formulated by individual group members. Each group member contributed ideas that excited & intrigued them. As a preliminary exercise, “the twenty to forty” helped to break the ice between group members and get the project going. The images in the following pages are rough ideas from a range of disciplines, interests and current events.

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TRAVEL

FOOD

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THE SLOW MOVEMENT CARPOOLING OPPORTUNITY INNOVATION COMMUNITIES ONLINE GROUPS YOUTUBE IDEAS

CITIES IDEAS

LEARNING

+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT


TRANSPORTATION

APPLICATIONS

STOP

FUND RAISING

SERVICE

PEOPLE

VIOLENCE

TRACKING

SAFETY

PUBLIC

WOMEN

DIGITAL DEATH CAMERAS

TAXIS

+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

‘When you get to the fork in the road, take it.’ -Yogi Berra


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

Phase I: Understand Exploring [Potential] Ideas

• Starting Off with Safety • Reoccurring Theme: Comfort • One Good Idea : Breaking Down Barriers

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

STARTING OFF WITH SAFETY We started off focused on SAFETY as a central theme. We wanted to address specific issues we saw prevalent with women, transportation and being alone. D. Vision looked at mapping out many of the key points linked to SAFETY. We searched to understand how we could comprehensively begin to study the deeper dynamics.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

UNDERSTANDING SAFETY To fully develop our understanding, D.Vision mapped the critical points that made SAFETY a universal issue. The goal was to understand how SAFETY could be interpreted, what currently existed, and how other cultures placed value on the issue. Finding a point of entry was critical to developing a project.

WOMEN + SAFETY Mapping out our ideas played a critical role in our understanding of SAFETY. Women were often a reoccurring theme and were linked to many other critical issues like transportation, violence, bias and culture. These issues could always be linked back to safety and seem to be a great entry point into the project. D.Vision began to look at methods to address these new concerns. 33


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

REOCCURRING THEME: COMFORT ZONES SAFETY + WOMEN brought on an epiphany. At the root of SAFETY, women were experiencing emotions and understood safety depending on their different comfort zones. Furthermore, comfort zones were not specific only to women, but were universal to men, children and other cultures. It was a critical point to observe and moved us into a new theme.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

THEN FROM ALL OUR BROKEN IDEAS WE FOUND A GOOD ONE

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

BREAKING DOWN BARRIERS Looking closely at social interaction brought insight into new ways of interacting. Analyzing what made us uncomfortable juxtaposed to what made us feel comfortable, highlighted major issues and discrepancies in general social interaction. The social impact really seemed fascinating and unexplored. Here, the project changed gears. To further develop an understanding for these barriers we decided to research some central themes. We started by looking into the differences in GENERATIONS + TECHNOLOGY.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

‘There is no design without discipline. There is no discipline without intelligence.’ — Massimo Vignelli

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

Phase II: Research

• Looking at Generation & Technology • Generation Research & Timeline • Exploring Each Generation • Looking At The Evolution of Technology • Maslow’s Triangle 39


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

GENERATION RESEARCH

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?

TECHNOLOGY RESEARCH


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

Throughout our intensive research

First,

humans

technology and the interacting with Adults

period, we concluded the Barriers

uncomfortable or what was preventing humans

and other generational individuals was limited

was a huge topic in which it could be

from openly interacting with one another. Also,

and rare. We wanted to find answers to what

interpreted differently.

each generation had problems with. Depending

each generation went through and how they

on the era of the generation, events occurring

came to be who they are today. What was the

during the generation, and Culture within that

impact of the events of their era, and how could

generation, there were different barriers. For

we explain their behaviors towards others and

example, the Millennial Generation’s problem

the tendency towards the use of technological

with Barrier included that this generation was

advancements of today.

barriers

are

what

makes

very consumed with themselves. They were concerned about staying within their shell and being preoccupied with technology and its use. Texting is preferred in a classroom setting rather than mingling and conversing with other classmates. Using computers to seek entertainment and communication is also highly visible within this generation. Children from an early age are adapted to the use of

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

2000

1965

The Traditionalists are the War Babies or Veterans. They are also known as the “private and silent generation”. They believe in paying their dues and feel their career identifies who they are. A formal communication style is preferred and focus on words rather than body language.

Generation Xers are from the ages of 45-31. They believe in using email as a primary communication tool. They prefer talking in short sound bites, share information to keep everyone in the loop, and use informal communication style.

WWII GENERATION

BABY BOOMERS The Baby Boomers are between the ages of 47-65 and started the “workaholic” trend. They are committed to climbing the ladder of success. They embrace teamwork and prefer open and direct style of language.

GENERATION X

MILLENNIALS Generation Y grew up with more diversity and value technology as a tool for multi-tasking. They prefer email communication and turn to creating a fun learning environment. They have never known a world without video games, speed dial, and ATMs.

1981

1946

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT 1939 1929 The Great Depression The Great Depression was a severe worldwide economic depression in the decade preceding World War II. The timing of the Great Depression varied across nations, but in most countries it started in about 1929 and lasted until the late 1930s or early 1940s. It was the longest, most widespread, and deepest depression of the 20th century. In the 21st century, the Great Depression is commonly used as an example of how far the world’s economy can decline.

1932 Betty Boop Betty Boop is an animated cartoon character created by Max Fleischer, with help from animators including Grim Natwick. She originally appeared in the Talkartoon and Betty Boop film series, which were produced by Fleischer Studios and released by Paramount Pictures. She has also been featured in comic strips and mass merchandising. Despite having been toned down in the mid-1930’s to appear more demure, she became one of the most well-known and popular cartoon characters in the world.

World War II The Second World War was a global military conflict lasting from 1939 to 1945, which involved most of the world’s nations, including all of the great powers: eventually forming two opposing military alliances, the Allies and the Axis. It was the most widespread war in history, with more than 100 million military personnel mobilised. In a state of “total war,” the major participants placed their entire economic, industrial, and scientific capabilities at the service of the war effort, erasing the distinction between civilian and military resources. Marked by significant events involving the mass death of civilians, including the Holocaust and the only use of nuclear weapons in warfare, it was the deadliest conflict in human history,[4] resulting in 40 million to over 70 million fatalities.

1945 Hitler’s Suicide Adolf Hitler committed suicide by gunshot on 30 April 1945 in his Führerbunker in Berlin. His wife Eva (née Braun), committed suicide with him by ingesting poison. That afternoon in accordance with Hitler’s prior instructions, their remains were carried up the stairs through the bunker’s emergency exit, doused in petrol and set alight in the Reich Chancellery garden outside the bunker. The Soviet archives record that their burnt remains were recovered and interred in successive locations until 1970 when they were again exhumed, cremated and the ashes scattered.

1932 Superman Superman is a fictional character, a comic book superhero appearing in publications by DC Comics, widely considered to be an American cultural icon. The character first appeared in Action Comics #1 (June 1938) and subsequently appeared in various radio serials, television programs, films, newspaper strips, and video games. With the success of his adventures, Superman helped to create the superhero genre and establish its primacy within the American comic book.

1942 Gandhi Mohandas Karamchand Gandhi was a pre-eminent political and ideological leader of India during the Indian independence movement. He pioneered satyagraha. This is defined as resistance to tyranny through mass civil disobedience, a philosophy firmly founded upon ahimsa (nonviolence). This concept helped India gain independence and inspired movements for civil rights and freedom across the world.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

1955 The Seven Year Itch The Seven Year Itch is a 1955 American film based on a three-act play with the same name by George Axelrod. The film was co-written and directed by Billy Wilder, and starred Marilyn Monroe and Tom Ewell, reprising his Broadway role. It contains one of the most iconic images of the 20th century -- Monroe standing on a subway grate as her dress is blown above her knees by a passing train.

1956 Heartbreak Hotel Presley’s first RCA single, “Heartbreak Hotel”, released in January 1956, was a number one hit. He became the leading figure of the newly popular sound of rock and roll with a series of network television appearances and chart-topping records.

1955 Maybellene “Maybellene” is a song recorded by Chuck Berry, adapted from the traditional fiddle tune “Ida Red” that tells the story of a hot rod race and a broken romance. It was Berry’s first single release and his first hit. “Maybellene” is considered one of the pioneering rock and roll singles: Rolling Stone magazine wrote, “Rock & roll guitar starts here.”

1959 Cuban Revolution The Cuban Revolution was a successful armed revolt by Fidel Castro’s 26th of July Movement that overthrew the U.S.-backed Cuban dictator Fulgencio Batista on January 1, 1959.

1963

1960

I have a dream...

The Beatles The Beatles were an English rock band, formed in Liverpool in 1960, and one of the most commercially successful and critically acclaimed acts in the history of popular music.

“I Have a Dream” is a 17 minute public speech by Martin Luther King, Jr. delivered on August 28, 1963, in which he called for racial equality and an end to discrimination. The speech, from the steps of the Lincoln Memorial during the March on Washington for Jobs and Freedom, was a defining moment of the American Civil Rights Movement.

1963 The Birds The Birds is a 1963 suspense horror film directed by Alfred Hitchcock based on the 1952 novella The Birds by Daphne du Maurier. It depicts Bodega Bay, California which is, suddenly and for unexplained reasons, the subject of a series of widespread and violent bird attacks over the course of a few days.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT 1977 1969

1974

Apollo 11

Watergate Scandal

Apollo 11 was the spaceflight that landed the first humans on Earth’s Moon on July 20, 1969. The mission, carried out by the United States, is considered a major accomplishment in the history of exploration and represented a victory for the United States in the Cold War Space Race with the Soviet Union.

The Watergate scandal was a political scandal during the 1970s in the United States resulting from the break-in of the Democratic National Committee headquarters at the Watergate office complex in Washington, D.C. Effects of the scandal ultimately led to the resignation of the President of the United States, Richard Nixon, on August 9, 1974, the first and only resignation of any U.S. President.

1968

Star Wars is an American epic space opera franchise conceived by George Lucas. The first film in the franchise was originally released on May 25, 1977 and became a worldwide pop culture phenomenon, followed by two sequels, released at three-year intervals.

1975

Martin Luther King Assassination On June 10, 1968, James Earl Ray, a fugitive from the Missouri State Penitentiary, was arrested in London at Heathrow Airport, extradited to the United States, and charged with the crime. On March 10, 1969, Ray entered a plea of guilty and was sentenced to 99 years in the Tennessee state penitentiary. Ray later made many attempts to withdraw his guilty plea and be tried by a jury, but was unsuccessful; he died in prison on April 23, 1998, at the age of 70.

Star Wars

Disco 1972 Pong Pong is one of the earliest arcade video games, and is a tennis sports game featuring simple twodimensional graphics. While other arcade video games such as Computer Space came before it, Pong was one of the first video games to reach mainstream popularity.

Its popularity peaked during the middle to late 1970s. It had its roots in clubs that catered to African American, gay, psychedelic and other communities in New York City and Philadelphia during the late 1960s and early 1970s. Disco was used as a reaction by New York City’s gays as well as blacks, Latinos and heterosexuals against both the domination of rock music and the demonisation of dance music by the counterculture during this period. Women embraced disco as well, and the music eventually expanded to several other popular groups of the time.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT 1981 IBM 5150 The IBM Personal Computer, commonly known as the IBM PC, is the original version and progenitor of the IBM PC compatible hardware platform. It is IBM model number 5150, and was introduced on August 12, 1981. It was created by a team of engineers and designers under the direction of Don Estridge of the IBM Entry Systems Division in Boca Raton, Florida.

1986

1994

Challenger Explosion

Friends

The Space Shuttle Challenger disaster occurred on Tuesday, January 28, 1986, when Space Shuttle Challenger broke apart 73 seconds into its flight, leading to the deaths of its seven crew members. The spacecraft disintegrated over the Atlantic Ocean, off the coast of central Florida, United States, at 11:38 a.m. EST (16:38 UTC).

Friends is an American sitcom created by David Crane and Marta Kauffman, which aired on NBC from September 22, 1994 to May 6, 2004. The series revolves around a group of friends in Manhattan.

Disintegration of the entire vehicle began after an O-ring seal in its right solid rocket booster (SRB) failed at liftoff.

2000

Friends received positive reviews throughout most of its run, becoming one of the most popular sitcoms of all time. The series won many awards and was nominated for 63 Primetime Emmy Awards. The series, an instant hit from its debut, was also very successful in the ratings, consistently ranking in the top ten in the final primetime ratings. It is now often regarded by critics to be one of the finest shows in television history.

Y2K Bug The Year 2000 problem (also known as the Y2K problem, the millennium bug, the Y2K bug, or simply Y2K) was a problem for both digital (computer-related) and non-digital documentation and data storage situations which resulted from the practice of abbreviating a four-digit year to two digits.

1981 MTV MTV is an American network based in New York City that launched on August 1, 1981. The original purpose of the channel was to play music videos guided by on-air hosts known as VJs. Slogans such as “I want my MTV” and “MTV is here” became embedded in public thought, the concept of the VJ was popularized, the idea of a dedicated video-based outlet for music was introduced, and both artists and fans found a central location for music events, news, and promotion. MTV has also been referenced countless times in popular culture by musicians, other TV channels and shows, films, and books.

1989

1999

Berlin Wall

Britney Spears

The date on which the Wall fell is considered to have been 9 November 1989 but the Wall in its entirety was not torn down immediately. Starting that evening and in the days and weeks that followed, people came to the wall with sledgehammers or otherwise hammers and chisels to chip off souvenirs, demolishing lengthy parts of it in the process and creating several unofficial border crossings. These people were nicknamed “Mauerspechte” (wall woodpeckers).

...Baby One More Time is the debut studio album by American pop singer Britney Spears. The album was released on January 12, 1999 by Jive Records[1] and became a worldwide commercial success, reaching the top five in nineteen countries, and number one in fifteen, including the U.S Billboard 200. The album and its singles helped propel Spears into mainstream popularity. The song charted at number one in over 70 countries, including the United States where it peaked at number-one on the Billboard Hot 100 in January 1999 and topped the chart for two weeks.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

CELLPHONE TIMELINE The Cellphone has a long history. It dates back to the first successful telephone transmission by Graham Bell in 1876. In 1906, the first wireless radio telephone is invented by Reginald Aubrey Fessenden. Quickly after, in 1908, the first patent on a wireless phone was made. Shall we jump to the year 1939? The World War ll began, also putting a use on radio phones on a regular basis. Here, communication is made possible even during a war. Moving on, does the Ericsson phone sound familiar? The first fully automatic mobile phone was launched in Sweden by Ericsson in 1956. Might we add, it was about 90 pounds in weight! With Bell launching the first commercial cellular network in 1978, Nokia also introduces their first cell phone in 1982. Shortly after in 1991, the 2G and digital is introduced commercially. Finally, the world of text messaging is introduced only in the year 1993 and the fast speed is enabled with 3G in 2000. The act of communicating has become more technologically advanced and convenient throughout the evolution of time.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

TELEVISION TIMELINE The television was created as early as 1925 by a Scottish inventor John Logie Baird. His TV was electromechanical and had only 30 lives of vertical resolution. In 1934, the first demonstration of an all-electronic TV emission happens at an Institute in Philadelphia. A “live� broadcast of the Summer Olympic games starts on tv in the year 1936. The viewing experience of entertainment on television, is enhanced with the first tape recorder in the year 1940 as well as the color broadcasts in 1954. TV is upgraded throughout the years and even the portable TV from the Sony Watchman is introduced in 1992. Later, color plasmas and LCD panels are created between 1992 to 2003. The first flat TV is introduced in 1994 and loses its life in 2007. There are programs such as the Sony PlayStation and Blu-ray discs that make TV viewing much more convenient and entertaining than the previous years. Although the television may have started off with the intention of spreading news, there was a transition throughout time to gear TV towards a more entertainment based and leisure like activity. The PlayStation gets improved and re-invented, and the TV gets more enhanced to create a live viewing experience.

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ETIQUETTE (EXPLANATION)

WHEN YOUR CELL PHONE RINGS:

TEXT MESSAGING

...In a restaurant: 1. Get up from the table and answer the call in another room (restroom, lobby, etc.)

Most important, remember that texting is a casual affair—usually used as a prelude to a call. If you really have something important or substantial to say, say it over the phone.

2. Never disturb your own party or others by making or taking a call when sitting at a table. (Some ‘cell-phone free’ restaurants now require diners to check their phones at the door.)

• Text to the right number! You can easily dial the wrong number or select the wrong phone book entry. • Keep your message brief. No one wants to have an entire conversation with you by texting. • Don’t text-message anything private or potentially embarrassing. You never know when someone might be looking over your significant other’s shoulder or when your message might get sent to the wrong person. • Don’t text when telling someone of sad news, business matters, unless it’s to set up a phone call on the subject matter. • Finally, remember that as with email, you never know for sure if and when

...On the street: 1. Do not talk too loudly. And since talking on a phone has been shown to distract people from their immediate surroundings, for safety, pay extra attention when you’re walking. ...At the movies: 1. If you get an important call that you must to take, set your phone on “vibrate,” and try to sit in an aisle seat. When your phone rings, go yourself to the lobby to answer the call. ...In a car or on a train or bus: 1. Since the people traveling with you in a car or on a bus or train are a captive audience, you should restrict yourself to only the most essential calls—let your rehashing of last night’s party wait until the trip’s over—and keep all phone conversations as short as possible. 2. On a train, consider stepping into the vestibule area between train cars to make any lengthy calls. If you’re riding in a “quiet car” on a train, keep your phone on “vibrate” and move immediately to the vestibule or another car if you need to answer a call. 3. Finally be aware that speaking on a handheld phone while driving is now against the law in many places; so if you need to make or answer a call while you’re at the wheel, either pull over or get a headset that will let you talk while leaving your hands free.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT SMART USE OF SMARTPHONES AND TABLETS 1. Decide whether it is the right place to use your device. Are you in a restaurant, or public place where the environment matters to those around you? Is a personal environment the right place for a work related connect? Is a work space appropriate to take care of personal matters? Sometimes the location matters just as much as the company you are keeping when deciding how to use your smartphone or tablet. 2. How is the person I am connected to perceiving this interaction?

3. How are my actions affecting others and how am I perceived?

Are they going to be distracted by the buzz of your companion’s chatter, the roar of the crowd, or the flushing of a toilet? On a video chat, what will the viewer see? Does the location make sense for the purpose of your call?

If you are viewed as disrespectful, it can damage a relationship as actually disrespecting someone. Be clear with the people around you about how you are using your new device so they don’t assume the worst. For example, if you are using your tablet to take notes at a meeting, it might be a good idea to let your boss know what you are doing. If you are leaving your phone on during a date because you can get fired for missing an important e-mail it might be a good idea to explain this at the beginning of the evening or even ask if it is still a good idea to go out at all. An ounce of prevention...

If you are texting, the person on the receiving end probably cannot hear the sarcasm in your voice. If you are e-mailing, consider if you will be available to answer the reply when it comes. Take a second to play out the anticipated response chain before you initiate communication to avoid confusion and upsetting your interlocutors.

4. Am I in control of my device? Any behavior can become habitual and start to escape notice. It’s up to you to actively manage your device. Keep your wits about you and your etiquette radar fine tuned. Have fun and take good advantage of all that these new technologies can do.

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Technology Pros and Cons

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PROS:

CONS:

-Technology has made life comfortable for us

-Eliminates the need for employees

-Eliminates human errors and made work faster

-Virtual playground fro predators- the Internet

and more efficient (ex: assembly line)

gives predators means to find their prey

-We are globally connected

-Privacy issues-with everything digital, we are dependent on others to protect our information

-The internet opens up a wide opportunity to

and unfortunately this is not always reliable

network both socially and professionally -New types of crime-copyrighting, identity -Convenience: ex: pay bills, book hotels, or

theft, stalking, etc.

grocery shop with a click of a button) -Addiction -Rapid retrieval of information-we can find out about jobs or learn about anything we are

-Loss of concentration

interested in -Bad manners -Gives us the freedom to work, learn, or share

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CASE STUDY #1

Description “We’re being ZAPPED. Today 84 percent of

PHYSIOLOGICAL

Americans own a cell phone, 89 million of us watch TV beamed in by satellite, and we can’t sip a cup of coffee at our local café without being exposed to Wi-Fi.”

Quote Zapped: Ann Louise Gittleman reveals the latest research on electromagnetic fields to create an insightful, yet controversial guide for all of us in the wireless age. Gittleman provides a stepby-step guide, as well as the specific risks to the technologies we use on a daily basis.

Her guide for detoxifying our surrounding and electropollution’s detrimental effects are based on the latest scientific data, case studies, and Gittleman’s own clinical experience and practice.

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CASE STUDY #2

Description MySpace Rape Case: In March 2006, six men were

SAFETY & SECURITY

arreseted in Boulder, CO for raping a woman they met via MySpace. Detectives also used MySpace to identify the suspects in the rape and robbery that began as a party, but ended up violent. The victim had never met these men outside the internet, but the website ended up becoming the catalyst for the illegal conduct that happened oine. Harassment through the internet can be more damaging than harassment in the “real world” because online everything can be done quicker and easier to an unlimited amount of people. Online resources gives predators easier.

Quote “Current sexual harassment laws are not suited to deal with the burgeoning harassment taking place on the internet. In the internet world, anonymity and lack of proximity make it easy for people to harass victims without fear of legal ramications.” 59


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CASE STUDY #3 SELF-ESTEEM

Description Facebook enhances self esteem, according

objective self-awareness. A counter argument

to the Cyberpsychology, Behavior and Social

made by the Hyperpersonal Model suggests

Networking, particularly when viewing and

that the internet allows users to present

editing your Facebook profile. Objective Self-

themselves in a selective manner. By managing

Awareness theory says that humans see the

our Facebook, we are able to manage which

self as an object, as well as a subject. When an

comments, tagged photos, and wall posts

individual views oneself as a subject, one is

we would like to keep, delete, or untag. Through

actively experiencing events such as walking to

this process, we are able to portray a positive

the store. On the other hand, when we reflect on

online image of ourselves, and eventually have

our own consciousness, we become the object

positive self-conceptions.

of the experience by focusing on the self. When we can distinguish this, we are able to think of

Quote

it in a self positive or negative way, which is

“Unlike a mirror, which reminds us of who we

called “objective selfawareness.”

really are and may have a negative effect on

Some tools to help enhance objective self-

self-esteem if that image does not match with

awareness are photos of ourselves, video

our ideal, Facebook can show a positive version

cameras pointing at us, and mirrors. According

of ourselves,” explains Jeffery Hancock, co-

to researchers at Cornell University, one theory

author of the study. “We’re not saying that it’s a

reveals that one’s Facebook profile can lead to

deceptive version of self, but it’s a positive one.”

decreasing self-esteem because it drives 60


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CASE STUDY #1

Description Brene Brown is a qualitative researcher that studied

SOCIAL NEEDS

human connection of shame and fear for 6 years. In this TED Talk, she explains our ability to lobe, belong, and empathize with great insight from her data and research. These six years has become a mission of hers to understand humanity in terms of worthiness. The difference between the people that felt worthy and those who felt unworthy are: courage, compassion, and connection.

Quote “Courage

is

to

be

imperfect.

Compassion

is to be kind to themselves first and then to others. Connection is a result of authenticity. Fully embrace vulnerability. What made them vulnerable made them beautiful.�

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‘Good design is obvious. Great design is transparent.’ — Joe Sparano

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Phase III: Brainstorm Solutions + Inspiration

• Breaking the cycle of addiction • Prototype Ideas • Inspiration

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BIRTHS DEATHS & MARRIAGES

Births, Deaths, and Marriages is an album by singer/songwriter Matt Elis. He is launching this CD with 500 limited edition packs that contain custom buttons, handwritten lyrics, photos from his career, and some surprises.

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BIRTHS DEATHS & MARRIAGES

We looked at Births, Deaths. and Marriages as inspiration for our prototype. With the speed and technology that is available today, we rarely do anything by hand. This limited edition album has a personable quality that we wanted to portray in our prototype.

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SOCIAL IMPACT. SOCIAL MEDIA. SOCIAL GOOD. Social Impact: individual and group, social and cultural words and actions

Social Media: technology, new and emerging materials, and processes

Social Good: design and the creation of physical, emotional, spiritual objects/products, experiences, environments

We will use the design process to explore both urban and universal humanitarian, social and cultural issues. We will explore the power of words and actions upon each of us. We will try and understand and identify, via one of our greatest gifts of the human experience- design, and empathy, understanding and helping one another. We will first look at ourselves, our personal and family backgrounds, local, national and international news and contemporary and world changing issues. We look to understand as many existing forms of expression via web, text, video, object/product, experience, environment, presentation or promotion. We will look to identify opportunities where we can contribute to help raise awareness, understanding and need locally here in NYC and beyond. By looking at current and emerging web trends and all forms of social networking, the project discusses a variety of current events, technologies, materials and processes. We will brainstorm words, mind maps, games, toys, poetry, objects, all forms of art and design including music, books, poetry, sculpture, fashion, fine art, entertainment, systems, government, laws, and educational systems. 74


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Phase IV: Analyze Scenario Planning

• Identifying User • The Talker, The Texter, The Checker • How do we help?

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Through observational research we identified three different users, evaluated by their habits and behaviors in everyday situations. Let us introduce three sterotypical personas based on on our findings: the Talker, the Texter, & the Checker.

The Talker Someone who seems to be on the phone constantly throughout his or her day. Imagine someone who is on the phone more than not. Whether they are speaking about where they are and what they are doing and what they are planning to do every minute of their time, or whether they are someone who is explaining thoroughly in depth about what they did over the weekend and rants on with every minuscule detail. These obsessive behaviors of the Talker encourages us to take a deeper look at how having a phone to talk into multiple hours of the day can become a step towards technological addiction.

The Texter Someone who makes it seem as though their cellular device is almost attached to their fingers. They are constantly text messaging. They are typing away at a speed of light in a meeting, at school, at dinner, at an outing, or even crossing the street. No one knows for sure what the content of their message is, but we may conclude with the sound of the phone keys, that they are writing nearly an essay or two to a mystery individual. The Texter may also take advantage of having real conversation over typing a text, even if it is a matter of concern to be tackled eye-to-eye in person.

The Checker Someone who is always, always, checking the screen of their phone. They have the urge to look at their phone even when it did not make a noise, did not vibrate, or ring. They seem obligated to use their phone when they are busy or not. The Checker may believe that no one notices them checking the phone because it may be done with the slightest notion. However, must we say, we all do notice when someone is constantly checking “the time” numerous times in minutes. It’s almost as though they cannot remain still or make any contact with their phone without feeling the urge. 76


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Why our package will help the 3 Personas:

Our intervention kit is aimed to guide the user

or message. Instead of consistently focused

through an intervention period to prevent the

on the actions of their phone, they may find

behaviors of technological dependency and

the use of our stickers or read on about the

addiction. Our three personas: The Texter, will

problems, facts, and statistics on addiction and

be able to freely handwrite apologetic letters

our program. This intervention is not aimed

to their special ones, as well as refer to activity

to medically treat someone, but rather, to take

cards to do something more hands on and

a fun approach in stepping back and realizing

meaningful in replacement of text messaging

their actions and behaviors may be harmful to

once more. The Talker, will be able to use the

themselves as well as those around them. In the

capulets to guide them through receiving

long run, it may even affect the evolution of

wisdom or inspiration to recite to themselves.

actions and behaviors of the future generations

They will be able to gain insight by noticing

to come.

tangible activities, items, and resources. They may put to rest a little on continually using their cell phones to engage in conversation with another individual. The Checker, is saved from pressing down their phone function key to check the time, to check for a new email 79


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‘Good design is obvious. Great design is transparent.’ — Joe Sparano

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Phase IV: Analyze Personas

• The Texter • The Talker • The Checker

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PERSONA #1 THE TEXTER AGE: 22

Morgan’s Guess:

STUDENT, BOSTON UNIVERSITY

Text messages...

STUDIES P.R. & COMMUNICATION

50 345

BLACKBERRY Morgan is a graduating senior at Boston University were she majors in P.R. She loves marketing, advertising and fashion. Morgan likes to work hard and party hard. She is the top student

ailey D n a g r Mo

in her class- but when the weekend arrives, it’s party time. Texting her friends to make sure there is a game plan for Friday night is a way to flex her party-planning skills. She is ready for the P.R. world and think her texting habits are only a plus.

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a day.

True Number:

Text messages...

a day.


PERSONA #1 : A DAY IN THE LIFE... 8:30 AM Morgan wakes up Checks her phone Gets into shower Texts her roommate to buy paper towels 9:00 AM Morgan gets dressed Texts friend to save her seat in class Puts on makeup 9:15 AM Morgan leaves her house Texts her sister Texts her friend asking if she wants coffee Texts some friends about weekend plans while she ride the train 9:30 AM Morgan gets to school Buys two coffees Checks her emails while in line Texts friend says she’s running late 9:35 AM Gets to class Texts friends, “Where are you?” Finds a seat Begins texting her friend about the coffee and a boy she met Texts her sister again Texts the boy she met last night Texts a joke to another friend in lecture 10:30 AM Still in class Has multiple texting conversations going at once 11:30 AM Class finishes Texts friend #2 about grabbing lunch Texts friend in lecture to see if she wants to join Texts her sister to tell her about boy 12:00 PM Grabs lunch with friends at Chipotle on campus Texts boy Texts her mom about spring break plans 1:00 PM Goes to class Checks email

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Texts the school newspaper editor about layout ideas Texts group member about meeting tomorrow for projects Texts her roommate about having a party this weekend 2:00 PM Finishes class Writes an email to her professor Texts roommate about having margaritas with dinner 3:00 PM Meets at school newspaper office Work on layout Texts a picture to her editor Texts mom about buying a Jetblue ticket for $300 4:30 PM Stops by CVS to buy shampoo and paper towels Texts roommate to let her know she bought paper towels Sees funny lady in line, takes pictures, texts it to three friends 4:45 PM Walks home Calls her dad and asks for money 5:00 PM Gets home Watches Oprah Texts sister about the show 6:00 PM Roommate gets home Begin making dinner and margaritas 6:30 PM Watch the Daily Show on TIVO Texts friend about party this weekend Texts boy about party this weekend Texts mom about buying her ticket Texts with editor about layout changes 7:30 PM Does some homework Checks facebook Texts group member about changing the meeting time 8:00 PM Texts boy Arranges to go out for drinks Starts getting ready

9:00 PM Texts friends about going on a date with boy Texts boy about meeting at bar Texts friend #2 about bar recommendations 9:30 PM Running late Leaves the house Texts boy to notify him she’s running late Gets into cab 9:45 PM Arrives at bar Meets with boy Begins texting friends about the date 10:30 PM Morgan and boy leave the bar Start walking home Texts friend about possibly hooking up 11:00 PM Stops to orange juice at CVS with boy 11:15 PM Gets home Says good night Gets ready for bed 11:45 PM In bed Texts sister about amazing night Gets on facebook to post some pics 12:00 AM Starts to read 12:30 AM Texts boy good night Set phone alarm Goes to bed

TEXTED A TOTAL OF: A. 168 times before Noon B. 177 times before Midnight TOTAL: 345 times today 83


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PERSONA #2 THE TALKER AGE: 20 MUSICIAN, NEW YORK CITY

Louis’ Guess:

ANDROID

Talks approximately...

Louis is a Connecticut native who has just moved to New York City to make it as a musician. He lives with his buddies in the East Village and is getting gigs around the city with his band. Louis is friendly and likes to be

True Number:

adventurous. But, with his agent

Talks approximately...

getting him gigs and his band

louis sMith

mates constantly wanting to hit the town, Louis is constantly on call and living the rocker life-style. To add to the dilemma, Louis and his long time girlfriend are now in a long distance relationship. When your girlfriend calls, you have to pick up... Or else.

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1HR 4HR

a day.

a day.


PERSONA #2 : A DAY IN THE LIFE... 11:00 AM Louis wakes up Calls girlfriend They talk about their day plans 11:45 AM Louis gets into the shower Gets dressed Calls band mates

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Louis calls girlfriend 6:30 PM Friends arrive They order some BBQ and beers Discuss tour dates and logistics

1:30 AM Band mates decided to grab some pizza 2:00 AM Louis calls his agent, lets him know the band is around the corner eating pizza

7:45 PM Finish dinner Head to the studio for a little rehearsal Louis calls agent to notify discussed band plans

2:10 AM Louis decides to call it a night Heads home

12:00 PM Louis eats some leftover Chinese Tunes his guitar Calls his mom/manager

8:00 PM Arrive at studio Practice

1:00 PM Louis goes outside for a smoke Stops buy Duane Reade and buys a Gatorade Call his girlfriend, they chat

10:00 PM Finishes rehearsal Calls girlfriend Apologizes for not calling/texting for two hours

1:30 PM Louis returns home Checks his Facebook Books a ticket

10:30 PM Arrives home Changes clothes Gets ready for gig downtown at midnight

2:00 PM Louis starts a movie on Netflix Calls his girlfriend, they watch the movie together while on the phone

11:00 PM Calls band mates to arrange meet-up time Calls agents to forward the information

3:30 PM Louis gets an incoming call Pauses movie, put girlfriend on hold Chats with agent about touring West-Coast 4:00 PM Louis calls his girlfriend back, apologizes They finish movie 5:00 PM Louis calls band mates They plan to meet for dinner and rehearsal 6:00 PM Louis leaves his apartment Heads to Brother Jimmy’s Calls his friend about getting some promotional photos taken for the band’s website 6:15 PM Arrives at Brother Jimmy’s Friends have not yet arrived

11:15 PM Leaves home Texts girlfriend that he’s going to his gig Gets in subway

2:30 AM Gets home Prepares for bed 2:45 AM Tweets a pic of tonights performance Emails his mom/manager a change of plans Call his girlfriend to say good night. 3:05 AM Goes to bed

TALKED ON THE PHONE: A. 2 hours and 10 minutes before Noon B. 1 hour and 50 minutes before going to bed TOTAL: 4 HOURS today

11:45 PM Arrives at venue Calls band mates to check on arrival time 11:50 PM Everyone arrives Previous act is running over time They get a couple of beers 12:10 AM Ready to get on stage Performance begins 1:00 AM Band finishes They get off stage Louis calls his girlfriend

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PERSONA #3 THE CHECKER AGE: 18

Molly’s Guess:

STUDENT, UNIVERSITY OF FLORIDA

Checks phone...

DELTA GAMMA SORORITY

20 170

iPhone Molly is a freshman at University of Florida. She is currently studying biology but hasn’t really decided on her major. Molly has just finished rush and has been accepted as a DELTA GAMMA and couldn’t be more excited. She loves her “big sister” and wants to attend all the socials, parties and

molly bernstein

football games. Keen on not missing a beat, Molly is always making sure she never misses a Facebook update or invite. Can’t miss the invite if your going to be the bell of the ball, right?

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a day.

True Number:

Checks phone...

a day.


PERSONA #3 : A DAY IN THE LIFE... 9:00 AM Molly wakes up Wakes up roommate Checks her email Updates her Facebook status 9:10 AM Molly goes to sorority house kitchen Eats breakfast Chats with other girls Checks email, Gilt group, Facebook 9:30 AM Molly takes a shower Gets ready Checks Facebook, “likes” her friends new status 9:45 AM Molly gets ready to leave Waits for roommate before heading to class Texts her boyfriend Texts her mom Walks to class with roommate 10:00 AM Gets to class Checks email, Twitter, Foursquare and updates Facebook status about boring lecture 11:00 AM Class break Texts boyfriend Accepts 3 invites for events this weekend on Facebook Texts sorority sister about outfit for “Sexy Secretary Party” on Saturday 11:30 AM Returns to class Checks email Responds to email about summer internship Checks out email blast about J.Crew spring sale! 12:15 PM Class finishes Molly checks her phone for texts Emails Delta Gamma President about changing rooms in sorority house Checks facebook 12:30 PM Heads to campus cafeteria for sales Checks her email, browses Gilt group sales

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1:00 PM Finishes lunch Checks Facebook pictures of last weekend football game Tag’s herself and friends Texts her friends 1:15 PM Heads to next class Text her ‘big sister’, asking if she wants Jamba Juice 1:20 PM Buys two Jamba Juices Walks into biology class 1:40 PM Texts boyfriend about weekend plans Checks Facebook Takes picture of sleeping student and texts it to friends 2:00 PM Checks email Looks a Facebook profile pictures 2:30 PM Organizes iPhone calendar Checks email 3:00 PM Takes some biology notes Takes pictures of professors slides with iPhone camera Posts them on Facebook 3:30 PM Class finishes Molly calls her boyfriend Walks home to the sorority house 4:00 PM Eats snack in sorority house kitchen Talks with other girls about this weekend formal Looks for dresses online 5:00 PM Molly watches Jersey Shore re-runs in common room Checks Facebook updates Accepts invite for birthday party on Friday Checks email 6:00 PM Turns off TV

Starts to do homework Listens to music and opens chat 7:10 PM Finishes homework Orders two dresses online Posts pictures on Facebook, updates status 8:00 PM Joins other girls for mandatory Delta Gamma dinner Shows pictures of her dresses to other girls Shares pictures she took of professors biology slides 9:00 PM Molly gets ready for “Thirsty Thursday” Checks Facebook to find where everyone is going Updates status 10:00 AM Checks email Texts friends 10:30 PM Delta Gamma girls head to “Rumor” for “Thirsty Thursday” Molly checks in on Foursquare Takes group pics and posts them to Facebook 11:00 PM Molly texts friends, tries to make plans for bar hopping Texts boyfriend 11:20 PM Molly leaves “Rumor” and goes to “Avenue Gator” for tacos and margaritas Checks Facebook Checks in on Foursquare 12:00 PM Molly calls it a night Has biology exam in the morning Heads home Updates Facebook status

CHECKED PHONE: A. 90 times before Noon B. 80 times before Midnight TOTAL: 170 times today

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‘No, Watson, this was not done by accident, but by design.’ — Sherlock Holmes

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Phase V: Implement Prototyping

• Breaking the cycle of addiction • Visualizing a solution • Product Ideas

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Ideas for Prototyping • Create a program • Provide a mantra • Educate the user • Create a therapy method • Provide a support group • Create an evaluation system • Make ‘apologizing’ part of the healing process • Try meditation as an alternative

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Here,

we

prototype

product,

hoping to fix the misbehaviors of the user. Hence, we must provide them with information on gaining more knowledge on the behaviors and its effects. Next, we must compare this process to a healing aid

We must break bad habits, negative dependency on technology, and excess use of technology turning into an addiction. Everything must be kept in moderation. Nothing should be extreme. Writing is one method of the process. The users are given the opportunity to write letters to their loved ones as a form of a sincere apology for their misbehaviors.

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Instead

of

providing

medication, we will

provide pill

alternatives

suggestions

on

“Everything in Moderation.�

kit.

other

with activities

and

ideas.


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PROTOTYPE SKETCHES

These suggestions will be in pill packet form. Instead of containing real powder substance, the pill will contain suggestions and activities. The user will be able to take a suggestion pill, as an alternative to making another technologically dependent behavior. 93


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Sketches suggest prototype ideas for each stage: 1 Accepting the Problem 2 Learn about your harm 3 Action: Solving the problem 4 Pay it Forward: Outreach

Our kit should include evaluations, a support team, brochure, pills, deck of cards, and letter writing to forward.

Instead of generic forms of brochures, we brainstorm ideas of fun ways of approaching this Could brochures stray away from traditional booklet formats, and rather be of keychain form? Or Could it be a mini-booklet?

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POSSIBLE IDEAS Here, we look at some possibilities of why heavy users of technology have shorter attention spans. Are there different resources online that provide negative affects to users? Are there cyber bullies? Cyber predators? What could happen to young American children while using the web?

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LAYOUT The prototypes are laid out as a visual. We explore the possibilities of how these items could be laid out. Is there a sequence in which the prototypes need to be laid out?

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PACKAGING

These are ideas on different forms of presenting prototypes. We explore ideas on a blast from the past concept, including newspaper subscriptions, Woodstock

audio

collections,

handwritten

song

lyrics,

and

a

letter

writing kit. These ideas are behind the idea of trying to make things more human, more organic, and suggest traditional ways from the past.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

PROTOTYPE IDEA

This prototype was made for generations that are unfamiliar with technology and the social platforms that exist today. This multi-tiered kit contains a fake keyboard with instructions of how to properly type. There are also iTunes Playlists and phone applications for facebook and twitter that explain how they are used.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

PACKING CONCEPT This kit is for educating on Baby Boomers. The fortune cookie shaped boxes represent a fun way to learn about

this

generation.

There

are

random facts that give insight about events that took place. The DIY kits include items such as safety pins, bondage gear, and costume makeup, that were made popular through Vivenne Westwood. The last product in this kit are memorailia such as DVDs, postcard, and mugs of famous television show I Love Lucy.

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‘Design is a plan for arranging elements in such a way as best to accomplish a particular purpose.’ — Charles Eames

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

Phase V: Implement Mock-Ups

• Breaking the cycle of addiction • Visualizing a solution • Product Ideas

101


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT As our final approach, we created an intervention for the user. Our Intervention kit was our leap towards a step-by-step program to diminish the technological dependency. Our prototypes are presented in a kit including materials of the following: 1. An informative pamphlet to properly educate the user of the side effects of addiction to technology, as well as providing resources and solutions to support the user. 2. A keychain with a slogan to effortlessly remind the user and their surroundings of the

3. A pill packet to provide medicine-free alternative options to helping with technological addiction.

INTERVENTION PACKAGE

4. Activity cards to provide creative solutions for

HELLO

intervention.

effective activities and exercises as opposed to technological activities. 5. Apology Letter templates to write a personal letter to those around them as an apology for their compulsive technology abusive behaviors and actions.

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Through the use of these components of the intervention kit, the user is guided through recovery at discretion of their own home. Rather than seeking real medical help or a mediation

6. Stickers with kit mantras to use in a fun manner

group, the user is proactively taking action to stop

while spreading the word and reminders for the

their behaviors in creating a better self and habits

intervention in session.

for the future.


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

Hello

www.everythinginmoderation.com

|1.800.543.2100 | help@everythinginmoderation.com|

other

To: ______________ ______________ ______________

talking

other

Yours truly,

talking

I ask you to kindly overlook my mistake. I am changing my ways.

chatting

other

emailing

talking

|1.800.543.2100 | help@everythinginmoderation.com|

chatting

chatting

emailing

Hello

emailing

I am working on less: texting

texting

texting

Please accept my most sincere apology for my behavior. I have thought long and hard about my actions and I realize I was in the wrong.

Fr: ______________ ______________ ______________

Dear __________________ ,

WRITE A LETTER TO YOUR GRANDMA

Hello

• SEND HER A PICTURE • SHARE SOMETHING NEW YOU LEARNED THIS WEEK • TELL HER YOU MISS HER

|1.800.543.2100 | help@everythinginmoderation.com|

DONT HAVE A GRANDMA? • GET A PEN-PAL.

ACTIVITY CARDS

Stamp

__________________

ABOUT YOUR PROBLEM

Learn to enjoy every minute of your life

Help Me Stay Off My Phone

- Bake A Cake -

texting

NO

MORE PHONE

www.everythinginmoderation.com

texting

emailing

chatting

talking

other

NO

MORE PHONE

Help Me Stay Off My Phone

texting

Hello |1.800.543.2100 | help@everythinginmoderation.com|

Hello |1.800.543.2100 | help@everythinginmoderation.com|

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BUSINESS CARD

Hello

www.everythinginmoderation.com

|1.800.543.2100 | help@everythinginmoderation.com|

Introduces the user to the company platform, enabling the option to be paired up the sponsor and track activity. To learn more, visit the link www.everythinginmoderation.com Here, the user chooses an individual to be their sponsor during the intervention. The user’s technological activity will be tracked and sent to the sponsor on a regular basis. If the user shall not meet up to the recovery goals only the sponsor shall be notified and be held accountable.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

PERSONALIZED LETTER

other

Stamp

talking

To: ______________ ______________ ______________

chatting

other

Yours truly,

talking

I ask you to kindly overlook my mistake. I am changing my ways.

emailing

other

texting

talking

|1.800.543.2100 | help@everythinginmoderation.com|

chatting

Hello

emailing

chatting

texting

emailing

I am working on less:

texting

Please accept my most sincere apology for my behavior. I have thought long and hard about my actions and I realize I was in the wrong.

Fr: ______________ ______________ ______________

Dear __________________ ,

__________________

Here’s the opportunity to write an apologetic letter to the top three people of their choice. This enables the user to go through a healing process. Use the provided template and personalize by filling in the blanks.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

PAMPHLET

STICKERS

ABOUT YOUR PROBLEM

Help Me Stay Off My Phone

emailing

chatting

NO

Use as reminders or help spread the

MORE PHONE

word to those anyone in need or NO

MORE PHONE

www.everythinginmoderation.com

texting

texting

Help Me Stay Off My Phone

texting

just to support!

KEYCHAIN talking

other Carry around the intervention motto

Hello |1.800.543.2100 | help@everythinginmoderation.com|

Here’s the educational component of the kit to really learn about the problem and suggestions toward recovery.

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Hello |1.800.543.2100 | help@everythinginmoderation.com|

anywhere at all times. Use the link for reference and to pass along to others.


+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

PILL PACKETS Learn to enjoy every minute of your life - Bake A Cake -

A Concept based on Addiction: Pop-A-Pill when needed to unravel a delightful inspirational quote, idea, or tips to prevent excessive behavior.

ACTIVITY CARDS WRITE A LETTER TO YOUR GRANDMA

Hello

• SEND HER A PICTURE • SHARE SOMETHING NEW YOU LEARNED THIS WEEK • TELL HER YOU MISS HER

|1.800.543.2100 | help@everythinginmoderation.com|

DONT HAVE A GRANDMA? • GET A PEN-PAL.

Find a stack of cards with activity ideas. When resisting the urge to text your day to a friend, why not pick out a card instead? Who knows, you might pull one out that states, “Write a Letter to Grandma”. Letter-writing is much more sentimental than over

ACTIVITY CARDS

dosing on text messaging.

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

FUTURE DEVELOPMENTS

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+ UNDERSTAND / RESEARCH / BRAINSTORM / ANALYZE / IMPLEMENT

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MILLENNIALS IN THE NEW WORLD + DESIGN DEVELOPMENT / PROFESSOR RABINOVITZ PARSONS NEW SCHOOL FOR DESIGN SPRING 2011

D.VISION DESIGN GROUP

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S U N N I E C H U / G R AC E PA R K / C H I A S C H M I T Z / L I NA YA N G

D.VISION BOOK  

DESIGN DEVELOPMENT GROUP PROJECT

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