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Brainstorming/Research

Updated: May 6, 2019



RESEARCH INTERESTS

1. Climate Change

2. Social Issues

3. Equality

4. Time Management & Stress

5. Scope of AR in Education

6. Artificial Intelligence

7. Game Design (Educational & Fun)

8. Mixed Reality




RESEARCH QUESTIONS

1. STRESS- I wonder what practices we could inculcate in our daily lives to get better at time management and remove the system of working all night/day without sleep leading to stress.

- Over the years, due to the underlying pressure of getting work done on time, I have inculcated a habit of working all night over the daytime and I know others who do this too. And over the years, it has become a fact that I can get more work done more efficiently particularly after midnight, its like my efficiency is more at that time. I work faster and better when its completely quiet around me at that time.


I wonder if strict sleeping patterns matter that much? Is it just a matter of how & what we train our brain and body to behave like, but what cost does the brain & body have to pay?

- How the brain deals with all the stress?


Qualities: Awakening & Introspective

Informative


2. SOCIAL ISSUES- What measures can I take as an individual to trigger a change or a thought in a persons’ head regarding the unjust done due to the prevalent social norms?

- Is it easy to design something to bring a social change?

- What is most important:

Spreading awareness?

Courage to talk about it?

Design something in response to it?


Qualities: Awakening & Introspective

Informative

Invoke a feeling of anger/sadness



3. CLIMATE CHANGE- What medium is best for me to portray my concerns regarding the impacts of climate change that effectively reach people?

- VR: I believe in the power of visuals and VR being an immersive technology, I feel its impact over an audience is more compared to other mediums. I wonder how impactful would a VR experience be in effectively putting through forth my message and concern.

- Game (VR): Can an educational game be more effective compared to lecture and classroom teaching for small age groups to understand the dos and don’ts to reduce the effects of global warming & climate change.


Qualities: Awakening & Introspective

Informative

Invoke a feeling of anger/sadness

Social



4. AR/EDUCATION- How can I inculcate AR technology to reform the ways of teaching in the educational system?

- I wonder if it would be practical to instill AR in a school in the first place?

- Should the AR tech be available to every student individually? What is the best way?


Qualities: Informative

Useful




5. VR/GAME DESIGN- Educational or just for fun!

Qualities: Introspective

Informative

Fun

Educational

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INSPIRATIONS


IDEO METHOD CARDS

1. Experience Prototype

Quickly prototype a concept using available materials and use it in order to learn from a simulation of the experience using this product.


2. 5 whys

Ask "Why?" questions in response to five consecutive answers.


3. Foreign correspondents

Request input from coworkers and contacts in other countries and conduct a cross-cultural study to derive basic international design principles.


4. Historical Analysis

Compare features of an industry, organization, group, market segment, or practice through various stages of development.


5. Long range forecasts

Write up prose scenarios that describe how social and/or technological trends might influence people's behavior and the use of a product, service, or environment.


6. For VR: Narration

As they perform a process or execute a specific task, ask participants to describe aloud what they are thinking.


7. Scenarios

Illustrate a character-rich story line describing the context of use for a product or service.


8. Surveys & Questionnaires

Ask a series of targeted questions in order to ascertain particular characteristics and perceptions of users.


9. Active Analysis

List or represent in detail all tasks, actions, objects, performers, and interactions involved in a process.


10. Behavioral Archaeology

Look for the evidence of people's activities inherent in the placement, wear patterns, and organization of places and things.


11. Conceptual Landscape

Diagram, sketch, or map the aspects of abstract social and behavioral constructs or phenomena.


BEAUTIFUL TROUBLE

TACTICS

1. Tactic- Hoax

To create a momentary illusion that exposes injustice through satirical exaggeration, or that demonstrates how another reality is possible.


PRINCIPLES

1. Balance Art & Message

Effective creative interventions require a judicious balance of art and message. It’s not just

what you say, it’s how you say it. If the role of the artist is to “deepen the mystery,” what is

the role of the political artist?


2. Bring the issue home

Creative activists can make an otherwise abstract, far-away issue relevant by making it

personal, visceral and local.


3. Choose tactics that support your strategy

Don’t let an individual tactic distract from a larger strategy. Strategy is your overall plan, and tactics are those things you do to implement the plan — a distinction critical for structuring effective campaigns.


4. Choose ur audience

If a banner drops in the forest and your target audience isn’t around to see it, will it make

a difference? Probably not.


5. Make the invisible visible

Many injustices are invisible to the mainstream. When you bring these wrongs into full view, you change the game, making the need to take action palpable.


6. Show, don’t tell

Use metaphor, visuals and action to show your message rather than falling into preaching, hectoring or otherwise telling your audience what to think.


7. Stay on message

When we stay on message, we communicate exactly what we want our audience to know.

We create harmony between our words, visuals and actions and we deliver a clear, powerful and irresistible call to action.


8. Take leadership from the most impacted

Effective activism requires providing appropriate support to, and taking direction from, those who have the most at stake.


9. Think narratively

Sometimes the best response to a powerful enemy is a powerful story.



THEORIES

1. Narrative Power Analysis

All power relations have a narrative dimension. Narrative power analysis is a systematic

methodology for examining the stories that abet the powers that be in order to better challenge them.



UNIVERSAL METHODS OF DESIGN

1. A/B Testing

Use A/B testing to compare two versions of the same design to see which one performs statistically better against a predetermined goal.


2. CASE STUDIES

Use A/B testing to compare two versions of the same design to see which one performs statistically better against a predetermined goal.


3. COGNITIVE MAPPING

Cognitive mapping is a visualization of how people make sense of a particular problem space. It is most effective when used to structure complex problems and to inform decision making.


4. COGNITIVE WALKTHROUGH

Use A/B testing to compare two versions of the same design to see which one performs statistically better against a predetermined goal.


5. CONCEPT MAPPING

Concept mapping is a visual framework that allows designers to absorb new concepts into an existing understanding of a domain so that new meaning can be made.


6. CONTENT ANALYSIS

Content analysis is the systematic description of form and content of written, spoken, or visual materials expressed in themes, patterns, and counted occurrences of words, phrases, images, or concepts.


7. EVALUATIVE RESEARCH

Evaluative research involves the testing of prototypes, products, or interfaces by real potential users of a system in design development.


8. EVIDENCE BASED DESIGN

Evidence-based Design is an approach that bases decisions for effective design on the implications of credible research and assessed outcomes, rather than sole reliance on intuition and anecdotal information.

9. MIND MAPPING

When a topic or a problem has many moving parts, mind mapping provides a method of visually organizing a problem space in order to better understand it.


10. RESEARCH THROUGH DESIGN

Research through design recognizes the design process as a legitimate research activity, examining the tools and processes of design thinking and making within the design project, bridging theory and building knowledge to enhance design practices.


11. SECONDARY RESEARCH

Secondary research consists of information collected and synthesized from existing data, rather than original material sourced through primary research with participants.


12. TASK ANALYSIS

Task analysis breaks down the constituent elements of a user's work flow, including actions and interactions, system response, and environmental context.


13. TOUCHSTONE TOURS

The guided tour is designed as a conversation that uses artifacts and the environment as touchstones for questions and insights.


14. TRIANGULATION

Triangulation is the convergence of multiple methods on the same research question, to corroborate evidence from several different angles.


15. USER JOURNEY MAPS A user journey map is a visualization of the experiences people have when interacting with a product or service, so that each moment can be individually evaluated and improved.




Thank You


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