Ruge’s journal  23fall

- Semester one 👾

  1. Human sense
  2. Air
  3. Pigeons
  4. Shadows
  5. Skin




UX of Air Min, Aniket, Sean, Fat, Ruge
1. Selfish Breathing - contrasting and visualizing the amount of air individuals require with each breath.
2. In the context of future air pollution, the sensory experiences of individuals.

Selfish Breathing1
Selfish Breathing2
The experience of air pollution1
The experience of air pollution2
We designed with 'breathing' as our starting point, and 'Selfish Breathing' was conceived based on Min's research article. This design highlights the distinct air volume needs of individuals. 'Balloon Simulation of the Sensory Experience in Future Air Pollution' is our envisioning of future air experiences, emphasizing tactile and olfactory sensations.



Process

Research methodology

Body storming1
Min, Aniket, Sean, and I took an afternoon to conduct our body storming at Batsi. It was my first time there, and everything felt quite novel.

We individually conducted experiments on breathing, holding our breath and then relaxing, observing each person's reactions. I really enjoyed this research method compared to sitting indoors and searching for information on the computer. I believe I will use this method frequently in future projects.
Body storming2



Data Physicalisation1
Data Physicalisation2
Data Physicalisation3
Our initial understanding of Data Physicalization was somewhat skewed, as we thought it was merely about visualizing data. Through feedback from our first presentation, we learned that Data Physicalization involves presenting digital information or data in a tangible, physical form, based on the direct transformation of real data. I even believe that many art pieces can be considered as a form of Data Physicalization with additional artistic processing.

Sketch interview
On-site sketching1
On-site sketching2
Sketches
To gather inspiration, we asked classmates to create representations of 'human' and 'non-human' elements. In their responses, we observed a tendency to use smiles and curves to convey human traits, while employing straight lines, solidity, sharp angles, and squares to represent non-human elements.

Sketches
To the left are sketches representing my initial inspirations. In the end, we adopted the form at the bottom and made improvements. My favorite idea, not illustrated here, is the concept of a 'Breath Clock' brainstormed with Fat. In essence, it's a countdown clock. Considering that, on average, we breathe around 550.9 million times in a lifetime, this clock measures time not in seconds, minutes, or hours but in the scale of each breath, providing a unique perspective on an individual's time. While we didn't ultimately use this idea as it deviated a bit from the theme of 'air,' I cherish it and wanted to document it here.


Feedback
Presentation venue
I strongly agree with Mr. John Fass's feedback on our project. He pointed out that our balloon simulation house was unnecessary, while the small device measuring each person's breath was interesting. I believe the contextual framing of the balloon house was too broad, and the design lacked depth or an intriguing focal point, making it appear somewhat bland.



Summaries

Week1
I am very interested in the theme of air. Initially, I explored numerous works related to air, most of which were artistic creations using air as a medium. I found that while these works may not be visually complex, their expression techniques are clever. I originally intended to pursue this direction. When deciding on the project focus, I proposed using breathing as the starting point. Breathing is the most obvious process of interaction between humans and air, constantly occurring yet often overlooked. Min suggested creating more direct designs, utilizing the physical properties of air and interacting with other media to make the presence of air visible. Although this approach was intriguing, after group discussions, we decided to stick with the theme of 'breathing.'

Our research methodology provided valuable insights for the project. Despite realizing after the first presentation that we were actually working on data visualization rather than Body Storming, where we visualized the amount of air breathed in different situations (running, jumping, lying down, bending, etc.), which varies based on individual physical fitness and even lung size. Min found a literature review on the respiratory rates of infants and adults. Combining this with our previous data physicalization, we developed our 'Selfish Breath' device, allowing individuals to clearly see the volume of air they and others inhale with each breath.



Week2
Within two weeks, we actually developed three devices because we always felt it was 'not enough.' First came the 'Selfish Breath' plastic bottle, followed by glasses that visualize the movement trajectories when two people breathe together, and finally, the balloon house. We were tirelessly busy with these three small devices, and I noticed that everyone was uncertain about whether their design was good or bad. So, we kept experimenting, feeling unsure. I found myself questioning how to judge whether my design works are good or bad. Moreover, where are the criteria for evaluating good and bad? Our current designs are not industrial designs (everyday products), and measuring them based on visibility and usability seems meaningless. I am still pondering this question, but I feel that in the context of a school project, the design process and journey may be more valuable than the end result. We also consulted with Tonicha on this matter, and her response was affirmative.

I particularly enjoy the ideation phase before making the final prototype, although it is challenging for me. I usually brainstorm several ideas on my own and then present them to friends (non-specialists) to gather opinions and questions. This process not only sparks inspiration but also leads me to reevaluate the theme, deepening my understanding. In the end, I strongly feel that the early stages of finding a project's entry point are crucial. A clever entry point can make the project stand out.


UAL_LCC_MA-UX2023-2024