thesis i presentation
TRANSCRIPT
THESIS I PRESENTATIONLET US LIVE AND DREAM IN FANTASY
Student: Yue LiProfessor: Tom Klinkowstein
“The leaders in innovation will be those who figure out the best way to leverage a network of outsiders.”
- Roberto Veganti, Professor of Business Administration
HYPOTHESIS
This thesis present the hypothesis that fictional characters (such as characters in movies, fictions and video games) can be explored within design development process.
In contrast to existing methodologies, which include the usual stakeholders, such as clients, partners and consumers, such a hypothesis could provide a new system for inspiration and ideation based on more fantasy-like propositions.
• Scott Cook
• User Contribution System
ENGAGEMENT GAP
• Towers Perrin surveyed 90,000 employees in 18 countries and focused on drivers of attraction, retention, and engagement in the workplace.
Towers Perrin was a professional services firm specializing in human resources and financial services consulting
30%
41%
21%
8%
Disengaged EngagedEnrolled Disenchanted
WHAT CAUSE THIS ENGAGEMENT GAP?
Questionnaire:
Text narrative technique
Participatory Design:
Just involve stakeholders; Scenario design
A POSSIBLE WAY COULD BE USINGDEVICES OF FICTION
1. Engaging
67% of US householdsPlay video games
5%
95%
Hours/weekHours/Play
49%26%
25%Under 18Over 5018-49
Hours spent on video games (2010)
2010 Gamer Ages
2. Realistic
• vivid and true-to-life scenarios.
• Freely express
“The Experience in virtual worlds such as video games and online communities can influence our behavior in the real world.”
- “Stanford’s Avatar Study” by Jesse Fox
3. Impactive
INTERVIEWSCOSPLAYERS
- Yu Liu
- HITMAN REBORN/Kuroyuri
- “I didn’t like skulls before, I thought they were really scary. But because of Kuroyuri, I realized that skulls can also be adorable, and I even bought a pair of earrings with skulls on them.”
- Bing Li
- One piece/ Perona
- “I lost more than 10 pounds to fit in this costume, I’m so proud of myself!”
If we use these fictional character appropriately, we could...
1. Engaging more people, not just stakeholders.2. Collect unexpected but meaningful behavior data3. Find people’s unexpressive need
Conclusion
PROJECT 1. Communication devices for the deaf peopleBased upon the rules in cosplay, I want to create a framework as experiments of
methodology, and use this framework to design communication devices for the deaf people.
PROJECT 2. STOP MULTITASKING IN THE CARBased upon the rules in First Person Shooter video games, I want to create a framework as
experiments of methodology, and use this framework to create a storytelling tool to let people stop multitasking when they drive.