We received a lot of meaningful feedback from the guest crits.
One interesting comment we received from Mary-Lou was about using our project to make users question or uncomfortable. We had found accidentally that although our prompt purposely uses neutral adjectives, it generally evokes optimistic responses. Looking at the form of our project, however, as this machine that spits out fortunes upon a tangible activation, it would be interesting to think of it almost as a “gamble”. Mary-Lou brought up the question of making our machine almost “addictive”, something that users would get an adrenaline rush from using. Therefore, a more unpredictable and provoking nature to the responses would be an interesting future exploration.
Sinan also commented to the entire class about “how your project gets there” which is an interesting thought. We could definitely play around with the context our machine exists in, and draw out a user journey that’s much more expanded in scale — considering how a user first “stumbles upon” our artifact.
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