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Outcome


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Intention

The project sought to create an experience that engages the participant with the attractiveness of modern smart home technologies, which offer a great deal of convenience in people's lives. However, the experience returns a certain degree of spookiness, which alarms the participant when their electronic properties are quietly being drawn without their consent - inferencing the hidden costs and overspending negative effects within the online transaction era.  

Context

Modern smart home technologies bring along a certain degree of convenience and benefits. However, it can also surrender the user's information privacy and property without pronounced acknowledgment or consent from the user. Users tend to realize that they are unconsciously signed up for services and subscriptions that they never intended for, which has been quietly draining their e-wallet. It can sometimes be too late to realize..

Prototype/Outcome

The project started with a prototype using a 'modern lamp' as the object, which seemed to be attractive while offering affordable lighting for the users. It only requires the user to place the mobile phone on the lamp in return for lighting service. However, the lamp secretly draws funding from the user's e-wallet account - all without the user's knowledge or consent. Once the user realizes that the lamp is secretly draining their wallet, the user tends to recover their mobile device from the lamp. From this point on, the lamp begins to 'run away' and is reluctant for the user to retrieve their mobile device - causing panics and unsettling thoughts within the user's mind.

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Open Questions and Next Steps

- How could we enhance participant embodiment of the project - making the interaction and intent instantaneously clear to the user?

- How could we implement a clear-er focal point in terms of the form and appearance of this project?

- What is the actual behavior of the device and how to effective approach it?

- How to convey the message to the participant more effectively?

Process

In order to physicalize the concept, the project is implemented from two sides of the object - electronics, and formwork.

Input: The project leverages a proximity sensor to detect the placement of the phone from the user, which triggers the lamp to turn on when activated. The sensors also sense the placement of the user's hand when they are attempting to retrieve the phone - directing the lamp to 'run away'...

Lighting: A central LED lamp is connected to the main lighting source of the project, which combines a 3D-printed lamp hood along with a high-power LED lamp in the center. On the other hand, a set of LED rings was also installed on the front side of the lamp to draw the user's attention to the object, the LED ring changes color in correspondence to the varying status of the lamp

Movement: A set of servo motors were implemented to motorize the lamp when it is signaled to move. 

Fabrication: Primary housing of the lamp was constructed using laser-cut panels of plexi glass, while the user interface is built with plywood panels to maintain the overall generic appearance and form.

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