Section VII

Successes & Failings from original concept/rationale

We set out a number of objectives at the start of this project. We wanted to address the issue of privacy and security in an online setting. We aimed to do this by collecting data from the local communities around us and create content based on our findings.

We created a paper booklet and a digital publication to show the content. Initially we intended to use the mediums to dictate the treatment of the content in each section so as to play to the strengths of each of the mediums. This however we found would be counter productive. The idea was to have the user bounce from the physical booklet to the digital publication (which would be displayed on a screen at the exhibition) so that we could compound our ideas. This would allow us to explain complex digital notions through simple paper interactions while engaging the user with the digital content when we felt it necessary to use that medium. This would be very limiting however as you would only be completely functional as a piece at the exhibition or where the user has access to both mediums at the same time which would be poor user design. We altered this rationale slightly so we could be more effective in our communication. We would treat each page on each of the mediums separately but try to portray the same message on each of those sections in comparison to trying to relate a message to the user on the physical booklet and trying to finish relating that message on the digital publication. This we thought would be better user design and would prolong the relevance and lifetime of the piece. This is achieved twofold, by making the digital publication available for users to access online and by also printing the physical booklet.

We also wanted to incorporate satire into the project. We felt that because of the Charlie Hedbo massacre in Paris earlier on in the year it would be relevant and current to employ subtle use of it in this project. We achieved this by the execution of the Trust O’ Bot concept. The Trust O’ Bot is a metaphor for online data mining systems he was portrayed as a physical robot in the real world so as to be able to relate digital concepts back to a real life scenario. The way we introduced the Trust O’ Bot is key. The Timeline and the information on it highlights that the character who creates the Trust O’ Bot has no concept of privacy by posting the idea on social media and the people who liked those posts and intended to purchase the Trust O’ Bot  also have no concept of privacy. By the time the user is concluding the timeline they will be questioning internet privacy. The Trust O’ Bot is then placed in two other parts of the booklet so as to remind the user that your data is never safe. He is placed within a propaganda poster styled in the mould of a constructivist piece. This is to blatantly point out the the dangers of the Trust O’ Bot. He is also hidden on the underside of the data visualisation holding the most hard hitting fact.

We also wanted to do a section on the dark web because most of the internet is hidden to the average user. We decided to represent this by creating a glitching effect both in the paper booklet and the digital publication. In the paper booklet we placed the dark web section hidden behind the credits so that the user would have to physically pull out the information for themselves, this relates back to the idea of it being hidden to most users and it being difficult to find. In the digital publication we created a glitching effect and placed it over the credits section so that when the user gets to the credits the screen glitches out and looks broken and then reveals the dark web.

 

How could it be improved with unlimited funding?

When we discussed this question we decided that it wasn’t a question of more funding would equate to a better delivery of our message, however, we conceded the fact that their were features we could have added if we had more resources available to us.

Quality

Due to a lack of capital we were not able to add in some features to the paper booklet that would have elevated its meaning and given it more relevant fresh interaction.

We wanted to have pages hidden behind perforations so that the user would have to tear parts out of the booklet. This would have made the project more dynamic. We also wanted to place a grafite strip on the front of the notions of trust title page. This would be accompanied with a “swipe here” paying reference to the i-Phone UI. The user would then leave their mark all over the project which would be a metaphor for the metadata they leave online.

We also wanted to incorporate sections you would tear out and use in other parts of the booklet to complete an ideogram. This was a method of relating that metadata could be pieced together and tracked very easily by online systems. The execution of this complex idea was completely hampered by a lack of technology to print and cut/perforate such intricate ideas so we shelved it at an early stage of the design process citing it to be too difficult to achieve, we felt it was the right decision.

Standalone Application

We also thought that creating a standalone application would have been very beneficial to the delivery of this project. It would allow us to reach a wider audience while still remaining relevant. because we decided to maintain the integrity of the project within each of the mediums that is we tried to keep the message the same in both as much as possible we thought it would be suitable to release it as a standalone app because you are not losing  integrity by the user not experiencing the physical booklet.

the digital publication is not an application. For it to be an application it would need to be hard coded in objective c or another similar language. This would allow us to design much more intricate complex interactions that would allow us to communicate much more effectively. The digital publications interactions are basic because we were limited by the software we used. If we had a budget to get a seasoned programmer onto the team to work with us to develop interactions based on what can be achieved by hard coding the project. This would have made the experience much more immersive, personal and informative.

 

 

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