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Speculative Health

In this 4th semester project supervised by Prof. Pelin Celik, I had the chance to explore Speculative Design by creating narrative Healthcare artifacts. The focus was on mental health within a fictive society in 2070, resulting in an audio podcast and short film that visualizes a critical perspective on the System and User Experience future health services such as 'Sweet Dreams'.

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HTW Berlin
schedule
SoSe 2020
settings
Adobe Audition, Cinema4D
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How

The 'Sweet Dreams' VR Pillow detects its user through an identifier bio-chip 'ID' that contains personal and medical data, and hacks the natural dream reality, reconstructing it into a customizable virtual world. Eventually, the user consults with a professional AI therapist who knows the user best, thanks to the data collected by ID.

Why

Although the service is mainly available to 'premium' and 'regular' citizens, the focus lies on the user case of an immigrant named 'Kael', revealing a systemic ethics crisis. The story visualized in the podcast and film explains the exponentially destructive nature of AI-Tech through time, exposing the equal importance of politics and business models in design innovations.

Homepage

The main goal here was to simplify the User Journey to other more important pages, such as Programme or Film Pages, I reduced the amount of buttons to the minimum, merged About and Team pages, and made sure important info like Date and Location are highlighted.

Programme Page

Film page

Interactive Lotties

The animations were designed to be scroll-based, allowing visitors to explore stories and future narratives interactively. Elements move with the scrolling speed and direction, enhancing the storytelling experience. This example focuses on the future of work culture.
Explore more animations at StadtLandChancen.de.

Audio Podcast

This audio podcast tells the story of the first two days in Kael’s life and explains how the artifacts work. Please use Headphones or a Spatial Sound System.

The Film

Animated with Cinema 4D, this short video portrays both general and very unusual conditions in the User Experience of 'Sweet Dreams' therapy service. This film was part of the HTW Berlin exhibition at the Dutch Design Week 2020.

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Research and World Building

In order to make plausible scenarios in the chosen time range 2060 to 2070, I used what I called Control Points (Trends), which are general topics that have an influence on the future.

Control points 1 and 2. Miro board

More specific mind maps, like the the one on Climate Change influences the politics of 2070, the creation of two fictional nations coded as High Tech Union (HTU) and a High Tech Dictatorship (HTD), distancing my work from current geopolitics and creating a story of immigration between two worlds of very different politics and AI implications. The AI mind map was directed in the context of mental health, resulting in characters like ''Aloma'' in the Audio Podcast and Film that represented both a problem and a solution in AI assistance.

Detailed Control points like AI, and Climate change

AI mind map developed further to understand its impact on many essential aspects of 2070's reality, becoming the ground for HTU World building, clustered into: society & politics, mobility & landscape, economy, healthcare & household. In summary, the further work on the scenario was narrowed down to essential points: 

  • Scenario takes place in what's called the High Tech Union.
  • The Artefact is based on the mental health needs of HTU citizens.
  • The User experience - under focus - is of the Asylum seeker, Kael.
  • The User experience exposes contradictions of a problem solver in a ''utopian'' society.
AI's Impact on HTU world

Design Partner and ‘’One Day in Life of’’

As in Present-approaches, a Design Partner (Designpate) is required. After thinking through personal details for Kael (Immigrant, 25-30 yo), I used thought-provoking cards like "did," "said," "felt," and "interaction" to generate a more detailed world around him. Another profound method was "One Day in Life," which widened my imagination of what products Kael would need. Later on, it became "Two Days in Life", generating other characters like Aloma, an AI assistant who guides refugees in their first days.

Left: Action cards, Right: Two Days in Life of Kael

The Story development (see below) of Kael's first two days in HTU inspired the idea of a mental therapy service and the bio-chip 'ID'. Kael's process of "integration" and building a new home became the theme of the user case of the resulting artifact, building a frequent and rich exchange between the story development and brainstorming the artifacts.

left: (what happens after he wakes up?), right: Kael's Diary

System Design and the Artifacts

Parallel to developing Kael's story in the new home, I was brainstorming on the system behind this service provided to him, the perspective of immigrants as users helped structuring 'sweet dreams' experience to multiple kinds of users, premium, outstanding or regular users/citizens, the major points in here were the degree of data privacy and design variations of virtual spaces upon users' 'classes'

Functions and System map, left: maps 1.0, right: maps 1.1

By now, it has become clear that the artifact is more the system of 'Sweet Dreams' than the technology or design of a product which in 2070 can hold many Interpretations, a pillow is a pillow, only its story is what under focus, the context shifted to the User Experience of such high tech in relation to societal classes. below we can see the final speculative system design. the following diagram explains the flow of data and communication between the two speculative gadgets.

Final system map

Artifact's visualization, Audio and Film.

I started creating a script from the story developed, a dialogue between Kael, Aloma and other characters in a Reception Center for refugees, the script was initially around 7 minutes long and was played to fellow students in the half-time presentation, after their feedback, It was the turning point as I split the story into an Audio Podcast and a short animation film.

The Audio podcast was made with Adobe Audition, Kael was my voice over and the other characters' voices were recorded with the generous help of friends. the podcast is about Kael's first few days in HTU, explaining the technicality of Sweet Dreams

Animation Film.

The short film goes deeper into the User Experience of Sweet Dreams, abstractly visualizing Kael's therapy room and slowly until the end, exposing the systemically oppressive nature of such high tech to 'second-class users', whether his therapist was being more honest through time or the service was being hacked. the end of the film is left to interpretation.

The hack scene was designed by me. There are three rooms: the entrance (left), the tunnel + Camera (middle) and the therapy room (right). Simplicity was essential to disconnect from our present and move to 2070.

'The Role of Design in Political Debate: (De)mitigating Polarisation'

"The Role of Design in Political Debate: (De)mitigating Polarisation''

This project began with a theoretical study on the polarizing nature of social media, driven by misinformation and user-user dynamics. Later, the project's scope extended to examine User-Platform dynamics as a more effective source of change.

Practice Study, a Speculative Timeline

Speculative Timeline

Using Speculative Design, I explored a "speculative timeline" with artifacts from 2030, 2035, and 2045, narrating various User-Platform dynamics along the evolution of communication technologies and fundamental policies.

This resulted in the concept of a speculative museum, which is currently on hold to seek further research and exhibition opportunities. The following visualizations elaborate on the concept and the research potential of each time frame.

2032

Research Point 1: AR Fashion

AR fashion; wearables support AR vision with physical interactiveness, customizing user experience to user’s physical and biochemical reactions 'bio-data', taking human's bond with technology into a new level.

This time frame is a base for the coming narratives, introducing future technologies, new type of data and its influence on user-platform relationship.

2030 AR Wearables

Museum Element: First-Gen Treasures

In the original concept, this artifact represents the oldest generation of wearables, found in a second-hand shop where buyers scan price tags to hear previous owners narrating unforgettable experiences of communicating through their wearables. The value of these 'vintage' items lies not only in their historical significance but in the profound emotional connections they fostered

2032

Data Law

What if user's virtual data is user's property and operates in a universal format on any network?

2035

Research Point 2, Profitable everything

Users are ‘micro partners’ in networks’ refined business models, data as currency, with a varying value, depending on user’s identity and societal status, and the quality of their data generators (wearables).

This time frame examines the consequences of users capitalising on their virtual existence for more privileges.  intense user-activity generates profitable data, profit is divided between the network, data generators (regular users) and data motivators (influencers).

Crisis Generator, Speculative Object

Museum Element: Crisis Tourism

A speculative term, mainly pointing at a popular service among users who strive to generate more profitable data from their gadgets, by immersing them in a limited daily dose of high-stimulation multimedia content, most famous for trips into areas of political or natural crisis around the world, from the comfort of one’s living room.

2035

Social Allowance

What if social networks and AR Tech are publicly funded?

2045

Research Point 3, Business Society Models

Society-oriented networks compete against giant profit-obsessed networks through Social Allowance, prioritize users’ well being and include them as policy co-creators.

This time frame experiment with stages of digital democracies as social networks transition to ‘life-networks’ and addresses the stigma of Ads profit bringing society to its extreme length in previous timeframes

Circles 2050

Museum Element: Mindful Ads

This Speculative Invitation, sent to a member of a social-allowance based network, who like other users, only receive a strict number of ‘mindful ads’ every month to ensure network access for those who don’t get social allowance from their governments. They’re invited to join deliberation rounds and vote on expanding mindful Ads for further charitable acts.

2060

Graduation Project Main Picture

Museum's Time frame

This project avoids to approach social media's destructive nature with a singular solution, but rather with stages of radical rethinking of our virtual existence in structural manner.
In 2032 is introduces us to new technology and its impact, prepares to face the elevated extremes of social networks, in 2035, it tests the idea of users being stakeholders, 2045 begins to reimagine the role of fixed- or non-profit in user-platform dynamics.
Overall, the Museum itself (2060) brings a nostalgic look-back at previous time frames, philosophically suggesting, if future networks exponentially develops to manage the most complex aspects of our daily lives, with AI-powered democratic processes, 2060 might be the time, societies have a new understanding of co-existence and belonging.