Final project report

D – Describe objectively what you learned

My final project is aimed at the problem of plastic waste in the ocean, I designed it based on the present and the future. After extensive research, I discovered that the problem of marine debris is one of the most difficult problems at present. Plastic has existed in human life for nearly a hundred years, and it has brought tremendous convenience to human society. Humans cannot stop using plastic products (Hahladakis, 2019). However, plastic waste has become a major part of marine waste (Thompson et al., 2020). How to solve and balance the relationship between plastic products, humans and the ocean has become the main direction of my project.

In the process of constructing my final project, I used all the knowledge and skills I have learned in the last two semesters, including 5C, questionnaire survey, data analysis, mood board, PACT, User Experience Map, Ideation, Wireframes, Logo Design, prototype, AR, Poster design, Coding, device, speculative design, and so on. I combined these approaches with visual design and added blockchain technology. Blockchain has the characteristics of non-tampering, permanent data retention, and users of each node can intuitively see the flow of tokens (Rikken et al., 2019).

My final project contains four parts. The first part is background research and user research. This part helped me establish the final theme and potential problems of the project. The second part is APP design and Game design. This part is presented in the form of a mobile app, which solves the actual needs of users at this stage, allows users to actively participate in the treatment of marine garbage, reduces the use of disposable plastic products, and makes public welfare activities more transparent At the same time, users are encouraged to actively participate in public welfare activities, and the user experience is enhanced through updates and iterations. The third part is an interactive device designed for the future recycling and processing of plastic waste using speculative design. After thinking about “whether the convenience of plastic products can be completely abandoned”, “in the future, if plastic products are recycled, how will they be disposed of” and other issues, I assumed the scenario in 2178, targeting the future recycling of plastic trash cans The device was designed. The trash can in 2178 is full of microorganisms that can convert plastic waste into nutrient solutions needed by the human body. The fourth part is poster design. For the online and offline promotion of the project, I used Unity, C4D, Touchdesigner and Photoshop for poster design. AR posters and dynamic posters can attract the attention of users and increase the fun, while the full-page font design posters generate strong visual impact through typesetting, which can well interpret the sense of the future.

I – Interpret the insight

According to my research, 12 billion tons of plastic waste will be accumulated by 2050. And plastic waste has caused indelible damage to marine life, and at the same time, because of the food chain, it will also harm the human body (Sinja et al., 2018). Therefore, my opinion is that some users do not have the habit of cleaning up plastic garbage, and the government and non-profit organizations have not carried out good publicity on marine knowledge, leading to a lack of marine knowledge among people and ignoring the importance of garbage classification. At the same time, the publicity of public welfare activities is not in place, and many people do not know how to participate. Some users will also question the transparency of public welfare activities, resulting in lower enthusiasm for participating in public welfare activities.

In response to the pain points, I learned that the current crisis of trust has led to a further deterioration of the relationship between public welfare organizations and users. After conducting a lot of research, I learned about blockchain technology. The essence of blockchain is to solve the problem of being able to conduct transactions with each other under conditions of distrust (Shubhani et al., 2019). In the field of public welfare and charity, blockchain consensus mechanisms and technical means can be used to improve the transparency of public welfare information, thus solving the trust crisis of users in public welfare organizations. At the same time, I also used blockchain technology to solve potential user needs. Most users have a certain degree of vanity and desire to be seen or praised for doing good deeds (Widya et al., 2019). The blockchain will feed back the entire process of data, and the users of each node will see it, so that the user’s mentality of wanting to be praised can be solved.

E – Evaluate what you have learned

In the design of the APP, I combine games and micro-charity. In the APP, I create a sense of glory and mission to encourage users to participate more. In order to strengthen the user’s memory of the world view, I built a seabed scene and added the character design of the diver, which can convey to the user that the diver can be a member of a public welfare organization to help clean up the world view of plastic garbage in the ocean. And I combined online public welfare and offline public welfare, eliminating the risk of a single offline activity, and added the offline recycling of plastic waste and the exchange of environmentally friendly products to try to block the generation and flow of plastic waste from the source.

After researching, I found that the convenience of plastic products cannot be replaced at present, so I thought about the question of “whether the convenience of plastic products can be completely abandoned”, and then I thought about “if plastic products are recycled, How will it be handled in the future? I want to provide direction for the future development of this project, so I combined speculative design. Speculative design is a design that combines multiple disciplines. I investigated the methods that can be used to decompose or dispose of plastic waste, and finally chose to use microbial decomposition technology. I assumed the scene in 2178, and tried to use speculative design to conceive and design the trash can device in the future. In the trash can are microorganisms that can convert plastic waste into nutrient solution required by the human body. I think such a device design can stimulate people to reflect and discuss the purchase, use and disposal of plastic products, and may serve as a warning to people.

In the graduation project, I have a more in-depth understanding of various design methods and technologies for user research, and applied these methods to APP design. I tried to understand and made stop motion animation for the first time, and also learned new video editing skills. In a limited time, I learned game design, code writing skills and some design software that I had never touched before, such as Unity, Touchdesigner and C4D. I tried to make dynamic posters, AR posters and games for the first time. This is also true for me. A new self breakthrough. In the final project, I also used the visual communication design skills I learned from the undergraduate course. I improved the visual effects of the project as much as possible, and at the same time solved the problem of marine plastic waste that has appeared. Inspire people to have follow-up discussions on this topic and provide directions for future design. Through the completion of the last project, I fully demonstrated the methods and techniques I learned. My enthusiasm for design and curiosity for new things have always driven me to explore the possibilities of the final project.

P – Plan how this learning will be applied in practice

The final project is a summary of the knowledge and skills I learned this year. I apply these knowledge and skills to the final project to test which skills I have mastered and which skills I need to strengthen. During this project, I learned that traditional charity activities can no longer attract users. How to better improve the interaction between charity organizations and users is a challenge that needs to be resolved.

Through interdisciplinary design thinking, I added blockchain technology and microbial decomposition technology to my final design. At the same time, augmented reality technology and stop motion animation are used to enhance user immersion. By mobilizing more senses, users can get a deeper experience, and user feedback can also enhance the fun of the work when interacting with the work.

With the advancement of technology, the display form of design is no longer single. When working and doing projects in the future, I will try more different forms and techniques to realize my design, and at the same time, I will further explore the user experience design. Field, integrate my personal thoughts and insights into my work, and continue to learn new methods in my future career. At the same time, I will continue to improve myself, learn software skills and code according to the needs of design, and improve my aesthetic ability and understanding of design, and continue to maintain the enthusiasm for design and curiosity of new things.

References:

Hahladakis, J. (2019). ‘Delineating the global plastic marine litter challenge: clarifying the misconceptions’, Environmental Monitoring and Assessment, pp. 267. Available at: 10.1007/s10661-020-8202-9 (Accessed: 15 August 2020).

Rikken, O. et al. (2018) ‘Governance challenges of blockchain and decentralized autonomous organizations’, The International Journal of Government & Democracy in the Information Age, 24(4), pp. 397 – 417. Available at: 10.3233/IP-190154 (Accessed: 15 August 2020).

Sinja, R. et al. (2019) ‘A critical perspective on early communications concerning human health aspects of microplastics’, SCIENCE OF THE TOTAL ENVIRONMENT, pp. 720 – 726. Available at: 10.1016/j.scitotenv.2018.01.092 (Accessed: 15 August 2020).

Shubhani, A. et al. (2019) ‘Blockchain for smart communities: Applications, challenges and opportunities’, Journal of Network and Computer Applications, pp. 13 – 48. Available at: 10.1016/j.jnca.2019.06.018 (Accessed: 15 August 2020).

Thompson, R. et al. (2020). ‘Plastic Debris in the Marine Environment: History and Future Challenges’, Global Challenges, pp. 1 – 9. Available at: 10.1002/gch2.201900081 (Accessed: 15 August 2020).

Widya, P. et al. (2019) ‘The distinct effects of gratitude and pride on donation choice and amount’, Journal of Retailing and Consumer Services, pp. 1 – 10. Available at: 10.1016/j.jretconser.2019.101972 (Accessed: 15 August 2020).

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