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).

Project #3: remix/reveal

A short film can be a powerful way to communicate complex ideas, it can persuade, educate and entertain. Films can also be effective in stimulating discussion and debate about social, cultural and ethical implications of speculative ideas and future technologies.

Main Topic : Ocean

After investigation, I found that marine debris is currently the most urgent problem to be solved. After investigation, I learned that marine debris has entered the human body with the food chain, and has already caused harm to the human body.

Datas

The data shows how much plastic waste produced worldwide and how much debris enters the ocean, and shows how plastic affects wildlife and human health. The information expected to accumulate 12 billion tons of plastic waste by 2050. The damage to marine life and humans is irreversible.

Determine film theme

I brainstormed the prototype of the movie and determined storytelling. I decided to use a mirror to tell the story, and at the same time, I chose the silent film method, which allows the audience to focus more on the content of the film.

Storyboard

After Crit

After the tutorial I received suggestions about video tones, subtitles and audio remixes.

Secondary Research & PACT

Through secondary research, I identified remix and film tone.

More clearly PACT and how might way.

People: humans.
Activities: reduce marine litter, reduce pollution.
Contexts: sustainable development, protect the ecological environment of the ocean, remind humans.
Technology: film.

HMW: How to better warn the dangers of human marine debris?
How to make the movie more meaningful while attracting the audience?
How can I design a movie to remind people that they need to act now to protect the ocean?

Refined storyboard

I try to refine the storyboard.

Tool production

I made some props that I need for shooting film.

Plastic fish poster

Film – Magic mirror

My main idea is the magic mirror. The mirror represents the future, and the mirror represents the present. Now eating fresh fish and drinking pure water, but if you do not solve the pollution of plastic garbage in the ocean, you can only eat plastic and plastic in the future. In the end, humans will be surrounded by trash. At the same time, there is a second meaning. What is in the mirror is the water that is eaten by the food and filled with plastic.

The orange and black of the picture are in sharp contrast, the background music adds the sound of the waves, and at the same time, the subtitles with rhetorical questions are used to ask the audience whether they want to eat fish or plastic, drink water or drink plastic, which causes the audience to think, and In the final subtitles, the audience is warned not to be entangled with plastic, reminding the audience of the current situation in which marine animals are surrounded by marine debris. It warns the audience that they should immediately stop destroying the marine environment and reduce marine debris.

Gain

In this project, I learned and understood Speculative Critical Design, and tried to apply Speculative Critical Design to my movie idea.

Project #2: Alt book

Books — novels, dictionaries, catalogues, instruction books, recipe books, travel guides, picture books, photo books, all need to communicate and to impart information.

Task

Explore more possibilities of books through book interaction.

Visiting Exhibitions

The theme of my project is the ocean. After determining the theme of the project, the instructor took us to London to participate in a design exhibition called “Eco Visionaries”. Before leaving, I inspected this exhibition. Some of the design projects in the exhibition are related to the ocean. Therefore, I visited the exhibition with some questions about the ocean.

Research about Ocean

I researched the relevant information about the ocean. The ocean is the origin of living things, but as the range of human activities gradually expands, and the ecological environment is destroyed, the ocean problem becomes urgent. Since 1991, the sustainable development of ecology has been emphasized, but the execution is not enough. I think it is because there is no actual impact on everyone, leading humans to believe that the ecology has not been destroyed. Therefore, I have selected some problems that need to be solved by many issues.

Determine the topic

After investigation, I found that marine debris is currently the most urgent problem to be solved.

Impacts on the marine environment

The most visible and disturbing impacts of marine plastics are the ingestion, suffocation and entanglement of hundreds of marine species. Floating plastics also contribute to the spread of invasive marine organisms and bacteria, which disrupt ecosystems.

Impacts on food and health

Invisible plastic has been identified in tap water, beer, salt and are present in all samples collected in the world’s oceans. Several chemicals used in the production of plastic materials are known to be carcinogenic and to interfere with the body’s endocrine system, causing developmental, reproductive, neurological, and immune disorders in both humans and wildlife.

Impacts on tourism

Plastic waste damages the aesthetic value of tourist destinations, leading to decreased tourism-related incomes and significant economic costs related to the cleaning and maintenance of the sites.

Book binding Workshop

Before the book binding design, tutors organized a binding and printmaking workshop. We learned how to make a handmade book and showed us many different types of handmade books.

I try to use a new way to design books while breaking through the limitations of books and familiar concepts so that readers can experience a new way of book interaction. And through novel styles, readers can better appreciate and understand it. I made a rough manuscript for me to continue to refine.

Alt – Book poster

Book display

Book material selection

First of all, I refer to the design of folding and missing pages, breaking the convention to design the book into a way that can read on both sides. To put down more pictures, I added a folding book bag for secure storage. As for the paper of the book, I chose four different styles to represent the increasing amount of marine debris. The first part is a plain white paper. In the second part, to show the increase in the amount of garbage, I chose a paper with gold leaf debris. In the third part, the amount of waste continued to increase, and I changed the article to yellow paper with garbage. In the forth part, I first added red paper as background to warn people that they need to act immediately to reduce marine debris and use translucent sulfuric acid paper to metaphorically describe the earth that will be surrounded by plastic garbage.

Visual display

Ocean book

Transparent data poster

Slide book

Gain

In this project, I learned how to design books as a new interactive medium, learned how to make books, and understood the importance of paper selection when making books.

Project #1: The Quantified Self

A photo is never an objective reflection, but always an interpretation of reality. I see data visualisation as sort of a new photojournalism - a highly editorial activity.

Design Goal

The project was designed by combining data visualization with traditional books, with the goal of spreading the concept of ‘quantified self’ better. For this project, I tried to use the form of charts and pictures to deepen the user’s understanding and feeling of the data.

Formulate personal brief

  1. I use my mobile phone for a long time, and the average daily length of a week in not less than 14 hours.
  2. I use my phone to read e-books anywhere and anytime.
  3. The average reading time per week is not less than 25 hours.

According to my daily use of mobile phones, I found that I have a long-term habit of using mobile phones to read. Therefore, I have summarized my habit of reading on a mobile phone and my use of fragmented time. I found that when using a mobile phone to read, I will share my thoughts and understanding of the sentences in the book, and will pay attention to reading together. People in this book understand the sentences and the whole book. So I determined the research data as fragmented time and common reading era.

Co-reading survey

After investigation, I learned that this reading method is called co-reading. This reading method has opened a new era of reading. Co-reading is between online social and real social. Through the reading app, we will bring strange relationships closer, find like-minded book friends, and at the same time, strengthen the reality by sharing books and ideas. Communication between friends. The use of fragmented time is more reasonable, from extensive scattered reading to deep immersive reading.

Confirm Theme

Mobile reading in the co-reading era and utilization of fragmentation time.

Data Collection

I collected data on the use of mobile phone reading for co-reading and fragmented time usage from 26 Jan 2020 to midnight on Sunday 02 Feb 2020.

Secondary Research & PACT

I conducted a survey on common reading habits and the length of time I use mobile phones to read, which can help me better determine the target audience.

Through the second study, the public’s reading habits and scattered time were clarified, and the content of PACT was confirmed.
Person: People who are used to reading on mobile phones.
Activity: Make better use of debris time.
Context: Co-reading is more reasonable.
Technology: brochures and big data analysis.

Determine the display method

After sorting out the data, I do brainstorming to determine the type of data that the user is interested in and the relationship between the data, and established the way the data is displayed and the type of chart through the graphic idea.

Visual Display – Data poster

I divided the graph into two, and the left shows the emotional changes during reading. On the right I use four different chart types to show the percentage of reading time, the number of readings per day, the daily cost of reading, the number of times a friend shared a book, the number of ideas and comments shared, and the number of likes.

After Crit

After the tutorial with the tutor, I got some valuable proposals. Considering the diversity of users and the way of publicity, to make the data display more transparent and let more people understand the benefits of co-reading, I chose to use the form of books for a more complete design.

Book display – interactive book

I broke the book’s inherent display form and designed the book to have two interactive ways. The first is to follow the original interaction method of the book, the second is to disassemble the book, and each page can become a new poster. I think this can add a certain amount of fun and counteract the boring nature of pure data.

Gain

I learned to quantify myself through reasonable data statistics and analysis, and tried new book interactions.