With this hesis (MSc DDIT, ITU) we wanted to explore the potential of various technologies to nudge a specific user behavior on a subconscious level. We explored how design, experimentation, and evaluation of nudging tactics in persuasive technologies can help designers influence the subconscious system that users apply to make decisions. Through an explorative approach, three different experiments were designed consisting of different constellations of technologies and nudging tactics.
In Experiment 1, we conducted a technological exploration to investigate how a pulse sensor and sound could be leveraged to subconsciously nudge individuals into faster relaxation when experiencing stress. Specifically, we examined the impact of an auditory stimulus, consisting of meditative background music paired with a heart-mimicking drumbeat, on subconsciously inducing relaxation in our test subjects.
In Experiment 2, we shifted towards a more theoretical approach, focusing on a specific nudging mechanism. Here, we explored the potential of light in conjunction with subliminal priming to nudge users towards selecting particular options on a subconscious level. This was manifested through the creation of an installation inspired by an office setup, featuring a luminous mousepad, mouse, and screen.
Finally, in Experiment 3, we delved into how sound could be harnessed to subconsciously nudge users to speak more or less during online video calls. Our objective was to achieve uniform speaking durations among all test subjects. Those who spoke for an extended period began to hear their own voice, while those who remained silent experienced an accelerating dictaphone sound.
Across these experiments, we observed that context consistently played a pivotal role in designing and implementing effective System 1 nudges. Context allowed us to conceal System 1 nudges, ensuring that users remained unaware of their influence. This concealment could be contextually adapted to make nudges appear natural and routine to users. Such contextual adaptation empowered designers to amplify the strength of nudges, even when they were consciously perceived, as they seamlessly blended with the user's surroundings.
Furthermore, we found that masking could also take the form of attention-demanding activities, engaging System 2 and diverting focus away from the nudge. This diversion allowed System 1 to remain receptive to the nudge, even as System 2 was occupied with an ongoing task. In essence, context manipulation served to ensure that nudges exclusively targeted the user's System 1, even when the user was consciously aware of them, but unaware of their impact.
As part of my bachelor's thesis (BSc DD, AU), my partner and I aimed to investigate the intuitive utilization of Tangible User Interfaces. Our objective was to explore the feasibility of integrating intuition into an artifact that users had not previously encountered, thereby facilitating a wholly natural and intuitive interaction between users and an unfamiliar design.
The installation comprises a box with an acrylic plate atop it, onto which one of three colored blocks is positioned. Each of these three colored blocks comprises a song, and depending on the block's placement on the acrylic plate, it influences the auditory expression of the corresponding song. Vertical movement affects the volume, while horizontal motion influences the tempo, as demonstrated in the video.
BOCY (Botanical Cyborg) was a speculative design project on my 9th semester specialisation course, Situating Interactions (MSc DDIT, ITU).
BOCY is a plant pot designed to connect seamlessly with the smart home it resides in. The plant itself links to the base which it stands on, and this base, in turn, connects to the smart home infrastructure. Essentially, the pot acts as a mediator between the plant and its environment.
Developing BOCY, we anticipated a future where most homes are equipped with comprehensive smart home systems, controlling various aspects like curtains, thermostats, lighting (including color and intensity), speaker systems, windows, air conditioning, and humidifiers. We wanted to pose the question: What if the control of smart homes were delegated to houseplants?
The base, which the potted plant rests on top of, assesses the plant's needs, such as temperature and sunlight, and relays this information to the relevant components of the smart home that can fulfill these requirements. For instance, if a tropical plant is on the base, it may adjust thermostat settings and humidity levels accordingly. As a result, the indoor climate of the connected home is directly influenced by the choice of the houseplant positioned on the BOCY base, letting your home feel like the Amazon rainforest.
"Data eState" was an 8th-semester critical design project within my Designing Interactions specialization course (MSc DDIT, ITU).
This project delves into the realm of the Big Data industry, with a primary focus on critically evaluating the practices surrounding the tracking and commercialization of consumer data within the expansive e-commerce market. In this conceptual framework, we have reshaped the roles of the various stakeholders involved, fostering transparency, and endowing users with ultimate control over the tracking and dissemination of their personal data.
The application was developed in React Native.
"Toxic Jewel Box" was a project during my 8th semester within the Designing Interactions specialization course (MSc DDIT, ITU).
The name itself carries a subtle yet intriguing duality: it encapsulates the idea of a smartphone as a coveted gem that captivates our attention and dependence, while simultaneously serving as a potential source of time-wasting and harm.
The smartphone platform incorporates an Arduino board that interfaces with an LDR sensor, seamlessly integrated into the lid of the box. This sensor is programmed to activate two buzzers when its light intensity reading surpasses 15 lux. Placing the phone atop the LDR sensor maintains the reading below the threshold, ensuring the buzzers remain dormant.
To insert the phone, users slide it through the gap in the front side of the box onto the platform, effectively covering the LDR sensor. This configuration enables users to operate their phones while wearing gloves. Upon removing the phone from the platform, the buzzers sound an alert, warning users about potential exposure to hazardous emissions.
This project was undertaken as part of my Design Driven Innovation course during the 8th semester (MSc DDIT, ITU), and it involved a collaboration with the microbrewery Mikkeller.
We crafted a prototype using Figma, designed to faithfully replicate and transpose key elements of an authentic bar experience into the realm of Mikkellers online web shop. Our primary goal was to facilitate and enhance the online ordering process and experience for customers while increasing online sales conversion for Mikkeller.
Try out the prototype here
During the 8th semester in the Experimental Design in Practice course, we extensively engaged with MQTT technology and executed numerous projects that leveraged the sensors in our smartphones to govern various external devices.
One illustrative project involved the creation of a smart-home environment, enabling us to regulate speaker volume and lighting by employing the orientation sensor in our smartphones. The simple act of moving the phone up and down served as the control mechanism.
Furthermore, we developed a collaborative painting application where users could wield their smartphones like paintbrushes on a digital canvas, dynamically adjusting the brush parameters. Additionally, three other devices had the capability to influence the color palette by manipulating RGB values.
Vibe Check was developed in my 7th semester Programming Mobile Application course (MSc DDIT, ITU). In this course, we were tasked with creating a prototype for a mobile application using the React Native programming language, incorporating the device's geo-location sensor.
The objective of "Vibe Check" is to enable users to share their current emotional states or "vibes" with others, with the intention of fostering here-and-now experiences.
"Injoy" was a project made in the Design Project course in my 4th semester (BSc DD, AU), in collaboration with the insurance company Alm. Brand. We were assigned to create a health-tech product aimed at preventing and/or alleviating health-related issues within the Danish population. We decided to address the issue of stress, recognizing it as one of the most widespread health challenges in Denmark, contributing to numerous mental and physical disorders.
We designed a prototype application, paired with a wearable device, intended to mitigate stress. The prototype was developed using Adobe XD.
"Mori" was conceived during the 7th semester Advanced Design Processes course (MSc DDIT, ITU). Our project involved the development of a savings and budgeting tool tailored for families with children, with the overarching goal of fostering a healthier understanding of finances among children through open conversations and the use of physical and visual representations of money allocation.
The artifact was constructed using MDF boards, featuring 3D printed lids designed on my iPad using a 3D rendering program. To track the coins placed into the jars, we integrated LDR sensors within the lids, which were connected to an Arduino board. The entire system was programmed using Processing.
"Holocene" was developed as part of the 3rd-semester Interaction Technologies course (BSc DD, AU) and serves as a Tangible User Interface (TUI).
Holocene offers users the ability to interact with and control the playback of Bon Iver's song "Holocene." To initiate playback, users pour water into the top hole. The music starts when two crocodile pins, affixed to the inner container, make contact through the conductive properties of the water, effectively switching on the music.
Furthermore, the artifact features small holes on both sides, each housing a microphone. If these microphones detect a value exceeding 600, the song's volume is adjusted either up or down, depending on which side is subjected to blowing.
"TANSA" emerged as a project during my 2nd semester course, Aesthetic Programming (BSc DD, AU) and serves as a prototype of an (AAI) Artificial AI-assistant. Through this critical design, we aimed to highlight some of the underlying issues within AI technology.
TANSA was developed using the programming language p5.js. In the interaction with TANSA, the user holds down the spacebar and poses an arbitrary question. Once the auditory threshold is exceeded, indicating that TANSA has recognized the question, it proceeds to fetch an answer from a JSON file and vocalizes it. The answers intentionally carry a critical and political agenda, seeking to stimulate reflection.