Narrow Down — Two directions

Looking back at the feedback from the previous week, I discovered a key point that we had overlooked when conducting our directly storytelling — the effect of loneliness. Perhaps we should have specified a situation before brainstorming. But we didn’t, which led to a completely different application scenario, audience, and mitigation for each creative idea.

A variety of ideas: for example, Alex’s focus on the playfulness of larp; Damul and maria’s collaborative cooking would bring a sense of connection between families; rikkie and tiana’s greater focus on establishing a sense of physical or spatial contact for people living alone (Made by David).

First Direction: Exploration of Communication

Analysis of the diversity of loneliness situations & Research of interventions to reduce loneliness (Made by David).
Sue’s new perspective of focusing surroundings of the target (Made by Sue).
Case study: We take inspiration from animal features technology and physical contact. (Made by Group).
Idea 1 Jellyfish concept: Families separated from each other can interact with each other through this “jellyfish” in a crystal ball. (Draw by Rikkie & Sue).
Idea 2 Tail concept (Draw by Damul).


Left: Scenarios for the use of “tail”; Right: Tail morphology variations (Mady by Damul & David).


As the age range of the people on this design brief also includes us, many of the need we put forward are actually based on our own experiences and assumptions, leading to the problem of ‘subjective design’. We need to re-focus on the real situation and real needs of the real audience.


Cacioppo, J and Patrick, W. (2008) Loneliness: Human Nature and the Need for Social Connection. New York: W.W.Norton.



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UAL MA User Experience Design Student