At first, chatting online was a good thing. But then, people became addicted to it and gradually lost the ability to build connections in person. HandcUff is created for pushing people to build more connections in person instead of online.
This video demo shows how it is supposed to work.
Loc: T5-1302
TIme: Sep.18 10:00 PM
This is the team's initial meeting. At first, we came up with an idea that something could force people to meet physically.
Magnets were immediately pointed out as it is a best represent of one moving closer to someone else by attraction, physically.
Our initial idea was generated based on the magnetive attraction. We thought of bracelets that let couples to connect with each other when they are physically close. This product gives us a clear image of what our prototype should be like.
There are also similar wearable digital products that gives vibration when the user's friend clicks on their ends. This is aimed for people distant apart to have a physical feeling of "the loved ones are just by their sides".
We finally decided to make a wearable handcuff. It is aimed to solve the digital addiction and connection paradox.
If people are isolated and with their digital devices for too long, they will be handcuffed to their devices. The way to open it is to go out and talk to people in reality. Once you build connection with someone, the handcuff will release itself and both of you will be free.
Cardboard and strings
I was in charge of the production part, and my team helped as well. I made the handcuffs by bending the cardboard and glue the ends together. And then, I stick the strings onto the handcuff to connect the two. Also, I made the connection parts on the handcuff. This is the part for connecting and disconnecting to devices and other people.
My teammates helped make the cellphone screens. This is not part of the artifact, but also important props for the performance to show that people are texting online.
The screens are made by two cardboards glued together. And Yitong helped painted the interface of Wechat.
(A boy and a girl texting each other on their phone. They have been good friends online for a year.)
(When the two people are texting on the phone, their connectors on both hands are tightly connected with the phone, becoming a handcuff.)
Girl: Hi 🙂
Boy:Hiiiiiiii, by the way, what course are you taking this semester?
Girl: Interaction lab !
Boy:No way! Me too! Which section are you in?
Girl:Andy’s
Boy:What the hell? Me too! Wait, where do you sit? Which one are you?
Girl:I’m sitting in the middle. I’m the girl with black hair and glasses.
Boy: OHH. I think, actually I’m sitting right next to you. But we didn’t know each other before.
Girl: OHHH gosh! Then shall we meet in person and go to the class together today?
Boy:Sure! Let’s meet!
(Two people met on campus.)
Boy: Hi, I’m Jonathan.
Girl: Hi,I’m Noctis.
Boy: Let’s go to the class together then/
Girl:Sure, I think we can also study together after class since I found the materials quite confusing.
Boy: Okay, of course.
(When they decide to build some connection offline, their connectors connect with each other, becoming a real bond between them.)
Research and Ideation : Yitong, Jonathan
Design and Artifact Construction: Jingjing
Performance Planning: Noctis
Documentation: Jonathan
Initiated the first meeting and gathered all members.
Brainstormed with the group and gave ideas on the prototype.
Made the main prop - handcuffs.
Helped directing the performance.
When we are doing the project, everyone is enaged in all the stages despite someone is incharge of it. And we always help others when they are in need. For example, I could have spent a huge amount of time on making props, but with my teammates' help, we did it in one hour. Also, when Yitong thought research work is too much for her, Jonathan offered help and did it together. Yitong also helped to write the script when we found the script was not done.
I created a WeChat group and invited everyone in out group to join the moment I saw the group assignment. The group greatly helped us to communicate effectively and easy to drop random ideas and suggestions anytime. Since we have very different schedule, we mainly communicate through WeChat group except for the first meeting. (This also led to our idea of connection paradox.)
When we faced different opinions, instead of fighting and arguing with each other, we all allowed everyone to speak. In favoring of others' idea at the cost of giving up one's own can be pretty hard, but we did it. When we were rehersaling, everyone have a different idea on how to perform. We finally combined everyone's unique points and made the final performance.
The success of our artifact is that our artifact has a very clear function and target users. We did not give too much function to our handcuff, which might look fancy but losing the point. And the logic here is simple: If you got handcuffed , connect with someone and help each other to get released. In addition to this, the device is rather easy to use for new users. It is becuase there's no other functions, and once a user get handcuffed, the only thing he could do is to follow the rules and break the handcuff.
This is a strong interaction between human and machine. When people are using electronic devices, the information is passed to the handcuff, and the handcuff processes the information. And when the time reaches a limit, the handcuff reacts to users by locking up the user's hands. And the user knows that he needs to go out to social and release the handcuff. The interaction process is complete, but the feedback from the device takes a lot of time.
However, there is a big basic problem. Why would people use this product? If it is a product to purchase, then only those who are willing to try to talk to others will purchase, but those who are really stuck in digital devices will not buy such a thing. Also, if it is commercialized, then there must be an "emergency" button to release the handcuff. People will use this button as they wish if not monitored. If this is imposed by government, how do governments know if people are in really urgent needs to get released by the handcuff, or if people need to make a living with digital devices. There are still a lot legal and moral issues to discuss and settle...
The project Tide-AI is designed by Yancy, Tim, Alice and Constance. Similar to our project, this project also aims to solve the connection paradox by forcing people to go out and social. They created an artifact that can monitor people's screen time, and once someone has reached the limit, the device will be shut down automatically. It is imposed by the government that everyone need to wear. And no one can unlock it unless life-threatening emergencies. This artifact definitely helped people to social in reality.
I think they did a really good job in making the props. The necklace, which is the time monitor, has two layers. The inner part - emergency button, and the regular outer lid. Also, their performance includes not only verbals and acting, but also live music. The music served as background music and helps to convey the emotion in the performance, which is unique and creative.
However, I think for those who do not wish to social that much, is there a personalized time limit for each individual? Otherwise it might neglect people's psychological needs.