The outdoor air conditioner we designed and built works only when two or more individuals play one of two games together. There are two modes: karaoke in the first and a dance with poses in the second. The idea for this innovation came from Shanghai's oppressively hot and muggy summers, when social interaction is frequently hindered by discomfort. By giving users an option between social contact and personal comfort, this gadget seeks to unite people. Playing this interactive game allows users to unwind while interacting with strangers, which encourages them to get out of their comfort zones and communicate with others in real life.
Successes:
Audience Engagement: Using humor in particular, we were able to successfully engage the audience. I used humor in my narration to draw the audience in and help the subject matter feel more accessible. We were able to properly communicate our main point thanks to this interaction.
Teamwork: Each member of our four-person group was able to fulfill their assigned job and contribute to the performance. The entire performance flowed because of our harmonious teamwork.
Illustrating Interaction: We provided a clear illustration of how two individuals could communicate with each other using the gadget, illustrating the kind of interaction and connection that the project aimed to foster.
Structured Improvisation: Though the majority of our performance was improvised, it was a deliberate and meticulously planned improvisation. We were adept at improvising when and how to get the desired reaction from the crowd. The audience was kept interested because there was little uncertainty and a smooth flow as a result.
Failures:
We did not present a "worst-case scenario" demonstration, e.g., how the device might function in a heated atmosphere with two introverted people. It would have been more difficult, but it may have further highlighted the value of our idea, to show how the air conditioner could let two extremely shy strangers converse. This lost chance might have provided more insight into the possible effects of our study.
Our artifact was created to promote sincere, in-person encounters in order to combat digital addiction. People in today's world have lost the core of human connection since they frequently rely on digital communication. Our performance attempted to solve this by utilizing technology to encourage interaction with the real world. By requiring two people to cooperate in order to turn on the air conditioner, we were able to relate our concept to the established form of interaction. This coerced cooperation demonstrated how technology could be constructively applied to strengthen social ties rather than drive people apart.
Our artifact was made to encourage real, face-to-face interactions as a means of preventing digital addiction. Due to their constant reliance on digital communication, people in today's world have lost the essence of human connection. Our performance made an effort to address this by promoting interaction with the real world through the use of technology. We were able to connect our idea to the standard mode of interaction by needing two persons to work together in order to turn on the air conditioner. This forced collaboration showed how technology may be used positively to fortify social bonds rather than sever them.
Our outdoor air conditioner required two people to operate in numerous settings, which we used to successfully display the artifact's detailed interaction. For example, we demonstrated how the device wouldn't work in the karaoke mode unless both users actively sang along. This illustrated the artifact's dependence on dual participation and emphasized that it served as a tool for fostering human connection rather than just a gadget.
We demonstrated how participants needed to synchronize their motions in the dancing position mode, mimicking the stances depicted on the screen in real-time to maintain the air conditioner operating. This segment of the show demonstrated the interactive quality of the artifact and demonstrated that true collaboration and teamwork were needed. By demonstrating both modes, we made sure that the audience was aware of the interactive mechanics of the artifact and how it promoted shared experiences, emphasizing that it was dependent on mutual engagement to function.
Our performance demonstrated how even an apparently simple item might have a significant impact on social relationships, critically illustrating the complexity of technology. Our item functioned as a bridge that promoted human interactions rather than being an isolating force due to technology. We demonstrated how technology can be an active force for change in human interaction, even if it is frequently employed in a passive manner.
We made the point that technology doesn't have to be a chilly, solitary part of our life by utilizing improvisation, storytelling, and humor. It can be used to create coziness and a sense of community, particularly in public areas. This method disproved the widespread belief that technology causes digital addiction and instead portrayed it as a tool that, with careful design, can promote community and lessen feelings of loneliness.
We would include a scenario showing how two shy or introverted people might interact with our artifact if we were to enhance our performance. In the actual world, introverts are frequently less likely to participate in social activities in public, particularly when those activities involve interacting with strangers. By presenting this situation, we would demonstrate how the gadget can promote interactions and dissolve social barriers, even among people who are not the most gregarious.
For instance, we could have shown two bashful people who are uncomfortable in the heat at first, but who eventually warm up to the notion of singing or posing together. This inclusion would highlight how our gadget can motivate even the most reticent people to venture outside of their comfort zones, supporting the notion that the artifact can be a potent means of promoting relationships in a variety of social contexts.
Title of the Other Group’s Performance: Mood Interactive Bracelet
Evaluation Against Assignment Criteria:
• The "Mood Interactive Bracelet," a project by the other group, was an inventive way to combat digital isolation. Through color changes, the bracelet let users communicate their feelings and let those around them know how they were feeling. This design made it possible for people to connect through common feelings, which was in line with the assignment's requirement of leveraging technology to promote in-person encounters.
Creativity and Understanding:
• Their performance made the functionality of the artifact evident by demonstrating how the bracelet would change color in response to various moods, promoting discussions about those emotions. For instance, someone wearing a bracelet that flashed yellow to symbolize happiness may approach someone wearing a blue bracelet to give consolation or company. This idea artistically illustrated how technology could help people connect on a more profound emotional level.
Still, there were some points that were debatable or remained ambiguous. The bracelet's usefulness was one of the primary concerns. Why anyone would ever want to wear such a device, especially in daily life, wasn't totally clear. True introverts, for example, could object to wearing this bracelet at all because, by definition, introversion is the preference for not expressing emotions in public or interacting with people needlessly. Consequently, the bracelet may not be as successful in reaching the audience that would most benefit from it—those who are genuinely reluctant to participate.
Furthermore, there is a chance that wearing the bracelet could put you in danger. The fact that the mood can be manually adjusted raises the possibility that this function will be used maliciously. For instance, if someone's bracelet conveys grief or fragility, an evildoer might use this information against them. This raises serious concerns about safety and the possibility of abuse that were not covered in their performance.
Finally, almost universal adoption of the wristband concept would be necessary for it to be genuinely effective. It would have little effect and fail to fulfill the goal of encouraging general contact if just a small percentage of users used it. Let's put it this way: the bracelet would only make sense and work as intended if everyone wore it, which is absurd in the actual world. This shortcoming raises concerns regarding the bracelet's overall efficacy as a means of fostering real-world connections, as it was not properly explored or taken into account in their project.
Suggestions for Improvement:
• These possible dangers and problems may have been addressed by them to strengthen the credibility of their initiative. They may have looked into how to make the bracelet appealing even to people who are generally more reserved or introverted, or they may have looked into how to make sure the mood setting is more secure.
• Additionally, they might have included scenarios that show how the bracelet may be used in situations when everyone is wearing it in a safe and effective manner, illustrating how it can actually form a genuine network of relationships. Realizing that their artifact's success hinges on its broad adoption would have given their idea more groundedness and usefulness. Their initiative might have seemed more feasible and more in line with its objective of encouraging deep human connections if these issues had been addressed.
The first part of our script addressed the problem of digital addiction by highlighting how people frequently choose digital distractions over in-person connections by using comedy and realistic settings. We then switched to presenting our artifact, the air conditioner, and how it needed two people to work together in order to operate. We took great care to make sure the audience understood that the purpose of the artifact was to create a shared experience by thoroughly explaining the two modes—karaoke and dancing positions.
For example, I told the story of two strangers who met at the air conditioner on a hot day during the performance. They got more at ease as they hesitantly began singing together, sharing a chuckle and developing a close bond. This method of delivering stories made the idea more relatable and remembered by enabling the audience to see how the item might be applied in practical settings.
We were thinking about a lot of ideas for our next project throughout the brainstorming phase, and a bracelet was one of them. I created the 3D visualization on the Fusion 360 since we were having problems deciding on a single idea, and it helps us make that decision.
I'm building the microphone stands in this picture, carefully shaping and putting them together to make sure they're strong and useful for our performance.
Valery is tying strings to represent the microphone wires, giving our setup a genuine feel and making sure every little aspect seems as true to life as possible.
Here, Valery and I are finishing up the elements that gave our setup a more genuine appearance by affixing the threads to our handcrafted microphone.
Inside the Cardboard Air Conditioner: I am inside our cardboard prototype in this picture, attaching the inner panels to make sure the framework stays sturdy and the panels stay in place.
To create a beautiful effect, Valery and I are weaving threads together. Making our prototype visually appealing and ensuring that the finished product appeared polished required this step.
Melissa and Valery are sorting through many cardboard varieties to determine which would be best for our prototype. This was an essential stage in making sure our building was both sturdy and aesthetically beautiful.
In order to make sure the microphone stands are stable and the right height for the performance, I'm aligning, cutting, and adjusting them here.
To make our interactive display visually appealing and ensure that it stood out throughout the performance, Ariel and Melissa are painting it with vivid colors.
The crew is putting the final touches on our prototype in the last picture, making sure that everything is in its proper place and the artifact is prepared for display.
Instead of throwing our first item away after it was finished, we chose to put it in the fab lab as a memento of our teamwork and dedication. By doing this, it remains a keepsake that represents our travels.
We divided up the jobs in our team according to each person's interests and strengths so that everyone could contribute to the project in a useful way. I went on a hands-on position, chiefly in charge of putting our prototype's numerous elements together and attaching them together. Below is a summary of our working together:
Interactive Screen: To make the interactive display both aesthetically pleasing and useful for our performance, Melissa and Ariel collaborated to design and paint it.
Decorative Threads: Valery came up with the original design, and I worked with her to weave and attach the decorative threads. This particular detail gave our prototype a significant visual enhancement.
Box Construction: I located the sizable cardboard box that served as the prototype's foundation for our air conditioner. I also took the lead in putting it together, making sure everything was firmly put together by gluing the different parts such the screen, buttons, cover, and threads.
Microphone Design: I had the brilliant idea to make the mics out of cardboard and sponge, which worked out perfectly. Ariel helped me build and glue the microphones because some components needed two people to handle properly.
Cutting and Building: Melissa was in charge of drilling the holes for the air conditioner, making sure it was the right size and was operating as intended.
Sourcing of Materials: Melissa and Ariel, the girls, did a fantastic job of locating and compiling the supplies needed for the project, which I subsequently utilized to build the artifact.
Helping and Teaching: In order for Valery and I to collaborate more effectively and complete the assembly process more quickly, I also taught her how to use the hot glue gun.
The dynamics of our teamwork were excellent and encouraging. We were able to openly exchange ideas and resolve any issues that came up because of the transparent and open communication. We worked together to make decisions, frequently debating several strategies before settling on the best one. We were able to construct our project efficiently and finish it on schedule because to this collaborative atmosphere, which also made sure that each member felt important and included in the process. All in all, each participant made a significant contribution, and the success of this project was attributed to our capacity to collaborate, adjust, and support one another.
Overall, working on this project was a tremendously fulfilling experience that allowed us to investigate the junction of technology and human interaction in a hands-on, creative way. Every stage of the process, from the first ideation meetings to the last adjustments made to our prototype, called for cooperation, flexibility, and critical thought regarding how to tackle the problem of digital addiction. Our team overcame obstacles and realized our vision by skillfully combining our respective strengths. In addition to learning the importance of clear communication and problem-solving skills, we also got a personal look at how technology can be used to build sincere human connections. Our grasp of interactive artifact design has improved as a result of this project, and it has also increased our respect of the value of teamwork. In the future, we are sure that the knowledge and abilities we have learned from this experience will be useful to us, and we are pleased with the significant contribution our project made to the promotion of in-person encounters.