Social Media Consumption Crochet Study

This project was for the course CMPM 290 K, Social and Emotional Approaches to HCI. It entailed the study of the type of content creators one engaged with on a newly created TikTok account for a period of six weeks. I built variables based on race/ethnicity, body shape, age presentation, and gender presentation. The study first began with collecting the first five videos observed on my TikTok for you page daily for a period of two weeks. Each video was interpreted into a crochet granny square with each variable given a color to showcase the large range of bodies one interacted with online. 

The next two weeks involved actively following underrepresented groups online to change the types of content creators engaged with on TikTok that showcased a shift on the type of content seen on for you page. 

Finally, the last two weeks I stopped following any creators and studied the shifts in my for you page noting down the same variables observed the previous four weeks. 

In addition to this I noted that the artifacts themselves could be used as an interactive study on representation. An individual would be tied or untied due to their identity representation based on a chosen variable, showcasing how stifling social media can be for underrepresented communities online. 

Ideation stage of data interpretation through crochet artifacts

Data collection and data interpretation stage 

Pattern recognition and interpretation stage 

Interaction ideation stage 

Interactive Text Based Game for Social Media Reflection 

This game was designed for CMPM 202 Computational Media Research course. I aimed to create a simple web based game using Glitch to enable physical responses based on social media consumption. 

The game mechanics was simple and made to engage the players physically. Players will have to project the screen where the text displays the predictions of a mystic from the future where the algorithms are controlling the world. The players will have to switch on their social media of choice and see if the predictions are accurate. If it is incorrect, the individuals must perform tasks such as drinking water or singing to the room, forcing them to show a physical response to social media. In doing so the individual is forced to reflect on the representation of the content they consume online. Thus shifting from passive consumers to active responders to their social media algorithm. 

The design of this game was inspired from early web based games of the internet, to embrace the ideology of nostalgia while engaging with current technology tools such as mobile phones and social media. 

Screen Recording 2024-02-06 at 4.29.33 PM.mov