1.My focus group is the Bangkok Millennium. But after I test my intervention, More than half comment told me that “children” could be my target audiences or a focus group that I should consider because it can provide new knowledge through playing. Furthermore, it can implant the environmental awareness of children since they were young.
2. Most people misunderstood the usage of my AR mock-up and the real concept that I would like to communicate. This told me that I should make the visual more clear and simple. Moreover, I should manage my time to create the intelligible tool.
3. Social Media is a very fast way to get the feedback. Compared with my last intervention that used email. This is 10 times faster and got more feedback than using email. This showed that social media has an important role in people’s daily life more than email.
4.People love rewards! Half comment suggest that could be collecting plants and animals to turn into the local souvenir or discount.
5. Some people would like to go to Bangkajao after they know that there are rare species there.
Defining and clarifying target audiences.
This is the most important part because the clear target audiences can reflect on mood and tone, medium and emotional trigger.
Technology can provide both positive and negative impact.
From my intervention, the using of AR might show the inverse result of my objective. Instead of reconnecting people with nature, it might make the distance between people and nature.
Experience and interaction are powerful to engage people.
This was reflected in my last intervention that I ask people to take a photo of the most relaxed place in the park and email to me. Everybody seemed interesting but at the end of the day, I got only 2 emails. This told me that I should ask people to do something or show them some visual that they can see and feel at the moment.
Time management is really important.
I didn’t have much time for contacting experts and doing my intervention because I didn’t plan what I should do and I’m procrastinated.
Make the vision clear and easy to understand.
A lot of viewers misunderstand the concept of my video. I should provide enough and intelligible information and visual.
Less is more. People don’t like something that too complicated.
If it takes time to do a lot of process for playing games, people will lose their attention and annoyed it.
Research more about the limitation of medium and space.
This process can help reduce issues that might occur.
Be confident, contact experts!
Experts can provide new knowledge outside of my field. Moreover, they can give different points of view that I can select to adapt for my project.
I created a video showing a sample of using AR as a game and edutainment at Bangkajao.
This video shows the fireflies catching (mock-up) game that the user can collect 4 species of fireflies that found Bangkajao and also provide knowledge about each species. The special thing about this is one of four species is the newly discover in the world.
The aim of this intervention is to test my current question ” How can Augmented Reality be used as a tool to reconnect people with nature for relaxation and stress relief? “. I would like to explore how can technology bring people closer to nature and explore which age group is really interested in this.
What I wanted to achieve is to get people to reconnect with nature through the story behind them because if people know insight of each place, they will be more appreciated in nature which can lead to increase awareness about the natural environment. Importantly, nature itself has a practical healing power that can benefit both physical and mental of people. Meanwhile, this can be the new learning place for children to learn and grow up sustainably with nature.
How I tested
I sent this video and explain my project to the experts I mention in the previous blog to ask for their opinion and suggestion.
• Interesting way to get people attention especially from
Millennium and children (that I should test). Due to mobile phone
have a huge impact on their life.
• Video still not clear. I should make it more impact and easier to know how it works.
• I could test with different graphic styles and see which style is the most effective with my target group
2. I post this video on social media and ask people that if there is AR game at Bangkajao, will them download and go to explore there.
*English translated soon
The result; I received 20 comments.
80% want to go
20 % may be
The majority of feedback can be divided into 2 groups.
1. This platform is suitable for children and family. Children can have fun and learn at the same time. This could increase awareness about the value of natural resources to the children that could be effective in the long term.
2. This could be some kind of collecting game for some local souvenir or the restaurant discount or competition with friends.
This can attract people’s interest.
I sent an email to Cyberrex Design and Wisdom Vast, Introduced myself and explain my project, what I’m trying to do and ask for some suggestion. I also told them that why I choose to ask them. At the end of the day, I didn’t receive any email back.
2. I contacted Pi Piriya Mongkolupathum, the storyteller, curator and co-founder at Glow Story studio which organized the nature exhibition called “Mahasombut” last year. This exhibition collaborated with famous organizations and people. I contact him because his work succeeded in encouraging people to get involve and ask him about how to contact big companies and famous people.
*English translated soon
3. After I didn’t get an email back from AR agency. I decided to contact Tom Piyakorn. He is a programmer, developer, and software engineering at Cj Worx (he worked for Ogilvy in the past). I ask him about the trend of AR in Thailand, How it work and ask for the feedback on my project and intervention.
Bangkajao is located in Samutprakarn province. The best way to reach there is to take a ferry across the river for THB4 (around 10p) per person and it takes only 5-10 minutes. Bangkajao is known as green lung because of the variety of trees and biodiversity. In 2006, Bangkajao has been honored as The Best Urban Oasis of Asia by the magazine Time Asia. There are 676 kinds animal and plant, including some rare species and newly discovered species.
There are many reasons why I choose Bangkajao. Firstly, It located very close to Bangkok and easy to go. This place is a good escape from the busy of the big city. Moreover, Bangkajao is more interesting than the parks because it consists of biodiversity and a lot of activities that can provide the new experience and new knowledge to the people. Furthermore, most people know Bangkajao as only the market but Bangkajao has a lot of natural places that waiting for people to explore.
Tci-thaijo.org. (2018). View of การท่องเที่ยวเชิงนิเวศบนฐานความหลากหลายทางชีวภาพและ ภูมิปัญญาท้องถิ่น เพื่อการพัฒนาเศรษฐกิจ ในพื้นที่คุ้งบางกะเจ้า อำเภอพระประแดง จังหวัดสมุทรปราการ. [online] Available at: https://www.tci-thaijo.org/index.php/AJPU/article/view/54587/45792 [Accessed 30 Aug. 2018].
Web.greenworld.or.th. (2018). รายงานกิจกรรม “BioBlitz 2014 บางกระเจ้า” เมื่อเราเรียนรู้ธรรมชาติ | มูลนิธิโลกสีเขียว. [online] Available at: http://www.web.greenworld.or.th/greenworld/local/2476 [Accessed 31 Aug. 2018].
รายงานผลสำรวจชีวะตะลุมบอน. (2014). bangkok: the Green World Foundation.
Pioneers is a collection of reflections on global design research. The stories and insights are derived from real-world cases and hands-on experiences of working on design research projects over the past eight years.
“Design has gradually evolved over the years from making stuff and then testing it, to integrating user research as input in the design process, which often proved to result in better outcome.”
The evolution of design research developed over time. When people started to carry their technology devices with them and also share them with other, the variety in context of use for devices grew and became more important. This raised interest in the theory and practice of contextual inquiry methods. In parallel, user-experience research also demonstrated that emotional is also important in how people use devices. This turn to context, experience, and participation are all still important strands in design research in industries today.
This can show that technology becomes more and more involved in people’s everyday life which requires effective design research to develop it further. This book clarifies my thought about design and creative research. It consists of case studies which show the methodology and process that I can adapt for my research project. A large part of the work consist of design research project with a clear aim and focus, often done by experienced specialists in collaboration with stakeholder.
I also learn 13 principles from this book which provides information and examples of reflections on disposition and process. The 13 principles provide enough reference points that make me feel more confident and understand the role and the purpose of my project. This helps me in reflecting on my research process and tell me that I should do more specific and deeply in researching for my project. Due to the references for each principle provided in the book, I understand the research process more and discover some interesting points that I can apply for my project.
I would like to share ’13 Principles’ as I mention above because I found that it was very helpful for the reseach process.
Define a research topic by identifying a broad area of uncertainty which surrounds the human context.
Propose and structure your research by considering different ways to investigate people’s behavior.
Observe situations and events by capturing on film how people think about and act upon the topic
select and exclude evidence by jointly reviewing your film material.
Maintain different perspectives on your films by summarising film fragments together.
Prepare evidence for use and re-use by editing and organising films into a catalogue and library.
Analyse your evidence from multiple perspectives by holding a collaborative workshop.
Make outcomes rich and grounded by referencing particular evidence.
Distinguish moments of human need by interpreting the difficulty and uncertainty of an activity.
Decode the state of the art for gaps by comparing and contrasting human needs with industry norms.
Close the gap between interventions and innovations by devising ways to service unmet needs.
Generate elements of a preferable system by translating unmet needs into functionalities.
Show the benefit to a consumer by highlighting how an offering connects to their need and values.
These 13 principles are not 13 steps or a process. These are the flexible practice that designer/researcher can select to apply for their project.
Anderson, M., Dijk, G. and Raijmakers, B. (2017). Pioneers. London: STBY.
Wisdom Vast has been an end-to-end mobile and innovative solution provider, providing a wide range of products and services. Wisdom Vast is working closely with all leading mobile operators in Thailand to deliver complete mobile services and experience to the customers. The company’s success comes through various advanced technology, primarily mobile technology and innovative product such as QR Code, AR, and Motion Detection. The clients are big company such as AIS, SAMSUNG and Dtac.
Cyberrex Design, a virtual Reality & Augmented Reality studio in Bangkok, specialized in developing Virtual reality, AR, Mobile Game & Application, Hologram, Innovative Products that guarantee by a number of awards. The clients are the very famous company, for example, SCG, Central, and Acer. This company is very professional and ultramodern.
A creative agency operated by young and passionate storytellers with a mission to discover and give a voice to the untold stories. They curate stories and share them across different platforms. such as events, workshops, and trips.
Last year, Glow Story collaborated with Mae Fah Luang Foundation under Royal Patronage to create an event called “Mahasombhat”, the exhibition that brought the forest to the city. The aim of this project is to raise city dwellers’ awareness about the environment and natural resources. The exhibition quite received the good response. I read the interviews and found that they have a good research process that I could benefit and give a guideline to my project.
” How can technology create a connection between city dwellers and nature in order to reduce their stress? “
” How can Augmented Reality be used as a tool to engage people with nature for relaxation and stress relief? “
I quite concern about the role of technology in the modern world that can disconnect urban residents with nature. After I rethink about this, now I’m looking for the potential of using technology such as AR to engage city dwellers with nature and how can technology which has a huge impact on human life can connect people with their sensory.
I’m looking at how can I use my graphic design ability to develop my project further. I found an interesting study of sustainable graphic design (Peter Claver Fine, 2016). He showed some case studies that are the primary means and models for describing sustainability to the graphic designer. The case studies showed that sustainable graphic design is an exercise in interdisciplinary work that deals with material concerns.
“As graphic designers, we produce more than we should. Not many of us know where it goes. Instead, if we made use of this waste, into something else, with less environmental damage, then I think we can consider ourselves much more effective and thoughtful designers”
– Gavin Mandrelle –
The 6 components
that can apply in designing for the future
• A reform-minded approach to design.
• A holistic approach to designing
• An international spirit
• A rejection of assumptions
• A commitment to fundamental
• An appreciation of the value of things
In this book, I’ve focused on 2 chapter;
This chapter emphasizes the value of the design process, ideation, and analysis. It’s essential that designer communicate the value of what they do to audiences. This book defines research as any process of discovery in which the designer seeks new questions and outcomes. This also investigates information design as a broad process for design research.
This chapter makes clear the autonomous function of graphic design through the designer’s direct response to the need of communities in public spaces. It further analyzes how graphic design offer ways to interact in public spaces.
This research and case studies make me more clear about the research process for designers. This makes me rethink what factors I should consider, local qualities and limits, etc. I also understand more about the potential of graphic design as an agent of social and environmental change. Some case studies inspire me and make me more clear about how to research and how to develop the project further to be incredibly effective in the future.
Fine, P. (2016). Sustainable graphic design. Bloomsbury.
Virtual reality(VR) is an artificial, computer-generated simulation or recreation of a real-life environment or situation. It immerses the user by making them feel like they are experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing.
Augmented reality(AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it. AR is developed into apps and used on mobile devices to blend digital components into the real world in such a way that they enhance one another, but can also be told apart easily.
Recently, we are in the age that Virtual Reality (VR) and Augmented Reality (AR) technologies have a great impact to enhance our perception and help us see, hear, and feel our environments in new and enhanced ways. VR/AR becoming a popular edutainment platform in the modern world because of its immersive experience that creates an easy access to explore the new things in everyday life. In my point of view, VR/AR can attract people and make them want to try and be more open-minded for a new thing and new perspective because it gives them a real experience that can make them feel from their mind. I think VR/AR will be a good tool to communicate something to the city dweller and make them approach the message that I want to say. Moreover, I can use my design ability in this platform to create the connection with my target audiences.
However, there are a number of points to consider. First of all, VR/AR still have the limitation and I’m also not familiar in this field. VR/AR seems a huge thing for me. Furthermore, I pretty worry about the using of technology. I’m not sure if this will create more distance between the city dwellers and nature. Will it make people more addict to technology? Last but not least, contacting VR/AR company is a very big deal for me due to I still don’t have a clear concept and visual image to communicate with them.
On August 20th, before the day I left London, I visited the ‘AlternateRealities Touring Exhibition’at the Barbican Center. The aim is to explore and get closer the world of VR/AR. I had a chance to take part in one of four installations call “Terminal 3”, which uses holograms to explore Muslim identity through the lens of an airport interrogation. I went into the room, put on an AR headset, and see a woman from Pakistan sitting opposite me. My role was the interrogator, asking her questions that appeared on the screen. At the end of the experience, I felt like I had an emotional connection with her through her answer. I learned about her life, culture, and experiences. Personally, I didn’t feel like I’m talking to the passenger but I felt like I talking with a new friend. Overall I think this project is quite achieved in getting the audiences to understand Muslim culture and their situation in another country. I suppose that VR/AR is a great tool to teach people to understand and realize something because it offers a virtual experience that can get people to involve and feel like they are in the real situation which is more powerful to impact people’s perspective and emotion.
Annerstedt, M., Jönsson, P., Wallergård, M., Johansson, G., Karlson, B., Grahn, P., Hansen, Å.M. and Währborg, P., 2013. Inducing physiological stress recovery with sounds of nature in a virtual reality forest—Results from a pilot study. Physiology & behavior, 118, pp.240-250.
Feiner, S., MacIntyre, B., Höllerer, T. and Webster, A., 1997. A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), pp.208-217.
Bimber, O. and Raskar, R., 2005. Spatial augmented reality: merging real and virtual worlds. AK Peters/CRC Press.