The PEP Creating and evaluating a user centered speculative design that aims to trigger discussion around the consequences of technology on mental health Master’s thesis in Interaction Design and Technologies JENS HULTEBERG & VENDELA STENSON Department of Computer Science and Engineering CHALMERS UNIVERSITY OF TECHNOLOGY UNIVERSITY OF GOTHENBURG Gothenburg, Sweden 2021 Master’s thesis 2021 The PEP Creating and evaluating a user centered speculative design that aims to trigger discussion around the consequences of technology on mental health JENS HULTEBERG & VENDELA STENSON Department of Computer Science and Engineering Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2021 The PEP Creating and evaluating a user centered speculative design that aims to trigger discussion around the consequences of technology on mental health JENS HULTEBERG & VENDELA STENSON © JENS HULTEBERG & VENDELA STENSON, 2021. Supervisor: Mafalda Samuelsson-Gamboa, Department of Computer Science and Engineering Advisor: Sara Renström, RISE Interactive Examiner: Staffan Björk, Department of Computer Science and Engineering Master’s Thesis 2021 Department of Computer Science and Engineering Chalmers University of Technology and University of Gothenburg SE-412 96 Gothenburg Telephone +46 31 772 1000 Cover: An infographic showing the PEP and some of its use-cases. Typeset in LATEX Gothenburg, Sweden 2021 The PEP Creating and evaluating a user centered speculative design that aims to trigger discussion around the consequences of technology on mental heath JENS HULTEBERG & VENDELA STENSON Department of Computer Science and Engineering Chalmers University of Technology and University of Gothenburg iv Abstract In an increasingly digitalized and connected world it appears important to cultivate healthy and constructive relationships between humans and technology. In this the- sis, a speculative design has been created and evaluated with the aim of triggering discussions around the consequences of technology on mental health among young adults. The thesis investigates if a prominent user centered focus could enrich a speculative design so that it appeals to the general public and specifically to young adults. A thorough user study was conducted and the target group was constantly considered throughout the whole project process. The final speculative design is a wearable that harvests the user’s body heat in order to generate electricity in a fictional future where electricity is scarce and society does not want to give up the comforts of technology. The evaluation proved that the speculative design clearly connected to the target group due to aspects of the product that was based on the user study. This validates that the user centered approach did enrich the de- sign. Continuing, the result shows a rich data set on the target groups opinions, dreams and fears for the future of technology in relation to mental health as well as discussions on different aspects of design that the user group appreciates. Keywords: Speculative design, Wearable, user-centered design v Acknowledgements We would like to thank: Our supervisor Mafalda Samuelsson-Gamboa for her being ever present with guid- ance, inspiration and input through the project. Sara Renström from RISE for her insightful feedback and creative input. Peter Ljungstrand from RISE for getting us on the path that led to this project. The many interviewees and workshop participants for sharing their experiences and helping us gather invaluable user data. Siw Eriksson for her help with prototyping materials and workshops. The psychologists for taking the time to talk to us and helping us get a deeper understanding of psychological issues. Friends and family for interest and support through the project. This project would not be the same without you, thank you all for your support. Jens Hulteberg & Vendela Stenson, Gothenburg, January 2021 vi viii Contents 0.1 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 Introduction 3 1.1 Hypothesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1.2 Research questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.3 Delimitations & Limitations . . . . . . . . . . . . . . . . . . . . . . . 4 1.4 Stakeholders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2 Background 7 2.1 Research problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2.2 RISE project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2.3 Research area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2.3.1 Related design research . . . . . . . . . . . . . . . . . . . . . . 8 2.3.2 Mental health and Technology . . . . . . . . . . . . . . . . . . 8 2.3.3 Earlier work . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3 Theory 11 3.1 User-Centered Design . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.1.1 Double Diamond Design Approach . . . . . . . . . . . . . . . 11 3.1.2 Co-design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.2 Speculative Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.2.1 Speculative Design approach . . . . . . . . . . . . . . . . . . . 14 3.3 Wicked Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 4 Methodology 17 4.1 Interviews . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 4.2 Focus Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 4.3 Sensitization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 4.4 Co-design workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 4.5 Collage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 4.6 KJ Technique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 4.7 Brainstorming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 4.8 The Thing from the Future . . . . . . . . . . . . . . . . . . . . . . . 19 4.9 Future Scan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 4.10 Weighted matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 4.11 Prototyping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 4.12 Seven Foundations model . . . . . . . . . . . . . . . . . . . . . . . . . 20 ix Contents 4.13 Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 4.14 Bodystorming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 4.15 Auto Ethnography . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 4.16 Co-Discovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 5 Execution and Process 23 5.1 Empathize and define . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 5.1.1 Interviews . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 5.1.2 Co-design workshops . . . . . . . . . . . . . . . . . . . . . . . 26 5.1.3 Transcribing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 5.1.4 KJ technique . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 5.1.5 Result from empathize and define stage . . . . . . . . . . . . . 31 5.1.5.1 Result from psychologist interviews . . . . . . . . . . 32 5.1.5.2 Result from user study . . . . . . . . . . . . . . . . . 33 5.1.5.3 Result from workshops . . . . . . . . . . . . . . . . . 35 5.1.6 Takeaways from empathize and define stage . . . . . . . . . . 37 5.2 Ideate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 5.2.1 Internal ideation . . . . . . . . . . . . . . . . . . . . . . . . . 38 5.2.2 Concretization and idea selection . . . . . . . . . . . . . . . . 40 5.2.3 Result from ideate stage . . . . . . . . . . . . . . . . . . . . . 42 5.2.4 Takeaways from the ideate stage . . . . . . . . . . . . . . . . . 47 5.3 Prototype and storify . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 5.3.1 Lo-fi prototyping . . . . . . . . . . . . . . . . . . . . . . . . . 48 5.3.2 Body storming . . . . . . . . . . . . . . . . . . . . . . . . . . 51 5.3.3 Hi-fi prototype . . . . . . . . . . . . . . . . . . . . . . . . . . 51 5.3.4 Storify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 5.4 Test/Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 6 Final Results 61 6.1 The final concept - PEP . . . . . . . . . . . . . . . . . . . . . . . . . 61 6.1.1 Functionality . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 6.1.2 Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 6.1.3 Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 6.1.4 Technical Specifications . . . . . . . . . . . . . . . . . . . . . 64 6.1.5 Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 6.1.6 Speculative Motivations . . . . . . . . . . . . . . . . . . . . . 66 6.2 Evaluation result . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 6.2.1 Relatability . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 6.2.2 Destructive phone use . . . . . . . . . . . . . . . . . . . . . . 67 6.2.3 Social interaction . . . . . . . . . . . . . . . . . . . . . . . . . 68 6.2.4 Interface and interaction . . . . . . . . . . . . . . . . . . . . . 69 6.2.5 Level of human/machine integration . . . . . . . . . . . . . . 70 6.2.6 Environmental aspects . . . . . . . . . . . . . . . . . . . . . . 71 6.2.7 Politics and state . . . . . . . . . . . . . . . . . . . . . . . . . 71 6.2.8 Visibility and aesthetics . . . . . . . . . . . . . . . . . . . . . 72 6.2.9 Conformity . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 6.3 Analysis of result . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 x Contents 6.4 Evaluation of the website . . . . . . . . . . . . . . . . . . . . . . . . . 74 6.5 Answering the research questions . . . . . . . . . . . . . . . . . . . . 75 7 Discussion 79 7.1 Process and execution discussion . . . . . . . . . . . . . . . . . . . . 79 7.1.1 Co-speculating with target group . . . . . . . . . . . . . . . . 79 7.1.2 Working with the data . . . . . . . . . . . . . . . . . . . . . . 80 7.1.3 Ideating user-centered speculative design . . . . . . . . . . . . 80 7.2 Result discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 7.3 Ethical Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 7.4 Future work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 8 Conclusion 85 Bibliography 89 A Appendix 95 A.1 Interview template for user interviews . . . . . . . . . . . . . . . . . . 96 A.2 Result from target group interviews . . . . . . . . . . . . . . . . . . . 98 A.3 Result from workshops . . . . . . . . . . . . . . . . . . . . . . . . . . 107 A.4 Result from team ideation and concretization . . . . . . . . . . . . . 113 A.5 Scenarios Imaginary Employer . . . . . . . . . . . . . . . . . . . . . . 115 A.6 Scenario/future user journey . . . . . . . . . . . . . . . . . . . . . . . 116 A.7 Evaluation result . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 A.8 Product website . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 xi Contents xii List of Figures 2.1 The Hawkeye design probe . . . . . . . . . . . . . . . . . . . . . . . . 10 2.2 Example of website used in evaluation session in Problematising Up- stream Technology through Speculative Design: The Case of Quan- tified Cats and Dogs . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.1 The Double diamond model . . . . . . . . . . . . . . . . . . . . . . . 12 3.2 example of a simplified speculative design approach . . . . . . . . . . 15 4.1 The Thing from the Future . . . . . . . . . . . . . . . . . . . . . . . 19 4.2 The 7 foundation model . . . . . . . . . . . . . . . . . . . . . . . . . 21 5.1 The project process . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 5.2 The questions of the Quiz Walk . . . . . . . . . . . . . . . . . . . . . 28 5.3 The co-creation workshop in action . . . . . . . . . . . . . . . . . . . 30 5.4 The digital co-creation workshop in action . . . . . . . . . . . . . . . 31 5.5 The KJ analysis for the user group data. . . . . . . . . . . . . . . . . 32 5.6 The first couple of items on the 31 home brew future scan list. . . . . 39 5.7 Template of the Imaginary Employer . . . . . . . . . . . . . . . . . . 40 5.8 Infographic showcasing the experience of using the Digital Jammer . 43 5.9 Infographic showcasing the experience of using the Communal Com- puter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 5.10 Infographic showing the data urn before and after excavation. . . . . 45 5.11 Infographic showcasing the Electric Clothing concept . . . . . . . . . 46 5.12 Early prototype of the body sock . . . . . . . . . . . . . . . . . . . . 49 5.13 An early prototype of the artifact with an unsymmetrical shape. . . . 50 5.14 Body storming cable management. . . . . . . . . . . . . . . . . . . . 52 5.15 The final prototype in the making . . . . . . . . . . . . . . . . . . . . 53 5.16 Iterations on the battery box. . . . . . . . . . . . . . . . . . . . . . . 54 5.17 The 7 foundations map developed . . . . . . . . . . . . . . . . . . . . 58 5.18 Snapshot of the website. . . . . . . . . . . . . . . . . . . . . . . . . . 59 6.1 A person using the PEP. . . . . . . . . . . . . . . . . . . . . . . . . . 61 6.2 Infographic showing the interaction of the artifact. . . . . . . . . . . . 62 6.3 Inforgraphic showing different social activities the PEP facilitates. . . 63 6.4 Two users charging together. . . . . . . . . . . . . . . . . . . . . . . . 64 6.5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 6.6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 xiii List of Figures A.1 The top of the web-page used for promoting the PEP. Showing use cases and interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 A.2 Part of the web-page focusing on setting and socialization. . . . . . . 132 A.3 Part of the web-page describing the company and the FAQ. . . . . . . 133 xiv List of Tables 5.1 The participants of the psychologist expert interviews . . . . . . . . . 25 5.2 The participants of the target group interviews . . . . . . . . . . . . . 26 5.3 Workshop structure and participants . . . . . . . . . . . . . . . . . . 27 5.4 The 13 categories that were the basis for the weight matrix . . . . . . 41 5.5 The weight matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 5.6 The participants of the evaluation . . . . . . . . . . . . . . . . . . . . 57 xv List of Tables xvi List of Tables 0.1 Glossary • Speculative design - The design practice of creating artifacts for critique and provocation rather then economical gain or functionality. The artifacts are often based in alternate realities. The practice has much in common with other practices like critical design, design fiction, discursive design and design probes. • Mental health - Mental health is not only the absence of mental problems but also the presence of positive mental attributes. Mental health therefore also encompasses to be aware of ones worth and abilities, as well as the ability to cope with the ups and down of a normal life. Furthermore, the term en- compasses the ability to work productively and contribute positively to ones community [1]. • Mental disorder - Mental disorder is a broad term with a wide array of causes and effects. Generally mental disorders are a combination of abnormal thoughts, emotions, behavior and relationships. The term includes depression, bipolar disorder, psychosis, dementia and mental development disorders [2]. • Digital native - Describes a person that has grown up in the digital age and knows the "digital language". The terms is contrasted by Digital immigrant a person who has learned to use technology later in life [3]. • FOMO - Abbreviation for Fear Of Missing Out. It refers to a social angst that stems from the fear that other people in ones social sphere are aware of and taking part of in activities that one self is not privy to [4]. 1 List of Tables 2 1 Introduction In a faster and more connected world, technology has integrated itself into a major part of our lives. Parallel to this we have seen an increase in mental disorders in the western world. Out of the Northern countries this negative trend is most severe in Sweden [5]. We believe that the growing mental health disorders are partly caused by the growing digitalization and constant access to the internet. As there is little indication of a future decrease in digital impact on our life, we believe that if not addressed today this might lead to bigger consequences in the future. The digitialization of our everyday life has happened so fast that we believe we lack important critical frameworks to handle the constant flow of information. We believe that we need to cultivate a critical thinking towards technology in order to engage with it in a more constructive way. We need to understand why we want to have a digital world. We hope that by using speculative design to tackle these problems we will get a solid basis to trigger discussion on the topics at hand. By using speculative design we both address the problem today and hopefully prevent aspects of it that are to come. Speculative design is a fitting approach as it by definition deals in fiction and the evaluation of technologies of the future[6]. However, speculative design has often been criticized for being too elitist or too academic. The practice runs the risk of being confined to museum exhibit or other academic settings and not truly connect to the broader public[7]. In relation to related research on the subject our aim was to make speculative design with a more active user focus. The hope was that this would create a design more suited for a specific target group. 1.1 Hypothesis We believe people seldom reflect on the impact of technology. In the western world, technology is rarely seen as an alternative but rather as a constant of life. We believe that speculative design could be an appropriate tool to trigger reflective thinking around these issues, as it by its very nature deals with scenarios alternate to the status quo and thus critical thinking about our current way of life. Continuing, we believe that young adults will be a good reference point for a study that aims to evaluate mental health and technology as they are a target group well versed in the subject and that lives very close to technology in general. Lastly we believe that a user-center approach to speculative design can be beneficial in order to have greater impact on a target group. By conducting rigorous investi- 3 1. Introduction gation into the user groups preferences as well as activating the user group directly with co-design workshops we hope that the final artifact will appeal to them and thus be effective as a discussion starter. 1.2 Research questions • In what ways can a user centered design approach enrich a speculative design? • What should be considered when designing future products regarding issues of the impact of technology on mental health among young adults? 1.3 Delimitations & Limitations As the project mainly deals with the use of speculative design we will not put em- phasis on the psychological aspects of the subject at hand. Some initial investigation will be done into the field in order to better understand the subject of mental health and avoid common pitfalls. However the subject of mental health is extremely com- plex and, as designers, we are not truly equipped to contribute much to the field. Thus, the project will have a generally simplified version of the subject based on expert knowledge gained through literature review and interviews. We will not try to present an answer to the question of the negative effects of digitalization. We are also limiting the project to focusing on western society. More specifically Sweden and young adults aged 16-25. This because they are digital natives that live lives completely permeated by technology. This makes them ideal and important for a study that handles technology and mental health. Continuing, as our project runs parallel to RISE’s project that also has a focus on Swedish society it seems appropriate to have that same focus and target group as them. Lastly, this project was conducted during the Covid-19 pandemic which affected the project in several ways. Therefore, all target group interviews and one of the workshops had to be conducted through a digital medium which was not optimal. Also, the final evaluation had to be conducted digitally as well and thus we needed to rethink the evaluation setting. This complicated the evaluation of the interactive aspects of the speculative design. 1.4 Stakeholders This section describes the different stakeholders involved in the project and how they will shape and affect the our goals and methods. Chalmers University of Technology Chalmers has several requirements and guidelines that will shape the project and the final report. Chalmers provides an examiner and an academic supervisor. The supervisor will provide guidance during the project. 4 1. Introduction University Students As a master’s thesis it is not unlikely that this report will be read by other students going through the same process as we are currently. In order to help them the same way that other reports has helped us we will aim to structure the report in such a way that information we believe relevant to future students will be easy to find. RISE Interactive RISE Interactive is a part of RISE which mainly focuses on research into interaction design. Our project will run parallel to one of RISE’s projects but no specific deliverables has been decided upon. Instead both parties (RISE and us) hope to exchange valuable insight and knowledge into the fields of mental health, technology and interaction design. Young adults Our main target group is young adults aged 16-25. They are part of Generation Z - people born from approximately 1995 to 2010 - digital natives that have been exposed to the internet, social media and mobile systems from a very young age [8]. As they are heavily involved in the project it is important that we conduct our research without in any way mentally hurting the user group. The team The team consist of two students at Chalmers University of Technology from the same bachelor program (Industrial Design Engineering) but different masters pro- grams (Interaction Design and Industrial Design Engineering). This project marks the ending point of both of our masters degrees. Thus we aim to, as far as we are capable, produce stellar work showcasing our capabilities and expertise. Further- more we both aim to produce a report of academic value, an artifact of high quality and conduct a project we are proud to put in our portfolios. 5 1. Introduction 6 2 Background This chapter aims to give the reader a better understanding of the research problem, project background and research area. The chapter also describes relevant earlier projects that relate to similar themes and methodology. 2.1 Research problem In an increasingly digitalized and connected world it appears important to cultivate healthy and constructive relationships between human and technology. However, today’s human/technology relationship can hardly be seen as strictly positive. The debate on how and why mental disorders appear in relation to technology is ongoing and it is not clear exactly how and why the negative effects occur [9]. However, as technological development continues into the future we believe that we need to be critical towards technology and learn to have a healthy relationship with it, in a more symbiotic future. Therefore we believe speculative design is a fitting tool for kickstarting both a debate and a critical mindset in society towards technology. Speculative design has been critizised as being too academic in the past [7] and as we are trying to tackle societal problems it seems important to create speculative design artifacts that are truly interesting and thought provoking for the public. In relation to related research on the subject we try to make speculative design with a more prominent user focus. The hope is that this will create a design more suited for a specific target group. Because of this, we employ a very open approach to this project and therefore there is not a fully defined outcome. Instead of pre-defining speculative scenarios and artifacts we want to co-create these aspects of the artifacts together with the defined user group. This will hopefully lead to a final speculative design that connects more to the general public and specifically the user group at hand. 2.2 RISE project RISE (Research Institutes of Sweden) are currently in the middle of a project on behalf of Region Stockholm concerning growing mental health issues among young people between the ages of 13 and 25. They are designing a digital platform for promoting mental well-being with the aim of preventing mental illness on a national scale [10]. Their vision is to create a joint space where people can find informa- tion about different aspects of mental health and get easy access to a number of 7 2. Background high quality digital services, outside of the health care system, that support mental health. So far they have delivered a prototype that demonstrates what this type of platform could look like based on a user-centered pilot study [11]. 2.3 Research area Here we present earlier and related work that is an important context for the project. Firstly we present design research that is relevant to this project followed by a presentation of general mental health research. 2.3.1 Related design research There are several examples of speculative design that highlight the relationship be- tween technology and humanity. In fact, most definitions of the term has the tech- nology link as an integral part of the definition of speculative design [12]. Thus most of what is labeled as speculative design explores the technology/human relationship. Out of the papers we have read in preparation for this report many did not conduct a thorough exploration of the problems and users [13, 14, 7, 15, 16, 17, 18, 19]. Furthermore, it is possible to see two distinct ways speculative design is employed. Firstly, as a medium for discussion [15, 19, 20]. Secondly, as the result of a workshop usually in the shape of an artifact [13, 14, 7]. These workshops were also generally carried out with experts such as design practitioners or other expert stakeholder. There seems to be a lack of user-centered speculative design in general and the artifacts are seldom tailored to appeal to a specific user group. Instead they are used to explore a topic (often a chosen technology) in society at large with a very broad or unspecified user group. Many speculative designs, also, do not tackle a specific problem but rather highlight technology to be discussed. A quick scan of design for mental health outside of speculative practices show a far more user-focused approach. This might not appear surprising, as they generally employ a more traditional design approach and thus rely far more on gathered data from stakeholders. For example, a British study highlight the importance of being user-centered by using co-design in mental health scenarios. Arguing that working with vulnerable people and complex services lends itself to a more collaborative approach [21]. A research team from Australia also developed a clear methodology for designing for youths with mental health problems, highlighting the importance of participatory design and rigorous user studies [22]. Lyon also puts emphasis on the importance of being user-centered when handling mental health [23]. This in line with other product development projects outside of purely method based research [24, 25]. 2.3.2 Mental health and Technology The debate on the relationship and causality of mental health and technology is ongoing and it is hard to determine that there are negative effects on mental health 8 2. Background caused by use of technology [9]. However, more and more research on the subject has been conducted in the last decade and it seems clear that the two at least affect one another [26]. For example connections have been seen between mobile phone use and lack of sleep, increased stress, depression and loneliness [26]. Furthermore, links has been observed between loneliness and internet addiction and that one seem to feed the other. That increased time using the internet leads to loneliness and that loneliness leads to more time spent on the web [27]. According to Statistics Sweden, the amount of young people with mental disorders has increased during the last 30 years in the Nordic countries. Out of those countries, the problem has increased the most in Sweden [5]. Not only does this cause suffering for the affected, but may also lead to long term consequences for individuals as well as for society. Mental disorders such as depression, stress and burnouts are the most common cause of sick leave [28]. What causes this development in Sweden is affected by a number of complex relationships, and clarifying these relationships is a major challenge [5]. One thing we know is that parallel to the increase of mental disorders, the use of digital devices has escalated at a rapid pace [9]. There is an ongoing debate that revolves around whether there is a correlation between these trends. The Swedish public health authority, for example, states that there can be both positive and negative effects from digital activities and that there is not enough studies on the subject to draw specific conclusions [29]. Therefore it is not yet certain if the increasing digitalization is detrimental to mental health or not. However, several research papers and other sources indicates that there is a correlation between extensive usage of digital services among young people and a variety of negative mental symptoms such as stress, depression, FOMO (Fear Of Missing Out) and sleep deprivation [9, 29, 30, 27, 26]. 2.3.3 Earlier work Some projects do employ a more user-centered approach even though they generally lack a thorough user study. Naseem et al. specifies both a clear problem and user group when they researched well-being for elderly through speculative design [15]. Sondergaard et al. investigate a specific chosen technology with participatory design when researching Digital Personal assistants [16]. A case has also been made for a more dynamic testing scenario by Noortman et al. who with their “Design Fiction Probe” HawkEye (2.1) evaluated the design in the participants home during three weeks. The HawkEye study also had a more clear cut user group and problem in the focus on dementia patients [19]. Some other user-centered project are Disalvo et als. Robot Radio [17] that was de- veloped closely with users and Forlanos and Mathews urban planning project that had several workshops with both expert and novice stakeholders [7]. In Lawson et al´s Problematising Upstream Technology through Speculative Design- Design: The Case of Quantified Cats and Dogs [20] several speculative prototypes 9 2. Background was developed and presented through fictional websites which was inspired by typ- ical modern start-up aesthetics and language. After they invited users to observe and discuss the prototypes and their websites in focus group settings. Figure 2.1: The Hawkeye design probe [19] Figure 2.2: Example of website used in evaluation session in Problematising Up- stream Technology through Speculative Design: The Case of Quantified Cats and Dogs [20] 10 3 Theory This chapter aims to cover the relevant concepts and frameworks used in this project. Firstly it lays out our basic theory of user-centered design and speculative design. Continuing, it also describes general theory that is of value to the project. 3.1 User-Centered Design User-centered design places users at the forefront of a design process. By working closely with and towards users the designers hope to create products that matches the users’ preferences in a more successful way [31]. To achieve this, designers employ a variety of methods that engage a user group in the design process. These tools can take on a variety of forms but they all aim to gather data on human needs and behavior from a wide set of areas: anthropocentric, emotional, psychological and sociological to name a few [32]. This is done both through verbal methods like interviews, questionnaires and scenarios and non-verbal methods like cultural probes, games and different kinds of observations [32]. User-centered design can be used to understand the users on a deeper level, mapping needs and behavior the users themselves seldom realize. 3.1.1 Double Diamond Design Approach A design approach that encompasses iterative and exploratory aspects in order to adapt to complex problems. As a design process often is chaotic by nature with constantly changing scopes and ideas the method tries to adapt to the nature of design being a highly iterative and adaptable approach [33]. In the design process, user-centered exploration is often carried out by observing and interviewing users and co-designing with stakeholders. Furthermore, exploration is often carried out by testing ideas early and often with, for example, rapid prototyping. In the process the designers work themselves through a series of steps to complete the project. In this project we have chosen to work with a four stage process from the British Design Council. Developed by the council in 2004 the double diamond approach is a visualization of a design process that is both exploratory and highly iterative [33]. The double diamond approach consists of four steps that are as follows: • Discover - In which a research group explores and tries to understand a problem by interacting with the people who are affected by the issue. • Define - In which a research group defines the challenge with the help of the insights from the previous step. 11 3. Theory • Develop - In which a research group designs a plethora of solutions to the defined problem seeking inspiration from all kinds of sources. Co-designing with individuals of different expertise is also encouraged. • Deliver - In which a research group tests the ideas out rejecting ideas that do not work and improving on those that will. It is important to emphasis that it is a non-linear process where iteration between the four stages is crucial [33]. Discover Defi ne Develop Deli ve r Connecting the dots and building relationships between different citizens, stakeholders and partners. Creating the conditions that allow innovation, including culture change, skills and mindset. OUTCOME DESIGN PRINCIPLES 1. Be People Centred 2. Communicate (Visually & Inclusively) 3. Collaborate & Co-Create 4. Iterate, Iterate, Iterate METHODS BANK Explore, Shape, Build CHALLENGE © Design Council 2019 Figure 3.1: The Double diamond model according to the British Design Council[33]. 3.1.2 Co-design Co-design has been around for almost 40 years under the name of Participatory Design [34]. In the 70’s, the Nordic countries established the Collective Resource Approach [35] aiming to increase the value of industrial production and improve the quality of work-life [36] through engaging workers in the development of new workplace systems. Since then it has grown and spread within the design sphere under different names, definitions and approaches. In this report, we will use Sanders and Stappers [34] definition of co-design, that is “the creativity of designers and people not trained in design working together in the design development process”. It is a user-centered approach involving active user and stakeholder participation throughout the whole design process [37]. The 12 3. Theory approach utilize the expertise and skills of designers together with the situated ex- pertise of the users, for the purpose of creating products or systems that are more suitable to the user. Users then become, to varying extents, part of the design team as experts of their experiences. In a classic design process, the researcher typically possesses the role as a translator between the users and the designer. When co-designing however, the designer or researcher (who may be the same person) serves as a facilitator. The facilitators role is to lead, guide and incite creativity among the non-designers. In order for them to be creative, the facilitator must provide the right tools for ideation and expression. In the end the designer plays a crucial role in giving form to the ideas [34]. 3.2 Speculative Design Speculative design has become well known in HCI (Human Computer Interaction) since the early 2000s [38]. As a term speculative design is hard to define fully. It has much in common with other similar practices like critical design1, design fiction2 and discursive design3. In fact, the common factors in these methods are sometimes so many that the results are almost indistinguishable from each other [39]. Fur- thermore, the terms speculative design and critical design have been known to be summed up in one single abbreviation SCD (Speculative and Critical Design) [40] showcasing the similarity of the terms in some contexts. What these practices have in common are mainly (1) an unshackling of the commer- cial constraints present in traditional design and (2) the usage of alternate realities to present artifacts, systems, worlds or ideas [39]. In this report, these practices will be summarized as speculative design as we consider it being the most descriptive word for the aims of this project. Inspired by the reasoning of James Auger [39] speculative design is in our opinion the least problematic of the terms. Speculative design - as a word - does not elude to any specific value or goal. It instead references the practice that is central to the method. The term “speculation” also references a link between fiction and reality that is desirable in the practice. Critical Design hints at the practices intentions of starting debate and analysis - something that might alienate individuals from outside an academic space. The term “design fiction” also clearly reveals the practice as dislocated from reality. It hints at the ideas coming from another reality in a way that might be detrimental. Speculative design separates itself from market-driven design, it explores a parallel channel with a more open ended goal. Instead of solving a problem it uses design to pose questions, criticize, inspire and provoke by standing in contrast to trends and systems in today’s society [6]. By speculating in alternative futures or parallel realities it creates a lens through which we can question our society today. Through these fictional realities Speculative Design explore what kind of products, trends and ideas would exist in such an scenario and how they relate to our reality today. It is this link to reality that is the key to a speculative design’s success. If a de- 13 3. Theory signer moves too far into speculation they risk to lose the audience when they are confronted with an unbelievable or alien idea [39]. There needs to be a link between the speculative reality and our own in order for the design to be relatable. That being said, it is wrong to assume that a speculative design needs to be “pos- sible” or even fully functional. Instead the artifact can very much be “impossible” but not “improbable”. Ergo it needs to make sense that it exists in the fictional reality it is presented as a part of [6]. The artifact needs to engage the user in such a way that it invites them to suspend their disbelief and ask themselves what the consequences of the artifact are in relation to the fictional space. Speculative design is therefore a constant balance between fiction and relatability, a balance which is extremely hard to get right, but very effective if done correctly [6]. 3.2.1 Speculative Design approach Speculative design consists of a very diverse set of approaches. It is therefore dif- ficult to present a definite toolkit[41]. In our project we have been inspired by a approach presented by Damien Lutz [42]. His article gives an example of what a simplified speculative design method could look like and presents it in five steps: • Step 1 - In which “signals” of emerging technologies and trends are identified • Step 2 - In which different speculative design tools are used to ideate a future artifact • Step 3 - In which an artifacts is designed that might solve a problem in a speculative future world. The artifacts form and function should tell a story about the future world it exists in and inspire the observers imagination to fill in the gaps. This will inspire and spark the discussion in step 4. • Step 4 - In which the speculative design is shared to generate discussion. The designer should make it easy for the observer to express their interpretation of the artifact. Be prepared with questions that encouraged them to express their feelings around the concept. • Step 5 - In which the designer acts on the result. According to the author, speculative design does not normally include follow-on action. Therefore he suggests to include this final step which could be to, for example, ask for feed- back from experts or potential users of the artifact, or creating a promotional website for the future artifact where one can track and record feedback and reaction. 14 3. Theory Figure 3.2: An example of a simplified speculative design approach [42]. 3.3 Wicked Problems Wicked problem were first coined by Rittel and Webber and refers to a problem that is not clearly solvable by scientific means. Scientific problems have clear definitions and objective solutions while wicked problems are by their nature hard to define and lack clear solutions. They are complex problems with a plethora of solutions where any one solution might lead to several new problems cropping up [43]. Wicked problems therefore need to be tackled in a dynamic way where the designer solves and explores the problem in parallel, constantly redefining both the aim of the re- search and scope of the problem. Thus wicked problems are inherently hard to plan around. A wicked problem is never simply solved and the solution is never truly the right one. A solution to a wicked problem might be good but not objectively true. As the problem is so complex the solving process is never truly finished but the problem is instead abandoned for other reasons like: time constrains, budget or the solution being “good enough” [43]. Classic examples of wicked problems are, collected from the Interaction Design Foun- dation: poverty, climate change, sustainability, and homelessness [44]. In order to be prepared for unforeseen complexities in design work the designer needs to be adaptive and flexible. The designer needs to constantly reflect-in-action in order to tackle uncertainties and unforeseen consequences [45]. 15 3. Theory 16 4 Methodology In this chapter, relevant methodology for this thesis is explained. The majority of the methods have been chosen due to their effectiveness in human-centered design processes and in speculative design. 4.1 Interviews Interviews are a qualitative data gathering method that relies on first hand con- tact to gather data from participants. The shape of the interview can vary from structured, with a set script, to relatively unstructured, with room for dynamic con- versations with investigatory detours. However, even in unstructured interviews the interviewer has at least a set of topics to guide the interview in a desirable way. The questions asked and the structure will vary depending on the design inquiry at hand. Generally the interviews tend toward the unstructured side if the research is of an exploratory kind. A more structured approach is appropriate if more quantifiable data is desired [37][46]. 4.2 Focus Groups A focus group is a qualitative data gathering method that, like the interview, relies on first hand contact in order to gather data through conversation. However, while an interview is often conducted with a single person a focus group utilizes group dynamics in order to make participants more likely to share their thoughts. By carefully selecting participants and guiding the conversation, the focus group can result in a open environment where participants freely share their wants, biases, fantasies, etc. A focus group is a good method for uncovering data related to group activity and behavioral underlying data not usually exposed in one-on-one conversations [37]. The moderators main goal is to keep the conversation flowing without letting any single participant dominate the conversation [46]. 4.3 Sensitization Sensitization is a method that aims to encourage the participants to think and reflect on their own experiences around the topic of study before a design workshop. This can increase the quality and quantity of their contribution during the group session 17 4. Methodology [47]. Normally one or several smaller exercises is sent out to the participants days or weeks before the session. The quality of the insights gained from the participants during the session is depending on the length and depth of the sensitizing activities [47]. 4.4 Co-design workshop Co-design workshops can be used in several stages of the design process. In the exploration stage they can be utilized to gain deeper understanding of the users needs and context. Here the facilitator can make use of methods such as collage, mapping or diagramming exercises. Co-design can also be used in later stages of the process with exercises such as flexible modeling, ideation, generation of future scenarios and concepts, and verifying design scope and direction. In the evaluation stage, one can utilize co-design workshops in order to let the participants review concepts, give feedback and supply insights for further iteration and refinement [37]. 4.5 Collage Collage is a method often utilized in co-design workshops to get the users partaking in idea generation and product development. Collage making allows participants to express experiences, dreams and hopes through images and words [48]. The method, put simply, is to provide the participants with an image bank they use for collage making. The image bank should consist of images open for interpretation to avoid influencing the participants too much [49]. Afterwards, the participants explain what the collage and images mean to them. This data is then collected and analyzed by the researcher. Collages has also been argued to be a very good tool for generating speculative design due to how quick it is and supports creative thinking [50]. 4.6 KJ Technique The KJ Technique is an efficient method used to structure and analyze large amount of qualitative data. The exercise involves selecting relevant statements from inter- views and observations then organizing and grouping them into different categories with different themes. This helps formulate and identify problems and requirements [37]. 4.7 Brainstorming Brainstorming is a method used to spur group creativity, incite ideas, and solve problems. In the beginning of a project it aims to generate as many ideas as possible without questioning their applicability. This can be achieved by creating an open, non-judgmental environment where the group can build on each others ideas [51]. 18 4. Methodology Brainstorming is usually credited to Osborn and first described in his book Applied Imagination [52]. In this book he proposed four important aspects of brainstorming in order to succeed, these were: do not criticize, quantity is wanted, combine and improve suggested ideas, and say all ideas that come to mind, no matter how wild. 4.8 The Thing from the Future The Thing from the Future is a creative card game with the aim of creating thought- provoking sketches and/or descriptions of speculative design artifacts from different futures. Each round the players create a prompt with four cards that: (1) frames the type of future the artifact should be created for, (2) defines what culture or part of society it belongs to, (3) portrays what type of artifact it is and (4) propose what kind of emotional reaction it may provoke in a present audience. Afterwards, each player writes a description of an artifact that fits the outline of the prompt. The players then get to vote for the description they think is the most interesting, creative and provocative [53]. Figure 4.1: One example of a prompt from The Thing from the Future. Partici- pants create concepts based on the prompt. [53] 4.9 Future Scan Future Scan is an ideation tool that helps imagine how the world could look like in the future and what products and services would be relevant for that world. It can be useful both as a simple exercise or as a tool in a bigger speculative design process. The chart contains around 150 potential future scenarios. The idea is to pick a number from any sector and brainstorm around how to tackle your specific challenge in this future scenario. [54] 4.10 Weighted matrix A weighted matrix helps manage potential design ideas by evaluating them against different criteria rated on a scale. The criteria are defined by the team and stake- 19 4. Methodology holders and should represent the most important aspects for product success. The weighted matrix is useful as support for shared decision making. Important to note is that the conversations this tool generates among the team can be as useful as its result [37]. 4.11 Prototyping Prototyping is the creation of artifacts in order to further explore and crystallize the form and function of an idea. Prototypes can come in different levels of complexity from simple drawings to complex wire frames almost indistinguishable from the finished product [37]. Low-fidelity prototyping A low-fidelity prototype is common in the early stages of a design process and often work as an internal tool for testing out ideas. However, it also does an excellent work evaluating more general concepts towards stakeholders outside the design team [37]. Some examples of low-fidelity prototypes are: sketches, simple digital wire frames, and storyboards. High-fidelity prototyping A high-fidelity prototype is higher in detail and functionality. It might lack some important functionality but contain the look and feel of the final artifact. They are useful for later stage testing where the aesthetics of a product are more central to the experience [37]. Some examples of high-fidelity prototypes are: complex sets of wireframes, CAD models, and physical models of great complexity. 4.12 Seven Foundations model Seven Foundations is a foresight model that can be helpful when imaging and build- ing new visions of the future. This vision and future world can then be used as a tool to create innovative ideas and strategies. The model takes the shape of a circle divided into seven topics(foundations) that are filled with reasoning surrounding the scenario one is creating. For example: the model can be used as a chronological tool where events close to the center of the sphere represent today and those further out are the events and cultural themes of the future. The foundations are: political, economic, environmental, scientific and technologi- cal, social and artistic. These are the most fundamental parts which together make up a mental model of a society. The Seven Foundations model can be used for sev- eral purposes such as strategic foresight, systemic design, product innovation and science fiction prototyping [55]. 20 4. Methodology Figure 4.2: The 7 foundation model explained. This shows the incremental version. [55] 4.13 Scenario A scenario is a design method that aims to concretize a product use-cases in every- day life. The purpose of this is to understand the users behaviors and drives. Also, to understand the interaction with the product from a users perspective to better communicate how that interaction works [56]. By describing an everyday user and her interactions with a product the scenario can work as an anchor for a develop- ment team making sure that the design does not loose a cultural significance and a connection to the end user. This way the product is kept from straying to far into its technical requirement instead putting the focus on creating product that has a place in a day-to-day life [37]. A scenario can take on many different forms. It could be written as a short story, or take on a more visual form. A scenario is most often created from a personas point of view creating a subjective view of the product [37]. 4.14 Bodystorming Body storming is a role-playing technique employed in order to get an understanding of a user experience with a product. With the help of simple prototypes a designer 21 4. Methodology can act out scenarios and interactions with a product, moving through space and situations. Bodystorming has a number of use-cases, it can be used for ideation, concept generation or testing both individually or in parallel. Benefiting from its improvisational and active approach bodystorming can lead to new spontaneous ideas being born from an acted interaction [37]. 4.15 Auto Ethnography Auto ethnography uses a researcher’s personal experience to explore a system or a product. With careful self-reflection a researcher can use their own experience to describe and critique cultural beliefs, practices, and experiences [57]. 4.16 Co-Discovery Co-Discovery is a user experience evaluation method. The idea is that two partic- ipants, preferably friends who know each other from before, explores a product or concept together and freely discuss about it, with or without a moderator. Sharing an experience with a friend can trigger more authentic and experiential comments than a normal interview or discussion with a moderator. However, as this is a method where the participants will control the discussion to a great extent, it can be difficult for the researcher to decide the direction of the discussion. Therefore there is no guarantee that the session covers all the topics that the researcher de- sires. This can be solved by having a moderator present during the session leading the conversation towards these topics. Or asking the participants beforehand to talk about these specific subjects. However, the more the researcher influences the discussion the less spontaneous it becomes. Furthermore, this method is suitable when trying to look into the initial responses to a product or concept [58]. 22 5 Execution and Process This chapter describes the process and execution of the project. We employed a flex- ible and open approach in order to easily be able to adapt the project towards the target group (young adults, 16-25 year old). Thus we began the project with only a singular theme to explore - the relationship between mental health and technology. Further we employed methods to help us understand and map details within this theme that the user group found interesting, relevant, and relatable. Throughout this project we aimed to combine speculative design theory with a user- centered focus. Firstly, we conducted a thorough user study in order to map the wants and struggles of the target group. We did this in order to get an understand- ing of how the user group relates to technology on a personal level, we also wanted to research what kind of technology the user group related most heavily to in order to pivot the project to focus on that technology. Secondly, we conducted future themed co-design workshops together with representatives from the target group. We aimed to design for their vision of the future rather than an academic future vision. By constantly adapting and pivoting the project towards themes that seemed central to the user group in question we hoped that we would create speculative design that not only appeared appealing and thought provoking to the user group but also to the public at large. This would hopefully lead to an artifact that in a successful way sparked discussion on topics of mental health in relation to technology. By modifying the double diamond process from the British Design Council[33] with the Speculative design process by Damien Lutz[42] we constructed a process that fit our goals and incorporated both user-centered and speculative approaches. The process has been divided into a series of distinct stage to clarify the structure of the project. However, in reality the steps had significant overlap and iteration. The steps are as follows: • Empathize and define - In which we explored the user group documenting their relationship towards technology through interviews and co-creation workshops. • Ideation - In which we used the insights to create future oriented concepts. • Prototype - In which we constructed prototypes and role-played in order to crystallize and improve on the ideas from the previous step. This step also included backstory and construction of the artifact’s setting. • Test - In which we evaluated the artifact with the users in order to validate if it archived the set out goals. 23 5. Execution and Process Figure 5.1: The project process. A modified double diamond approach. Each stage of the project is described below followed by relevant methods used during that specific stage. 5.1 Empathize and define The first stage puts focus on understanding the problem, its context, and stakehold- ers. During this stage we used exploratory data gathering methods and co-design workshops to paint a picture of the target group and research field. Emphasis was firstly put on understanding the target group and their relationship to technology, and secondly on understanding their view on the future in order to create believable scenarios that appeal to them. Furthermore, we focused on collection of qualitative data. As we were mainly interested in exploring the problem from different angles, the personal opinions of the different involved parties was therefore highly relevant. The insights gained were analyzed and synthesized in order to define the core prob- lems. The hope was to through analysis methods concretize the data set into an understandable picture of the target group - their thoughts and desires. Specific care was put into defining the target groups’ relationship towards technology and their vision of the future, as this was considered paramount in relation to our research questions. 5.1.1 Interviews In order to get an initial grasp of both the field and the target group, we conducted a total of twelve interviews over a period of four weeks. Two of them were expert interviews and ten of them were interviews with participants from the target group. The participants were recruited through convenience sampling. The interviews were semi-structured in order to keep the conversation open and flexible [37]. Our main 24 5. Execution and Process interest was in the interviewees’ rich understanding of the issues, rather than gath- ering quantitative data. Psychologist interviews At a very early stage of the process two interviews where conducted with four prac- ticing psychologist. The interviews had the main purpose of familiarizing us with the topics that we will handle during this project. The interview template was the same for both interviews. As stated earlier, we are not knowledgeable in terms and methodology within psychology and to gain a baseline understanding of the mental health issues was very important to us in order to fully understand the problem. The two interviews in question were one focus group interview with three school psychologists and a one-on-one interview with a child psychologist that were con- ducted through a video conference tool. Both interviews had fruitful outcomes and yielded data and understanding of the topic. Most notably the expertise from the interviewed psychologists helped us complexify several statements that we, up to that point, had perceived as simple facts. Age Sex Work Experience Interview medium Group Interview 34 Male 5 years Physical meeting 33 Male 5 years Physical meeting 39 Male 5 years Physical meeting Individual Interview 27 Male 1 year Digital meeting Table 5.1: The participants of the psychologist expert interviews Target group interviews We conducted ten interviews with participants from the target group in order to map how they see their own technology. The interviews where semi-structured and all had the same template (see A.1). Starting out with broad questions we quickly localized the technology that that specific user saw as the main problem and thus let them shape the interview themselves. We seeked answers to (1) what is a specific technology that is problematic for the target group and (2) problems that the target group identified with. As the interviews were semi-structured, there was room to both skip and add ques- tions if a topic proved extra interesting. The interviews had the following phases: 1. Introduction to our research problem, consent, and formalities. 2. Warm up: questions and inquiry into the main technology the participants used in their daily life (computer, smartphone, or other). We also probed for screen time per day (in hours) and other use related questions. 25 5. Execution and Process 3. Psychological phase: questions on the feelings of the participants towards their own use of technology, and how they felt the technology affected them negatively. This section contained both open and concrete questions to ac- commodate for all participants. 4. Speculative phase: questions on the future of technology. This phase was initially added because we intended to gather data on how the participants saw the future, but also to gain an initial picture on how straightforward it is for the target group to speculate on the future. This knowledge was later used when constructing the follow-up workshops. 5. Ending with a round-up where we asked the participants whether or not they had thought and discussed any of these topics before the current session. All in all the interviews were interesting and successful, many interviewees showed a genuine interest in the topics and had a lot to say on the subject. Age Sex Occupation Interview medium 16 Female High school Digitally 16 Female High school Digitally 16 Female High school Digitally 19 Male Working Digitally 21 Male University Digitally 22 Female University Digitally 22 Female University Digitally 23 Female University Digitally 24 Male University Digitally 24 Male Working Digitally Table 5.2: The participants of the target group interviews 5.1.2 Co-design workshops Two co-design workshops was conducted together with participants from the target group. All participants were recruited through convenience sampling. Two main goals with these workshops was set: (1) to gain a deeper understanding of their current experience, context, and needs; and (2) to understand their thoughts, ideas, and hopes about the future and its possible products and services. Thereby the workshops also served as an important source of inspiration. A main focus of these workshops was to co-design future scenarios together with the target group. The scenarios and artifacts generated from these sessions were more or less interesting and useful in themselves. However, the reasoning, dreams and feelings behind them proved very interesting and useful. 26 5. Execution and Process Workshop 1 3 hours, Physical setting Break IntroductionQuiz Walk Discussion Thing from the future Imaginary Employer Wrap up Participants Age Sex Occupation 24 Female University 25 Female University 26 Female University 25 Male University Workshop 2 3 hours, Digital setting IntroductionQuiz Walk DiscussionCollage Wrap up Thing from the future Break Participants Age Sex Occupation 22 Female University 22 Female University 20 Female University 16 Female High School Table 5.3: Workshop structure and participants Both researchers attended the workshops. One serving as facilitator while the other carefully took notes and kept track of time. The workshops were analyzed using the KJ technique in an almost identical manner as with the target group interviews. Workshop 1 The first workshop was conducted with four participants in a physical setting. This workshop had an additional goal, besides the two main goals explained above: to test our method Imaginary Employer, see 5.2.1. A sensitizing exercise was sent out a few days prior to the workshop to encourage the participants to think and reflect on their own experiences around the main topic of the session before the workshop. This was a simple exercise with questions to reflect on about life as a human in the 27 5. Execution and Process future such as: • What could a vacation look like in the future? • What could a new subject in school be in the future? • What kind of pets could be common to own in the future? In order to break the ice and create a relaxed and open environment we prepared a warm-up quiz walk about the future for the participants to start the session with. The quiz walk contained questions set in the future, that is, the questions concerned events that had not happened yet, thus the questions had no wrong answers. This sparked speculative and future oriented thinking in the participants. Then we in- troduced them to our project and explained the workshop timeline and goal. Figure 5.2: The questions of the Quiz Walk translated from Swedish to English. (Note that the quiz walk was conducted before the 2020 American election placing all the questions chronologically in the future.) We used a quiz walk firstly because it is a very relatable activity that we knew our 28 5. Execution and Process participants would be familiar with. Secondly we believed it a playful activity that would spark creativity and create an open, non-judgemental environment for the workshop. Next step of the workshop was to start generating ideas. We had prepared for them to play the card game The thing from the future4.8. This method was used to trigger participants to let go of the present and create innovative scenarios and artifacts for a possible future. The participants got five minutes on each randomized prompt to generate ideas. When the time was up they were asked to take turns presenting and reacting to each others ideas. After a break we started the next step of the workshop which was to ideate with the method Imaginary Employer which we developed ourselves in order to help generate speculative ideas for an alternate reality. The participants were told to imagine themselves being an employee at two different future companies explained by the facilitator. (1) Codine - a huge multinational software company that fo- cuses on creating innovative software that makes everyday tasks more efficient, and (2) Teknikgranskningsverket - conducts research of both software and hardware re- lated to stately matters, and evaluates technology and its impact on Swedish society. They were then asked to generate ideas around two different scenarios as an em- ployee at each of the companies, i.e. creating the best possible solution for them. The scenarios were used as a communication tool towards the participants to get them in the right mindset. We created these prompts based on the most interesting themes from the interview data. In short the scenarios were as follows: • The year is 2040 and you want to create products that urges constant use. Make people spend more time, gladly unhealthy amounts of time on the product. • The year is 2120 and you are ordered to create new ways to socialize digitally and find a way to truly mimic a genuine real life meeting. After each stage of the session the participants fastened their ideas on a white board and at the very end of the workshop they were given small sticky notes and were told to rank their two favorite ideas with a short motivation. Workshop 2 The second workshop was held in a digital room with four participants. The time plan was similar to the first workshop, see 5.3. However, instead of using the Imagi- nary Employer method we conducted a collage making exercise as a medium through which the users could visualize their thoughts, feelings, hopes, and desires. This re- placement was made as the collage making exercise is, in our experience, an effective method to use in a digital workshop and was expected to give similar insights. Fur- thermore, we did not want to repeat the same structure with the Imaginary Employer method as it was not an established method and did not yield desirable results in the first workshop. The same sensitizing exercise was sent to the participants a few 29 5. Execution and Process (a) (b) Figure 5.3: The co-creation workshop in action. Showing the participants ideating (a) and showing the participants ranking the different ideas (b). days before and once again the quiz walk was used for warming up, only digitally this time. The sensitizing exercise was discussed and after that it was time for the collage mak- ing exercise. The participants were given a digital "sheet of paper" and an image bank and were asked to describe what they think a day in their life 2120 would look and feel like. This by choosing images from the image bank and assembling them any way they preferred. To unprompted put oneself in a creative mindset is hard and with help of this method we could remedy this by letting them create an artifact through which their thoughts appeared. The reason for choosing collages specifically is that people in general are uncomfortable with sketching and we hoped that a more structured prototyping method would make it easier for users to engage in the workshop. After 15 minutes they were asked to take turns presenting their collages while the facilitator asked further questions about the images to dig deeper and truly understand what they were trying to express. After a 10 minutes break the workshop continued with The thing from the future and later a wrap up with ranking of ideas and discussion. 30 5. Execution and Process (a) (b) Figure 5.4: The co-creation workshop in action. Showing the participants ideating (a) and showing the participants ranking the different ideas (b). 5.1.3 Transcribing First, the recorded interviews and workshops were transcribed in order to more easily isolate quotes from the material. This was also paramount in order to not introduce bias from the research group at an early stage of the analysis. If other methods would have been employed we would run the risk of losing quotes that does not clearly show interesting points but might have a deeper meaning. By transcribing all the audible words of the interviews/workshops we instead worked with all possible data from the start. 5.1.4 KJ technique With the transcribed data ready we started to group it into more understandable chunks through the KJ technique, see 4.6. All data was grouped and categorized in order to map the commonality of a specific opinion or themes in the data gathered. The KJ work was an iterative process and many parts of the data were reevaluated in light of other quotes. Themes changed and quotes were moved until we believed we had a good picture of the collected data. The result was then transferred into written form by scanning through the themes and summarizing the quotes in written form. This approach was used for both crystallizing the data from the interviews and the workshops. 5.1.5 Result from empathize and define stage In this section we present summarized versions of the result from the pre-study. The result from the psychologist and target-group interviews is presented as well as the result from the workshops. Finally we also present concrete takeaways that was carried over into the next phase. 31 5. Execution and Process Figure 5.5: The KJ analysis for the user group data. 5.1.5.1 Result from psychologist interviews The psychologist interviews gave a much deeper understanding of the problem through the interview itself. As the interview had a rather conversational tone it created less of a one way interview setting and more of an open conversation that we believe helped in getting concrete analysis and opinions on the topics for discussion. We left the interview with a deeper understanding of the issue of mental health in relation to technology, an understanding that permeated the whole project and gave us confidence in believing that the we had a more correct and complex analysis of the issues. From the psychologist interviews we condensed a couple of topic/opinions that we though interesting and relevant. The following statements should be seen as no other but these specific individuals opinions. However, as they are all practicing psychologist they can, at least, be seen as their professional opinions and thus have value as inspiration. The psychologists made a point of the way that we today socialize heavily through digital media. They believed this to be problematic but had a hard time formulating specific reasons why. There was also discussion on the relatively novel term paraso- cial relationships4 and how they might be replacements for classical mutual ones. In the pshychologists opinion this is not problematic per se but if the parasocial relationships substitute mutual ones it could lead to loneliness and lacking social skills. However, they also noted that a parasocial relationship can have positive effect in that it can train a person in social skills that later will be employed in classical mutual relationships. The psychologists had opinions on the ease of distraction in modern life. By having the possibility to constantly be distracted we have become worse at remembering specific facts and instead better at finding facts when needed. This is also mirrored 32 5. Execution and Process in how the school system has an increasing focus on deploying skill sets rather then just remembering raw facts. The constant distraction has also led to us removing ourselves from or own feelings. That is, not confronting the woes of our lives, instead opting to blur them out with constant distraction. The psychologists argued that this has led to a generally low bar of what is considered mental problems. As we are uncomfortable in states of mental distress and chose to distract ourselves from our own feelings, we lose the skill to handle stressful situations. People in today’s society are forced to present themselves “in the manner of prod- ucts”. Instead of presenting our lives in a natural way social media pushes us to constantly only show happy and exciting parts of our lives. This creates a norm of persistent happiness that clashes with the natural way of having a life with ups and downs. In extension this creates a general opinion that feeling low is considered negative and unnatural, not a part of a successful life. The psychologists perceived this as negative as it makes people ill prepared for the natural ups and downs of life. It also creates unnecessary stigma around mental health. An interesting part of this argument was that they meant that even social media profiles that exten- sively present their own mental health do it in a disgenuine way: simply showing the “cleaner parts” or lacking the necessary terminology to represent their issues in a meaningful way. Instead they present a general picture of mental health lacking in personal observations. The psychologists seemed apprehensive towards quantifying mental health. They argued that the human mind is too complex to be reduced to just bars and numbers. Instead of working with blanket terms and set solutions society should focus on helping individuals with the methods that work best for that specific individual. 5.1.5.2 Result from user study Analysis of the interviews resulted in 23 categories, see A.2. Some general takeaways can be gathered from the extensive data set. The vast majority of the interviews were pivoted towards the topic of mobile phone use. This because most of the interviewees described that they used their phones far more then any other tech- nological platform and that it was specifically phone use that was their concern in their everyday life. Many describe the phone as often being a distraction and a time waster. Furthermore many discussions turned towards social media as a problem, this because the interviews perceived it as the kind of programs (apps) they used the most and had the most complex problem towards. Only one interviewee used their computer more than their phone as that interviewee played computer games as a pass time. “I think they take too much time, a I think they take up too much time, often you open them up because it is a simple pastime for a few minutes and then suddenly it has been half an hour instead.” For clarity the participants has been divided into two groups: those that perceive their technology use as a problem and those who do not. The ones who do think it 33 5. Execution and Process is a problem are in this case heavily in the majority. However they do have many different tactics to handling the problem. Some have vast networks of tricks and ac- tivities to lessen their phone use, these are also the same people that have extensive analysis on the subject and most prominently present themselves as being negative towards their vast amount of everyday phone use. “Yes, it[the phone] just locks itself and then in order to access it you could still enter a code and I noticed that I entered this code every time and used it anyway.” The rest of the group have varying degrees of action and analysis towards their own phone use. From maybe trying out some simple tricks to use their phone less to just acknowledging the fact that there is a problem without doing anything about it. Some participants expressed that they did not perceive any problems with their phone use. However, it seems to us unlikely that a person who uses any tool 5-10 hours a day will not see both positives and negatives with that tool. Thus it seems peculiar that some interviewees did not have anything negative to say on the sub- ject of their phone use. This could be due to: (1) the questions being too abstract, (2) these people having a bias towards negative talk about technology (as this is a common confrontation from teachers in school and thus they knowingly withheld information in the interview in order to not paint their phone in a bad light), and (3) they simply live such technology impregnated lives that they can not visualize a life without their phone, making the question irrelevant for them. It is clear from the analysis that many participants want genuine social interaction and perceive technology as being in the way of more natural opportunities for so- cialization. However, they have a hard time describing why digital socialization feels less valuable. “Social exchange is so important to people. And I think that the mobile phone can also sometimes be a social escape, that you flee to the phone and then it is no social media.” This view is also mirrored by almost everyone the project has come in contact with outside of the user group representatives. Participants find to important to live a life with physical social interaction where two (or more) people meet in a loving and empathetic way, they also often perceive technology as being in the way of such activities. Many found it hard to spontaneously speculate on the future. Those who actually answered the future oriented questions at all did so with generally shallow answers and well established tropes such as robots, space, etc. “I do not really know but I think we will mostly see development in smartphones and cars and games and stuff. So I think it will be easier 34 5. Execution and Process to get around and find things out and hold things that are thinner and so on, I do not really know...” As the questions regarding the future was added with the expressive purpose of probing for the interviewees capabilities to spontaneously speculate this is not a problem per se. However it is clear that it will be important to use appropriate methods during the workshops in order for the participants to be able to speculate beyond the contemporary. One thing we found both interesting and worrying was how common the topic of younger generations were during the interviewees. The interview had no pre-defined questions regarding the topic of children and their technology use and the fact that the rather young user group still lifted the subject hints at the importance of the topic to them. “I see younger children who sit glued to their tablets and their phones and stuff like that. Then I think back to when I was little and did not have all that stuff in the same way and I always think that I had so much more fun When I was little.” Interesting to note is that very few interviewees mentioned data privacy. We had anticipated this as being a much bigger issue that the data shows. It is also important to note that many participants described positive aspects of technology as well. More functional apps such as bank apps, public transport apps, etc., seem to be very uncomplicated in their use case. “It is practical to have music, banking, e-invoices, it is easy to be able to get in touch with people quickly. if you are late or something has happened. I feel that I have talked a lot about what I think is negative but I obviously think that there is a lot of positives with it as well.” 5.1.5.3 Result from workshops Analyzing the workshop resulted in 15 categories, see A.3, and a great amount of ideas. The ideas were more or less useful in themselves for us to continue developing. Instead, the concept and reasoning behind them gave us ample understanding of the user group’s view on the future. The workshop showed that almost all workshop participants had a focus on climate change when envisioning the future. Even when discussing or ideating on matters not apparently demanding a climate angle they still created scenarios and solutions that had the environment in mind. In general the participants seemed to put their hope towards technology to solve the climate crisis, however the importance of there being motivation for deploying technology in order to save the environment was also brought up. One example of an idea on this theme was: a meat eating plant that was 35 5. Execution and Process a result of our climate destruction. The plant eventually grows huge and combats society. Interestingly, this idea was pitched as neutral or even positive even though the plant would eat large amounts of people. Another idea was a set of dice that randomly determines what bare necessity moon-colonists needed to give up in order for others to survive. This, we believe, expressing a want for people to reduce their extensive consumption of natural resources. When participants were asked to brainstorm on the subject of state and governance many of them came up with ideas that had dystopian undertones and existed in surveillance societies. For example - an AI system that reads people’s minds and catches and acts on destructive thoughts that people have. These ideas were created relatively unprompted showing that many fear a future with increased surveillance and dictatorial aspects of state. However, as earlier prompts in the workshop had a somewhat negative tone, this may have affected the participants’ state of mind and therefore also the results. A technology that recurrently mentioned through the workshops was VR technol- ogy. Several people created scenarios where humanity more or less lived in VR, this was often combined with climate disaster where VR was an escape from a dying and more hostile world. Another thing that was mentioned several times was robots. One example being that automation will make most jobs obsolete and people instead work with observ- ing robots at work. Several had ideas about robotic pets or plants with varying degrees of personality and function. For example: an extremely invasive plant that grows all over your home to cure depression. The singularity 5 was also mentioned as a possible future scenario. Some ideas had to do with how different cultures and our psychological well-being and opinions will change in the future. For example one person expressed that cul- tural activities, such as music and cooking, will disappear. Another hoped that the future would be more spiritual as a revolt against a technology based and infor- mation dense reality. One participant mentioned that the future is often presented as being more relaxed and harmonious but that this is not necessarily the case. This showing fear of shortage of reflection in our society on the consequences of the technology development. Many ideas were projections of technology that we see today being developed fur- ther. The participants envision a more digitalized and efficient world where all aspects of society and life are “improved” by new and more advanced technology. Some mentioned new school subjects that might be needed due to this, for example software development and mental health in relation to social media. Some ideas also showcased a belief that the future may hold more emotional technological improve- ments to life. For example cloning deceased loved ones back to life or cloning dead pets. Some ideas handle systems that help people make important life choices. For exam- 36 5. Execution and Process ple a cylinder that helps one vote in elections by analyzing ones’ “true” wants, or a system that analyses your brain at an early stage and tells you what you should work with. In general, the participants expressed a feeling of hopelessness towards the climate aspects of the future. They also described concern for the future and a fear of it developing in the wrong direction. Some highlighted the dissonance between society and human nature saying that we do not fit into the way society is constructed. Furthermore they argue that this dissonance will increase as society moves into a more technological future. The participants mentioned aspects such as the human need of physical contact, or to experience nature. There were general mentions of poor mental health in the future as we increasingly disregard basic human social needs. According to the participants, people will become more lonely in the future as technology makes a lonely lifestyle more viable. They mentioned that we need to learn how to live with technology to keep social interactions alive. 5.1.6 Takeaways from empathize and define stage • Mental health is a complex subject and many things that seem like fact are more ambivalent when under scrutiny. For example: the growing mental health statistic in Sweden is not necessarily due to a growing mental health problem. Other factors could be the reason for the trend, increased testing, for example. • Phone use is by far the most represented and problematic technology in the user group. As it is so relatable problematic in its use cases the final artifact should in some way focus on the phone directly or indirectly. • The user study clearly shows that the topic of social interaction is entangled with one of mental health and technology. Many perceive technology as be- ing in the way of more genuine social interactions and technology leading to loneliness and by extension mental disorder. The artifact should in some way incorporate these themes in order to resonate better with the user group. • In many cases the future is synonymous with dystopia according to the user group. The scenarios often contain climate change at its core. As it is such a central theme the final prototype should encompass climate change in either its use or setting/backstory. • It is important now and going forward to be technology critical and not tech- nology negative. Furthermore we need to generate ideas that embrace tech- nology rather than disregard it, very much in the same way as the user group sees their relationship towards technology. There are problems in the hu- man/technology relationship but none of the interviewees expressed a want to fully remove technology from their life. The question at hand is that of having a healthy relationship towards technology. 37 5. Execution and Process 5.2 Ideate During this stage our main focus was put on generating ideas based on the gained understanding of the problems and the target group. In order to generate ideas, we used a diverse set of methods from both human-centered design and speculative design. The execution and takeaways are described in this section together with concretization and final idea selecton. 5.2.1 Internal ideation With help of different ideation methods and tools, we worked to create as many ideas as possible. Firstly quantity over quality and further ahead in the process narrowing them down to fewer ideas of high quality. The internal ideation consisted of many iterations and was carried out throughout the whole project process. The methods and tools used within the team are explained below. Brainstorming The brainstorming technique, see 4.7 was heavily used during the whole process. We always strived for an open, non-judgemental environment where we felt comfortable to communicate all ideas that came to mind, no matter how wild, and build on each other’s ideas. The Thing From the Future This card game, see 4.8, was played early in the ideation process to widen our views and look beyond solutions that are fully reasonable. The prompts given triggered us to generate ideas in wild future scenarios. This was not always easy, seldom the idea itself was the most interesting part but instead the accompanying backstory and motivation. When looking at the ideas derived from this method they all had something to say in a bigger context of human thoughts, needs, and desires. It was after a successful pilot test of the method with two external participants that we decided to use this as a method in the co-design workshops. We expected that the method would reveal the user group’s feelings and visions of the future which, in relation to the research questions, were more interesting to us than the ideas for future products themselves. Future Scan Another tool used in the ideation phase was Future Scan. This chart of 150 potential future scenarios served as inspiration and constraints which we ideated within. The tool generated many interesting ideas, however the constraints led to ideas not clearly connected to the topic of study. Our hypothesis was that if we make our own list of potential future scenarios, based on our target group’s view of the future, we could achieve more relevant ideas. Therefore we went through the categories in the result of the interview analysis and tried to translate each of them into at least one future scenario. We concretized the scenario in one sentence and stated how 38 5. Execution and Process Age restrictions on internet access, 16+1. Internet is no longer anonymous but needs unique ID2. Ethical and psychological impact of technolgy is a mainstay topic in school3. Social media integrated into brain4. Possible to live whole life in VR5. Personalised input from reality6. Figure 5.6: The first couple of items on the 31 home brew future scan list. far into the future it was taking place. This resulted in a list of 31 future scenarios (see figure 5.6) which we then used for ideation. The ideas generated from this list were highly connected to the topic of study, as predicted, and several of these ideas helped shape the final concepts. Imaginary Employer When brainstorming on the topic we sometimes had difficulties concentrating our thoughts into a specific product. This was probably because we had access to a sizable data set but not a clear problem to tackle. As we are doing Speculative Design there is no real problem to solve but rather a discussion to be had and we felt uncomfortable in the role of provocateurs instead of problem solvers. To remedy this we created several fictional organizations to work towards in order to hijack a more problem solving approach that we felt more comfortable with. By role-playing as designers employed at these organizations we were able to create ideas that seemed more grounded and motivated. It also had the added effect of making us let go of our personal values and adapt the values of the organization at hand. Depending on the values of the organization the ideas could still be very much critical in nature, or rather, cynical as they wholeheartedly embraced the value centered approach of (some of) our fictional organizations. 39 5. Execution and Process We had a very open approach to the topic and instead let ourselves be restrained by the organization’s main expertise (For example: hardware or software) and val- ues. However, we believe that with a clearer problem the approach can be used effectively to ground early ideas and have a value centered approach. The method also had an added effect of creating ideas with the underpinnings of a backstory, be- ing produced by a fictional organization, making the ideas feel a bit more believable. We decided to continue developing this method and created templates with empty boxes each with a specific purpose for other designers to fill out and use. Figure 5.7: A template of the Imaginary Employer method filled in by a Workshop attendee. 5.2.2 Concretization and idea selection After an intense period of ideation and iteration, all ideas were reviewed and the most interesting 14 ones (see A.4) were picked based on a set of criteria presented below. The criteria were created based on common and important aspects from theory on speculative design artifacts, see 3.2, the research questions, see 1.2, the relevance of the target group, see 5.1.5.2 and the interest of the team. These 14 ideas were then concretized and evaluated using the same criteria as listed above. Four of the ideas were then chosen to proceed with. 40 5. Execution and Process Believeability How reasonable it seems that this design could exist in the future Provocativity The ability of the design to create a strong emotional response from a user Inclusivity To what extent the design builds on concepts that are easily understood by the general public Affordance To what extent the design clearly communicates its use and functionality Symbolosity To what extent the design is understood to be connected to a social issue or future problem Innovativity To what extent the design builds on novel ideas or novel implementations of technology Prototypeability To what extent it is possible to build a prototype of the design, digital or physical Testability To what extent it is possible to evaluate the design with the user group User group relevance How relevant the design’s topics, themes and function- ality is to the user group young adults Topic relevance To what extent the design engages in the field of mental health in relation to technology Reach To what extent it is possible to show/communicate the design to a wide audience Wow factor To what extent the design appears interesting at first glance Fun factor How engaging and challenging working with the design is to us Table 5.4: The 13 categories that were the basis for the weight matrix In order to support the difficult decision of choosing the final concept, a weighted matrix based of the criteria was used on the four ideas. This concept was to become the main focus of the project after this point and therefore it had to be the idea with the clearest connection to the user group and the idea that most clearly highlighted the issues that are the main topic of the project. With this as background we carefully evaluated every idea and decided that the idea with most potential was “Electric Clothing”. The motivation for this decision was that the Electric Clothing idea was perceived as being the idea with most potential in relation to the research question. In contrast to many other ideas it embraced technology in an interesting way, eliminating the risk of being perceived as retrograde. Furthermore, there was interesting parallels between technology and human in the design. A connection that we believed would be a good basis for bigger discussions on the topic of technology use and mental health. To physically connect the person to the phone and powering 41 5. Execution and Process Criteria Weight Digital Jammer Communal Computers Data Capsule Electric clothing Believability 3 5 4.5 4 5 Provocativity 3 4 4 3,25 3,75 Inclusivity 2 4 4 4 3,5 Affordance 2,5 3 4 2,5 4 Symbolisity 2 4 2 3 5 Innovativity 1 3 3 2,25 4 Prototypeability 2,5 5 2 5 4 Testability 2 4 2 3 3,5 User-group relevance 2,5 4 4 2,5 5 Topic relevance 2,5 5 5 3 3 Reach 1 5 3 5 5 Wow factor 2,5 3 4 4 3 Fun factor 3 3,5 3,75 3,25 3,75 Weighted total 119,5 106,25 101,25 118 Table 5.5: The weight matrix the device with body heat would amplify the feeling of the phone being an extension of the self and therefore hopefully create interesting conversations on the topic of human phone relationships. The idea also had the sought after environmental angle that rhymed so heavily with the user group. Lastly we believed that the idea was complex enough for development and that it could easily be developed further to find new interesting avenues of discussion. 5.2.3 Result from ideate stage In this section the four final concepts are explained. As well as motivations for why they where relevant or not for the scope of this project. Digital Jammer In a world where our concentration is constantly split between reality and the dig- ital, many yearn for a moment free of technology and a true social meeting with other people, see 5.1.5.2. This artifact helps in this regard by jamming digital de- vices in an area around it. By disturbing digital signals and functionality a user can force those around them to focus on more physical activities hopefully creating more genuine social situations. Very clearly this concept is a comment on today’s digital society by putting into view how much we let digital devices control and dictate how we live our lives. By removing the possibility of technology, the users can reflect on how often they would use technology if the jammer was not active. Additionally the very need of having a product that forcefully removes an activity showcases how we seem to lack control over our digital use. 42 5. Execution and Process Figure 5.8: Infographic showcasing the experience of using the Digital Jammer For the user groups this is highly relevant as one of the most common problems mentioned in the data is how a conversation or social gathering can be undermined by heavy phone use. Many users want to have a more grounded social experience and get rid of the epidemic of “phone pauses” and “google disruptions”. In general a majority expresses a want to use their phone less, see 5.1.5.2, something that this device might encourage. See 5.1.5.2. Lastly there is a privacy angle to the artifact as it will also disrupt any possibility of recording or photos during its active use. This will create a more private setting that