Noura Howell

This crochet motif has craft, handiwork, heirloom, decorative, and feminine associations.

Once the crochet motif is revealed to be color changing, it gains new associations with technology, electricity, and information displays. Two different “forms” are possible, one that is entirely white and one where only the pink spiral arms turn white.

The crochet motif came out of material explorations with color-changing thread. From my perspective, I always knew it was about a technology-related material exploration, so the “new” associations were with the crochet, handiwork, craft, etc.

From the audience’s perspective, it is clearly handmade crochet and thus carries those associations, but then its technological associations emerge when they see its color change.

In the end, I think the color-changing crochet maintains both hand-crafted and technological associations, and I am curious about what kinds of design possibilities this opens up.

Weina Chen

Because of some confusion in the first part of the assignment, my unexpected object has changed from the holographic (!) Pokemon card to this glass pitcher. It has a script “S” on the side of it, which makes me think it was snuck out of a Sheraton Hotel or something. I came across it my freshman year here at Cal at the Goodwill on University and Shattuck where I was looking for a liquid-container.

Pitchers like this one are often associated with summer, ice cold lemonade, drinks, and refreshment. This one probably had a great career at the hotel serving customers beverages, before it was taken home by some guests and retired from the hospitality world. I imagine it then having a nice retirement in a home with some small children who set up their lemonade stand with it during the Berkeley summers. Then, when the kids grew up, the pitcher ended up at Goodwill.

I bought the pitcher because I had just gotten a goldfish (Alameda, and he’s still with me!) and I needed a fishtank. At Goodwill that day though, this was the largest container they had — much too small for a goldfish. I ended up buying the pitcher as a temporary home while I secured a real fishtank for Alameda. Afterwards, when I would clean the fishtank, I would use the pitcher as a holding tank for the fish and plants while I scrubbed out their tank.

After freshman year, my housemates would always comment on my “fish in a pitcher” and that they “almost drank him” by pouring themselves a glass. The pitcher is so firmly associated with drinkable, fresh beverages that there’s an element of surprise when there’s a live goldfish swimming around inside! I’ve gotten many comments about “what a pretty pitcher” it is, which have always amused me because it’s a rather standard one. I think the unexpectedness combined with the novelty and beauty of the living creature inside elevates the rather mundane pitcher to one that is artistic and whimsical.

Funnily enough, my roommate, who I have been living with for almost 5 years now, saw me taking pictures for this assignment and commented “oh you’re cleaning the fishtank!” Perhaps this pitcher, at least when associated with me, has lost most of its beverage-associations and become a standard fishtank-keeping tool.

PS. no fish were harmed in taking these pictures. The fish in the picture is actually Stanley, who is Alameda’s friend.

Elena

For this project I decided to create new associations with a common object (i.e., an egg) using a surprise factor. Once I decided to use eggs, the obvious thing to do was to modify its content, but I wanted people to engage more than one sense during the experience, so I thought about changing their smell too. Once I defined what to do with the objects themselves, I started thinking about how I could set up the experience to emphasize the surprise effect. Then I remembered a talk I attended to last semester where it was mentioned that a good way to do so is to have three identical objects (in appearance) where the first two are “normal” and the third one is “especial” or “unexpected”. I liked this idea a lot because, besides allowing me to fulfill the goal I had in mind, it allowed me to reconceive this activity as “telling a story”. The story starts with a common and well know object (i.e., eggs). You are prompt to analyzing the first one, and after doing so for a while you get to the conclusion that it is, indeed, just the typical egg you are used to. Then you go to a second egg. You might expect it to be somehow different, but, disappointingly, it is not. It is another typical thing. Finally you get to the third egg, and you probably do not know what to expect anymore. Most likely you will not find anything extraordinary. But then, when you interact with it you discover something weird. Why would an egg smell like peppermint, mandarin, or ginger? This makes no sense, and you want to keep analyzing it. Then you find something else that is completely unexpected: when you lift it the egg is extremely light, when you shake it does not feel like the other eggs, or it clinks. Now you are surprised! (climax point.) But the story does not end here, you are dying to discover what is inside of the egg. So you break it and find an empty shell, a stainless steel chain or green jelly. What?! Now the new associations with the “special” egg make sense, but you still do not understand how the trick was carried out… and once you do the story comes to an end.

Characteristics, properties, and emotions typically associated with your original object

Mine
Healthy
Fragile
Egg smell
Food
Normal egg weight
Liquid inside
Roundish

Group 1 (Smell and break)
Smells like an egg
Strange

Group 2 (Smell and shake)
Fart
Toilet
Hard boiled
Cooked
Fresh

Group 3 (Lift and smell)
Bad
Neutral
Goose
Smells bad
Unbalanced

Characteristics, properties, and emotions associated with your new object
Group 1 (Smell and break)
Toothpaste
Jello!
Hard boiled and dyed

Group 2 (Smell and shake)
Pepper
Instrument
Dance

Group 3 (Lift and smell)
Orange
Crisp

Teresa Haun

I decided to convert a d-con mouse trap to an outdoor spare key holder for the unexpected object assignment. The initial associations with a mouse trap are that is filthy and disgusting, so something that a stranger would not want to touch. I wanted to change these negative associations to positive ones depending on the user.

Spare key hiding places have become so obvious, so burglars can easily check inside fake rocks or under door mats or flower pots to break in. I was in need of a secret spot to store a spare key, so thought changing this mouse trap would be a creative way to do so while using the negative associations to my advantage. Even though mouse traps are typically used inside instead of outside, I have a patio door without a screen so I use a small trap like this one to prevent any mice from getting inside my apartment.

The class had a few great responses to my unexpected object presentation. The first was a funny joke asking where I live, since the class then would know where I would hide my spare key. The second was an interesting metaphor that the changed object still prevents intruders just a different type (human) compared to the type that the original object tries to restrict (rodents). The third was a question regarding whether I would even want to touch the trap if it had bait inside, but I clarified that this changed object would now only be used as a key holder or a mouse trap (never both at the same time for that reason).

I think my intended outcome was accomplished as there seemed to be surprise in the room when I revealed what I had changed the mouse trap to, meaning it would never have been suspected as a spare key hiding place.

User Interface Metaphor Discussion Presentation

User Interface Metaphor Discussion Presentation
Teresa Haun, Yang Tan, Meghana Battini

[Please note you can see the presentation attached as images of each slide. The below are some written out explanations, similar to what we talked about during our presentation. Due to the image # limitations per post, there will be an additional addendum post to cover remaining slides]

What is an affordance?

“An affordance is a property of an object, or a feature of the immediate environment, that indicates how to interface with that object or feature.”
Metaphors help us understand affordances. We associate characteristics or emotions from one thing and apply them to another.

Affordance example 1: Computer mouse (Teresa Haun)

A computer mouse allows you to click and select different items on a computer. A metaphor for this is driving a car that gets you around the world quickly, since a mouse is like a little transport vehicle to get you around your computer quickly. This is a universally understood example that works across cultures as people all over the world use the computer mouse and drive automobiles. This metaphor is understood through teaching, since it is not very intuitive to figure out what to do with a computer mouse or how to drive a car. You are taught both usually by a parent or mentor and there is even driving school to make sure everyone understands the process similarly.

Affordance example 2: Apple Home Button (Yang Tan)

The apple home button is the sole tactile button. Metaphors for this are:
– “big red button”, with associations of power;
– rube goldberg machines, with associations of one touch that triggers a delightful cascade of events which you do not have to do yourself, whimsy, fun;
– a nest, which is perhaps a more personal metaphor, with associations of warmth, familiarity, comfort. The home button’s round design evokes this, as well as its function of bringing you “home”.

The metaphor of the big red button for example is more universally understood in post-industrial societies. This metaphor is learned through experience (cause and effect is pretty directly observable without being taught).

Affordance example 3: Mug Handle (Meghana Battini)

Whenever we hold a mug using its handle, we build a connection towards it and feel like it’s ‘ ours!’ just like holding onto something or someone really close to you. Keeping this in mind, the metaphors used for this object are – Affection or holding onto something / someone really close to you.

HOW and WHY do we associate that action and feeling towards it?

We can see that the shape of the object implying the purpose and function of the affordance. In a way, the shape itself can be used as an interface to use the object. We have been trained to do that action whenever we see that shape and we associate that in many other situations like holding a scissors/ a ring/ a person etc. We can see how these metaphors are being used in actually designing an object

It is Universally understood and works across cultures. We have been trained to do that action right from our childhood and now we do it by instinct. No matter how you hold it, the basic initial actions of your hand is the same and that is how you connect with it.

Bad Design example 1: Door that is too close to toilet (Teresa Haun)

An example of bad design is a bathroom that is far too small and the door is so close that your legs hit it while sitting on the toilet or you just can’t get out easily. A metaphor for this is public transportation systems where there are far too many people jammed together and so you don’t have the space you need. Even with more experience using a tiny bathroom or commuting on a packed train, this would not improve the bad design since it is a functional problem driven by too little space accounted for. This is a universally understood example but it is appreciated more by certain cultures that value more space and have the opportunity to give each person more space. This metaphor can really only be understood and appreciated by experiencing the inconvenience of small spaces for the sake of efficiency.

Bad Design example 2: Rally Race Computer (Yang Tan)

The Rally Race Computer has a lot of knobs, buttons and requires a lengthy key combination to execute a simple task. Metaphors for this race computer include: traditional programming thermostat, airplane cockpit, a robotics technician (evokes technology and “expertise required”). Some of these metaphors contain some positive associations (airplane cockpit could connote excitement, speed, technological expertise) but a lot of them have negative associations and emotions such as frustration, overly-complex, confusing.

Experience could improve this, such as by learning key combinations, but only up to limit. After that a functional matter because the core function is impeded: you could forget how to access certain core functionality because of the complexity and diminish your experience.

These metaphors are perhaps more personal. Metaphors for this object are somewhat individual – e.g. generational, expertise-based.

These metaphors are taught, based on your exposure to electronics, tech experience, and/or media concerning race car cockpits, airplane cockpits etc.

Bad Design example 3: An Umbrella (Meghana Battini)

I personally had bad experiences with this object and because of this I would split the metaphoric interpretations into 2 parts –
1. When using it for the first time: Protection/ Blessing.
· An umbrella can be associated with a roof, which protects us from rain and other environmental factors.
· It can also be associated with an Indian way of blessing, which usually implies support.
2. After bad experiences with the object: Weapon/ Pushing people away from you.
Due to some aspects of the object, which makes it a bad design, unintentionally we tend to use it to push people away from you or used as a weapon to protect yourself.
· It is too big for one, too small for two, has sharp ends at its circumference.
· Because of its size and material, it is really hard to use this object in the crowded areas – We usually tend to lift our umbrella due to lack of space.

It is universally understood and works across cultures. The metaphoric associations wouldn’t improve the experience of it as it’s purely function based and is personally linked with every individual using it.

Siqi Wang

Original Object:
1# Wood Board

hard
regular shaped
sharp (sometimes)
unbendable
grain
raw material
wood color
press not deformed

Emotions:
hardly feeling associated

2# Chair Pad

soft
diverse shape
fillet
thick
responsive
bendable
diverse color
press and deformed

Emotions:
more comfortable
cozy
relief
part of decoration
want to have more!

Manipulated Object
1# Wood Cushion
(what I thought)

seems hard
(actually soft)
seems rigid
(actually responsive)
regular shape
(could be formed)
grain + wood color
geometric pattern

Emotions:
another kind of comfort maybe?

2# Wood Cushion
(ideas from others)

Emotions:
interactive
playful
toy for pets (cats?)
game-like
poked
don’t want to sit on

The initial idea came from my curiosity of transforming the properties between “hard“ and “soft“. So I have seat cushion as my original object. Working with wood board, I’m trying to add another layer of information to the object which will make the soft cushion visually hard, but potentially responsive and deformed. I designed some possible patterns as a way to divide the wood board. Eventually, the wood pieces were attached to the cushion.

When my audiences first saw the new object, they thought it’s hard and wood made product. Then, I ask them to press on the surface of it. They realized it’s actually responsive and not “rigid“. I asked if they would still want to use it as a seat cushion. They said definitely “NO“ (it will poke them). Their suggestion is about how to make it playful and interactive, which also could be used for pets (they may want to stay on it).

Roommate Searching Tool for Craigslist

Roommate Searching Tool for Craigslist
Group: Siqi Wang, Justin Berner, Elena Duran L. Meghana Battini
Text by Justin Berner

The product is for students who is new to the area does not have a place to live, but are looking to live with new flatmates/roommates. Currently, roommate-hunting websites primarily present a lot of information about the personality of the roommate and the specifics of the apartment, but they provide little information about the dynamics of the neighborhoods in the area. Our user can thus first discover the neighborhoods in which they would feel most content (i.e. a neighborhood with nightlife, restaurants, parks, etc.) before diving into the personalities of possible roommates.

Design Flow:
After deciding whether they are offering or seeking a roommate, the user puts in a range of prices and possible roommates. Then, they go to a map that has circles overlaid it to represent both number of matches (size of circle) and the most salient feature of that neighborhood (color of circle). The user can be taken to a screen where they can choose from a predetermined set of tags to help refine roommates. Once they have a sufficient number of tags, they can go to a new page with a group of circles with photos of prospective roommates. They can then click on the roommate to see a list of social media characteristics (top songs, top photos, mutual friends, etc.) and then from there they can click a button to contact this person.

The desired feeling that the product should evoke would be someone between the classic feeling of craigslist/newspaper browsing for roommates and the more immersive, navigational feel of applications or social media. It should try to take some of the uncertainty out of this process since it is geared towards those who have little-to-no knowledge of the area.