WWHWI – April 30 Checkpoint

Today, I got the chance to present my project in a supergroup tutorial, this is a nice change that allowed me to learn about the work of my peers who I hadn’t had the opportunity to hear from before.

As stated in my previous entry, my project has taken a new direction, one that feels more personal and true to my own experiences. I introduced my question to the supergroup: “How can social confidence be improved in underconfident-individuals through non-clinical, engaging methods?” I spoke about the potential of gamification in social skill development, backed by several recent studies published between 2022 and 2024. However, these papers, such as the one by Bean (2023), pointed out that while role-playing games (RPGs) offer a therapeutic framework, their effectiveness relies on a therapist to design specific in-game scenarios. Here, I see an opportunity: what if I could develop a game that provides the means for social skills practice without needing clinical (therapist) involvement? This could fill the gap between potential and practice, making it more accessible for individuals to engage with and benefit from.

Today’s tutorial feedback pointed out the broadness of the term “underconfident-individuals” within my question. Upon hearing this, I immediately thought about narrowing down the target group to “online gamers.” Fortunately, I quickly caught myself leaning towards a stereotype. Despite being a gamer myself, I still catch myself making these kinds of assumptions at times, my brain wasn’t braining properly at that moment. Research from my previous pop-up intervention project indicates that the common stereotype of gamers as young, male, and socially inept is increasingly outdated (Wellings 2010). I realized it’s important to specify my target audience to avoid broad generalizations and not to inadvertently reinforce stereotypes associated with gamers. Not all gamers fit the shy, introverted profile, and my project should not lazily fall into this misconception. Instead, I’m going to hone in on gamers who, like some friends I know, are shy or less confident in offline social interactions.

A classmate who also identifies as a gamer approached me during the break, expressing interest in this project due to his/her own struggles with speaking confidently in a formal public setting. I think I may have found my first stakeholder!? It’s encouraging to know that there are people who can directly relate to the project’s goals. I will definitely be having more conversations with this classmate as I flesh out my initial idea and refine my question.

References

Bean, A. and Connell, M., 2023. The Rise of the Use of TTRPGs and RPGs in Therapeutic Endeavors. Journal of Psychology and Psychotherapy Research, [e-journal] 10, pp.1-12.

Wellings, E.H., 2010. The Negative Stereotypes of Online Gamers and Their Communication Consequences.

WWHWI – Changing Direction

Today, after a one-on-on tutorial session with Jasminka, I’ve decided to pivot my project towards a topic that resonates more deeply with my – leveraging gaming elements for character building, identity exploration, and aiding those with social anxieties, like myself during my younger years. My experiences with video games, particularly with “The Sims,” where I crafted a socially charming character, showed me the potential of games to serve as a rehearsal space for real-life interactions. This helped me with my insecurities and social anxieties subtly, giving me a sandbox for social exploration.

During the discussion, I shared insights from a study on table-top roleplaying games, specifically “Dungeons and Dragons,” which highlighted the social benefits of engaging deeply with character roles. Jasminka appreciated the relevance of this study but also prompted me to consider how my project might differentiate from existing roleplaying therapies, which are typically at a professional therapeutic level. I think maybe something that is specifically focused on character development and identity exploration for those not in need to clinical intervention? Something that can offer a sandbox environment for social rehearsals? A low-stakes environment for individuals to experiment with their identities and social strategies? These are just my raw thoughts, I’m still early in and I need to refine this idea more, and I need to dive deeper into research.

The Therapeutic Potential of Video Games for Neurodivergent Individuals

Introduction

My journey into this project began with a question that seemed simple but was laden with complexities: Can video games be more than an entertainment? This question guided me through my project, “The Therapeutic Potential of Video Games for Neurodivergent Individuals,” where I explored the potential of video games’ potential as therapeutic tools, especially for those who see the world differently – the neurodivergent individuals.

The seed for this project was sown during the previous pop-up intervention showcase I did, titled “Video Games and Violence,” where I aimed to challenge the pervasive myth linking video games with aggressive behavior. I’ve received feedback that broadened my views. There is so much more I can do than just disproving a myth, what if I could uncover the untold positive impacts of gaming? This was a pivotal moment in my process, pushing me towards a more impactful inquiry: How can video games serve as a bridge to understanding, empathy, and healing?

Driven by a blend of curiosity and a desire to contribute to a more inclusive conversation around video games, I started on this project. It was an opportunity to dive deep into the therapeutic possibilities hidden within the pixels and narratives of video games, it’s an opportunity for me to shine a light on their capacity to foster connections, enhance cognitive functions, and offer a comforting refuge for neurodivergent minds. My aim is to not only add a new layer to the discourse on video games but also to challenge stereotypes, encouraging a shift in perspective.

Background Research

My understanding on video games’ role beyond mere entertainment began with a piece by Colder Carras et al. (2020). Their research, suggesting that off-the-shelf video games’ potential in preventive and therapeutic medicine, served as an anchor for my inquiry. It wasn’t just the games themselves but the possibility they represented: a bridge to therapeutic landscapes ini digital gaming spaces.The narrative unfolded further with Meinen’s contributions (2021, 2023), offering a lens to view video games as empathetic tools that allow players to inhabit the experiences of neurodivergent individuals. These insights provided a glimpse into how games could facilitate a deeper understanding and empathy by simulating neurodivergent experiences from a first-person perspective. Meinen’s work highlighted the shift from passive observation to active engagement with neurodiversity, inviting a participatory form of understanding that goes beyond just watching from the outside.

Building on this foundation, the practical application of video games in therapeutic contexts is vividly described by Franco (2016), who provided a compelling case study of video game based group therapy. Franco detailed how “a group of researchers conducted weekly 1-hour video game based group therapy sessions over six months, finding that this approach significantly improved self-awareness, social skills, and behaviors in individuals with traumatic bran injuries (TBI).” This example highlights the tangible benefits that video games can offer in therapeutic settings, bridging the gap between theoretical potential and real-world application.

The concept of ‘serious games’ introduced by Vacca et al. (2023) expanded the therapeutic toolbox available for addressing neurodevelopmental disorders. Their findings revealed how these games, designed with specific educational, training, or health improvement goals, have been effectively employed to support children with various cognitive disabilities. This revelation showcased video games’ capacity to cater to a broad spectrum of therapeutic needs.

The academic journal by Griffiths et al. (2012) sparked considerable interest for my research. Their comprehensive exploration into video games’ therapeutic applications really added to my understanding of how these digital platforms could extend far beyond entertainment. Griffiths and his colleagues highlighted the vast applications of video games in therapy, from cognitive rehabilitation and social skills development to addressing specific psychological challenges like anxiety and attention deficit disorders. One important quote, “Video games have been used as a form of physiotherapy, occupational therapy, and cognitive rehabilitation, demonstrating considerable success when designed to address a specific problem or to teach a certain skill,” showcased the broad scope of video games in therapeutic contexts.This was not just about the therapeutic potential of video games but about their demonstrated success across diverse patient populations – from children with health conditions to the elderly – showing the versatility of video games as therapeutic instruments.

What truly excited me about this literature review was the realization that this field is still in its infancy. The recent contributions like those from Colder Carras et al. (2020) and Meinen (2021, 2023) highlights just how fresh a lot of these findings are. This realization really showed the vast potential that lies ahead in this field.

Stakeholder Engagement

One of the most significant part of my research was my interview with Alex Roland, the founder of the Association for Neurodiversity in Video Games (ANVG). This conversation was invaluable, offering deep insights into the current landscape of utilizing video games as therapeutic tools and the potential for future developments.Before reaching out to Alex, I ensured to establish informed consent, detailing the project and the interview’s scope, purpose, and how his insights could contribute to the broader narrative of my research. This step was about respecting Alex’s autonomy and creating a space founded in mutual respect and understanding.

Alex’s journey into advocating for neurodiversity in gaming was sparked by a mission in “Red Dead Redemption 2.” He shared how the game’s default to violence in a scenario involving a neurodivergent character didn’t sit right with him. This moment wasn’t just about the game, it highlighted a broader issue: the gaming industry’s missed opportunities for empathy and inclusivity through more thoughtful narratives. Our conversation got real when Alex opened up about the hurdles he faces in pushing for more inclusivity in video games. It’s not just about having good ideas; getting the industry to listen and act on feedback related to neurodiversity is a whole other battle. His experience painted a picture of an industry that is stuck in its ways, not fully open to embracing inclusivity beyond tokenistic gestures.

One of the most eye-opening parts of our talk was hearing about the unexpected skills and strengths that come out when neurodivergent individuals engage with video games. It’s not just about playing; it’s about the social connections, strategic thinking, and teamwork that games can encourage. This was a refreshing counter to the usual gaming stereotypes, suggesting a potential for games as tools for learning and therapy. Alex doesn’t just see video games as entertainment; he believes in their power to make real differences in mental health, education, and helping people connect. This expanded my thinking about the topic. It’s clear that if games are designed with neurodiversity in mind, they could really shake up therapeutic practices.

Narrative and Impact

The narrative I aim to unfold in my pitch is clear: video games possess untapped potential as therapeutic tools for neurodivergent individuals. This wasn’t just a hypothesis formed solely based on academic papers, it was shaped by real stories, challenges, and insights, particularly those shared by Alex from the Association for Neurodiversity in Video Games (ANVG).

The core of my presentation was not just to highlight the intersection of video games and neurodiversity but to tell a story of possibility. Alex’s journey highlighted the positive impact video games can bring to the table and the need for the gaming industry to be more thoughtful in how it portrays neurodivergence. His experience adds a compelling layer to the narrative, demonstrating how games could cultivate empathy and understanding in the public eye. Moreover, it showcased how neurodiverse individuals could develop valuable, transferable life skills, such as social connection, teamwork, and strategic planning.

The impact I hope to achieve is twofold. First, to reveal the potential benefits of video games for neurodivergent individuals – from enhancing social skills to offering new educational pathways. Second, to challenge and reshape the prevailing narrative surrounding video games within both society and the gaming industry. The industry’s tokenistic approach to neurodiversity, contrasted with the untapped skills and abilities that gaming can unlock in neurodivergent individuals, provides concrete examples of the current shortcomings and possible future benefits.

References

Colder Carras, M., et al., (2020). ‘Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime’. Frontiers in Psychiatry, 8(300).

Franco, G.E., (2016). ‘Video Games and Therapy: A Narrative Review of Recent Publication and Application to Treatment’. Frontiers in Psychology, 7:1085. DOI: 10.3389/fpsyg.2016.01085

Griffiths, M.D.,et al., (2012). ‘Video Games as Therapy: A Review of the Medical and Psychological Literature’. In: Cruz-Cunha, M.M., Miranda, I.M., and Gonçalves, P., eds., Handbook of Research on ICTs for Healthcare and Social Services: Developments and Applications, IGI Global, pp.43-68.

Meinen, L., (2021). ‘Experiences of Neurodivergent People When Playing an Educational Video Game About Their Own Diagnosis’. Journal of Autism and Developmental Disorders.

Meinen, L., (2023). ‘Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Video Games’. Games and Culture, 18(2). DOI:10.1177/15554120221149538.

Vacca, R.A., et al., (2023). ‘Serious Games in the New Era of Digital-Health Interventions: A Narrative Review of Their Therapeutic Applications to Manage Neurobehavior in Neurodevelopmental Disorders’. Neuroscience and Biobehavioral Reviews.

Interview with Alex Roland, Founder of the Association for Neurodiversity in Video Games

As part of the EPP project, I reached out to the Association for Neurodiversity in Video Games (ANVG), an organization based in the UK, which focuses on helping gaming companies embrace neurodiversity in video game development and content. In addition, ANVG also actively utilizes video games as a means to engage directly with neurodivergent individuals. Their approach not only aims to transform cultural perceptions on video games but also leverages the unique attributes of video games as therapeutic tools to engage with neurodivergent individuals. This direct application of video games for neurodivergent engagement resonates with the core of my research, exploring the benefits of gaming beyond its entertainment value. Securing an interview with Alex Roland, the founder of ANVG, offered an invaluable opportunity to dive deeper into these practices.

Initial Email Correspondence to the Association of Neurodiversity in Video Games
(Click to Enlarge)
How a Gaming Experience Sparked the Founding of ANVG

Alex’s experience with a game Red Dead Redemption 2 is what really got him started on this path. The game, celebrated for its vivid portrayal of the American Wild West and the complex narratives surrounding the story and its characters, inadvertently presented a troubling moment for Alex. In a particular mission, he was tasked with recapturing escapees from a traveling circus, one of whom is portrayed with characteristics suggesting neurodivergence. The game’s approach, which forces players to resort to using violence as a means to resolve this encounter, struck Alex as a huge oversight. The default to violence in this context not only reinforces negative stereotypes but also missed an opportunity to foster empathy and understanding among players. It reflects a broader need for developers to engage more thoughtfully with experiences and narratives like this. A more thoughtful approach could have offered players an alternative, non-violent resolution to the encounter, such as through dialogue or peaceful interaction, or even helping the neurodivergent escapee runaway. Many contemporary games already present options for conflict resolution beyond violence, so this is not something new to the industry. To Alex, this is a missed opportunity for promoting understanding and empathy within the gaming experience.

Navigating Challenges and Misconceptions

One of the most enlightening parts of my conversation with Alex was his candid discussion on the significant challenges faced in getting the gaming industry to listen and incorporate feedback related to neurodiversity. Despite the potential of video games to serve as therapeutic tools, a lot of the industry’s approach towards neurodiversity is very tokenistic. Alex outlined how even the simplest tasks of advocating for more inclusive practices can fall on deaf ears.

Uncovering Hidden Skills

I found Alex’s recounting of the surprising skills and competencies that neurodivergent individuals demonstrate in gaming sessions led by support workers quite interesting. It wasn’t just about the gaming prowess they exhibited but the underlying skills like strategic planning, teamwork, and situational analysis that the games brought out of these individuals. The idea that games could be a medium through which neurodivergent individuals not only engage socially but also develop and showcase valuable life skills is a compelling narrative that challenges prevailing stereotypes about gaming. This has shown that video games has the potential of becoming tools for engagement, education, and therapeutic support for neurodivergent individuals.

The Transformative Potential of Gaming

Alex’s vision for video games as vehicles for therapeutic intervention, particularly in mental health, education, and socialization, expanded my views on this topic. This insight into the potential of video games to serve broader societal functions beyond entertainment offers a new dimension to my project. It propels my investigation towards exploring how games can be deliberately designed or selected to support neurodivergent individuals, potentially revolutionizing therapeutic practices and interventions.

Full Meeting Notes

https://docs.google.com/document/d/1Mx-My1U5ANCdLKva0sFV2bErwLTRMiXbqS2JOK0RagU/edit?usp=sharing

Therapeutic Gaming: Literature Review

Feedback from my ‘Video Games and Violence’ popup showcase highlighted the need to broaden my project’s scope. While initially focused on dispelling the misconception that video games incite violence, probing questions about societal benefits and potential for an impactful change made me reconsider. These feedbacks led me to explore the therapeutic uses of video games. This new direction promises greater impact by supporting neurodivergent individuals, while also challenging longstanding prejudices by showcasing the constructive potential of video games.

Video Games and Therapeutic Potentials

At the start of this research journey, I discovered an intersection between the joy of video games and the serious potential for therapeutic intervention for neurodivergent individuals. It was a study by Colder Carras et al. (2020) that helped ground me in my direction. “Emerging research suggests that commercial off-the-shelf video games have potential applications in preventive and therapeutic medicine.” This statement became the starting point, prompting me to look deeper into how video games could genuinely contribute to society besides being an entertainment.

From Theory to Tangible Experience

The literature illuminated the tangible impact video games could have on understanding and empathy. Meinen (2021) brought to life the excitement around simulation games, noting that they have the “theoretical potential to show not only what a psychiatric condition looks like from the outside but also what’s going on in someone’s mind.” This perspective on games opened up the idea that they could be more than entertainment, they could be a medium for understanding more complex experiences.

Prescription Video Game

The evolution of video games in therapeutic contexts marks a significant milestone in healthcare. Meinen (2023) captures this transformative moment: “In 2020 the FDA approved the first video game on prescription… some going as far as enthusiastically describing prescription video games as ‘the future of medicine’.” This approval shows a shift towards recognizing video games not just as entertainment, but as active participants in medical treatment, offering a promising platform for enhancing neurodivergent individuals’ engagement and understanding of their own experiences in a more immersive and interactive way.

Play for Social Engagement

Franco (2016) sheds light on the potential of video games for therapeutic purposes, significantly enhancing our understanding of their value. He notes, “A group of researchers conducted weekly 1 h video game-based group therapy once a week for 6 months. They found that video game integrative video game-based group therapy are a motivating and effective treatment approach to improving self-awareness, social skills, and behaviors in people with TBI.” This evidence challenges societal misconceptions and highlights video games as viable tools for rehabilitation, aligning with my goal to shift the narrative around video games towards a more positive and therapeutic perspective.

Expanding the Therapeutic Toolbox

Every piece of paper I’ve read here adds a new layer of understanding. I came across a paper discussing the effectiveness of serious games in therapy, a game category I have never heard of before. Unlike traditional video games designed primarily for entertainment, serious games have a primary focus on education, training, health improvement, or therapeutic support. They are crafted with the intention of solving problems, enhancing learning experiences, or aiding in therapy. Vacca et al. (2023) expanded upon this by suggesting that “SG-based [Serious Games] therapeutic interventions have been well accepted by children with cognitive disabilities such as ASD, ADHD, DS [Down Syndrome], and FXS [Fragile X Syndrome], showing to be effective in improving cognitive areas, social interaction, and motor skill function.” These findings adds to the narrative of video games as tools that can cater to a spectrum of therapeutic needs.

Integrating Gaming into Therapeutic Practices

Among the sources the informed my exploration was the review of practices by Griffiths et al. (2012), which catalogues the various ways video games have been utilized for therapeutic purposes. They highlight how video games have evolved beyond mere entertainment to become valuable tools in physiotherapy, occupational therapy, and cognitive rehabilitation. This insight not only validates the therapeutic benefits of video games but also showcases their versatility in addressing a wide range of health and psychological conditions. It lays a foundational perspective on video games as multifaceted therapeutic instruments, further motivating my exploration into gaming’s application for neurodivergent individuals.

A New Frontier (?)

Throughout this exploration, I’ve noticed a recurring theme: a lot of the research surrounding the use of video games in therapy are published very recently, pointing towards this being a relatively new field of study. This realization is exciting, it highlights the potential for impactful work in an area ripe for exploration. The recency of much of this research suggests that there’s much we don’t yet understand about the therapeutic possibilities of video games, especially for neurodivergent individuals. This gap presents a unique opportunity not only to contribute to a developing field but also to help in the process of exacting real societal impact.

References

Colder Carras, M., et al., (2020). ‘Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime’. Frontiers in Psychiatry, 8(300).

Franco, G.E., (2016). ‘Video Games and Therapy: A Narrative Review of Recent Publication and Application to Treatment’. Frontiers in Psychology, 7:1085. DOI: 10.3389/fpsyg.2016.01085.

Griffiths, M.D., Kuss, D.J., and Ortiz de Gortari, A.B., (2012). ‘Video Games as Therapy: A Review of the Medical and Psychological Literature’. In: Cruz-Cunha, M.M., Miranda, I.M., and Gonçalves, P., eds., Handbook of Research on ICTs for Healthcare and Social Services: Developments and Applications, IGI Global, pp.43-68.

Meinen, L., (2021). ‘Experiences of Neurodivergent People When Playing an Educational Video Game About Their Own Diagnosis’. Journal of Autism and Developmental Disorders.

Meinen, L., (2023). ‘Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Video Games’. Games and Culture, 18(2). DOI:10.1177/15554120221149538.

Vacca, R.A., et al., (2023). ‘Serious Games in the New Era of Digital-Health Interventions: A Narrative Review of Their Therapeutic Applications to Manage Neurobehavior in Neurodevelopmental Disorders’. Neuroscience and Biobehavioral Reviews.



Future of Work: Week 5 – Closing

Time flies, and here we are at week 5, the final week of our “Future of Work” project. This Monday’s tutorial was about wrapping up and reflecting on our learning outcomes. As we were discussing and reflecting on the “Happy Company” narrative, XQ brought up the quote “Happiness is a Lie” by Derren Brown, it really hit the nail on the head. This quote captured the essence of the “Happy Company” – designed to exploit human “resources” in our speculative future.

In the next days, as we transitioned to crafting our final presentation, I felt a moment of flashback. Yet, this time, we had the experience of collaborating with each other already, so we were able to reach a consensus on structuring and delegating the slides swiftly. There were no hiccups like before. My role in this part involves presenting our survey results, which is something I am interested in doing.

The survey is limited in scope with just 36 respondents, primarily from CSM’s MAAI and MACCC courses, provided a small glimpse into anxieties concerning technological displacement. The first graph painted a bell curve of concern, suggesting that there are some noticeable worry, but not to a point of hopelessness, it shows that people are aware.

How anxious are you about the potential for technology to replace you in your current or future job?
(Click to see full image)

We also inquired about the likelihood of seeking employment at the hypothetical “Happy Company” in a future dominated by automation. The mixed responses were interesting. A segment displayed firm reluctance, citing doubts about the company’s ethics and a desire to preserve their humanity, showing a clear preference for work environment with purpose and authenticity. On the other hand, other’s seemed more resigned, willing to adapt passively to the narrative that has been laid out.

If you lost your job to automation, how likely would you apply for a job at Happy Company? Please briefly explain your reason.
(Click to see full image)

With the presentation ready for tomorrow, I sit back and reflect on these past weeks. It’s been quite a ride, full of challenges, growth, and insight. I’m grateful to Team Strawberry for the lessons and to David for guiding us through this experience.

Last but not least – From left to right, XQ, David, Jim, Louason, Nina, Khyathi
Link to Reflective Report:

https://docs.google.com/document/d/1WdLniLhjVab71ThheYZgBeHRyJpMSCwsxGFiYXHn4UI/edit?usp=sharing


Future of Work: Week 4 Entry 2 – Incubator Feedback

Looking back at yesterday’s incubator, it’s clear that our project quite a few dents that will need to be addressed. The incubator helped us validate our ideas, but also pointed out gaps that will require deeper exploration and refinement.

Strawberry group Incubator setup
Incubator Feedback

The feedback that we had gotten yesterday highlighted an important oversight: we hadn’t fully explored the socio-economic effects of automation. We were too focused, to a point of having a tunnel vision, on building out the “HAPPY ORGANIZATION” as this sinister capitalistic plot and missed having a deeper look at the ramifications this kind of dystopian future will have on the society and individuals. There was also feedback around the lack of detail in the “Happy” company’s operation, things like how it’s run, what do people do, and what the company is trying to achieve. Originally, in my mind, I thought keeping it vague would help make the company look more mysterious and sinister, but I now also realized that this lack of context could break the immersion within our content.

The feedback around the potential for despair and revolutionary responses to oppressive system were particularly striking, I was reminded by a tutor from MACCC, Elliot, of the Luddite rebellion, where humans rose against industrialization because it has displaced their way of life. I don’t think the background scenario for the Luddite rebellion is too different from ours, and we should definitely use this as a reference to refine our project. We need to do more investigation and include the social consequences of our speculative future into our narrative.

Moreover, the interaction with our audience, through both direct feedback and engagement with our project’s website was incredibly informative. Despite receiving fewer survey responses than anticipated (only 36, I hoped for at least 40), the insights we gained was invaluable.

Website Engagement

One of the most interesting outcomes for me was our website(click here to visit) heatmap, which offers a tangible measure of interest and interaction with the website. The most engaged with content throughout our page was the “About Happy Company” section, which is positioned directly after our introductory video, suggesting a genuine interest in understanding the scenario we proposed, leading them to seek more in-depth information about the concept of our speculative world. The second most engaged with section was the Research section. Initially I was concerned that people wouldn’t be interested in reading about the research behind our speculative scenario, but I guess I worried too much. Analytics has dispelled this worry for me, revealing that the audience were not only interested in the narrative but also keen on understanding the research and foundations that underpinned our scenario. This made me really happy, as it indicates a deeper level of interest among our audience, suggesting that they were not just passively consuming our content but also actively and mentally engaging with the ideas and questions it presented.

Heatmap of the “ABOUT” section showing engagement intensity, the redder, the more interaction. Note: Empty spaces represent graphics not captured by the heatmap tool, but present on the page.
Heatmap of the “RESEARCH” section showing engagement intensity, the redder, the more interaction. Note: Empty spaces represent graphics not captured by the heatmap tool, but present on the page.


Next Steps & Personal Reflection

Moving forward, our task is to evaluate the received feedback, and integrate these insights to present a more comprehensive vision of the future we speculate!

I wrote in my previous entry that I didn’t fully grasp what caused our team to just “click” together into this cohesive “hive mind.” However, a moment of clarity struck while having a drink with another member of our cohort today, it was the willingness to compromise. Initially, we were all deeply attached to our own ideas, but as soon as one of us made a compromise, it was as if we started tossing out our egos. This started a chain reaction within the group, with each member gradually taking steps back, and this shaped the team dynamic that we have today.

EDIT – 8/3/2024 9:49PM

While riding on the tube today, I came across an article on reddit titled “What’s going to happen when lower tier jobs no longer pay enough to live on?” It’s not research material, but it was a good read because of all the perspectives in the comment.

Future of Work: Week 4 Entry 1 – Before the Incubator

Reflecting on week 4 of our “Future of Work” project, I find myself really immersed in this project, we were challenged and we made significant breakthroughs in our collaborative process, leading us into this “flow state.” This week’s tutorial with David served as a mirror, allowing us to look back on and examine our group dynamics and individual learning curves. The evolution of our team’s cohesion from initial friction to seamless collaboration really speaks volume.

Monday’s Reflective Tutorial:

Discussing our experiences, I realized how much I’ve learned, especially from Louason. In previous group projects, especially in a school environment, I often felt compelled to lead authoritatively, driven by a fear of losing control over time management and being able to deliver results. This tendency was mitigated in our group by clear deadlines and shared objectives negotiated by Louason.

Louason’s approach to steering our project, balancing and listening to everyone, seems like basic common sense, but it was really an eye-opener for me. I didn’t think that would work previously. His ability to manage timelines and scope without exerting additional pressure to others was both effective and respectful. This is something that I’m keen to incorporate into my own practice in the future.

The initial weeks were marked by divergent views and heated debates. Yet, this phase was crucial; it ensured that each and every one of our ideas were considered, we cultivated a group culture of mutual respect and comprehensive evaluation. The turning point came towards the end of the third week, something just “clicked” and all of a sudden our interactions transitioned from strenuous to enjoyable. I still can’t quite understand what caused that “click.” Perhaps it’s the workshop from Elizabeth, or maybe it’s something else, I can’t quite place it.

On Track with Project Deliverables

Our project is shaping up well, with a clear direction, research, and the resources to realize our vision. A recent review of our AI-generated video revealed areas for improvement, leading to my assignment to refine the script and visuals (with AI of course!), it’s a really interesting process, curating AI content.

Leveraging Expertise for Engagement

Drawing on my marketing background, I set up the integration of analytics and interactive elements into our website. Working closely with Nina and XQ, we ensured that the technical side and the aesthetic side flowed smoothly together. We will be incorporating Google Analytics, heatmap tracking, user recording, and on-site surveys to gather actionable insights. As we approach the upcoming Thursday incubator, I’m really excited about the feedback and data that we’ll be able to collect, witnessing people’s reactions and gathering insights to further inform our research

Example of data/heatmap we’ll be able to collect

For our onsite survey, I designed it to trigger at the 50% scroll mark of the webpage, right after a video section that provides an overview of our speculative scenario. This will ensure participants have sufficient context before encountering our survey. After completing the survey, a message will be presented to provoke thought and reaction, which we hope to capture on camera.

Message after the survey
(CLICK TO ENLARGE)
Edit: 6/3/2024 11:47PM

As I’m packing the essentials for tomorrow’s incubator, things like my Insta360 camera, printed flyers and the like, I spotted this mannequin head in my closet left over from another project. I suddenly had an idea: it would be really cool if we can fit the camera into the head and convert its eyes into the camera lenses. It would look like a cyborg and we will be able to record interactions with this cyborg head! I’m planning to bring this tomorrow and figure out with the team how to jam the camera in there!

Soon to be cyborg head

Future of Work: Week 3 – Expanding Scope, Execution!

While I loved documenting every single discussing last week, I realized that my enthusiasm made for too many journal entries! This week, I’m aiming for a more focused and concise approach.

Expanding Scope & Project Deliverables

This week, our team broadened the project scope to address the widespread impact of automation of various work sectors. This decision was made as we touched on how tech-driven displacement is not only isolated in the hospitality sector.

We’ve decided a multi-pronged approached for our speculative project:

– Website: Our core platform, integrate Google Analytics to track engagement across the site.
– AI-Generated Video: Using AI tools to highlight AI’s impact on work. Oh the irony!
– “Future Canteen” Social Media: Posts from 2035 depicting the normalized integration of machines in the workspace (e.g., “John the Auto Fryer”).
– Physical Elements: 2.5D kitchen visualization, mock job flyers for roles like “Food Engineer,” adding interactive elements to our scenario.

Primary Research: Expert Interview

The interview process adhered to the Code of Practice principle of informed consent, ensuring the participant was fully aware of the project’s purpose and the use of their insights (University of the Arts London, 2020).

My interview with Ian Yang, Senior Design Manager at ASUS, provided valuable perspectives on AI’s influence in the design sector. Key takeaways include:

– Efficiency vs. Control: AI significantly speeds up execution but designers remain crucial. As Ian stated, “At best it (AI) gets the job done at 60%, the rest of the 40% I will require another designer to fine tune it.”
– Priority on Upskilling: According to Ian, parts of the industry are starting to expect designers to be proficient in AI tools, potentially creating a divide between those who adapt and those who don’t.
– The Human Edge: Ian pointed out that industry knowledge and creative thinking are irreplaceable: “The most important factor to cause me to think this is probably work experience, industry experience, you need to know the ins and outs…”

Reflection & Next Steps

Ian’s insights confirm that the concerns we’re exploring extends beyond hospitality. His emphasis on proactive upskilling raises ethical questions: How can we ensure this technological transition is inclusive, and that no worker is left behind? (This could be a great topic for our Unit 4 project!). Currently, I think our team is well-positioned with a division of tasks based on our different expertise. Now, we focus on our primary website and AI-generated video deliverables.

References

University of the Arts London. (2020). Code of Practice on Research Ethics. https://www.arts.ac.uk/__data/assets/pdf_file/0020/43328/UAL-Code-of-Practice-on-Research-Ethics-October-2020.pdf [Accessed: February 27, 2024]



Future of Work: Week 2 Entry 5 – Reality & Fiction

In our current evolving landscape of modern work, the blurred lines of technology and human interaction has become a great theme for speculative fiction and comedic reflection. Over the weekend, our group has come together for a viewing of episodes from “The Office,” “The IT Crowd,” and “Severance.” As David mentioned during an earlier tutorial session, these sort of fictional works provides a great opportunity to look through a different lens to view the implications of technological encroachment on workplace dynamics.

I liked “Severance” the most out of the three, the fact that I love dystopian science fiction shows probably played a lot into this. It talks about the loss of personal freedom to corporate control. This speculative fiction, kind of mirrors real-world anxieties about the reach of employers into employees’ lives, which I have personally felt before, which makes it even more chilling. We see the potential of extreme violation of privacy by the workspace here.

Meanwhile, “The Office” and “The IT Crowd” approaches this theme with humor, and we were able to observe insights into the impact of technology on social interactions within the workspace. In “The Office,” the episode “Email Surveillance” humorously critiques the invasion of privacy through workplace monitoring. “The IT Crowd’s” “The Red Door” showed the social dynamics of workplace inclusion, and showing how easily individuals can become excluded or marginalized in a work environment.

These shows do more than to entertain, they use fiction as a medium to critique and reflect upon the complex problems faced in the modern workspace. As a group, there is much we can learn from these narratives, they challenge us to think more critically about the direction of our own project, especially in the field of how technology is redefining work.