2019, OCADU
» Research
» Experience Design
Uncanny Objects is an exploration into how applying 'human-like' aesthetic qualities to an inanimate object can dramatically change our experience of it — a phenomenon described by the theory of the "uncanny valley".
In this project we analyzed an existing object and proposed two design interventions: one that would raise our affinity towards the object, and another that would lower our affinity — causing feelings of revulsion.
The approach to the design interventions was to exploit preexisting anxieties we have with smart devices. Introducing a feature that gives the user a clear visual indication of whether or not the object is 'listening' can have wildly different results, depending on how it's implemented.
More information on each respective design intervention can be found below.
DELIVERABLES:
1. A poster containing a formal analysis of the object and two of the proposed design interventions.
2. A video communicating one or both of these features in action.
↳
"GOOGLE TELL ME A BEDTIME STORY" (2019)
This video depicts a Google Home responding to the prompt 'Google, tell me a bedtime story,' by reading the first few paragraphs of the Charles Dickens novel, "A Tale of Two Cities" (1859).
As the story develops, the user (unseen off-screen) starts pairing the words with eerily prescient images in their head. Once they've decided they've heard enough, they put the Google Home in the "Sleep State" — the first of the proposed design interventions.
↳
↳
1. SLEEP STAND
The "sleep stand" is a proposed design intervention that allows you to turn the device off while charging it on its side.
By being able to control whether or not a smart device is 'listening' through a physical action that has an easily recognizable visual identifier (associated with vulnerability), you have an inanimate object that is more likeable because it feels more human.
↳
↳
2. STARE STAND
The "stare stand" works on similar principles as the "sleep stand" — however, instead of using the charge stand to turn the device off, you use it to turn it on.
The way the device indicates that it is 'listening' is through it's motion tracking stand that, when placed on said stand, will pivot to wherever you are in the room, giving the illusion the device is staring at you, generating feelings of revulsion instead of affinity.
2019, OCADU
» Research
» Experience Design
"GOOGLE TELL ME A BEDTIME STORY" (2019)
This video depicts a Google Home responding to the prompt 'Google, tell me a bedtime story,' by reading the first few paragraphs of the Charles Dickens novel, "A Tale of Two Cities" (1859).
As the story develops, the user (unseen off-screen) starts pairing the words with eerily prescient images in their head. Once they've decided they've heard enough, they put the Google Home in the "Sleep State" — the first of the proposed design interventions.
Uncanny Objects is an exploration into how applying 'human-like' aesthetic qualities to an inanimate object can dramatically change our experience of it — a phenomenon described by the theory of the "uncanny valley".
In this project we analyzed an existing object and proposed two design interventions: one that would raise our affinity towards the object, and another that would lower our affinity — causing feelings of revulsion.
The approach to the design interventions was to exploit preexisting anxieties we have with smart devices. Introducing a feature that gives the user a clear visual indication of whether or not the object is 'listening' can have wildly different results, depending on how it's implemented.
More information on each respective design intervention can be found below.
↳
DELIVERABLES:
1. A poster containing a formal analysis of the object and two of the proposed design interventions.
2. A video communicating one or both of these features in action.
1. SLEEP STAND
The "sleep stand" is a proposed design intervention that allows you to turn the device off while charging it on its side.
By being able to control whether or not a smart device is 'listening' through a physical action that has an easily recognizable visual identifier (associated with vulnerability), you have an inanimate object that is more likeable because it feels more human.
2. STARE STAND
The "stare stand" works on similar principles as the "sleep stand" — however, instead of using the charge stand to turn the device off, you use it to turn it on.
The way the device indicates that it is 'listening' is through it's motion tracking stand that, when placed on said stand, will pivot to wherever you are in the room, giving the illusion the device is staring at you, generating feelings of revulsion instead of affinity.