The UX of Boredom pt. 2

Vicki Sun, Ramya Sekar, Kiesha Mundin, Siyuan Li, Zhihan Xu

Meeting with the team. Me & Vicki more excited that socially acceptable

Moving forward from last week, and the feedback we got, we decided to turn our prototype into a speculative product/service for the future. On top of that, we wanted to comment on the need of companies nowadays to cover our every need and eliminate any emotion or state of mind that is not positive, including boredom.

Keeping the game of Pabitin as the main protagonist in our project, we decided to alter the context and the environment around it. We founded an imaginary company called “EntertAInment” that came up with a service called “The Cubicle”, which is a service available to customers in main train stations and around the city of London. Once the levels of boredom get higher than usual the user gets notified, through their mobile device or wearables, of their closest “Cubicle”.

Once they enter the cubicle they are greeted by AI software and they listen to some instructions. The customer has to pick a card with an item depicted on it, scan it in the designated area and wait for the robot to deliver the object or objects. We went over the top with it, purposefully, to intensify the sarcastic aspect but also try and predict some of the developments of the future.

For our final presentation, we wanted to act as if EntertAInment was presenting its newest product to investors. We switched the actual objects that were hanging from the Pabitin with cards that Ramya and Zhihan draw by hand, I created the sound effects, the logo of the company, and some other graphics needed and all together we came up with the script and how everything would unfold. For the day of the presentation, Rylee had the role of the “client”, Vicki the role of the robot and Kiesha with Zhihan the role of the company representatives.

hand-drawn images
company logo

From the feedback we got, I found Leon’s particularly helpful, who said that we could take the project further by having curated content, depending on the location of the cubicle. However, Stephanie commented on how we should either focus on the speculative design aspect or on the sarcastic aspect.

References:

Bowie, A. (2018). The Art of Boredom. [online] IAI TV — Changing how the world thinks. Available at: https://iai.tv/articles/the-art-of-boredom-auid-1171

Cascone, S. (2019). The Average Person Spends 27 Seconds Looking at a Work of Art. Now, 166 Museums Are Joining Forces to Ask You to Slow Down. [online] artnet News. Available at: https://news.artnet.com/art-world/slow-art-day-2019-1508566.

Oppland, M. (2019). 8 Ways To Create Flow According to Mihaly Csikszentmihalyi [+TED Talk]. [online] PositivePsychology.com. Available at: https://positivepsychology.com/mihaly-csikszentmihalyi-father-of-flow/.

Vernon, J. (2020). The 8 Characteristics of Flow. Available at: https://learn1.open.ac.uk/mod/oublog/viewpost.php?post=233058.

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MA in UX Design @ UAL

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Sofia Alexiou

Sofia Alexiou

MA in UX Design @ UAL

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