Week 3
This week's seminars covered the various approaches to our study, including case studies, interviews, and critical journals. I felt that the case studies and the critical journal session would be the most applicable to my intended goals, so I decided to attend both. As a result of the seminars, I have a better understanding of how things work and how we might approach them for our study.
We learned how to gather them as study subjects in an efficient manner for case studies.
However, the critical journal placed a stronger emphasis on the "research through
design" methodology, asking us to write in a reflective manner about the experiments we
conducted and the conclusions we came to.
One of the major points that the
session addressed, in my opinion, ought to be the main takeaway: neither a thesis nor a
conclusion are necessary for our research. After attending this session, I no longer had
any reservations about the necessity of a conclusion or "a problem to solve" for our
dissertation. Since the seminars have ended, I can state with certainty that the
approach I will take for my topic is critical journaling.
We discussed our progress and experiments with the instructor during our second session
of the week. Upon discussing my desire to have something physical for my project, he
encouraged me to create an image moodboard that would visually represent my interests
and the kind of work I enjoy doing.
Having a keen interest in craft projects, I
felt
that the critical journaling technique was a perfect fit for my objectives. A mood board
would also help Andreas see them and comprehend my preferences and goals, enabling him
to better understand where I am mentally at at the moment.
Dissertation
I came up with three pillars: cognitive load, interactive, and brand experience, which would serve as the foundation for the idea I had. These three words, in my opinion, most accurately describe what I am working on and attempting to learn more about. Using these three pillars, I am able to pinpoint the issue for which I am looking for answers.
The problem lies in figuring out how to use technology to effectively engage an audience
without giving them too much information or stimulants while still giving them enough
stimulation to feel anything. Since our first year, we have studied design principles
that are frequently used in graphic designs throughout the semester. Since the subject
of "experiential design" is a synthesis of several fields, I'm wondering if these design
concepts also apply to that field, or if they have their own set of guidelines.
I was given the assignment to compare interaction with interactive at one point to see
which was most appropriate for my subject. These conclusions were reached with the aid
of ChatGPT: Technology that enables users to actively interact with a digital or
physical system by submitting input and instantly obtaining feedback or a reaction is
referred to as interactive technology. Its main objective is to enable user input and
control, making it simpler for users to engage with and manipulate digital content or
systems. It emphasises on two-way communication.
The term "interaction
technology" refers to a broader class of technologies that allow users and systems to
collaborate or communicate information in different ways. Supporting user contact and
information exchange, frequently in social or collaborative environments, is the main
objective of interaction technology.
Based on the synopsis, I'm certain that interactive—rather than interaction—is the keyword I want to focus on.