Survey: Results

In my exploration of cultural adaptation through interfaces, I recently conducted a survey to gather information and details about people’s opinion on this topic. The survey, which was given to 6 people from different countries with different cultural backgrounds, consisted of questions about each person’s interaction experience. 

Key findings:

  • Language. Language is a critical factor because all respondents emphasized that having an English translation helps but there are also sometimes information, specifications, important notes on government or similar websites that are only available in German. Using a feature for changing languages to English or online translator doesn’t really work. This makes them more stressed. 
  • Document hand off. Multiple respondents said that they would like to be able to send documents online and come to the office after. This would take less time and pressure, especially when you still don’t know the city that well.
  • Navigation problems. In order to find what you are looking for you have to go through hundreds of different pages and then you get lost in plenty of information and there is no clear navigation, which would tell you where you are, what you need to do and where you can find it. Some also said that government websites felt old-fashioned. 
  • Open information. Respondents said that they want to be able to find needed information online without having to talk to someone. One of them clearly stated – “I want all the info available online because I always avoid calling or writing an email”. Some of them said that a lot of the time they couldn’t even understand if they needed an appointment or not, or the information was incorrect or not updated. 
  • FAQ section. Something like the FAQ section is really important because then you can find your question there and answer for it right away.


Future directions:
The survey results have provided significant insights, which helped with the idea of what to do next. After my last Design & Research meeting, I decided to research and explore the creation of an open-source bot or chatbot.

Pattern and culture

Some design Patterns might be relevant in international context. Design patterns are commonly assumed to possess universal validity, but it’s important to recognize that they are inherently contextual. Each design pattern is intricately linked to a specific environment, and the extent to which these patterns hold true in diverse cultural contexts remains largely unexplored by researchers. Consequently, the validity and effectiveness of design solutions in different cultural settings have yet to be thoroughly examined.The proposed design pattern network can be likened to a design system, such as service design, in which each individual element (design pattern) comprises a combination of socio-technical components. These components encompass technology, team management and tutoring, and social interaction. However, not all of these components are given equal consideration within a design pattern. Some patterns prioritize technological aspects, while others emphasize social mechanisms, team management, and tutoring. certain patterns may not achieve equal success across different cross-cultural contexts while certain design patterns have universal applicability. [1]

In the paper Mobile Gaming with Children in Rural India the researchers outlines the approach, which leverages game design patterns commonly observed in successful earlier games, utilizing them as fundamental building blocks to inspire and inform the development of new game designs. Games also have design patterns which are relevant for the success of the game and they help designers with less experience to design a good game. Björk, S., and Holopainen J pubilshed a compendium of Patterns in Game Design in 2005.The experiment showed that generalizing patterns might not lead to the best results. There are crucial contextual factors that must be considered when employing patterns to design mobile games especially for the target users in rural India. On one hand, patterns can indeed serve as fundamental elements for crafting successful games. However, on the other hand, if patterns are not applied in a manner that aligns with the contextual and cultural nuances, it is likely to result in bad gameplay experiences.Another interesting result was that time pressure, which is often employed to enhance the challenge and engagement of games, might not work as good with people that have less experience with playing video or computer games. Another finding was aesthetics especially colours are very important for the user experience. If players could change the colours of the game to their likeings makes the game experience even better. The stong relation to colour might be related to the indian culture were vibrant colours are part of every day life and cultural events. [2]

In the paper of Oh, JM., Moon, N. Towards a cultural user interface generation principles the authors discuss various faktors thaht are relevant for good UI related to culture. Techno-social design involves the combination of technology and social interaction to facilitate and understand communication between people or between people and technology. Many apps and websites today are international, so it is also important to do global design. Culture-centred design can be understood as a design process that focuses on the intended user group and their cultural environment. Design decisions should therefore also take cultural specificities into account. The behaviour of users, or their behavioural pattern, is strongly dependent on their cultural background. The cultural dimensions model reveals the attributes of content consumption and the preferred types of content based on cultural regions. In the United States, there is a significant interest in news, broadcasting, economy, and sports, whereas in Japan, the interest is primarily focused on news, economy, sports, and shopping. On the other hand, in China, the interest tends to prioritize broadcasting, economy, the latest issues, and news. The existence of country-specific preferences for both websites and mobile application usage highlights the importance of considering cultural user interface (UI). Cultural UI should not only encompass visual factors but also prioritize information structure based on cultural preferences. Cultural markers are a methodology to identify and incorporate signs and cultural symbols within different cultures, serving as important design factors for interfaces. This includes colors, layout, language, icons, and sounds that resonate with specific cultural groups. By leveraging cultural markers, the unique cultural characteristics of each country can be naturally conveyed to users. It is also important to incorporate cultural specifics into the “look & feel” of the application or website. The crucial elements of cultural markers (CMs) encompass color, language, text/typography, and layout which are implemented as factors that are reflected in visual design. But The sole application of all processes that incorporate cultural preferences and characteristics might lead to unwanted rsults. Therefore, the implementation of Cms should involve relevant designers and experts. A UI that incorporates cultural characteristics delivers exceptional usability, a sense of affinity, effortless navigation, reliability, and a high-quality user experience. Moreover, it fosters a personalized and interactive interface at an individual level. [3]

The research of cultural markers in websites from 2003 highlights the significance of cultural dimensions when designing websites for diverse cultural environments. The values and visual characteristics of “cultural markers,” essential attributes in web design show variations for different cultures. The study had a checklist of general design elements and culturally specific design elements, referred to as “cultural markers,”. The study was conducted and compared with 40 website in South Korea and the UK. The researchers made a list of attributes. They had 3 categories in which they compared the websites. First were the verbal attributes such as language, formats of time, date, phonenumbers etc.; Visual attributes like images, colour, typefaces and layouts. The third categorie was audiovisual attributes like sound, animation and 3D. The findings indicate minimal differences in format, 3D, sound, logo placement, title placement, and typography of text. However, notable differences exist in color, menu placement, menu layout, and text animation and movement, which are considered significant factors. [4]

[1] Schadewitz, Nicole (2009). Design patterns for cross-cultural collaboration. International Journal of Design, 3(3) pp. 37–53.

[2] Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns, Matthew Kam, Vijay Rudraraju, Anuj Tewari and John Canny, 2007

[3] Oh, JM., Moon, N. Towards a cultural user interface generation principles. Multimed Tools Appl 63, 195–216 (2013). https://doi.org/10.1007/s11042-012-1017-0

[4] R. Juric, I. Kim and J. Kuljis, “Cross cultural Web design: an experiences of developing UK and Korean cultural markers,” Proceedings of the 25th International Conference on Information Technology Interfaces, 2003. ITI 2003., Cavtat, Croatia, 2003, pp. 309-313, doi: 10.1109/ITI.2003.1225362.

Introducing Instagram for Teenagers: A Safer Social Media Solution

I am currently exploring ways how to improve/change Instagram, and one of my potential ideas is to create an Instagram platform specifically for teenagers, with the aim of introducing them to the social media platform. The process could involve prompting users to input their age upon downloading the app. Based on their age, they would either be directed to the regular version or, if they are underage, redirected to the youth version. To begin with, I conducted a brainstorming session to identify which features could be adapted or restricted for this purpose.

1. Restricted Content:

To ensure that sensitive content is filtered out, Instagram for Kids/Teenagers employs robust content moderation algorithms. This helps prevent the exposure to inappropriate or harmful content, creating a safer browsing experience.

2. Parental Supervision:

Recognizing the importance of parental involvement, this version of Instagram allows parents to set up and manage their child’s account. Parents can review their child’s activity, control their privacy settings, and regulate the content they see, ensuring a protective and nurturing environment.

3. Break Time:

Understanding the importance of balancing online interactions with real-life activities, Instagram for Kids/Teenagers incorporates a “Break Time” feature. This prompts users to take periodic breaks from the app, encouraging healthier screen time habits.

4. Favorites Bar:

The “Favorites Bar” allows users to create a personalized list of accounts they wish to prioritize and view content from. This feature helps foster positive connections and makes it easier for users to engage with their preferred content creators or friends.

5. Pause Push Notifications:

Recognizing the need for uninterrupted focus or reduced distractions, users can pause push notifications on Instagram for Kids/Teenagers. This feature promotes mindful usage and empowers users to manage their digital well-being.

In addition to these key features, Instagram for Kids/Teenagers offers helpful tips that are repeatedly displayed within the app to educate and empower young users:

– Privacy Management: Right from the start, users are guided on how to manage their privacy settings effectively. They are encouraged to make informed decisions about what information they share and with whom, helping them build a strong foundation for online safety.

– Interactions Management: To prevent cyberbullying and maintain a positive online community, users are provided with tools to manage their interactions. They can control who can comment on their posts, block unwanted comments, and apply comment filters to ensure a respectful and supportive environment.

– Usage Time Management: Instagram for Kids/Teenagers helps users keep track of their activity by offering insights into their usage patterns. They can set daily reminders for responsible usage, mute push notifications, and receive periodic reminders to ensure they stay up-to-date without excessive reliance on the app.

With these thoughtful features and educational prompts, Instagram for Kids/Teenagers could create a safe and enjoyable social media experience for young users. By prioritizing their well-being and providing tools for responsible digital citizenship, this platform encourages creativity, connection, and positive engagement while promoting healthy online habits.

My next step will be to create a prototype in the form of a storyboard based on these considerations, in order to illustrate how the interactions could look and what exactly would happen.

Exploring through the first prototype

After exploring what I want to communicate on paper I moved on to a Figma prototype. Here I explore which solutions are necessary to show enough information without becoming too overwhelming. I am also testing out different modes of designer-consumer. 

I showed and discussed the first prototype with Mrs. Bachler. We found that the prototype need to be placed in a context/story. I will therefore also explore how the webpage can be designed to enhance the importance of the prototype. 

As we were discussing more it becomes clear that the “societal” context also will matter a lot. Will this be a certification, “quality stamp” or just information bank? This would need more exploring than I can do this semester, but it should be mentioned.

The Importance of Nature for Children

In her TED talk, Nilda Cosco shares how nature can teach children some great lessons. She believes that letting kids explore the natural world can have a positive impact on their growth and development.

She highlights a few important lessons that children can learn from nature. One is the idea of interdependence—how everything in nature is connected and relies on each other to survive. Kids can learn about their place in the world and the importance of teamwork.
Cosco also talks about how being in nature engages all of our senses. Children can touch, smell, listen, and observe the natural world, which helps them understand and appreciate it more.
She brings up resilience too, comparing the adaptability of plants and animals in nature to the resilience that children can develop. Nature teaches them to problem-solve and keep going even when faced with challenges.
Another point she makes is the value of free play in nature. Kids can use their imagination and creativity in unstructured play outdoors, which boosts their cognitive skills, problem-solving abilities, and social interactions.
Cosco wraps up by urging everyone to create more opportunities for children to connect with nature. She believes that schools, parents, and communities should prioritize nature-based experiences and create environments that inspire curiosity, wonder, and respect for the natural world.

Overall, it was an interesting talk that emphasizes how nature can teach children some life lessons. By giving kids the chance to explore and interact with the natural world, their sense of teamwork, sensory awareness, resilience, and creativity can be nurtured. It’s about fostering a generation of kids who truly care about and want to protect the environment which is something i want to keep in mind while working on this project.

Source:

Analyzing Instagram’s Design Features and Toxicity: Identifying Addressable Processes and Assessing the Potential Impact of Changes

During the past week, I have been more focused on the scientific background of my work. To accomplish this, I have developed an abstract summarizing my research, documented the methods I have already employed and plan to use, and formulated additional detailed research questions. This process involves assessing the current state of my topic and how I approach it. The objective is to aid in further planning by clarifying my intentions and desired outcomes, while also enhancing the overall scientific thoroughness of the work.

This research project focuses on examining the design features of the Instagram platform that contribute to toxicity and negative influences from various perspectives. By studying these features and their influence on user behavior, the aim is to identify processes on Instagram that can be addressed to mitigate toxicity and determine the potential impact of implementing such changes. 

Two potential directions for intervention are proposed: a media-critical approach targeting specific features of Instagram, and a media pedagogical approach involving the creation of a restricted youth version of the platform. By employing a mixed-methods research approach, including qualitative analysis and quantitative data, this study seeks to shed light on the design aspects of Instagram and their implications, providing insights for users and informing strategies for positive change.

Methodology:

1. Literature Review: Conducting a comprehensive review of existing research, academic studies, industry reports, and relevant sources to gain an understanding of the design features of Instagram that contribute to toxicity and negative influences.

2. Qualitative Analysis: Employing qualitative data collection methods, such as interviews, focus groups, and content analysis, to explore user experiences, perceptions, and attitudes regarding Instagram’s design features and their impact on behavior.

3. Quantitative Analysis: Utilizing quantitative approaches to analyze available data, including engagement metrics, user surveys, and social media analytics, to assess the effects of Instagram’s design features on user behavior and platform dynamics.

Research Questions:

1. What are the design features of Instagram that contribute to toxicity and negative influences, particularly in relation to user behavior and engagement?

2. How can the identified processes on Instagram be effectively addressed to mitigate toxicity and promote healthier online interactions?

3. What are the essential features and design considerations for developing a youth version of Instagram that promotes a safe and positive online environment while addressing the specific needs and concerns of young users?

4. Which specific features of Instagram could be targeted through a media-critical approach to effectively reduce toxicity and negative influences, and how might the implementation of such features improve the overall user experience and foster a healthier online environment?

5. To what extent do changes in Instagram’s processes, implemented through a media-critical or media pedagogical approach, contribute to creating a healthier and less toxic environment by influencing user behavior, improving engagement metrics, and shaping overall platform dynamics?

I also researched for some literature that could help me in the future:

Goodyear, Victoria A., and Kathleen M. Armour. Young People, Social Media and Health. Taylor & Francis, 2019.

Chatzatoglou, Anna. Social Media and Its Potential Effects on Mental Health. 2020.

Pabi, Anna. Gesundheitliche Belastungen durch intensiven Social Media-Konsum. 2020.

Neuwirth, Selina. Einfluss von Social-Media-Influencerinnen und Social-Media-Influencer auf die Schönheitsideale von Mädchen in der Pubertät. 2021.

Stradner, Michelle. Auswirkungen sozialer Medien auf die Selbstwahrnehmung von Jugendlichen im Hinblick auf die psychische Gesundheit. 2020.

Maier, Verena Sophie. „Wer lässt sich schon gern von einer Software erpressen?” : ein Film über die psychosozialen Auswirkungen der Social Media Nutzung von Jugendlichen. 2018.

Hartwig, Gerald. Dekonstruierte Selbstbilder : Selbstinszenierung und ihre Gegennarrative auf Instagram. 2020.

Kaia the Kākā:

gamification set in a local park

“Kaia the Kākā” is an interactive adventure set in Central Park where participants can help a virtual Kākā parrot named Kaia and her chicks. The goal is to ensure their safety by overcoming challenges and obstacles in the park. Participants need a phone with internet access and the Facebook Messenger app installed in order to play the game. It can only be played in Wellington, New Zealand since everything is located there. Starting at the main gates of Central Park, participants follow a race against time, visiting various points in the park to aid Kaia and her young. During the adventure, participants search for clues, uncover hidden artworks, and interact with Kaia through the chatbot on Facebook Messenger. They can send Kaia photos of artworks, signs, and clues and answer challenges presented by the chatbot. It’s important for an adult to accompany the kids and manage their interactions through Facebook Messenger. All messages with the chatbot are private and it is recommended to have no more than two users per device to avoid any conflicts. The adventure is free of cost, and participants are advised to bring snacks and water to stay energized throughout the experience.

I personally think it would be good to make it web based so that having a facebook account isn’t necessary. Other than that, I believe Kaia the Kākā to be a great approach to the gamification of nature for children.

Sources:

https://events.stuff.co.nz/the-press/2019/kaia-the-k-k-family-adventure-in-nature/wellington

https://naturethrougharts.files.wordpress.com/2019/04/kaia-the-kaka-report-oct-2018-final-pdf-1.pdf

Survey: Preparation & Flow

As part of my Design and Research topic, my goal is to comprehend how interfaces can be modified to different cultural contexts in order to improve user experiences. So, for my next step I decided to do a survey with people on this subject. 

I decided to use a questionnaire as a data gathering tool to learn more about the opinions and experiences people had, who moved to Austria from other countries. I wanted to gather information about their cultural adaptability through interfaces. By doing the survey, I wanted to get a wide range of responses from people with different cultural backgrounds. 

I created a questionnaire to get information on the person’s experience with interfaces in Austria, their experience with bureaucracy, moving, etc and their opinion on how it is done now. I decided to do a first survey with one person to get both: receive information and also to see if some adjustments were needed. And after the first person, I realized that some questions needed to have more information or needed to be rephrased to make it easier for a person to understand and give a proper answer. After that I also added one more question to learn what flow people would have if they wanted to find something/ sign up for something, what kind of information they would need and what features would make the process easier.

excursion: ADHD and Mental Health

Recently, I have become more involved with the topic of adhd and its effect on mental health. Since I would also find this topic very interesting as a master’s thesis subject, I would like to discuss it briefly below.

ADHD (Attention-Deficit/Hyperactivity Disorder) is a neurodevelopmental disorder characterized by persistent patterns of inattention, hyperactivity, and impulsivity that can significantly impact an individual’s daily functioning. The effects of ADHD on mental health are profound. People with ADHD often experience challenges in various aspects of their lives, including academics, work, relationships, and self-esteem. The difficulties in sustaining attention and focus can lead to academic underachievement, low self-confidence, and feelings of frustration or inadequacy. Impulsivity and hyperactivity can result in impulsive decision-making, risk-taking behaviors, and difficulties in maintaining healthy relationships. Moreover, individuals with ADHD are more prone to developing co-occurring mental health conditions such as anxiety, depression, and substance use disorders. These comorbidities can further exacerbate the emotional and psychological burden experienced by individuals with ADHD. However, with appropriate diagnosis, treatment, and support, individuals with ADHD can learn effective coping strategies, improve their mental well-being, and lead fulfilling lives.

In particular, the work life of people with ADHD is strongly impacted by symptoms such as inattention, hyperactivity, and impulsivity. this could also be a particular approach for digital solutions to help adhs people with their symptoms. Here are some common challenges they may face:

  • Difficulty with focus and organization
  • Procrastination and time management issues
  • Impulsivity and poor impulse control
  • Hyperactivity and restlessness
  • Difficulties with time estimation and task duration
  • Difficulty with prioritasiasion of tasks

Some of these chalanges could be improved with the help of an application. For excample:

Structure and organization: Establishing clear routines, setting up reminders, and utilizing organizational tools (such as calendars, to-do lists, and project management software) can help individuals with ADHD stay organized, manage their time effectively, and prioritize tasks.

Break tasks into smaller, manageable steps: Breaking down complex tasks into smaller, actionable steps can make them more manageable and reduce feelings of overwhelm. This approach can help individuals stay focused and make progress without becoming discouraged.

I think that this direction is also a rewarding thesis topic

Closing the information gap and introducing a certification

I started working on sketches to understand what my process and exploration should look like. Making an (initial) flowchart for my own workflow and a few persona sketches got my creativity started. My MVP of my product will not be fully populated with the information it needs. This would take way too much time. Therefore I will focus on creating a shell of a product as a prototype. Ideally I will populate one “branch of information” to make it easier to see how it could all end up looking. 

I also sketched some ideas for how the information can be presented to the user. By creating a “designer layer” and a “consumer layer” I want the information necessary for each group to be easily available. Still, a consumer should be able to also read and understand what the designers should think of and the opposite. 

This thought sparked the idea that this eventually could become a certification of some sort. There are many different certifications (as discussed in last semester’s post about greenwashing) that do not really mean anything. By making the criteria easily available the brands who take sustainability seriously can get this information out in a trustworthy way. This can also work as an incentive for designers to really follow the guidelines of my product.