We are four students studying Interaction Design in the second semester at ZHdK.
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02.05.2019 - Final Week
Location: Toni Areal Zürich, IAD Atelier
In the morning we could put together our final presentation.
After the final presentation we got some feedback from the audience. Nicole mentioned, that she sees some potential in the audio/video protocol we played. Therefore we meet her afterwards to dicuss how to improve the video to use it as a documentation. One big issue was the lenght of the video which was 3.5 min - it should be shortened to max. 1.5 min.
Knowledge aquisation:
What we left out of the presentation was feedback from our target group. We would have so many good quotes they told us, we should use them to show what impact our game has on people.
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01.05.2019 - Final Week
Location: Home
We splited some part works over holiday. Everyone had to do a little tasks for the presentation, so we can put everything together on thursday morning.
Knowledge aquisation:
Spliting tasks is allways good if there are tasks to do indipendent. Everyone can work when they have time and when you meet the next time you came a step further.
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30.04.2019 - Final Week
Location: Psychiatrie St. Gallen Nord, Atelier living museum
This morning we had presentations in Wil. It was very interesting to see how far the other groups came. Our own presentation went well, we were able to present all the points we wanted to mention. We could excite the team of Rose for our product and got many requests after the presentation. Also Rose directly forwardet the game to the workshop of the psychiatrie ad requested them to seek out if its possible to produce them at their own.
From our mentoring afterwards we took out some findings how to improve our presentation:
interrupting the game too early, breaks flow
include more visuals to strengthen what is said
importance of repetition, in order to bring a point across
put more emphasis on te purpose
Location: Psychiatrie St. Gallen Nord, Tagesstätte
In the Afternoon we had time to take photos of the cards the visitors of the Tagesstätte drew by themself. Further we iterrated our presentation for thursday.
An finally we had time to spent for a last time with the people from the Tagesstätte and say goodbye.
Knowledge aquisation:
We maybe underestimated the target group of our game. The audience during the presentation had so many ideas where to use our game. To dont lose our purpose we have to concentrate on on the people we worked with, therefore we need to mention them during presentation.
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29.04.2019 - Final Week
Location: Toni Areal Zürich, room 4K14
During IAD methods class we got the oportunity to evaluate on our project. We had to determine criterias which would proof the sucess of our product. Further find out how these criterias could be evaluated. Our arguments are:
DIY aproachable > download/use statistic
create conversations > prototypes
appropriable > re-evaluate in the future with interview
playful > survey/video/AB testing
Location: Toni Areal Zürich, IAD Atelier
We finally produced the packaging of the cards:
Further we worked on the presentations. We got a bit nervous, because we spent so much time on the presentation, but we decided that by evaluating what we want/need to tell during the presentation, we gain a lot more. For example good formulations for the dokumentation.
Knowledge aquisation:
Take time for preparing the presentation. Within this short amount of time we have to know exactly what we mention to sell our product.
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26.04.2019 - Production Week
Location: Toni Areal Zürich, IAD Atelier
First thing in the morning, we sent out the files of the other versions for printing. Then we continued to plan what needs to be done. For this we, once more, made a TO DO LIST, and split up the work within the group.
Two started with making some more test prints for the packaging, while the other two brainstormed what to include for the upcomming presentations in Wil and at ZHdK.
We decided to structure our presentation according to the “WHY HOW WHAT” principle.
While preparing the presentation, we continued working on the packaging and produced several versions, using different patterns and papers.
Regarding the presentation on Tuesday in Wil, we made an interactive prototype on Figma, allowing to do a quick live demo of our game.
Knowledge Aquisition:
We struggeled a lot with preparing a presentation, because it was very hard to break all our process down to a 10min presentation. Regarding that we agreed that nothing represents our game as well as a live demo, we further lose the minutes spent on playing. Therefore we need to sum up our process within around 4 minutes.
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25.04.2019 - Production Week
Location: Psychiatie Nord Wil, Tagesstätte
We took the finished set of cards the the Tagesstätte in order to make the illustrations with the visitors there and make some further user testing.
packaging
post-its with some suggestions of things to draw
At the Tagesstätte we first wanted to test whether or not the manual for tha game was clear and understandable for the staff and the people there. We asked a staff member to follow the instructions listed on the manual, without us giving her any more hints. She was able to correctly follow the steps.
After we inquired about working together with the visitors to create illustrations for the card game. She suggested to see after the 10 o’clock break, as everyone was quite busy then. During the break we started a light conversation with some of the people gathered around there, showing them examples of our illustrations and explaining our project a little more. It was received very well by the visitors and after the break immediately took some colours and began drawing. The staff member we talked about before, also was able to find some more people that were interested in drawing something for our cards.
We found that some visitors, were more eager to draw if they already drew one card. Moreover, they specifically looked for cards that had themes / topics that interested them. Also not all wanted to be constrained to cone colour, even if we specifically gave them the colour. However, we didn’t mind this too much, as there are many different personalities in the Tagesstätte and they should make the game their own.
We made another round with the head of the Tagesstätte and another visitor. We also gave them the manual and let them set the game up. They set it up as intended and we played a round. At the end of the game both, the head of the Tagesstätte and the visitor gave us very positive feedback. They thought it to be a very useful tool to get to know each other again, as there are many different people.
Amongst other things, we finalized the english version of the card game and were makeing some adjustments to the illustrations. During the day, we realized that the name “chat pack” was already taken so we went with “jetpack” as we were already under some time pressure to sent everything to print.
Moreover, we made some adjustments to the manual, concerning the wording and the layout. In addition, we still needed to translate the german version into english.
Before we left Wil, we left the set that was intended for them so that they continue drawing in their own time.
Knowledge Aquisition:
ALWAYS GOOGLE - rookie mistake!
We thought by giving them constraints we would help them (as taken from previous learnings), yet they were mostly ignored. However, this way they can either work with constraints or around them, as there are many different people with many backgrounds. This way they can truly appropriate the game to fit their needs.
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24.04.2019 - Production Week
Location: Toni Areal Zürich, IAD Atelier
In the morning, we went and picked up the the first set of cards, intended for the Tagesstätte. Then, we brainstormed a name for our game that both works in english and german. We wanted to find an approachable name that is yet witty and short.
The most votes got “chatpack”, as it could work in both languages and has a funny connotation to it that fits to the idea of our game.
In another step, we looked at how to phrase the maual / introduction card as well as the reason card. We tried to reduce the rather dense text with a lot of information to fit the A6 format of our cards. We began to shorten the long text and to try out different options of how to display the text (bulletpoint). We then quickly came to the conclusion that it doesn’t make much sense putting it in bulletpoints and that it still works best with a coherent paragraph with real sentences.
Next, we looked into different options to pack the cards. We looked into DIY packaging as well store bought ones. Soon we settled on a DIY version, as we want the printing template to be a full package. Using the laser cutter we produced a first prototype of the packaging. It still needs some adjustments, but all in all it works.
Moreover, we continued to work on a logo for the game.
Meanwhile, we asked some of the 4th semester IAD to give us some feedback on the manual. We received some valuable feedback which we immediately tried to imcorporate. Also, before printing the final version we will go to Wil tomorrow (25.04) and ask them too whether or not they think it’s clear.
In addition, we added post-it notes to the cards in order to give the visitors some ideas of what to draw.
Knowledge Aquisition:
The manual is more time consuming than we thought.
Figma is reliable, adobe programms are NOT!!!
Paper packaging turned out very nice - DIY idea.
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23.04.2019 - Production Week
Location: Toni Areal Zürich, IAD Atelier
First thing in the morning, we headed to the print office to look at the samples they have prepared and to choose the paper for the final print. Then we headed back to school and continued working at the illustrations. Meanwhile, we translated the questions from german to english, in order to make it relevant to more people.
By the end of the day we almost finished with all the illustrations so that we can focus on the presentation / packaging of the game.
Knowledge Acquisition:
Even simple illustrations take a lot of time and shouldn’t be underestimated. Moreover, it is important to keep checking in with the others working on the illustrations, so adjustments regarding the style can be made more quickly.
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18.04.2019 - Storytelling
Location: Toni Areal Zürich, IAD Atelier
For todays presentation we prepared another performance session. This time reproduced based on our experience possible interactions which happen during that game. Here is the Storyboard and Storyarch of our performance:


Knowledge Acquisition:
The method of reenact a sequence with scenarios functioned well to give insides into our experience. This technique of storytelling only works with an external audience, it would be unqind because you mimic them kind of.
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17.04.2019 - Storytelling
Location: Psychiatrie St.Gallen Nord, Tagesstätte
Two of us stayed working in Toni while the other two went to the Tagesstätte, for further test our prototype. We approached another intern and explained the purpose of our game. She immediately agreed to ask around in the Tagesstätte for people willing to play. In the mean time we prepared the questions. This time we wanted to find out if playing in levels made sense or if just choosing the cards randomly would create a different outcome. Soon after, the intern returned with two visitors ready to play. Before we stared, the visitors were voicing their doubts and concerns regarding the game. After explaining that they don’t have to answer questions if they don’t want, that there are no rules, is quick to play and that no knowledge is required. They suggested to have a non verbal signal, to make them more comfortable and so they don’t need to justify why they don’t want to answer the question. Moreover, we got a lot of questions suggested by them that we will incorporate into the final set.
Location: Toni Areal Zürich, IAD Atelier
We were developing the style of our cardgame. Trought a moodboard we gathered inspirations for cardgame styles and illustrations.
We concluded, that we want a design which is not to abstract rather include some cardgame-design elements but is not exactly associated to a cardgame. We don’t want a strong association becaus the apperance should not imply typical cardgame properties e.g. a lot of rules, long durance etc.
To represent the levels we decided to implement a level-bar, because if there would only be colour to represent the levels, the cards would not be selfexplaining, there would be the need of a legend. Also a level bar is distinguishable in black/white print.
Knowledge Acquisition:
The people at the Tagesstätte were quite keen of having their own set already, and in order to make it even more participatory, we came to the conclusion to produce a set with only the questions and the level displayed. This way, we give them the freedom and the time to make the set truly their own. For other sets, we create the illustrations ourselves so it’s ready to use. In addition, we would like to have an online version of the game, so other designers have access to it.
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16.04.2019 - Storytelling
Location: Toni Areal Zürich, IAD Atelier
After theorie class we first mad a timetable for the rest of our project to filter out the most important steps we need to take.
To develop the style of the playing-cards we analysed what endproduct we want. We decided on 3 possible outputs:
black print on white paper - let’s the user color and personalise his cards and allows a low-cost production
black print on colored paper - allows low-cost production but doesn’t need to be colored/time investment by the user
colored print on white paper - costs more but is the most attractive and trought that has the strongest affordance to play with
These are the outputs we produce as a longlasting printing-template for designers or other institutions which have a need to connect people with each other. During the project we will produce at least 3 high-end versions which are professional printed on longlasting material. One version for the IAD community, one for Rose and the living Museum and one version for the Tagesstätte. The version for the Tagesstätte will be produced without illustrations, to give them the possibility to draw their own drawings on it, to create a personal connection with the game.
Knowledge Acquisition:
Planning is key!
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12.04.2019 - Play
Location: Toni Areal Zürich, IAD Atelier
We gave our weekly presentation to the class. It focused mainly on our prototype which we demonstrated. The general feedback and impressions were quite positive and the class engaged and gave valuable feedback.
Knowledge aquisiation:
For the abstact questions it was proposed to give some context, so the player can make the question a little more concrete. Also someone remarked that there might be different sorts of questions for people that already know each other and for strangers. This is something that would need some more refinement. Important for us is now to find better suited questions.
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11.04.2019 - Play
Location: Psychiatrie Nord St. Gallen, Tagesstätte
We started to look at the cultural probes that we’ve deployed last week. The results confirmed what we’ve already anticipated, there wasn’t much engagement. However, one of the visitors thought it was nice to have such an activity.
Garden model:
The visitors only added some elements to our existing model. They drew inspiration from the elements on the model.
Writing excercise:
Photograpy:
The main interest lies in food and art.
This shows that there is still some sceptisism around and that the staff has to heavily encourage them to even start something.
During the morning break, we again approached the staff and inquired whether or not the visitors would be up for testing our prototype, and they quickly agreed to play with us in the afternoon. In the meantime, we prepared a second set with the theme of food, as it was the main focus from our probes.
After eating lunch, one of our group and someone from the staff approached some visitors that were still gathered around the table and invited them to join our game with the fist set. The people quickly dispearsed, leaving just one person left who also wasn’t very eager. In the end we still convinced her and we started. It worked better than expected, yet some of the questions needed further refining. After we finished, both the staff and the visitor gave some feedback. It was surprisingly positive, adding it’s a nice way to start a converstation and that many of the questions were intersting, but the wished for more of the “introduction level” questions. While, receiving feedback, the other visitors got wind that the game was indeed “quick and easy” and opened up more to the possibility of gaming agan. We then started a second round with 2 more people using the food related card game. It was also received very well, and people were even joking around. However, the staff and the visitor from the first game, mentionned that they enjoyed the first set better, as it was more varied with the questions.
Meanwhile, the rest of the group planned how to approach the illustration aspect. To either give them a blank paper or the make a template and let them colour in. We were indecisive as we didn’t want to scare them off. In order to find a solution, we started a survey to answer this question.
Knowledge aquisiation:
To find questions that fit in the introduction category and are “funny” and reduce the abstract level 5 questions.
Keep the length of one game, around 10 minutes
Having a choice of cards
Not just food related questions
Use staff to start the game --> a tool for them to introduce new people to the TS.
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10.04.2019 - Play
Location: Toni Areal Zürich, Entrance Hall / Cafeteria
Today we focused on further developing our card game. For this we looked for questions we could pose for the different levels, and tried to come up with fitting illustrations for the backside. (The backside, would be created by the visitors in the end). The levels can be recognized by the different colours. The levels were created according to certain categories. They are as follows:
Introduction questions
Personal
Player related
Society
Abstract
Meta

Then, after completing two small sets, we approached some people in the entrance space to test our prototype. The feedback we got from the participants was very positive and constructive. We also realized that playing the game with 3 people would also be good in the context of the Tagesstätte, since we could also include the staff in it. Like this the visitor might also feel less intimidated and more inclined to participate.
Knowledge aquisiation:
The aspect of being able to choose a card has proved to be a good option, as it gives the players more freedom and they can indirectly express their interests. The number of cards that can be chosen must always be the same in each level, as it can cause confusion as why it’s not consistent. The feedback from the people we tested the game with in Toni was very positive. They liked the aspect of not having awkward small talk and were able to engage in more serious conversations. Yet, we found that the introduction questions from level 1 generated mixed reactions, as they thought they were too random. When we told them, that they were intended to merely get talking without thinking too much, they reconsidered. However, these banal questions might still e perceived as negative by some, this would need require more testing.
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09.04.2019 - Play
Location: Toni Areal, IAD Atelier
Today we got a quick input to bodystorming. We acted out the scenario of us approaching the visitors at the Tagesstätte, in order to find out where our shortcommings might be. We soon found that approaching the visitors without a specific question in mind, quickly made it awkward for both, like most small talk. When introducing the probes to the “visitors”, we realized that this might still pressure them.
In order, to participate, one approach was to ask them for help in solving the task, then do it ourselves but wrong, so the visitor would want to engage and help us do it correctly. However, we are not sure if this would result in a desired outcome of participation or just frustration of the visitor.
Hence, we tried to figure out, which other ways there are to start a conversation.
After presenting our findings to the class, we were asked to try and produce a prototype of our idea, and focus and commit to one aspect of it. We then came up with a card game, with the goal to get to know one another in playing it and hence build trust. We aimed to move beyond the conversation point and try to figure out how to really build a connection / trust that would last, even after the game has finished. We created cards with different “levels” according to the difficulty of the question / activity. These would be spread out on a surface with the back facing up. The backside of the card would, depending on the level, have some illustration, that is related to the question / activity depicted. This way the people playing have some influence over the course of the game, again making it feel less like an interview. The card is chosen alternating between the players.
Knowledge aquisiation:
Our biggest learning was to have a puropose to start a conversation with a stranger. It can either be a question to gain information or to get their opinion.
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Related Work 5
Trädgardarna
Marge Arkitekter and LAND arkitekter, [2016]
The architects created an open and welcoming place that connects the inside and the outside. So the retirement home looks less like a hospital and more like a home.
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Related Work 4

Crowd Control
Franziska Wittlede and Anxy [Issue 03 - Spring/Summer 2018]
Franziska is a machine learning researcher and created a little online survey which asks the participants to draw their personal boundaries. Hundreds of people participated, so the results are extremely diverse and interesting.
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