Monday, 29 April 2019

SB1: Initial App Info Outline

After some thought, I feel like I was starting to go in a massive tangent with my idea and was researching topics with were not relevant at all. To settle my idea once and for all the problem that I'm doing now is: How app features get users to be addicted on the app or manipulate their behaviour without them realising and "displacing their time" in these apps. 

I've talked to some peers about my idea of possible making an app to spread awareness about this issue, however Jocel suggested that maybe it would be better if I would create a game or quiz, where the users would answer questions regarding various app features. I thought this would be a very effective idea in tackling my issue. Libby also added how it could also be quickly distributed across various social media sites, reaching its target audience (teenagers and young adults) as well as a a wider audience and demographic.

Before creating my quiz I need to pinpoint my purpose for it:

1) What do I want the target audience to get from the quiz?
  • An estimation or answer as to whether they are addicted to social media or not
  • An understanding of the features which makes social media addicting
  • Perhaps, realise through the quiz the features which makes social media addicting. 
2) What kind of information am I putting out?
  • Informative information through the questions as well as result for the quiz 
  • Exciting and interactive interface giving them a good user experience (don't make them feel like they're wasting their time)
From the survey that I created earlier in this brief, I decided to focus on five social media app which people use most often:
  • Instagram
  • Facebook
  • Twitter
  • Youtube 
  • Snapchat
These five apps may be quite similar and over crossover features however they are still varied in in their purpose and specific app details which I think would be effective to be used as references to the questions that I'm going to create for the game, as it can pinpoint form the general features to the smallest details that differentiate them from each other. 

1) Instagram
  • Weekly Push Notifications - notifications sent out about people you follow e.g. their first story etc. *Addresses you directly, thus making you want to click on it and go on the app. 
  • Stories - includes various face filters, animations and stickers (more varied than Snapchat), more aesthetically pleasing and easier to use. VARIETY *Appears in various places so you always see them and want to click, Automatically changes to another person's story u less you click 'X' or swipe away.


2) Facebook 
  • 'Splash Screen' - Loading screen for anticipation (slot machine like) 
  • 'Blue Interface' - Blue is used as it keeps you awake and is not harsh to look at for long durations 
  • 'Like' button - Dopamine trigger; 



3) Twitter
  • 'Loading Splash Screen' 'Spinning Wheel' - Appears when you slide down indicating new content loading, "variable ration schedule" Users will know that they will receive new content but not when, and what they will be seeing, making it more exciting and intriguing. 
  • Blue Colour Theme - *same as Facebook
  • Retweet, Quote
  • Limited characters each post

4) Youtube 

5) Snapchat 

I had another discussion with my peer (Libby) about my selection of app for the quiz, as I felt that as I was searching for their specific features, they were too similar and I was starting to feel like I was constricting myself. Libby also agreed, and said that it would be better if I did in on general apps instead in order to have a wider variety but also take into account that the audiences themselves may not use certain as as much as others (just like what I found in my survey tbh) and this way I'm not only widening the amount of features I can investigate but also not isolating audiences who may take the quiz. 

Other features I found were:
  • Infinite Scrolling
  • Notification Sound
  • Notification Number
  • Minimal finger movements (layout is constricted and straightforward) 
  • Using hashtags - easier to reach goals 
  • 'Like' 
A reference to my quiz was Adobe's creativity quiz that created some buzz before. I took the test again in order to get a sense of how the audience interact's with the quiz and it's features etc.

  • Simple questions and limited answer options - making it straightforward, easy and quick
  • Question Indicators - on the left hand side circle illustrations were filled in each time a question is done. Automatically, lets audience know which question they are on and when they finish the quiz
  • Different background design each time - keeps each page fresh and making the audience anticipate for what's to come next
  • Animation after each question relating to it - at first or me it was interesting but as I got into the quiz I skipped them as I wanted to finish it. But, this may also be because I have low attention span that they took long for me.
  • Skip and Mute options - allows some control and flexibility for the audience - personalising the quiz
  • Results - clear result satisfying the audiences goal to begin with. 
  • Share Option - distribution is clear as well, as it let' audience share the quiz for more people to participate in.
I think the quiz was really effective, it was easy to use and easily understood, the features were simple enough, however the animations may make it a bit long and frustrating to some (like me). In contrast, I also came across another quiz about social media. The quiz turned out to be really plain and looked like it was created from another quiz template making website. It wasn't really as exciting, although the questions were fairly interesting, the presentation was very boring and basic. 

1) Which shade of blue does Facebook use ?
2) Which app uses this notification sound. (Snapchat)
3) What order does the features in Instagram go in (can be justified with how designers place the features in a certain way to minimise movement

SB2: How Social Media is Built to be Addictive

"the ATTENTION economy"


Image result for SOCIAL MEDIA manipulation addiction
I think a huge part of why social media has been taking over our lives is because of how it's been created and the features specifically built into them in order for use to be more inclined to use it without realising how much time we actually spend using it.

Sean Parker, founding President of Facebook mentioned how, "It probably interferes with productivity in weird ways. God only knows what it's doing to our children's brains"


  • It's FREE - Most if now social media sites are free, however it's free because the people using are not the customer's, but rather advertisers who feed their products and adverts into the audience's feed. It's the audiences' ATTENTION BEING SOLD.
  • SLOT MACHINE TRICKS - Features such as "pull to refresh" or infinite scrolling are ways in which apps incline you to stay longer without realising. "Intermittent Reinforcements" The uncertainty and unpredictability or what post is coming up next is what makes it addicting.
  • DOPAMINE - Activities that give us a sense of achievement or exciting on social media indicates to our brain that it's worth doing again, releasing  dopamine. Adding reinforcing features such as "Like" button and notifications will further encourage this. It also feed into our insecurities or give us reinforcement in our 'virtual self'. 

This is similar to what I've researched before, however I thought it was good to go over them again to ensure myself which info to take in so i don't overload myself or go too much on a tangent. These info are still relevant to what I'm tackling and will be helpful in informing me for the design that I will be making. 

SB2: Research: "Like my addiction" Louise Delage (BETC Campaign)

An Instagram persona and fake account had been created by advertising agency BETC for Addict Aide's awareness campaign on alcoholism and addiction. The account aimed to present someone whom you'd likely to meet everyday but would never be suspected of being an addict. Most if not all of her pictures showed her holding a drink hinting at her alcoholism.

A detailed strategy was created in order to perfect the account which was rooted "in native Instagram content and habits". The usage of hashtags, bots, key influencers in Instagram and research on fashion bloggers was one, for example, the look and tone of her post was influenced by the filters used by fashion influencers and bloggers. 

Time posting was also strategised to be during high traffic during the morning, lunch and late nights when people are most active on Instagram and up to 30 hashtags were used to ensure that it will be seen by a wide range of people. 


I think the concept and how the theme was tackled was very effective in a way as it clearly shows just how much social media can be manipulative and normalise certain actions and problems through usage of filters, app features etc. It masks the problem people have and want to hide giving them the ability to create themselves a new virtual life.

The results of the campaign however, wasn't how they expected as most people didn't realise the addiction part, however it did show just how much social media can be used to influence our opinions and thoughts on others. 

Referencing this to my own theme I think looking into how algorithms may be useful, or researching on how hashtags and certain features may connote certain tones and aesthetic which help portray a certain image and how this might be used in a manipulative way. 
  • Maybe create an app that showcases these features 
  • Create an app were the features are the opposite of what their supposed to do?

Saturday, 27 April 2019

SB2: Research: Uncertainmedia.com by Tom Joyes

For my theme I thought Tom Joyes' work about usage and consumption  of online data and social media is very relevant. It's relevant that it tackles the idea of hyper data consumption on the Internet and fake news.

He also effectively communicated this problem by creating the website which layers the top searches so that they play together giving the audience the literal sense of how much data and info they receive. It can also highlight how it can be a bit vague and chaotic to dig out which info is actually the most relevant and true just like how the audience may be presented with info that may be far from truth but can be thought of or masked as the truth due to it's popularity and relevance. His navigation method is also very clear and simple, by creating the website the audience don't have to learn its methods as they already know it and it automatically links the idea without explaining further. Therefore, I think that the outcome is very simple yet impactful as it makes the audience confused, engaged and intrigued at the same time.

The only thing I didn't like about it is it was quite confusing what the actual purpose of it was, only after I read the 'About' page that I realised it's purpose and I understood how it correlated with data consumption and fake news. Though I think it's mostly about how you interpret it, just like how I did above. Overall, I think it's quite a successful design and relevant research which I could reference from for my own ideas and design.

uncertainmedia.com


SB2: Pinpointing The Main Problem/Focus of my Theme



After the crit one of the feedback I got was the fact that I haven't fully pinpointed a specific problem that I wanted to solve or delve into. Therefore, I decided to start again and mind-mapped the points that I thought were the problems and things that I wanted to look into. I found that most of them interrelated, therefore I could put most of them under one theme or heading and pinpoint the specific problem that I want to delve into from there. From this these are the themes/problems that I came up with:
  • Connectivity - in terms of your social media activity being interrelated together.
  • Social media tailoring - the user themselves use social media for a certain goal or purpose.
I think from these, going back to the original point that was interesting to me during the crit: "what we put out is what comes back" I think I'm going to go for Social Media Tailoring, although it might not sound like a problem I think this encompasses problems like:
  • Social media addiction
  • Catfishing
  • multiple identities 
I'm going to research further into this in order to create an outcome which effectively showcases and tackles the problem.