
UX of Warmth
Brief: Design an emotional experience using heat.
Group: Aslı, Mustafa, Shanshan, Yiyao, Zetong (Zoe)
Research Methods: Bodystorming, Behavioural Mapping
Week 1
We began the week running one of the assigned research methods - Behavioural Mapping. This required tracking people’s movements and activities within a certain area and time period. For this, we decided to observe the smoking area at the entrance to LCC’s building at two separate time periods, once at 2 P.M and again at 5 P.M, for a period of 15 minutes each time. Based on this, we identified some patterns, like groups being bigger and more common at 5pm, as well as placements that coalesced around the main traffic flow path of the area. Crucially, we didn’t interview any of the participants we observed in both times. This proved to be an issue later on, as we had difficulty isolating the reasoning behind the themes we identified. We couldn’t be certain whether it was due to warmth like we assumed, or whether there were other factors, such as light, that influenced them.
↑ We went to three different viewing spots to observe the smoking area from all angles, taking notes of the changes between 2 P.M and 5 P.M.
↑ Looking at the patterns of seating placements and group sizes, we realised there are some areas of higher traffic. As we didn’t interview any of the people, we lacked the data to assert this had a connection to temperature.
Next, we conducted the Body Storming research method. Similar to theatrical improvisation, this exercise asks the participants to act, either with an object or as the object itself. The goal is to highlight the essential parts of an interaction that are vital parts of its experience. For example, asking participants to “use an ATM” will reveal the necessity of tapping on a form of keyboard to interact with the object.
For our exercise, the group imagined the scenario in which a person wearing a coat boards a crowded Tube train. However, since we still had no general direction for the brief itself, we struggled to detect any interesting insight that can inform our design moving forward, especially as it was disconnected from any of our earlier findings from the Behavioural Mapping.
Therefore, we decided to brainstorm and choose a specific direction before we moved any further.
When discussing with our tutors, one unique aspect from the Behavioural Mapping that stood out was the relationship between materials and warmth. Architecture that serves to retain heat uses different material than one that’s used to cool. Therefore, a marble bench on a cold day will be less appealing compared to a wooden bench, for example. This made me think of the repetitive traffic we saw over the course of our observation - certain spots were frequently sought after by the crowd. Since they were all made of similar material, could this be due to the benches having been “warmed up” by previous visitors? I made the association of material erosion over time when they’re being heavily used. They become visually worn out, symbolising frequent usage.
The group agreed on this direction for the brief - warmth as a sign for time passed and evidence of human presence.
↑ Though we gathered insights from the Behavioural Mapping, we weren’t sure which design direction to go with in order to tie it with heat and emotion.
↑ Thinking back on the experience of seating on a warm Tube seat, this warmth informs us of someone’s recent presence. Over time, high traffic spots often wear.
Week 2
With a specific direction in mind, we redid the Body Storming exercise. Using a sofa as an object in the scene, we asked participants to pretend they were sitting on a warm sofa. Their body language and approach to the sofa differed based on whether the warmth came from someone they were familiar and comfortable with versus a stranger. As the brief asked us to create an emotional experience, we had a decision to make: a touching experience focusing on feelings of familiarity, or an ominous experience feeling the presence of someone who isn’t there. We decided to go with the latter, as we felt there were more design opportunities in that direction.
↑ When sitting outside, participants wondered why the sofa was warm and found it odd and disturbing. On the contrary, at home they found no issue with the sofa being warm, and sprawled across it comfortably (Credit: Aslı Ateş).
Drawing inspiration from the world of criminology, we ideated a crime scene where a participant uses the temperature of certain objects to find the murderer out of a lineup of suspects. The hints in the scene included objects that were warmer to the touch and therefore more recently used.
To help the participant with the investigation, we created “suspect files” with details. When we began testing we noticed participants weren’t touching the objects. Additionally, the scene was too complex with suspect files full of superfluous details. Furthermore, we realised the way we explained the scene and the task at hand had a crucial role in the experience. We iterated the suspect files several times until we managed to construct the scene properly, with participants successfully identifying the murderer.
↑ Making sure the story made sense, we workshopped the details we provided to the volunteers several times, testing each iteration.
↑ Several props were removed as they were confusing the participants (the bloody hand, for example).
↑ Handing participants gloves encouraged them to touch the objects to identify recent use.
Based on feedback we got from our tutors, we attempted to connect the experience to global warming. Our attempts to add this layer to the experience interfered with our participants’ ability to solve the mystery. Ultimately, we chose to make the connection to global warming by using items that can be related to individual contribution to global warming such as single-user plastic (McClure, 2021), constant charging of electronics (Paul, 2019) and scented candles (Team Energy, 2022).
The final product was a performative interactive experience where a volunteer assists “UAL PD” to solve a murder that occurred.
Final outcome:
↑ Can you find the murderer? The hair straightener and coffee cup were warm, whereas the candle and computer were cold.
↑ Suspects were gathered because they mentioned using items found in the scene. However, each had a different order of use. Based on the order of activity, the volunteer must decide who is the owner of the items found and is therefore the murderer.
Feedback:
While overall the experience was clear, we could’ve leaned more into the global impact of human-made heat. One example was thinking of a way to show usage amounts out of each item before disposal and how it fares for the planet.
Reflection:
In the early days of the project, the group debated whether we should discuss global warming more prominently. We decided against it as we thought the brief allowed for broader associations of heat. We tried to reconnect our idea to it but it became too complex for users to understand. Had we more time for iterations I would have loved to try the suggestions from the feedback.
References:
McClure, M. (2021) Everything you should know about single-use plastic. Available at: https://www.greenpeace.org/africa/en/blogs/14052/everything-you-should-know-about-single-use-plastic/ (Accessed: 3 January 2025).
Paul, A. (2019) 13 Daily Habits That Are Bad For The Environment. Available at: https://blueandgreentomorrow.com/environment/13-daily-habits-that-are-bad-for-environment/ (Accessed: 3 January 2025).
Team Energy (2022) How these 7 everyday items contribute to global warming. Available at: https://www.teamenergy.com/discover/blog/net-zero/how-these-7-everyday-items-contribute-to-global-warming/ (Accessed: 3 January 2025).