Aoife Ní Mhóráin

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This project is an exploration of designed experience delivered through objects.

My dissertation discussed experience and tools to design objects that provide rich experiences. It has been suggested, as each experience is subjective, that open or ambiguous objects will allow for richer experiences. Designers are naturally compelled to control every detail of a design to ensure a particular out come, but by presenting objects at a lower level of ‘finished-ness’ the object is open to be used in the way the user prefers. This will increase the users engagement with the object. The question is whether this is true or not and if so how “un-finished” can an object be before it becomes unusable.

Using a party as an environment to provide a playful and collaborative setting, participants were in the right frame of mind to interact with experimental objects. Conversation, collaboration, ice breaking, racing, creativity were chosen as starting points for the objects. Focusing on prompting users, objects were conceived.

Six individuals were invited and were told that an experiment would ensue. They were excited and nervous on arrival. The guests were fed and watered as the anticipation grew. The objects were presented to each participant in a long, thin, black, fabric bag with red ribbon tying it closed. Everyone waited until each person had his or her individual bag. By presenting individual bags the participants felt ownership over the contents.

The experiment was observed and videoed by myself.

Inside each bag was a glass and a type of beverage. Each glass and beverage displayed a specific function i.e. a shot glass should be used to drink shorts, Tequila for example, and beer requires a large pint glass. By mixing these conventions I wondered if people would work together and trade or exchange items; or would they improvise with the items that they were given. Each object implied a specific function. When presented with a specific function and a choice of those functions, I wondered if the participants would think creatively about solving their difficulties. People exchanged glasses to suit their preference. The experience that was prompted by these objects was as an ‘Icebreaker’.

The second object to come out of the bag was an unusually shaped piece of wood. Each piece was different and had words inscribed on some of its edges. Every participant worked together to solve the puzzle. The words inscribed on the edges contributed to sentences. These sentences helped connect the very abstract shapes into a cube. No instructions were given. Before the participants took part in creating the puzzle they were separated out amongst themselves but during and afterwards they formed a group and worked together. The aim of this piece was to present an ambiguous object and find out if the participants could still make use of it. The experience that was desired was collaboration and creativity.

Next came the cookies or biscuits. Inside each cookie was a suggestive sentence such as “Do you know you can’t lick your elbow?” The participants discovered the sentences and unconsciously continued to talk around the subject of each sentence. This activity lasted as long as the cookies did. The aim of the cookies was to find out if it is possible for a designer to design a starting point alone without knowing the specific outcome and still be successful. The experience that was created was an animated conversation between all of the participants.

Also inside the bag was a different vehicle each. I collected different objects that could race against each other. People who were given similar vehicles decided to race against each other. These very restricted objects were included to investigate if objects with a specific purpose would only be used for that purpose. After the participants raced the cars once, they were set aside. These object were less successful and I believe this is due to their restrictive nature. They do not lead to other things.

The party worked well and people reacted positively to the constructed situations. I have referred to the outcome of each element as I described them. Ideas of ambiguity are feasible but in order to make the experience focused there is a need for much more control then I had originally thought. Interestingly the participants used the bags as puppets and added an unforeseen element.

This project was a platform upon which I have been able to test out my assumptions about process and openness. While it is interesting for the user to be presented with an ambiguous object this does not imply that an ‘un-finished’ object would fulfil those needs. The object must be thoroughly conceived and constructed but can be presented in a way that could have many outcomes.

 
     
     
 

© Aoife Ní Mhóráin 2005