Waca
#Interactive Projector #Physical Prototyping
WACA is an interactive projector that aims to help children remove the gender stereotype, form the idea of gender equity, and learn more about the opposite sex in a fun way to build a future society with gender equity.
Innovative device design, Secondary research, Online interview, Physical prototyping, Video editing, Usability test
MY ROLE
TEAM
Individual work
DURATION
5 weeks
Project Overview
Gender-based violence is caused by a lot of factors, including the influence of traditional culture, family, and society. Through secondary research and primary research, I found a deep connection between gender stereotypes and gender-based violence. So the project aims to help children learn more about the opposite sex in a fun way, remove the influence of gender stereotypes, form an idea of gender equity and build a future gender equity society.
Brief
How might we teach children the correct gender concepts, form the idea of gender equity and avoid the possibility of future
gender-based violence?
Problem
Improve the in-visiting experience via AR technique, and let visitors be willing to share their amazing experience. Build a game containing gender-related questions via interactive projection, so children can learn in a fun way.
Solution
Project Process
Reasons why I chose this project
I read two news items about violence against women that happened in China recently which made me feel extremely terrified and sad. I keep my eyes on these events for a long time and I notice that violence against women is a serious worldwide problem. Therefore, I want to investigate this topic, do more research and find a solution.
Secondary Research
UNFPA research background
UNFPA (United Nations Fund for Population Activities) China conducted a Quantitative Survey of Research on Gender Violence and Masculinity in China from 2010 to 2013 which is an important part of the UN Multi-country Study on Men and Violence in Asia-Pacific.
Survey data analysis
From the survey, the researchers found “violence is connected to rigid gender norms and hegemonic masculinity. It is necessary, therefore, to promote masculinities that value non-violence and gender equality in order to end GBV (gender-based violence)”.
Causes of gender-based violence
In three of the four famous Chinese novels, Water Margin, Journey to the West, and Romance of the Three Kingdoms, most main characters are men, and they are brave, clever and responsible. There are very few female characters, and almost all of them appear in a negative image. Authors have portrayed women as the embodiment of lust, and they appear only to heighten the majesty of the male image. However, children and teenagers must read these novels and which are important parts of examinations.
Influence of Chinese traditional culture
In Chinese, some examples like “奸”(which means rape) “婪” (which means greed), and “嫉“ (which means envy) are composed of “女” (which means woman). When people see these characters, they will make connections with women. Also, children influenced by this traditional Chinese culture may form gender stereotypes. Chinese is a beautiful and subtle language, but it is not deniable that Chinese contains deep-rooted gender discrimination.
The relationship between different factors causing the violence
Primary Research
Goal
According to my secondary research, I found the deep connection between gender stereotypes and gender-based violence. I predicted that people are influenced by family, culture, and society, and gradually form gender stereotypes during their growth. To confirm my speculation, I did user interviews with five children.
Online interview
Empathy map
Supplementary Research
Research on gender cognition at different ages
I found that gender stereotypes and masculinity have formed more or less in every kid’s structured way of thinking. Children from 5 to 6 years old cannot clearly tell the difference between boys and girls, but one of the interviewees told me she thought that men should protect women because men are stronger. Children from 6 to 12 years old, especially the group from 8 to 12 years old start to form gender stereotypes. All of their hobbies are in accordance with gender stereotypes. In the interview, a 12-year-old boy mentioned that he thought that it is more important for a woman to have a good marriage than to get a good job. Based on these interviews, I decided to design a product for 6 to 8 years old children, since it is a crucial period for children to form values and understand gender equity.
Gender stereotypes in language
Define
Problem statements
The government needs to consider effective ways to reduce the cases of gender-based violence to build a safe & stable society.
Children need to have guidance on the correct gender concept to form the idea of gender equity and avoid the possiblity of future gender-based violence.
Society and the family need to provide children with the correct gender education to help them form the idea of gender equity.
Design goals
Help children learn more about the opposite sex in a fun way.
Help children remove the influence of gender stereotypes and form an idea of gender equity.
Build a future gender equity society.
Product Design
Competitor analysis
After conducting the analysis of other products working on children’s sex education, I found the children's gender education is based on three different forms: illustration books, board games, and apps. They have their own strengths and weaknesses. Most of these products have limited formats which means the users will lose their interest after they finish reading the book or knowing the answers to all the questions. Some of the board games’ mechanics fully depend on the players’ luck so it may cause the players to lose the motivation to get the right answers.
Conclusion
My product goal
Fun interaction
Great storytelling
Vivid illutration
I want to design an inclusive product that users can have some fun interaction with it and have multiple possibilities to explore with great storytelling and vivid illustration.
Design development
In the beginning, I consider designing a board game that can involve four to six 8-12 years old children. Since the physical question cards are limited for a board game, and if children finish answering all the questions, they will lose interest in the board game, I reconsider my form of the product. I did a lot of research on the existing interactive methods and I found there is a technique called Interactive Projection System which is used in museums, schools, and some business entertainment spaces.
Interactive projection space draft
Prototype
The design of the speaker aims to bring the interactive projection more entertainment and engagement. The players will be instructed to say hi to the speaker to start the game, and the component of KY-038 is a voice sound detection sensor that can detect players’ voices and give responses back. The main character will come up and represent the player in the game. An important thing to clarify is that the character image is automatically generated, so a girl player can get a boy character, and a boy player may get a girl player. The awards they get along the way are random, so a girl player may get a boy character and earn a dress and a football in the meantime. I hope these game mechanisms can really help children build gender equity ideology and believe they can be anyone they want, no matter their gender.
Process
Visual Design
Interaction Flow
Final Outcome
See full interaction
What's Next
I did research with five people; three of them are my target users, who are children around six to eight years old, and two of them are my peers around 20 years old. I found all of them were satisfied with my illustration and overall interaction, but my questions and answers were designed a bit complicated, so it was hard for children to concentrate on or comprehend my questions and answers. So for the next steps, I will simplify the questions and answers and combine animation to explain these questions and answers to engage the children. Also, I plan to design related apps and board games, making WACA a series of products in which children can learn about gender equity anytime and anywhere with their families and friends.
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#Experiential Design #3D Modeling #UX/UI
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