brain
scapes
Group: Dahoon, Jin, Jiayi, Ellen
Week Four
Exploring, exploding, exploiting process, criticality and interaction in relation to user experience design.
Design a way to make brain activity responding to aesthetic experiences visible, tangible, or interactive.
Neuroaesthetic
Partnership: Kinda Studios
5th testing
We also tried out the idea of building an instrument. To do this, we experimented with different shapes—such as horn-like forms—to see how they might produce or manipulate sound.
However, we faced challenges in amplifying the sounds and effectively representing brain activity through the device.
crazy 8’s
We reviewed all the tests we've conducted and carried out a Crazy 8’s session within our group, using insights from our experiments to generate new ideas and explore fresh directions.
feedbacks from tutorial
During our tutorial, we received a wide range of valuable suggestions that will help shape the next stage of our project:
Breath-Based Interaction Design
adding gamified elements, allowing users to compare breath patterns with others, and introducing social or experimental features to enrich the experience.
Encouraging Continued Engagement
It’s important to clarify the project’s purpose—whether it’s about increasing awareness, reducing stress, or something else—and to consider when and where users would interact with it.
Subtle Use of Technology
Although the analogue aspect is appreciated, introducing light technology could add value.
Sensory & Artistic Expression
Making breath visible or audible can transform it into a shared, expressive medium.
Defining Form & Context
Clarifying whether this is a personal product or a public installation is essential.
more brainstorming
Reflection & next step
We received a lot of valuable feedback during the mid-point tutorial, which encouraged us to think more deeply about creating a collaborative, interactive experience for 4–6 participants—whether as an artwork or a game. Moving forward, we plan to explore ideas around key themes such as group exercise, playfulness, and interactivity.