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4th Phase: Context, User Testing, Prototype Modifications

It was important to understand the role of designers and where they fit, or what values/ changes they may bring into the scene. The map below shows the relationship between:

  • Designers - Products and system thinkers who can make an impact 

  • Users - Individuals with Eating Disorders and their loved ones

  • Maker groups - the media and other social groups who may influence and/or instigate public messages regarding body image. 

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In what contexts the products will be used and what impact would they bring to individuals with Eating Disorders and their loved ones?  
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​General Feedbacks 

"Although the scale was able to show barriers of communication, there is a lack of depth in portraying the emotional struggles and perceptions of an individual with an eating disorder, to another family member."

"The current prototypes have been tested by friends and the public which helped highlighted the parts that were confusing regarding ergonomics and functionality. For the next iterations, normal users and experts could be inquired with a new set of questions to gain an understanding about the project from different perspectives. Furthermore, investigating existing Eating Disorder Advocate programs and events could allow opportunities to have the products intergrated into different contexts such as schools, public libraries, community centers, etc."

 

"As of now, all 3 prototypes are targeting similar groups of users, however, they serve different purposes within their own contexts. A system is required to bring these objects together under a coherent model that aims to steadily raise awareness within the community and provide resource and access for the public, families to educate themselves about Eating Disorder."

"What are the types of behaviour, inner dialogues as well as emotions of the individual with an eating disorder? In which occasion are they shown? The scale is a learning tool intended to foster empathy by placing users into the shoes of those with an eating disorder. Through understanding these factor, the object could be modified accordingly to deliver more meaningful interactions to its users."

​Post-DesignTO Iterations

​In order to put themselves into others' shoes, one may have to eat as if they have an Eating Disorder

"​Weight of words"

A significant change: "Weight of words" was modified into a collection of sympathetic eating utensils. These tools are meant to add another layer of depth that better translate the struggles and frustration of individuals with Eating Disorders and deliver more meaningful interactions to their users.

"​Can't pick up my food.."

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​"The mindless stirring.."

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​"Let's just spit it back out!"

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​Mysterious Diner

I gathered both my designer and non-designer friends to play the boardgame and continued to further modify the brandings, the packaging as well as the contents of the game to make sure it is easy to play and is friendly to a wide age group.

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​Observation notes / Feedback
  • Players occasionally mention their personal stories about how body image is discussed within their families.

  • One participant reported that she didn’t know about Eating Disorder and admited that she goes on a diet whenever she feels the need to become thin.

  • One participant talked about his her family always commented on her weight and the way she looked. She isn’t strongly affected by it however, it would be the first thing she recalls when she feels down and she would intentionally skip her meals in order to feel better.

  • The user test helped validated the educational values of the boardgame.

  • All participants agreed that the game should be played under supervision of a mental health expert.

  • Other feedback focused on the structure of the game, the point system and improving the visual language.

  • The game becomes more intense after the first phase as players have a decent number of cards on their hand which they could play against others. This was when players started communicating with each other.

  • One player would suddenly point out another player whom they suspect was the Sufferer, and asked for consensus from other players while pressing this individual with questions.

  • The flow of the game changed after a suspect appeared, instead of shifting the players suspicion towards another player, they started disclosing information about the suspect’s Plate and focused their attack on the suspect.

  • Some players lied about their points, they could also be honest about it at times to defense themselves.

​Eddie - Further improvisation

Some new features were added to the AI app along the way. In addition, I made a few different prototypes with different use of colors, symbols, as well as user-flows and contexts to see what would be best suited for this type of project.

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​The first iteration contains brief information about Eatin Disorders, a character design system which helps the AI generate personas based on given inputs, and a set of quizzes to test users' level of empathy. The users are mostly OCAD students and the app is being used within OCAD's properties.

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​The second iteration features a network for family, friends, people with Eating Disorders and even professional therapists to exchange information and be informed of nearby workshops/events. ​The AI generates personas based on the character design inputs and users will have direct conversation training with the AI.

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