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THESIS I PRESENTATION
LET US LIVE AND DREAM IN FANTASY
Student: Yue Li
Professor: Tom Klinkowstein
“The leaders in innovation will be those who figure
out the best way to leverage a network of outsiders.”
- Roberto Veganti, Professor of Business Administration
HYPOTHESIS
This thesis present the hypothesis that fictional characters (such as
characters in movies, fictions and video games) can be explored
within design development process.
In contrast to existing methodologies, which include the usual
stakeholders, such as clients, partners and consumers, such a
hypothesis could provide a new system for inspiration and ideation
based on more fantasy-like propositions.
• Scott

Cook

• User

Contribution System
ENGAGEMENT GAP
• Towers

Perrin surveyed
90,000 employees in 18
countries and focused on
drivers of attraction,
retention, and engagement
in the workplace.

Towers Perrin was a professional services firm specializing in
human resources and financial services consulting

Disengaged
Enrolled

30%

Engaged
Disenchanted

8%
21%

41%
WHAT CAUSE THIS ENGAGEMENT GAP?

Questionnaire:

Participatory Design:

Text narrative technique

Just involve stakeholders; Scenario design
A POSSIBLE WAY COULD BE USING
DEVICES OF FICTION
1. Engaging
2010 Gamer Ages
Under 18
Over 50
18-49

49%

25%
26%

Hours spent on video games (2010)
Hours/week
Hours/Play

5%
95%

67%

of US households
Play video games
2. Realistic

•

vivid and true-to-life scenarios.

•

Freely express
3. Impactive
“The Experience in virtual worlds
such as video games and online
communities can influence our
behavior in the real world.”
- “Stanford’s Avatar Study” by
Jesse Fox
INTERVIEWS
COSPLAYERS
- Yu Liu
- HITMAN REBORN/Kuroyuri
- “I didn’t like skulls before, I
thought they were really
scary. But because of
Kuroyuri, I realized that skulls
can also be adorable, and I
even bought a pair of earrings
with skulls on them.”
- Bing Li
- One piece/ Perona
- “I lost more than 10 pounds
to fit in this costume, I’m so
proud of myself!”
Conclusion
If we use these fictional character appropriately, we
could...
1. Engaging more people, not just stakeholders.
2. Collect unexpected but meaningful behavior data
3. Find people’s unexpressive need
PROJECT 1. Communication devices for the deaf people
Based upon the rules in cosplay, I want to create a framework as experiments of
methodology, and use this framework to design communication devices for the deaf people.
PROJECT 2. STOP MULTITASKING IN THE CAR
Based upon the rules in First Person Shooter video games, I want to create a framework as
experiments of methodology, and use this framework to create a storytelling tool to let people
stop multitasking when they drive.

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Thesis i presentation

  • 1. THESIS I PRESENTATION LET US LIVE AND DREAM IN FANTASY Student: Yue Li Professor: Tom Klinkowstein
  • 2. “The leaders in innovation will be those who figure out the best way to leverage a network of outsiders.” - Roberto Veganti, Professor of Business Administration
  • 3. HYPOTHESIS This thesis present the hypothesis that fictional characters (such as characters in movies, fictions and video games) can be explored within design development process. In contrast to existing methodologies, which include the usual stakeholders, such as clients, partners and consumers, such a hypothesis could provide a new system for inspiration and ideation based on more fantasy-like propositions.
  • 5.
  • 6. ENGAGEMENT GAP • Towers Perrin surveyed 90,000 employees in 18 countries and focused on drivers of attraction, retention, and engagement in the workplace. Towers Perrin was a professional services firm specializing in human resources and financial services consulting Disengaged Enrolled 30% Engaged Disenchanted 8% 21% 41%
  • 7. WHAT CAUSE THIS ENGAGEMENT GAP? Questionnaire: Participatory Design: Text narrative technique Just involve stakeholders; Scenario design
  • 8. A POSSIBLE WAY COULD BE USING DEVICES OF FICTION
  • 9. 1. Engaging 2010 Gamer Ages Under 18 Over 50 18-49 49% 25% 26% Hours spent on video games (2010) Hours/week Hours/Play 5% 95% 67% of US households Play video games
  • 10. 2. Realistic • vivid and true-to-life scenarios. • Freely express
  • 11. 3. Impactive “The Experience in virtual worlds such as video games and online communities can influence our behavior in the real world.” - “Stanford’s Avatar Study” by Jesse Fox
  • 13. - Yu Liu - HITMAN REBORN/Kuroyuri - “I didn’t like skulls before, I thought they were really scary. But because of Kuroyuri, I realized that skulls can also be adorable, and I even bought a pair of earrings with skulls on them.”
  • 14. - Bing Li - One piece/ Perona - “I lost more than 10 pounds to fit in this costume, I’m so proud of myself!”
  • 15. Conclusion If we use these fictional character appropriately, we could... 1. Engaging more people, not just stakeholders. 2. Collect unexpected but meaningful behavior data 3. Find people’s unexpressive need
  • 16. PROJECT 1. Communication devices for the deaf people Based upon the rules in cosplay, I want to create a framework as experiments of methodology, and use this framework to design communication devices for the deaf people.
  • 17. PROJECT 2. STOP MULTITASKING IN THE CAR Based upon the rules in First Person Shooter video games, I want to create a framework as experiments of methodology, and use this framework to create a storytelling tool to let people stop multitasking when they drive.