Gap in my thesis

The work shop on Monday have me a clear understanding of what I miss in my thesis and what I am going to do the following 45days.

My thesis title is: Activating the Bedroom generation by Gamifing Public Spaces. In the beginning, I interviewed a lot of gamers and game designers, but the gap in the interview part is that I didn't do enough interviews around public spaces or people who work for public spaces.

For the understanding of the entire topic, I should argue more around pubic spaces, what are public spaces, are these public spaces have to be physical? or they can also be digital? Arguing the meaning behind the word public spaces is very important and I can get a totally different perspective to my project after that.

And there are a lot of different kinds of emotions behind different games, what I want to design and what kind of social impact I want to pass to gamers and other people is very important, I need to remake my system map to have a better understanding of the relationship between different stakeholders in the map.

Fidelity & Resolution

Today on the class, we have a workshop about the balance between fidelity and resolution. For the whole design process, fidelity means how detailed it is, resolution means how real it is.


Mapping the whole thesis for in this diagram is pretty helpful, because I can understand whether what I did before is correct, or whether I follow a right direction. And also, the understanding of different steps I did before is changing from my perspective as time goes by, so for example, if the mood board was on the lower left corner, and now I think it should be at lower middle, it means my understanding of the meaning behind each step is changing, and it really matters, because it will change the direction of where I will head to in the future. 

From this diagram, I noticed that I should redo my system map and refine my journey map because these two parts is really mattered to my entire thesis.


This is the diagram for my thesis which analysis both physical and mental problems around gamers. the reason I use the hexagon is that I want to design this diagram into gaming style, and also I want to make this diagram shows the relationship between each category. So I make a combination of block and flow chat diagram covering gamers behaviors and consequences of  every kinds of problems. The diagram using blue to represent behaviors, red to represent physical problems and pink to represent mental problems. The big orange part means their main problems. The darker the color is, the worse the problem is.


From the diagram, you can see gamers six main action while playing games, and related with these behaviors, there's some different conditions and illnesses. Three main problems are headache, loneliness and obesity. and there are many small problems, both physical and mental problems extend from these three main problems.

Where is this going...

At the beginning part of this blog, I would like to thank Abby for letting us know that there are only 71 days left for my thesis. Am I worried? Well, not at all, because I alright can feel nothing, lol. This is a bad joke. Alright, I would like to say I am still not worried, because every class, every professor we have this semester is super awesome, there's nothing I need to worry about.

For the next 71 days, I think there are lots of things I need to do, I would like to list it out. 

  1.  All chapters for my thesis book.
  2. Experience design for my thesis
  3. 3 dimensional products for my thesis
  4. Refine my thesis system map
  5. Interview more gamers and expertise
  6. Explore further for my service design
  7. More App need to be developed 

I think some of the work above contains a lot of content and I think especially for my thesis, every part is pretty complicated, what I mentioned before in the class is that every game is a whole system and each part of the system have very close connections and consequences. It takes me a lot of time on figuring out what these connections and consequences are and how it works. 

I choose to gamify everything because I really enjoy doing what I am doing. Gamifying is not only a part of my thesis, but also I think it should be a part of the rest of my life, I wish to bring this fun to more people.

Today's Workshop

During the workshop we communicate our intent based on one of our thesis project, I choose my 3DPD project, which is a wearable tech, it is a kind of equipment, you can play games everywhere. It's like a Avatar, you put the equipment on and you become any character you want to be in the game. The persona I choose here is a business man who like to play games during the breakfast time, lunch time, and on the way go and off work.

For the context, I think it could be a pretty big area, during the lunch break, by the time you step out of office, you can transform into the character immediately. So the office building will be a awesome place to get in to a fight. Street, park, restaurant, railway system, I imagine every public space can be come the battle ground of this game.

For the channel, I think there are many channels can be great for this product, like advertisement on NJT, GameStop, on the cup of some coffee shop, in App advertisement, even the advertising board on the taxi. And the game itself is also a channel to let everyone know about this product, gamers can be the channel because they will wear this every day. The conversation between people will be come a big channel for the game.

Nicole Fenton on Editors, and Controlled Vocabulary Workshop

Today we have workshop with Nicole who work in 18F, she shared he experience as an editor and help us about how to hiring editor and how to manage the relationship with editors. So based on what I wrote last week about Linguistic Choices, she held a workshop for us checking the writing we have to make it clear about what is not being totally understand by your audience.

The workshop went pretty well, I noticed that not my gramma but also some of the explanations were not correct which lead to my audience can't understand what I was trying say.  So this part is very helpful to me, and the whole lecture is really awesome, very solid and clear.

Basically, she introduced some different type of editing, like developmental editing, technical editing, copy editing etc, this introduction helps us on what kind of editing we need. She also introduced: 

  • Project budget
  • Pricing structure
  • Deadlines
  • Preferred communication channels
  • Approach and process
  • Rounds of edits/feedback
  • File format
  • Base style guide

These things to me are very helpful because without these information I can never know how to manage the working process with an editor, she give us a boost to our destination.

We learnt about what is high level feedback, what is low level feedback, when to to give low level feedback and when to give high levels. This part we learned how to communicate with editors so we can refine our writing efficiently.

Linguistic Choices

There are many words I use to describe and talk about my thesis, but I never know whether what I mean is understood by my audience, whether what I presented before, my project and my ideas make sense to them. So here I need to redefine some words I used a lot, and these words need to be understood by my audience. Here is a photo of the words I found during the workshop, which I need to defined in my thesis.

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In the red frame, I lay out the words I talked about before but it's about something negative. The bedroom generation is not really a bad word, but the person defined as a bedroom generation are regarded losers or gaming addicted, which full of negative emotions. It's not right, that's part of the reason I want to work on this topic as thesis and I need to redefine these words to make people understand my thesis.

1. The bedroom generation: A group of people who stay indoors for a long time and always interact with a screen.

Screen: a flat panel or area on an electronic device such as a television, computer, or      smartphone, on which images and data are displayed.

2. Addiction: The state of being enslaved to a habit or practiceor to something that is psychologically orphysically habit-forming, as narcotics, to such anextent that its cessation causes severe trauma.

3. Loser: someone that is marked byconsistently or thoroughly bad quality,performance, etc

Many people believe that the bedroom generation are losers, they have bad gaming habit and are  deeply addicted with games. But I will not use addiction and loser in my thesis to describe the bedroom generation. Instead, I will use some other words to describe the bad habits and unhealthy behavior they have, and what it means to them, what it means to us.

In the green frame, I lay out the term screen which I explained above. And the most important word is gamer, I use this word a lot, because gamers are my main target users. Gamers are known as being attracted by the virtual world inside of the game.

1. Gamers: person who plays games, especially computer or video games.

2. Body problem: the physical sickness on people's body which are caused by bad life habits.

3. Virtual world: A world that being such in power, force, or effect, though not actually.

Flowing I want to define what it means by real world and public space. what's the relationship between virtual world and real world? Is there public spaces in virtual world?

1. The real world: the world where our body live in. (I think this one is pretty clear to every one.)

2. Public spaces: A place where every one has the right to access freely and act in certain rules.

3. 0ff line: not connected with internet.

I want to talk about this a little bit because from the definition, a virtual world can also be public spaces,  there are many online spaces we can access freely and act in some certain rules. So my thesis title is not only about real world, but also about virtual wold, the public space I am going to create is like a portal connecting virtual world and real world to make them work as one. So gamers who into the virtual world will live in the same dimension with others so they will be regarded as a normal person as well.

The last one I want to define is Gamify. Gamifying public spaces is a very important part of my thesis, it's a way to connect people together, to entertain people and make them forget about the embarrassment of whatever shows up in their mind. 

Gamify: a verb to make something into gaming style or function to make it works like a game.

I think even now I write this down but I still need to do more research and thinking to refine this definition. And I think there still some words that I can't define clearly. I will keep working on this, it make myself more clear about what I am trying to do and how I can make it clear to every one.

Goals & Objectives

The goals of my thesis are motivating people to go to the public space, to have more in person interaction. Hope this combination of Virtuality and Reality can bring joy to them, so they can gradually lose their aggression, motionless habit.


Last semester, on thesis defense, I have a pretty good start with bringing joy to people and leading physical movement in public, but the work I did was still close to virtual games and not that much interactions were included. 

For now, the experience design I am working on provide more physical activities and in person interactions in public spaces, and the gaming style and the role play can be very interesting part on entertain people. 

In the end, I wish the project I work on for my thesis can really help people get rid of the aggression and enjoy the fun of the game, the gamers can play games with everyone even people who don't play games, they can have fully physical engaged interactions in the game assembled with reality and virtuality.

The Audiences & Markets of My Thesis

I believe that designing for the audiences of a certain area is not only about what their problem is or how to change people's behaviors, but why we doing that, why they can believe what we believed. So I think persona is definitely a good way to analyze and explore the "why", why they are doing this or looks like this, and the "how", how they think and how should I think,  and finally the "what",  what they do and what I can do.

So in my thesis, the prioritized highest must be the bedroom generation, which I would prefer to call them gamers. following are the persona I made for gamers based on the interviews I had and my knowledge.

This is John, who is 27 years old. He live in Bridgeport, Connecticut with his girl friend. He work as a bank assistant from 9am to 5pm every weekdays. He doesn't have many friends because he always feel talk too much everyday so all he want to do after he go home is being alone. He likes playing video games especially after VR came out. He love VR games so much, he can spend hours and hours on it very day after he off work.

He believed VR will change people's life and he want to spend more time on it to have fun. He used to play with the Play Station 4 and he bought a lot of video games, which lead him loose interest to normal people, and normal social life. He thinks it's more interesting to meet fake characters in a virtual world.

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This kid is 11 years old called Peter, he is a 5th grade student of a primary school in Boston. He lives with his parents and his elder brother who already in high school. he doesn't get along well with his classmates in the school,  he always alone playing cellphone games, it seems like cellphone is his only friend, most of the time at school he can't be happy except when he playing cellphone, so gradually cellphone means more and more in his life. He can't have fun play games with his classmates, so he looking cellphone for help and a cellphone can definitely make a kid happy, but Peter  can't learn too much about social activities from cellphone games.

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This is Bill, a college student who live in Baltimore, he live with his parents and a big dog, he don't talk to people very often, he might do it on social network. His favorite game is Pokemon Go, he love catching Pokemon and the feeling of collecting different species. He used to be more fat then how he looks like now, Pokemon go help him do more outdoor activities, but he is still shy about talking to people directly and this is why he never has a girl friend. He also play computer games, he know a lot of people online but they all use fake name and using gaming world to communicate with each other.

These are the understanding of persona for now, I will keep updating once I make progress, or some thing need to be changed.

Me And My Thesis

Respawn: Activating the bedroom generation by gamifying public spaces

This is my thesis title. 

Why do I choose this topic? First please let me introduce myself.

My name is Teng Yu, I am from China, and now a second year graduate student in PoD, School of Visual Arts. I have industrial design background, I played the flute since I was eight, I love sneakers, basketball, games and classic music.

When I was a little kid, I used to played with my cousins, I remember it was before year 2000, they already had video games like Nintendo Super Mario. When I went to primary school Some of my friends also played Gameboy, a handheld game console. I was so admire these kids and because my parents forbade me from touching video games without their permission, I was so desired to play video games because of curiosity and definitely because of the fun I never experienced before. 

My parents bought the very first computer of our family, and what made me excited was that they installed a game for me, The Counter Strike. It's the very first time I can play games in my own house! And I just can't stop until now.

Five years ago, I went to the college. In China, many college have very messed dorms, I live in a four people's dorm and neighbors are my other 25 classmates, at first half of them didn't play games, and two years later, only one or two didn't play games. This is when I play games for the most of the time. We all loved playing games but there's one thing happened which changed my point of view to games totally.

One of my friend, Lee, who is a quite and shy person in public, only communicate with his roommate after school back in the dorm. he started to play games at the second year after he went to college, and it changed his life. As more games he played,  gradually, he lost his interest to the outside world, he started to be absent on the class, no homework uploaded, called for food deliveries, sometimes there's no respond when I went to his room to say hi, we used to be pretty good friends, he spent 2000RMB on games which is not acceptable to his family, he didn't graduate with us. The last time I saw him, he was sitting in from of a screen, I could see that he was trapped deeply inside of it. It break my heart.

After I came to NY, busy school work push me forget about the past gradually, but when I had the opportunity to think about what I really want to do for thesis, this painful memory recall to me and it really against my believes. I am a gamer, I believe that games bring good thing to people, the reason of that bad thing could happen is because he was out of control. I don't know how to pull him back, but I believe that I can use design to help people who is still in control. 

With the increasing development of technology like computer and other smart devices, It seems like high technology is improving our life but there's still a lot of hidden troubles about doing bad to our physical and mental health. My thesis focus on awaking the body of the bedroom generation and activating their social tendency by gamifying public spaces. I want to know how games and public spaces effect the bedroom generation and how to create a gamified public space to pull the bedroom generation out of their troubles.

The reason I choose to gamify public spaces is that, people in public space have more potential to communicate with each other, it will help the bedroom generation have more connection with others. Games are not only for the bedroom generation, everyone can get joy from games, creating common language is good for them be more social.

This is just a introduction of my thesis and my point of view. I will upload my work and my ideas every week from now on until I finish my thesis.