Paper Plan

Project Type

UX/UI Design, Augmented Reality (AR), Design Research

Year Of Realisation

2021
This project was nominated for the Areen Awards for Excellence in Graphic Design, and its thesis was awarded the MSFEA’s Best Undergraduate Research Presentation Award of 2019.

Project Collaborators

Maria Shuttleworth, Kate Chernysheva, Qendresa Selimi

Project Partners

Applied Works
This group project was done during my MA studies, in collaboration with Applied Works, a design studio based in London. Paper Plan is a browsing experience offering a dual way to explore content from the Hoffman Center collections on “Reinventing Air Travel”. Through web and AR, users can explore content in a multi-dimensional way, as well as create their own personal library.

Due to the COVID-19 pandemic, we had to collaborate and realize this project entirely online. You can read my thoughts on this challenging process here.

Defining A Target Audience

We narrowed our target audience to be high school students between 16 and 18 years old, interested to know more about the field. We figured that this age range would be adequate as these individuals would shape the future of air travel.The brief refers to post-factual audiences. In an age where online communication eliminates the boundaries between fact and fiction, people are more likely to accept an argument based on emotions and beliefs, rather than one based on facts.

The Problem

The Hoffman Center is a digital archiving platform, whose goal is to achieve a sustainable resource economy. We were briefed to design a compelling experience that facilitates exploration of this platform in a dynamic, compelling and human way for new, post-factual audiences. From the selection of topics we were given, we chose to focus on “Reinventing Air Travel”. Our project aim was to challenge the passive intake of information through the generation of disorder to create an opportunity for people to think critically about the future.

Information Architecture

The first step was to dig deep into the topic and have a better understanding of the future of air Travel. Through categorising and building connections , we gained a tangible understanding of the topic’s interrelated informations, favourable for an easier navigation. This lead us to produce node diagrams, which we later used as coordinates. Indeed, locating our elements in a 3D setting opened the door to new design possibilities, and were used in favor of information mapping, hierarchy and navigation. 

Towards Gamification

A playful way to engage with the topic, and grow interest in was itInitially thought to be a suitable direction for our target audience. It would have also worked as an alternative way to navigate through information. We envisioned the outcome to be a gamified platform based on subtle gamification criteria such as rewards, levels, or self-progression indicators. Although interactive and functional, the storyboards and preliminary user journeys revealed the approach to be potentially too linear and directive, limiting freedom of exploration within the experience.

First Prototypes

A Crazy-Eight session (Eight mins, one idea per min) came as a response to our design block. We came up with a scrollable 3D Globe containing clickable pins through which people would access information. I considered this step as a turning point in our project, as it triggered the use of a cartesian and three-dimensional space to organize information.
I wanted to keep a physical aspect to the experience, that could be blended with the digital. Consequently, the idea of an AR personal library came to my mind. I imagined myself in a room filled with interactive paper planes representing articles that would be accessible and organized through your phone or tablet. Hence, new tools were introduced to tackle information such as coordinates, planes, and directionality.

SPEED DATING

We contacted people around the age range of our target audience. My sessions were mostly insightful, as my contacts did propose considerable complements such as expandability and privacy. Some insights were already in our minds such as sharability. Gamification was encouraged, as it contains a competitive aspect, which would motivate potential users.While many were interested in the AR, she questioned its need and wondered ‘what if I want to skip all this?”. This raised an important question to keep in mind for the following weeks: would the AR complementary, or an adaptation of our the platform?

FIRST USER JOURNEY

The question of creating accounts and log-ins was brought up. While saving one’s progress is important, it is not always necessary to collect their data. This discussion opened my eyes to alternative ways of tracking people’s experiences anonymously, through a unique password given to users the first time they access the platform.
Keeping in mind the engagement suggestions from our speed datings, we included a forum section in which people would be able to connect, share opinions and engage with the content.

PROTOTYPING

Based on the preliminary ideas from our Crazy-8 session we started prototyping and experimenting. With the limited amount of time we had left, we were unable to realize a 3D scrollable globe. Instead, we custom coded an alternative 2D version using Figma.
We finally agreed that the latter would be an adaptation of the website, instead of  complimentary. I found this decision convenient, in order to give people an alternative experience, instead of a forced one that might not be preferred or available for all. A ticket would be present throughout the website at the bottom of the page, to give people the ability to switch to the AR version at which ever point of their experience.
The forum idea was finally disregarded due to the lack of time we had left to complete the project. We were able to produce the browsing journey, and the personal library section in which people would be able to consult their saved items. 
The AR features interactive paper planes flying around. No matter how random and misplaced they might seem, they would still be functional as long as they followed a specific system. The node-link diagram we made initially was used as coordinates in the AR.

Reception and Final Thoughts

"Planes are quite an interesting metaphor, that could be used as a navigational tool. Lots of thinking and thoroughness in the process and navigation, well done!"

Tom Stobbs, Operations Manager at Applied Works

"You guys are a really good example of close collaboration."

Dr. John Fass, Course Leader of MA User Experience Design @ LCC

Applied Works praised the duality of the experience between AR and Web, and mentioned that the idea of the personal library had a lot of potential. They also added that the forum idea, although not implemented, would definitely enrich the project by allowing people to engage with each other, and facilitating the content’s shareability.

Initially worried about my lack of interest in the topic, the project turned out be a surprisingly fun and fruitful experience. I learned how to use new softwares, explored new horizons, and challenged potential design and research methods. I was very lucky to work with such talented and hard working people, and would do it all again with no hesitation!
In a time where the value of money seems to be uncertain, different questions about its future can arise. Our orientation towards contactless payments and intangible means of exchange is inevitable. However, this led us to forget about the richness in history and graphic elements that can be found in cash. As a response, this project explores the design possibilities of paper money.
The Arabic Naksha is a utopian undertaking, initiating the creation of a common currency to be used by all countries of the Arab World. Through a response to the conventions of money design set by a framework of formal considerations, the project aims to create a hybrid system celebrating the region’s common threads while still conserving each nation’s particularities and cultural heritage.

Authorship in Money Design

Research for this work mainly tackled the question of authorship in the design of money. Indeed, the latter has been confined to a strong authoritative framework where strict rules have to be followed to minimize counterfeiting. But this often results in repetitions of style, content, and layout. Between the promising cycle of “going safe” in design through imitation, and the crucial necessity of avoiding counterfeiting, most banknotes around the world end up resembling each other. Not only do they feature similar visual representations (portraits, landscape orientation, etc.), but security features also clash with the design. While this affirms our familiarity with banknotes designs, I wondered how a designer’s voice will still be heard after tackling all the design obstacles.

Designing A Complex System

The design follows a hybrid system. Each note consists of a common design on one side, where the other follows the same visual system but varies in content depending on its issuing country. Nevertheless, all banknotes can be used anywhere in the Arab World. Hence, in a context where money seems to be a source of segregation, this initiative would alternatively offer inclusivity and shareability of local particularities between the twenty-two Arab countries.

Choice Of Content

“What to represent?” was the question that kept arising in my mind throughout the design process.The experimentation with cultural Arab figures such as Fairuz or Umm Kulthum was inevitable. But throughout the process, the more I showed my sketches to people, the more I realized these figures are not as relatable to many as I thought they would be.

Reflecting on relatability, I realized that specificity may not be the answer to this, but perhaps a relatable architectural structure, scenery, or landscape would be a good alternative. Hence, the usual representation of political figures and national landmarks has been replaced with features of each Arab country’s cultural heritage that is relatable and familiar to its habitants. These include frequently seen architectural styles, shared history, or natural particularities.

Integration Of Security Features

The challenge was to conserve as many security features as possible, by using them as design tools instead of design obstacles. This has to ensure a smooth integration between the multiple design elements. I started by experimenting with guilloche patterns usually found in banknote design. By abstracting arabesque patterns as a unifying visual element of the Arabic culture. I explored the possibility of creating my own pattern with intricate amount of geometric detailing. Once done, I was able to integrate images through masking as seen below. The outcome also allowed me to build a grid, from which I was able to integrate the rest of the design elements.
In contrast to the common use of growing banknote sizes depending on the denomination, I decided to graphically represent value through an increase in size and density of the guilloche according to the denomination. The size (7x14 cm) is the same for all banknotes, similarly to the dollar or Jordanian currencies.
Moreover, UV printing of Arabic seafronts was used as a security feature. Earlier in the experimentation stage, I abstracted seafronts from all countries of the Arab World. The grid revealed itself to be a solution to integrate them in the design. Finally for each denomination, the grid and guilloche patterns follow a continuous design. 

Process Sketches

Accolades

This project was nominated for the Areen Awards for excellence in Graphic Design. Above is my presentation during the ceremony.
Presenting the project's thesis during the IDEAS conference for the Best Undergraduate Research Presentation Award.

Evaluation And Reflection

The project’s feedback was largely positive. The design system was considered solid yet flexible, granting it adaptability to all countries of the Arab World. Many were appreciative of the deviating approach it took from its once unavoidable political tone. Although, many remained suspicious of the design choices due to the unfamiliarity of the design. Indeed, vertical banknotes with the same size did not ring many bells. If I had more time, I may have taken the initiative further by implementing coins, and a currency sign.
However  in a world where contactless payments are becoming a norm, different thoughts and revisions come to mind. In my project, an important asset I valued in the experience was its cross-cultural quality through the shareability of diverse banknotes around the region. How could this quality be translated digitally with contactless payments? While banknotes were once considered to be ambassadors of the country they represent, their progressive disappearance challenges the conservation of cultural identity in the world of 0s and 1s. 
This group project was done during my MA, in collaboration with This Ain’t Rock ’n Roll. They are the creators of the Brixton Pound, a local currency that was temporarily used in the south of London. Currently, this currency is being developed into a digital tokenized version (cryptocurrency), which will be implemented in the Algorand blockchain.
To support the initiative, our brief challenged us to design a way to materialize the blockchain. But what does it mean exactly to materialize the blockchain? How can such an intangible concept become tangible? What metaphors come into play? The answer: a shop that owns itself. Yes, that’s possible. 

The Project

The Brixspot is a series of autonomous shops found all over Brixton. Through blockchain technology, people can donate items in exchange for others. The machine will track your experience through a hidden camera documenting your transaction, and a voice over guiding (and judging) your performance. However, this experience is not for everyone. It can only be activated with a secret code shared by your trusted connections.
Brixspot initially bought its shares from its investors, thus claiming its ownership. By donating, you will be part of its community. As the shop owns itself, you will not manage it. Instead you’ll be participating in making important decisions such as voting for proposals for the next Brixspot theme. Indeed, the kind of exchangeable objects varies by season.

Desk Research

In short, the blockchain is a decentralized ledgering system. It is most commonly used as a way to record transactions across several computers connected through a peer-to-peer network. It is immutable and transparent, which makes it trustworthy.
Lit Review: Artists Rethinking The Blockchain
Catlow, R., Garrett, M., Jones, N. and Skinner, S.

This book lead us to two main blockchain application examples from which we built our project on. Plantoids and terra 0 belong to a category of objects called Decentralized Autonomous Organisations (DAOs), which are corporations that can maintain themselves without human intervention. This concept suits the people of Brixton’s beliefs about the loss of a “centralized” leading figure, perhaps to rely more on building trust in their communities.
terra 0

A self-owned forest. It would first start off with project initiators buying a forest, which would later sell licenses to log its own trees. It would thus accumulate capitals, allowing it to later buy itself from the initial investors, granting it its ownership. The now augmented-forest-user would be able to finance itself, buy more land and expand. This example expanded my horizons on the blockchain’s possibility to realize autonomous organizations.
Plantoids

They're digital plants being able to reproduce themselves through blockchain technology. With smart-contracts, it gathers funds from donors and artists who would also submit proposals for the design of the next Plantoid. Donors would be able to participate in the decision making process for the selected design and the issues concerning its realisation. This finding was mostly insightful as it opened our eyes to the making of self-sufficient products, through blockchain technology.

Co-Designing Session

In order to acquire new perspectives and explore alternative applications of the blockchain, we conducted a co-designing workshop in which people would experience and question the blockchain’s consensus mechanism through the Pure Proof of Stake (PPoS). It is a voting system relying on how much stake you have; the latter allows you to play the lottery a certain number of times. 
What was interesting is that we found everyone questioning the validity of the system: “Why do I have to deposit something to participate? Why can’t this be more simple?”. This was a first step for me to realize how challenging it will be for us to make our design accessible and understandable to people, as the blockchain is a very complex system to grasp.

VISITING BRIXTON

A short trip to the heart of our project was unavoidable. Amongst our findings were a moveable bookstore, in which people can donate their books, or take other ones for free. We also heard about a collective fridge in which people can exchange food. These two examples successfully highlight the sense of community and trust among Brixton residents.

A revelation

During our Crazy-8 session, we realized that a common point for our ideas would an exchange of items of any kind as a way to support each other as a community. The blockchain would be used to store and collect the data. This suggestion quickly led us to the idea: A shop that owns itself.

As a DAO, it would be able to own itself by buying itself from its initial investors, after it has gathered enough funds to do so. Also, similarly to Plantoids, it would also be able to reproduce itself. It could invite people to submit proposals for the realization of its next venue in a different location in Brixton.


First Prototype

The difficulty in this process was the question of human intervention. Taking this away did not only make its realization harder for us, but would perhaps also question people’s trust in it. How can we prevent it to become weaponized? We decided that the shop would be moveable, so it does not have to be fixed in a specific area (thus pay rent!). The shop would be a corner in which people would lend and/or borrow items:

- To ensure that people would place valuable items, we came up with the Proof Of Use (PoU). Through a set of smart-contracts, people would be able to store their items in the shop for a specific amount of time only (48 hours). If someone takes it out before then, the timer pauses. Otherwise, it would move into the ‘unwanted section’. The longer the timer takes to reach 0, the more the item in question would be considered “valuable”.
- The items exchanged do not have a monetary value. Instead, the shop gathers funds from donations by people, who would “pay as they feel". Donors will be are able to vote and select the proposal for the next shop by defining its look, location and function. The proposal with the most votes would be automated by smart-contracts.

- In order to exchange an item, you need an account and a password. You can either use a mobile application, or use a physical card as an alternative.

-All stores would be connected through smart-contracts. They would able to transfer data and support each other through a system of automated network

Speed Dating and Futher Prototyping

The speed datings followed by testing sessions were incredibly insightful, and revealed the need for huge shifts in our designs. Some participants made us feel like we did not reach the intentions we were willing to reach. Questions about the possible vandalism acts, theft, and even finding an incentive for the “pay as you feel scheme”, were all still there.
- Word Of Mouth: Instead of using QR codes and usernames with passwords to unlock the store, the experience would be accessible through a secret code or phrase. It would be limitedly shared across the Brixton community by people who trust each other enough keep the code as private as possible. This affirms the notion of trust among the Brixton community.

- No phones: You would not a mobile application to reserve items on the Brixspots. It would ensure that it is equally accessible to everyone. You would only need to create an account if you wish to donate to the Brixspot, thus participate in the voting of proposals. Additionally, we figured that one does not simply experience the blockchain through an interface design. The brief was to materialize the blockchain and make it experienceable, thus a simple interface design may be a little too limiting.

- Each transaction would be automatically recorded and printed in a transparent box. This was used to reflect on the blockchain’s transparency. Although we could have found a more sustainable option, this method remains in my opinion a good way to materialize the blockchain.

- Every Brixspot would be different than the other one. The proposals would not only suggest design of the shop, but would also suggest potential themes and categories of items to be exchanged, which would reflect people’s needs.

FINAL THOUGHTS

The notion of ownership is apparent “behind the curtains”, by having the shop buying itself from the investors. However, this may not be experienceable, thus understandable, by potential participants.We did nevertheless tried to take a step closer. We included sounds (recorded by Alex), from which the shop would not only communicate instructions to its participants, but would also be able to judge on the value of the items given. I also realized that it was important to make it apparent that the shop would be presented to its potential users as a peer, and not as a tool, creating a mutually beneficial relationship between them. If we had more time, this could have been considered as a first step towards a post-human project.
Brixspot prototype evolution, from Low-Fi to High-Fi

This project will be available soon, so watch this space!
In the meantime, you can contact me for a quick demo.
This group project was done during my MA studies, in collaboration with Applied Works, a design studio based in London. Paper Plan is a unique browsing experience offering you a dual way to explore content on “Reinventing Air Travel” in the Hoffman Center collections. Through web or AR, users have the opportunity to explore content in a multi-dimensional way, as well as creating their own personal library.

The Idea

I initiated the project while exploring Lebanese furniture designer Nada Debs' work. She’s  known for her cross-cultural touch in craftsmanship and design. A piece I came across was the “Classic Backgammon”. She remodeled the traditional design by giving it a circular shape, in opposition to its original rectangular one.

As beautiful as the outcome was, I was doubtful of its functionality given the unequal sizes of the triangles. I saw this as an opportunity to take this further and challenge the design layout, hence modifying the overall user experience.  

The Process

I started going through the instructions online and play with friends in order to have a better understanding of its flow.I realized that the actual movement of the pions follows the perimeter of the board. Therefore, a circular composition was possible.However while designing, the composition needed some important changes in layout for two reasons:

  • The triangles would not fit the composition and look aesthetically pleasing while going around a circular perimeter.‍
  • If we are changing the board’s shape, might as well take it as an opportunity and change the overall composition.

I thus started experimenting and sketching with the possible outcomes. As this was a silkscreen project, my design exploration was quite limited as I could only use up to two colors. The redesign drifts away from its Middle Eastern convention, but remains fully functional.

Testing

Trials revealed preliminary doubts by users, and developed mixed feelings. They were playing something new, but simultaneously different. Nevertheless, throughout the round, the design revealed itself to be functional. After a few rounds, testers felt more at ease with the redesign. Some of them stated that the game acquire an easier flow through the emphasised circular motion.

What I Learned

This project was a learning experience in many ways. Curiosity led me to challenge conventional game rules, and explore alternatives.  Additionally, I realized how re-designing  existing products is harder than initiating designs from scratch. The biggest challenge was to overcome people's familiarity with the traditional backgammon board design, and acquire their trust. 

This project will be available soon, so watch this space!
In the meantime, you can contact me for a quick demo.