1.0 Introduction
In this campaign proposal, I have decided to use “Handheld
Device Addiction”. Handheld or more commonly in particular is smartphones that
is now a device that almost everyone on earth owns and uses everywhere. With
the connectivity of the internet now done to such degree that anyone can go
online anywhere, these devices has become the sole door to that world and the
younger generations are keen to this world more so than the older generation
but that doesn’t mean the older generation does not participate in this
internet world, they do too. The one thing that is making us attracted to the
device is social media or network such as Facebook, Twitter and Instagram. More
and more social media applications are rising as time goes by and users are
using these application to create a sort of ‘trend’ in their own society such
as Vines and Snapchat videos. The other reason for this is how easy it is to
use these devices, just a few taps and you get what you wanted. And as time
goes by, we already have become addicted to the device before we even know it.
2.0 Problem
Statement
As
stated in 1.2 the problem that BBC
says is that teenagers are using their phones for 5.4 hours a day on average.
Wall Street Journal written an article on how long should a normal person
should sleep which is 7 – 8 hours a day by the National Heart, Lung and Blood
Institute (WSJ, 2014). In other words 24 – 8 = 16, we have 16 hours left to do
whatever we do in our daily lives, 5.4 hours is 1/3 of 16 hours, and these
teenagers are using 1/3 of their day on their phones alone. (Heather Chen,
2015)
3.0 Objectives and
Purpose
3.1 Aim: To create an objective based campaign using smartphone
devices and social media as tool to lessen time usage facing smartphone devices
and increase the time spend using human interaction with friends and family
members on teenagers in Kajang town by using themed based objectives.
3.2 Objectives:
- To research on smartphone device addiction and the social impact it brings focused on teenagers aged between 13 – 19
- To survey the statistics of smartphone device usage on teenagers in Kajang using questionnaires to create a smartphone device usage statistics based on surrey results
- To identify the issues in teenage daily life using research, articles and reports
- To select the theme for the campaign project objectives based on teenage life issues
- To reduce the time usage used facing the device and increase human interaction with friends and family members of teenagers using objective based campaign
4.0 Assumptions
We
can slowly but surely divert the time used facing the mobile devices to
something that uses more human interaction with friends and family members on
the teenagers.
5.0 Project
Explanation
5.1 Project Purpose and Procedure
5.1.1 Introduction
The project uses social media as the main component, even
with the problem statement is the addiction to social media and made teenagers
face the phone longer than they supposed to, a discussion with the module
leader she stated that making people to stop what they are doing is near
impossible therefore I have to approach the problem from another perspective. After
sometime of thinking, I decided to instead telling people the bad and slow down
their usage on the smartphone I thought of since they are going to spend such a
long time on the phone why not change the time spend on the phone into
something more positive without compromising or develop a feeling of telling
them to stop using the phone.
Without a doubt when I think of smartphones, social media
comes to mind as most people uses smartphones will normally have social media
applications installed and used very often. After a few discussion with the
module leader, she suggested using Instagram a photo sharing social media
application that is popular now. Therefore, I thought of a simple game mechanic
that uses objectives per day that will reset everyday with theme that requires
the user to do things with another person basing it on the theme of friends and
family.
5.1.2 The Basics
The campaign project is split into 3 parts the objective, the submission and the result.
Each day the objective will change and as time goes some objective will repeat
itself however how the participants interpret the objective is different
therefore the results that collected will be different as well. The whole
process of the project will be, every day the main website will release an
objective at a specific time (0200 hours, for example) and the participants
will have to check and read the objectives (Having fun with friends, for
example) each participants will have to interpret the objective as to what kind
of photo or video fulfills that particular objectives. At the end of the day
the final hour a victor among the participants will be announced and submission
will be null, the 1 hour of break is treated as a maintenance.
5.1.3 The
Objective
Each day the website will release an objective on a specific
time, once released a timer of 24 hours will begin to count down. The objective
released will be themed towards family and friends such as (Spending time with the siblings, Shopping
with mom, Outdoor activity with friends, Having fun with brother). Once the
objective is released the participants will have to interpret the objective to
their very own understanding as to what is the best photo describing the
objective, for example if the objective is Spending
time with Mom, it can be a picture with us the participant and the mother
in a single picture or it could be a picture where the participant is doing some
activity with the mother.
5.1.4 The
Submission
As the objective timer countdown each participant is able to
submit a single photo or video that describes the objective and will be locked
with their social media identification to avoid multiple submission. After the
submission they can browse the pictures that has been already submitted and
vote what they think suits best for the objective themselves and leave a
comment on the photo. Similar to social media it could help the participants in
making friends through sharing of ideas and activity.
5.1.5 The Result
Once the day is done and the final hour is approaching the
submission will be nullified for an hour, and during that hour the moderators
of the website will need to find out which picture or video has the highest
votes and published it along with the 1st and 2nd Runner
Up.
5.1.6 The Purpose
The campaign project uses the focus of social media as a
platform to help the teenagers even when social media is also the problem here.
Taking Instagram as a reference to the project, photo sharing is very addicting
as it attracts attention from various kind of people, may it be future friends,
a future job opportunity or a future significant other. While taking photos can
be done anywhere, the project uses objectives to ‘force’ the participants in
this case the teenagers to engage in human interactive activities with friends
and family and drag them away from the ‘zombiefied mode’ with the mobile phone.
Fig.1: Smartphone addiction, courtesy
of Google Images: https://gmagazine.co/wp-content/uploads/2015/08/smartphone-zombies-759x500.jpg
5.2 Project Overview
Using a website as the main portal for the participants to
get their objective of the day and also view the pictures and videos posted by
the various participants. The website consist of a few pages, the Home page where visitors can view the
recently submitted photos and videos and the buttons that will bring them to Gallery page, Submit Photo page, Contact
Us page and About page.
5.2.1 Home Page
This is a draft version, the colours, fonts and design is
not final and would be changed in the final design this is just a guideline
design.
5.2.3 Gallery Page
6.0 Conclusion
To provide a overview of the project, a design sketch of the website is needed to give an impression of how the final design is going to look like and also get feedback from the module leader and lecturers for fine tuning and improvements as the project gets carried on.
HOME PAGE
Home page consist of photos and videos that is most recently submitted by participants and also serves like a cover page of a proposal. From here the participants can move the photo in the middle like a roller and also their Instagram account is also listed below the photo for those who wants to follow him/her and make a friend. Also the tabs above allows them to move to other pages like Submit page, Gallery page, Contact Us page and About page.
5.2.2 Submit Page
5.2.2 Submit Page
This is a draft version, the colours, fonts and design is
not final and would be changed in the final design this is just a guideline
design.
SUBMIT PAGE
The submit page allows the participants to submit the final photo or video that they wanted to use for the day. They could use the # system of Instagram but they could use that and submit multiple photos or videos so in order to make sure that everyone gets the same chance they are only allowed to use 1 photo or video for the submission of the objective of the day.
5.2.3 Gallery Page
This is a draft version, the colours, fonts and design is
not final and would be changed in the final design this is just a guideline
design.
GALLERY PAGE
In the Gallery page they can view all the photos and videos that has been submitted to the campaign/objective of the day. Viewers will begin by looking at a grid formation of photos and thumbnails of videos they can have a closer look when they click on it.
When clicked the background is darken and the photo that is selected will be zoomed in and centered on screen with details of the submitter and a like button which can be clicked if the viewer likes the photo. There are no limitation to how many times a viewer can like but it is limited one like per photo or video. This way the project does not limit the freedom of the viewer to express their opinion.
5.2.4 Contact Us Page
5.2.4 Contact Us Page
This is a draft version, the colours, fonts and design is not
final and would be changed in the final design this is just a guideline design.
CONTACT US PAGE
The Contact Us page has a brief explanation about the person who organized the campaign project and a summary of the personal information like the background of education, name, age, and etc. Other than that is a list of links that will direct people to certain sites like Facebook, Twitter and such to contact the organizer about certain issues.
5.2.5 About Page
5.2.5 About Page
This is a draft version, the colours, fonts and design is
not final and would be changed in the final design this is just a guideline
design.
ABOUT PAGE
In the About page, is where the explanation of the campaign project is. Here the viewers and participants can read about what this campaign is actually about and what is it trying to achieve. What is the purpose of the campaign and what is the main goal of the organizer, which is to make the teenagers the participant uses the time on the mobile phone more efficiently. The project also wishes more teenagers would accompany friends and family especially the parents more rather than they just look down on the phone all the time even during meet ups.
6.0 Conclusion
As much as we want to make a change towards smartphone
addiction we cannot force people to do so, it must be done through their own
will. As a designer, I can only encourage and help communicate to the target audience
through a different perspective other than words to tell them the message
differently and get a response. We cannot control how a person reacts towards a
certain subject matter or issue as different people has different opinion on
the matter depending on their background, surrounding and knowledge.
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