Brief 2: UX OF MOULD
- 25 janv. 2023
- 4 min de lecture
Dernière mise à jour : 27 janv. 2023

Group 5: Devin Wang, Jolin Ma, Lingjia Fang, Mansi Chottani, Cristèle Saric
Design a way to materialise the qualities of mould.
Research: finding and understanding mould
A crucial part of our design process was to fundamentally understood mould as a live form. We therefore approached two research methods to inform our understanding of mould as a complex bio form that is essential to human life.

Expanded research: Love letter & breakup letter
Based on our AIOU research, we realised that as users, we interact with mould constantly in various different forms. Whether it is in our homes, on our food, in public transportation, or on possibly in interaction with nature, realising that mould was an essential part of our ecosystem greatly aided in furthering our research into the different types of mould available.

To further understand the notion of mould being ever present in our environment, we created a breakup and love letter to balance both negative and positive aspects of mould which led us to producing more in depth research. We found that mould breaks down organic matter, makes delicious food to eat, and can be used to make clothes, building materials, and even furniture. Problems with mold usually occur when mold is found in an area where it shouldn't be.

Prototyping: Ideation stage
Following our conclusions based on our two research methods, we understood that the brief needed to align both the good and bad qualities of mould. In our initial ideation stage, inspired by our previous brief, we considered at first a wearable which would simulate both the visual and physical sensation of mould. Following some feedback, we found that this was too similar to our initial brief and abandoned the idea.


Prototyping: prototype 1
We decided to expand the idea of combining the good and bad qualities of mould found from our break up and love letter to real life by creating a game. We considered that in order for users to experience both the good and bad qualities of mould, a game of throwing the ''particle'' of airborne mould onto a variant of a 'pin the donkey' game. Because our user would be blindfolded (simulating mould as a conscience-less/blind form), our user would be experiencing mould by blindly throwing the particle onto the board.
In this initial prototype we had colour coded the different kinds of mould we encounter everyday. Based on what our user's particle lands on, our user would have to touch or smell a type of object or food that would contain mould.

User testing:
We gathered our classmates to participate in our testing stage of our prototype. We encountered issues with out 'particle' because it wouldn't stick to the board. Image L shows one of our teammates resolving the issue by using double sided tape. Another challenge we had encountered during testing was placing of our user at an appropriate distance for the game to be effective. As a solution, I placed a cross with tape to quantify where the user should place themselves.

Feedback: prototype 1
Based on peer feedback, our users found that a more meaningful experience would be an potential step to follow in the developmental stages of our idea. It was also suggested we conduct more in depth research into the physicality of mould itself rather than external documentation.


Prototype 2: Development
As we realised we could emulate mould by looking at using moisture as a key component, we also looked at the possibility of making mould ourselves and creating an experience out of this. Inspired by artist Anthony Gormley's s Tate Exhibit called 'Bed', we decided to recreate the experience of mould by making a carpet out of mouldy bread.
Prototype 2: cReating the carpet
Thanks to our academic and experiential research on mould, we found that the ideal conditions for the bread to grow mould would be to create a moist, humid environment. We'd brought in items from our kitchens that were growing mould (like the orange seen in figures 20,21,22)and water (fig. 19). We'd covered the bread with plastic so as to ensure that our participants wouldn't be directly exposed to the bread but could feel it by touching the surface of the thin plastic
sheet.


Prototype 2: user participation & experimentation
Although we were certain that the conditions we'd created for the mould to grow on the bread would speed up the natural process, we also were interested in experimenting with mould growth and seeing if we would observe anything new. To increase user engagement with our prototype and as a crucial part of our experiment, we decided to invite our users to walk on the carpet.

As seen in the video (fig.23) many of our users walked either barefoot or in socks. In inviting them to do this, we wanted to see if putting feet (likely to contain natural bacteria) in contact with our humid environment would alter the mould growth in some way.
Final results of prototype 2
Our experimentation deemed itself to lead to positive results. In a matter of approximately 4 days, we were able to record interesting mould growth that we'd not seen before. Because we'd left our carpet sealed in a dark room, as seen in the time-lapse (fig. 24), we observed pink and blue-ish mould which is more likely to be found in bathrooms1 and dark humid spaces, growing on the bread. This was likely due to the conditions we'd created for the mould to grow.

User Feedback and final reflections
Following our presentation showcasing the end product and inviting the users to experience mould by lying or sitting on the carpet, we received positive feedback. Users said that the experience was "weird" but the concept of experiencing mould in a different light reconciled negative preconceptions we all had of mould as being a natural and vital part of our environment. Some of the suggestions given to improve our prototype included more props and tasks for users to participate further with the carpet.
I found that this particular project led me to consider the possibility of using mould as a useful tool to enhance UX. Interestingly, following our experimentation, the pink mould found on the carpet only showed itself in the areas of the carpet where people had walked. It led me to reflect on Adam Greenfield's Radical technologies: The design of everyday life (?), in which Greenfield questions the ethical aspects of data tracking in modern technology. I wondered at the possibilities of using natural bio forms like mould to replace AI data tracking as a means for a more ethical way to preserve an individual's safety.


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