Reflective Commentary
I chose some methods and strategies based on the design thinking. In the DISCOVER period of the double diamond, the key method is primary research of observation and mind mapping. I discovered that the cemetery is a place where life and death coexist. In the DEFINE period, I employed the key methods of article reading and information integration. This led to the conclusion that children need death education and that the current approach to death education needs to be made more interesting. During the DEVELOPMENT period, I employed case studies and I found that the AR game format suited my design concept. The role play method was used to be able to get a different perspective on the target audience's needs. During the DELIVER period, I employed the method of reading children's illustration books to learn more about the narratives that children receive. I employed the further method of exploring different kinds of AR APP personally.
In the making progress, I carried out primary research such as photography and observational drawing in order to gain a better understanding of Mill Road Cemetery. To deepen my understanding of death education, I carried out a lot of secondary research such as article reading. After I decided to use the format of a game, I did a lot of research about game design such as game setting, game mechanics and even game's dialog box format. However, this process allowed me to focus too much on the game itself and ignore the need of the target audience, which impeded the making process. However, there were many sources that have helped my development. For example, Diana K. Clark Schrammpaper’s paper shows that children would develop nagative emotions and behaviors if they don't learn about death in advance, which made me to understand the importance of death education. Child Bereavement UK indicates that children have different understangding of death at different ages, which helped me to determine the age of my target audience. The Japanese documentary The Phone of the Wind is about people “calling” their lovered ones lost in the 2011 tsunami. It inspired me to think about expression as a form of support and relief from negative emotions. So I added the game mechanism of expression to the project as a way of easing children's grief for their dead pets. After reading some children's illustration books, I realised that for children, death education does not need to be serious and what they need is a simple and beautiful understanding. They are more accepting a dead person or pet becomes another form of existence, like a leaf falling to the ground and becoming nourishment for a tree, or a caterpillar becoming a butterfly. So I want to let dead pets exist in another form in the game I designed. Wonderscope is an AR game for children. I downloaded it from the app store and played the game myself. It really made me excited when I see the virtual objects in the real world and I decided to use AR technology in my game design, allowing children to interact with virtual pets. My research did not need ethical approval.
My initial idea was to help ease children's negative emotions in the face of death through death education. At first I wanted to create an educational space in the Mill Road Cemetery. Children could learn about death and life through AR technology, with the assistance of their parents. However, this approach was too educational and neglected the children's sense of participation and interaction. The cognitive process of children is learning by doing. Based on this, I decided to design an AR game that would allow children to participate in. After I doing some research about game design, the decision to shift my focus from death education and game design to children's psychology was important. Because the target audience's need is to release the negative emotions of facing the death of a pet. Death education for children was the outcome and the way to achieve it had to be centred on children. So based on the target audience’s need, I decided to create a connection between the children and the dead pet, thus engaging the children. In the film COCO, people and animals take on another form when they die and live in the undead world, where they retain their basic appearance and personality. Inspired by this, I decided to create a fantasy world through AR technology, where these children's dead pets can live forever in the form of elves with their respective original characteristics. I want to achieve a multi-sensory interaction with things in the virtual world, which involved establishing a connection on a physical level and on an emotional level, and in line with the establishment of these two layers of connection as well as the most intuitive and simple one is simulation game, where children can interact with this elves at any time. Adding to this is a death education component: providing children’s illustration books on death-related topics. At the same time, I was surprised by the alive poster with the AR app called Artivive. With the addition of AR technology, the poster is taken out of the static paper state, it can move in the mobile phone.
I find feasibility of AR is the most stimulating. When I used AR apps to combine elements of my design with the real world so that they could exist in the same space, I felt the technology deeply. I think design is about changing people’s lifestyle, and through this project I see the huge potential of AR in the future of design. I am satisfied with the process and the results. I update my ideas through a lot of research and learn more about AR. The final outcome reflected the brief I set myself, firstly the game needs to be played in the Mill Road cemetery at the beginning to give new energy to the cemetery. Secondly, the game connects with the target audience to relieve the negative emotions caused by the death of pets, thus satisfying their needs. Thirdly, It is educational because it contains some illustration books about death education.
I have developed an interest in AR technology and I would like to try more AR to create a connection between my visual work and real space. I should add more interaction to the game to increase the player's immersion. I want to avoid repeating research of similar game designs. The next step in my project is to estimate the funding for the development of the game.















