→ Impulse_01 | Klanglicht

Klanglicht 2024 was both challenging and exciting for me. Having the chance to showcase two projects, I experienced some of the most rewarding but also stressful moments throughout the process. We presented Sonolux Speculative Future in the Young Masters exhibition with Mahtab Jafarzadeh Miandehi, Hannah Albrecht, Francisco Sylla, and David Laßlberger, and Langnicht as part of Spektrum. Klanglicht festival is such an inspiring event for me and my thesis, featuring installations that combine sound and visuals in creative ways.

© Max Kathan

For this project, we created a multi-sensory installation inspired by research into the acoustic ecology of the Hilmteich area in Graz. It explored how urbanization—like the construction of the LKH hospital—impacts this natural space. We imagined speculative futures for Hilmteich, showing two scenarios while reflecting on its current state. This installation was featured in the Young Masters exhibition at Schlossbergstollen.

David and I worked on audio-reactive visuals using TouchDesigner, which was a great way to practice my skills and showcase them in an exhibition. On top of that, we all worked together to construct the installation, which made the whole experience even more challenging but good 🙂

Being part of Young Masters was truly amazing. I’m really proud of our team and what we did!

© Max Kathan

For Spektrum, we transformed the nave of Antoniuskirche in Graz into an immersive media experience. The title reflects the exploration of light and sound spectra, as well as the broader concepts of diversity and range. Our narratives focused on the in-betweens—like emotional and meaning spectra, harmony and chaos, colors and movement.

This was made possible with the guidance of our amazing lecturers: Astrid Drechsler, Daniel Fabry, Michael Kernbichler, Didi Mosbacher, and Roman Pürcher.

Langnicht explores the spectrum between nature and technology. The entire process—from planning to building to the final presentation—was such a mix of excitement, learning, and occasional stress. Our team grew so much during this time, and we created something we’re all really proud of. For me, working with After Effects and contributing to the construction was especially inspiring.

© Max Kathan

Conclusion

I feel really proud and lucky to have been part of Klanglicht 2024! It was an amazing experience to not only showcase our work but also to see and connect with other artists, exchange ideas, and receive feedback from professionals from the field of design. All the hard work, stress, and long hours were absolutely worth it. I’m so grateful for this opportunity and everything I’ve learned along the way! ✨💙

IMPULSE #3: Representation of Epilepsy in Back for Good (2017)

© Zum Goldenen Lamm GmbH & Co. KG, SWR

While conducting research about the topic of epilepsy I came across the EMDb – Epilepsy Movie Database and was curious what movies I would find and how epilepsy as a disease is represented in modern cinema. I decided to host a movie night accompanied with friends and decided to watch the following movie. For my part I payed attention to the way of how epilepsy is represented.

The german tragicomedy movie „Back for Good“, directed by Mia Spengler and released in 2017, deals about the story of former reality TV star Angie, who is forced to move back into her mother’s house in her hometown after going through drug withdrawal. She is about to live with her overprotective mother Monica and her pubescent sister Kiki, who was diagnosed with epilepsy and is bullied at school. Angie herself is moderately successful, but hopes to become a candidate for the next season of Dschungelcamp, a reality show on german television, and have a comeback. The movie incorporates a culture clash, where the b-list celebrity world meets the life in the province.

The relationship between the sisters is tense, but as soon as mother Monica needs to stay in hospital, Angie has to take responsibility for her sister Kiki. This unexpected burden lets the two sisters approach each other.

Although the movie incorporates comedy elements and has overall bizarre characteristics, expert opinions highlight the high fidelity of how epilepsy is portrayed. The movie puts emphasis on a realistic and responsible representation of epilepsy. It displays how a family structure can be complicated and societal stigmatization reinforces self-worth, self-perception and social isolation.

First of all, Angie did not know about her sister’s diagnosis. Not only because of their bad relationship with each other, her mother Monica decided to not tell her older daughter about it. It may be assumed that Monica does not want to put too much attention to her daughter’s disease, because Angie’s work as a TV star means publicity.

Kiki has to wear a noticeable helmet, which protects her in case she experiences an epileptic seizure. She feels ashamed to wear a helmet in school, which gives bullies at school a target and results in her own self-isolation. Her mother limits Kiki’s freedom in the way she takes care of her daughter. When Kiki becomes a victim of cyberbullying, her mother sees herself powerless. The movie plays with the contrast of irresponsible drug abuse and uncertain chronic illness, independence and dependence. This becomes clear, when Angie orders food at a fast food drive-in and Kiki lists, what she can’t eat because of her illness. When Angie and Kiki become closer, it is shown how rarely Angie knows something about her sister’s disease. Kiki needs to explain what can happen to her and how she experiences her individual form of epilepsy. Compared to her mother Monica, who acts withdrawing and protective, Angie is characterized by a more self-conscious and confrontative nature. As soon as she witnesses Kiki being bullied at school, she faces the bullies in an aggressive as well as violent way, making threats to Kiki’s schoolmates.

The jury of Deutsche Film- und Medienbewertung (FBW), a german governmental institution which reviews movies regarding their artistic, documentary or film-historical significance, awards Back for Good with the highest status „Prädikat besonders wertvoll“. Besides its cinematic quality, relevant aspects that led to this decision were the acting performance of main actress Kim Riedel (Angie) and the movie’s authentic and non-judging representation of the environment, where the story takes place. Another added value is the questioning of social tolerance and how to interact with people, that are different.

The movie got awarded in 2017 and 2018 as Young Talent Award of the DEFA foundation, Prize of the Jury of German-Language Film Critics, Best Film of Studio Hamburg and Biberacher Filmfestspielen as well as Best Debut Film of weekly journal Bunte.

Back for Good manages to show the challenges persons with epilepsy face on a daily basis by putting them into the context of a complex family history. Medical as well as social and emotional aspects and their impacts on affected people and their environment are integral part of the plot. By combining humor and seriousness, the film succeeds in making the subject of epilepsy accessible to a wider audience while promoting greater understanding and acceptance.

Resources

https://filmdatenbank.dgfe.info/index.html

https://www.fbw-filmbewertung.com/film/back_for_good

https://www.epd-film.de/filmkritiken/back-good

https://de.wikipedia.org/wiki/Back_for_Good_(Film)

IMPULSE #2 – World Usability Congress Graz 2024

This is the second part of notes from the conference talks. To learn more about the conference itself, please refer back to IMPULSE #1.


Crafting Cohesive Journeys for your Customers

Tim Scanlon, Rockwell Automation

Rapidly changing market dynamics impacting Customer Experience (CX) Many (often siloed) efforts within B2B companies address these opportunities with little coordination

  1. Evolving Customer Buying Behaviors
    • B2C experience expectations in the B2B context around better buying experience (* Amazon can do it why can’t you?).
    • Evolution of a digital workforce as demographic shifts affect our customers employee base.
    • Complex globalized supply chains driving digitization and centralization of procurement processes. Shift to mobile and omnichannel experiences requires consistent and connected experiences across all touch points.
  2. New Partner + Supplier + Customer Ecosystems
    • Shift to XaaS impacts customer touchpoints and requires reimagining of experience.
    • Emergence of third-party marketplaces ex. Amazon Business, SAP Ariba, Coupa etc.
    • More Integrated supply and MRO solutions (EX: Supply force, Grainger, Fastenal etc.)
    • Industrial multi-brand E-commerce solutions (EX: Automation direct etc.)
  3. Disruptive Tech and Business Models
    • Gen Al and delivery of adaptive customer interactions
    • IOT – implications for enabling Maintenance Repair Operations (MRO) at point of need via telemetry
    • As-A-service models transforming OEM/SI/Distributor roles/relationships
  4. Parsonalized Customer and Partner End-to-End Interactions
    • Personalized Self Service and guided handoffs between departments are crucial to B28 end-to-end CX
    • Predictive analytics to anticipate trends in customer service inquiries and proactively address issues affecting multiple customers, which can reduce support costs

Data first approach tool for tracking customer journeys: User-friendly Journey Management | TheyDo

Select CX Actions that directly impact business Outcomes:

Revenue 🟢

Cost 🔴

Resilience 🟡

  1. New Customer Acquisition 🟢
  2. Customer Retention 🟢
  3. Customer Enrichment 🟢
  4. Sales & Distribution Channels 🟢
  5. Cost of Acquiring New customers 🔴
  6. Cost of Serving Customers 🔴
  7. Cost of selling new products and services 🔴
  8. Operations, service, and delivery channels 🔴
  9. Business Continuity/ risk mitigation 🟡
  10. Financial Stability 🟡
  11. Brand Reputation 🟡
  12. Employee Experience 🟡
  13. Sustainability/ ESG 🟡
  14. Innovation 🟡

Enterprise Journey Management becomes a collaboration hub Single „version of truth“ connecting CX System to Insights, Opportunities, Solutions, Metrics

  • Single source of truth for customer journeys, personas, insights, opportunities, solutions, goals and metrics.
  • Activate journeys by prioritizing opportunities and solutions, enabling clear decision making for cross-functional collaboration.
  • Ability to make data informed decisions based on clear relationships between Journeys insights, opportunities, solutions and goals.
  • Critical Integrations to real-time data sources enable a direct link to solutions that solve customer problems.

3 Pragmatic Actions

Think Big, Start Small and Do something

  1. Complete a CX and Journey Management Capability Maturity Assessment. Benchmark. Prioritize gaps.
  2. Establish a standard „CX Data Model“. Ensure broad adoption and integration into mainstream systems connected to touchpoints in your end-to-end journeys. Customer Journey Stages (L1-L3) Personas (Internal & External) Metrics Industry/Application/Solution Mapping
  3. Prioritize CX Actions that are directly connected to high impact Outcomes for mission critical business objectives.

Key Take-away: Customer Journeys are not linear and a system level view brings these things together.


Leading the Experience Revolution: A Comedy of Errors and Triumphs

Helle Jensen, Valtech, Experience director

„UX Leadership – if you really really want to be manager you’re probably not going to be a good one“

  • How can I move something today for myself and for my team?
  • How can I change this organisation?

5 phases of misunderstanding

  1. Frustration (it’s so obvious)
  2. Disappointment (no one gets what we’re doing, no one gets the value of my work)
  3. Resentment (they always get it their way)
  4. Anger (this project is shit, I don’t want to work on this)
  5. Resignation (whatever, my soul is not in it)

Realign: Lean in to it. Make things right.

Don’t stick to the initial plan and realize where your team is at.

How do we deal with stakeholders?

  • Connect perceived soft skills (UX and Design) to business objectives (numbers, KPIs)
  • „Talk to Sales“ can’t usually be backed by data. Myth: „We know what the customer wants“. Talk to one customer – key to unlock more interviews
  • Sow little seeds along the way. Highlight benefits. Emphasize avoided losses. Use business focus/ business benefits rather than UX benefits
  • Use FOMO/ scarcity
  • Social Proof
  • Reciprocity – return the favor if you’ve done a favor (help them handle other stakeholders)
  • Mirroring – show people that you understand them
  • Foot in the door
  • Making them think it was their idea. „As you pointed out earlier…(insert your idea)“
  • Actively listen – be empathetic

UX Dream Team

  • The most important thing about building a team is thinking about finding the right people. Not the best people. But how they work together. People dynamic affect each other.
  • Figuring out the different personality types and how they solve problems
  • Trusting gut feelings
  • Telling people about your gut feeling and sharing those expectations and impressions

What mix of people Helen thinks makes the best team:

💛Yellow – involved, door swings open

❤️Red – decisive, take the lead

💙Blue – bring structure, make a plan, follow it

💚Green – people focused one, how is everyone feeling?

  • everyone is a mix and of course people should not be put into boxes but she feels imagining the configuration helps her find the best solution for teams.
  • It also depends on the task and mood

Have everyone’s back, no matter what stupid shit they do – because they did something. Maybe have a talk about if they’ll do it again in the future but have their back. Navigate the chaos. Embrace the chaos.

Always ask yourself: How can I excite people?


Building a UX-oriented organisational culture

Dominique Winter, OBI Group Holding SE & Co. KGaA / Die Produktwerker eG, Product Development Coach

Change means instability → The system of the organisation tries to stabilise itself.

Write Persona Stories → Perspektive der Persona einnehmen/ menschliche Perspektive einnehmen

For a new behavior, the people in the organization…

  • …must be able to adopt the desired behavior,
  • …be allowed to apply it,
  • …be shown to do it (role modeling) and …be encouraged to do so by formal mechanisms.

Links:

User-friendly Journey Management | TheyDo

https://www.valtech.com/blog/i-just-need-a-redesign-and-a-mega-fast-horse

https://produktwerker.de/author/dwinter

IMPULSE #1 – World Usability Congress Graz 2024

The World Usability Congress took place in Graz from October 15 to 17, 2024, shining a light on international professionals and experts in the field of UX (User Experience) and CX (Customer Experience). The conference offers workshops and talks that deal with current challenges and innovations in the industry. The workshops and talks were held by speakers who work in global operating companies such as Facebook, PwC, Zalando, SAP, Amazon & IBM.

These are my notes on the talks I found particularly interesting. The notes on the talks will be split into two research blogs.


Becoming a Changemaker by leading with design

Opening Key Note, Maria Giudice

„Changemakers“

  • People who can see the patterns around them, identify the problems in any situation, figure out ways to solve the problem, organize fluid teams, lead collective action, and then continually adapt as situations change.

Mistakes:

  • Coming in too hot (Learn from other people’s mistakes, opinions and failed projects)
  • Pushing own agenda (Find common ground/ goals, make allies)
  • Taking on too much (small wins drive big change, Essentialism, prioritize time, measurable results, impact matrix)
  • Ignoring customers voice (ongoing customer feedback, co creative process)
  • Failure to communicate effectively (clear communication, compassion, empathy, clear & honest, shared vision and expectations, goals & non-goals)
  • Failure to think about the whole system (research root problem, journey maps, living map, understanding cause and effect)
  • Failure to iterate, adapt and evolve (Feedback loops)
  • Failure is inevitable and there is no finish line (Embrace the low points)

Key Take-aways:

  1. Listen and learn before taking action
  2. Collaborate on a shared vision
  3. Go for the small wins; prioritize
  4. Let your customers speak for you
  5. Communicate effectively and clearly
  6. Think about the whole system
  7. Iterate and evolve
  8. Persist and persevere

Navigating turbulence: Strategies for sustaining a design team in changing times

Swapnali Thakar, Cybersapien Inc.

  • Productive tension (level of direction + remaining agile)
  • Agile Adaptability for Sustainable Confidence: Balancing immediate changes with thoughtful transformations, coupled with adaptive improvement strategies, sustains team confidence and agility amidst dynamic organizational shifts.
  • Need to measure success
  • Journey from mandate to movement
  • Journey from cooperation to collaboration
  • Journey from arrogance to confidence
  • Journey from price to value

Cultivating Trust Amid Uncertainty: Focused on cultivating a supportive culture, it establishes a safe space for team members to express concerns, vital for building and maintaining trust during turbulent times.

Mobilize teams:

  • „It (15 min standups) was an opportunity for me to gauge the team’s mood, I would pay attention to the non-verbal of each individual. If I noticed a team member looking a bit preoccupied, I would connect with the individual afterward in a friendly manner, to see if there was anything I could do to help.“
  • Ideation workshops
  • Make room for designers to specialize in something they are passionate about (example AI)

Cross Pollinate

  • Among team members / Across teams
  • Within the industry / Other industries
  • Cross pollination creates diversity of thought

Clear purpose

  • Increases satisfaction
  • Boosts productivity
  • Drives innovation
  • Creates alignment

Be patient

  • Give yourself time to reflect
  • Give yourself time to transition
  • Rely on your support network

From UX Management to Experience Leadership

Nico Licht, SAP

Companies with top financial performance treat design as…

  • … More than a feeling Measure and drive design performance with the same rigor as revenues and costs
  • …More than a product Break down internal walls between product and design
  • ….More than a department Make user-centric design everyone’s responsibility, not a siloed function
  • …More than a phase De-risk engineering, continually listening, testing, and iterating with end-users

The value of Experience Management

  • Experience management is an effort by organizations to measure and improve the experiences they provide to customers as well as stakeholders like vendors, suppliers, employees, and shareholders.

Measuring “Feelings” (e.g. SUS, PSAT, NPS) is only the first step in a journey towards better experiences. Companies with superior products and services have more loyal customers and much happier employees.

Measure and drive Design Performance, ⭐️ Outcome over Output


Links

  1. https://worldusabilitycongress.com
  2. https://www.amazon.de/Changemakers-Leaders-Design-Insanely-Complex/dp/1959029142?dplnkId=d4cd55e8-5637-47cd-a0ff-892c651e4653&nodl=1
  3. https://medium.com/@StrategicUX
  4. https://stephaniekabi.com/the-new-design-frontier-summary/

Impulse 01 // Klanglicht

Over the past two semesters of researching Calm Technology, I have begun to focus more and more on Human-Computer Interaction (HCI) and how to align it with the principles of Calm Technology to combat the negative effects of the digitalisation of our environment. My goal is to create or change the converter of digital interactions to make them materialise the digital in a more natural way. In my opinion, this can only be done by changing the way, mode and nature of the interactions we currently have with the digital world. So I will try to get impulses in different human-computer interactions and how a calmer materialisation of the digital can be achieved. My first impulse for this is the Klanglicht festival in Graz, as it also partly explores ways of communicating complex information, feelings or stories with the reduced methods of only using sound and light. This happened from two perspectives, one as a visitor and one as a participant in the installation Spektrum of the FH Joanneum.

From the perspective of a visitor to Klanglicht, it was interesting to see in how many different ways different artists were able to communicate or convey sometimes quite complex stories, emotions or meanings without using traditional storytelling media such as screen or spoken or written text. Only by using sound, light and in some cases movement were they able to convey all this in a clear way. This was achieved by abstracting all the elements of communication between the installation and the visitor and placing them in the right context. Calm Technology aims to do just that, moving away from attention-grabbing push notifications and messages to more natural and contextual interactions that are less overwhelming for the user. This can be achieved by using movement or lights in the periphery of the vision, or by using sounds that convey secondary information in context. This was demonstrated in a more artistic but nonetheless true way by the projects exhibited at Klanglicht. One installation called ENDERS / surface by Boris Acket was particularly inspiring on this theme. The way in which he achieved an almost natural and very calming environment using only fairly technical elements such as motors and stage lighting, and using these elements to create an interplay of shadow and light with subtle movement, was an impressive example of how technology can be used to create something calm and detached from its digital parts. The unpredictable but harmonious movement of the fabric mirrors natural phenomena such as the ripple of water or the wind through grass, creating a sense of calm and connection with the environment. The mirroring of familiar, natural patterns can be a key factor in making human-computer interactions more ambient and enjoyable. By orienting these interactions around the rhythms and behaviours of our natural world, rather than the rigid structures of digital systems, we can create ambient interaction that feel more intuitive and calming. By using our learned understanding of natural behaviours instead of us having to learn new and unnatural patterns and behaviours.

EINDER / surface from Boris Acket

As participants the impulse of Klanglicht was more practical than as visitors. Together with all four majors of our study programme (Communication, Media, Sound & Interaction) we had the opportunity to realise our own sound & light installation under the theme Spektrum in the Antoniuskirche in Graz. The first challenge was to set up the installation inside the church, where we were not allowed to change anything and everything had to be self-supporting as the building is a listed building. But after a few rounds of trial and error and many hours of work, we managed to create a rather impressive and complex installation. As shown in the video below. This first challenge taught me a lot about how to structure projects, how to prioritise tasks and that the more work you do in the background, the smoother and better the experience at the front. The second challenge was to create a three-minute sound and light show to be played on the installation, now in smaller interdisciplinary groups of 5-6 students. Our chosen story for this show was the specter of nature and technology, how they contradict each other, but can also find common ground in a utopian solar punk vision. To convey this message we had only the medium of spatial sound and the construction of LED pixel rails with individual LED dots rather than an LED screen. The learning experience here was how to abstract a message so that it would only work if you heard sounds and saw light dots glowing in an abstract pattern, without losing any of its meaning. In the end, as you can see in the teaser below, we achieved this in some way. This showed me how difficult or much work it is to reduce interaction elements without losing information or meaning in the process. It ended up being a very relevant exercise for me. Because in order to make interactions more ambient, they should follow this abstraction theme.

© Max Kathan

Impulse #5 // World Usability Day // Accessibility: How the iPhone Supports Blind People in their Daily Life, Claudio Zeni

On November 14, I attended a lecture at World Usability Day, delivered by Claudio Zeni. The talk focused on Apple’s design innovations, particularly the VoiceOver technology, which has been essential in making smartphones accessible to blind and visually impaired people.

The Introduction of the iPhone and its Accessibility Impact

When the iPhone was first released in 2007, it revolutionized the smartphone industry. However, many in the blind community were skeptical about its usability, especially due to the lack of physical buttons. The question remained: How could a blind person interact with a touchscreen device? This challenge was addressed in 2009 when Apple introduced VoiceOver, the first integrated screen reader on a smartphone. Before VoiceOver, screen readers were available only on desktop computers, and for smartphones, additional costs and installations were required to make them accessible. Apple’s solution allowed blind users to walk into a store, purchase an iPhone, and immediately use it—without extra payment, installations, or assistance. This integration removed many barriers, making smartphones more accessible to the blind community.

iPhone vs. Other Smartphones: The VoiceOver Advantage

While other smartphones had screen readers too, these systems had significant drawbacks, including high costs and installation complexities. The iPhone’s VoiceOver was revolutionary because it provided a built-in solution that required no additional steps to activate. This made the iPhone not just accessible, but intuitive for blind users. Also compared to Android’s TalkBack, Apple’s VoiceOver is more sophisticated and user-friendly, making the iPhone the preferred choice among many visually impaired people. The simplicity of VoiceOver allows users to touch the screen and hear what is under their finger, and with a simple double-tap, they can activate the item. This easy interaction has made the iPhone a powerful tool for blind users.

Real-World Application: Navigating with the iPhone

Claudio demonstrated how a blind user can plan a journey using the DB Navigator app. For example, when planning a trip from Düsseldorf to Graz, VoiceOver read aloud the available train connections, guiding the user through each step of the journey. This made it clear how far we’ve come in enabling blind individuals to navigate complex systems like train schedules independently. The ability to use such everyday services without assistance has significantly improved the lives of blind users.

Simplicity and Apple’s Design Philosophy

Apple’s design philosophy, which emphasizes simplicity, is a key factor in the success of VoiceOver. The intuitive nature of the iPhone’s design ensures that its accessibility features are seamless and easy to use. For instance, when using the iPhone’s keyboard, users can slide their fingers over the keys, and VoiceOver will read the letters aloud. Once the user lifts their finger, the letter is typed, allowing for simple and effective interaction. This simple approach to interaction is key to ensuring that blind users can engage with their phones in a natural and intuitive way. By reducing complexity, Apple has made its devices accessible without overwhelming users.

Not All Apps Are Fully Accessible

However, Claudio pointed out that not all apps are fully accessible. Some apps have accessibility issues because developers fail to properly label their elements. In his example „mconnect“ VoiceOver would only read „button, button, button“, but without specifying what each button did. This issue occurs when developers do not use standard UI elements that VoiceOver can recognize. To ensure apps are fully accessible, developers must use standard elements and avoid custom designs that VoiceOver cannot interpret. This is a crucial lesson for designers—accessibility must be considered from the start of the design process.

Key Takeaways for Designers and Developers

One of the main lessons from Claudio’s presentation is that accessibility should be integrated into the design process from the beginning, not as an afterthought. If accessibility is included early on, it does not significantly increase the cost or complexity of the project. In fact, retrofitting accessibility features later can be both expensive and challenging. Designers should use standard UI elements to ensure that screen readers like VoiceOver can properly identify key elements such as headings, tables, and buttons. For example, instead of making text bold or increasing the font size to indicate a heading, designers should use the appropriate HTML heading tags. This ensures that screen readers can correctly interpret and navigate the content.

The Future: AI and Accessibility

Claudio also discussed the role of artificial intelligence (AI) in enhancing accessibility. AI is already being used in image recognition, which could help blind users by describing images on websites or apps. Additionally, devices like the Envision glasses provide real-time descriptions of the environment, offering a glimpse into what the future of accessibility might look like. However, Claudio stressed that AI should complement good design, not replace it. Accessibility features should be built into the design process, and AI should enhance these features, helping users gain even greater independence.

Conclusion: Accessibility Is Key to Inclusive Design

The key takeaway from this session is that accessibility must be considered from the beginning of the design process. Apple’s integration of VoiceOver into the iPhone has made it a powerful tool for blind users, proving that accessible design doesn’t have to be complicated or costly. By using standard UI elements and thinking inclusively, designers can create products that are accessible to all users. This session has provided valuable insights that will guide my research into adaptive and context-aware interfaces, particularly in terms of how accessibility can be seamlessly integrated into user interface design.

Links

https://worldusabilityday.at
https://www.youtube.com/watch?v=mZ_O0eSX8GM
https://www.linkedin.com/in/claudio-zeni-a6a05a347/

26 | IMPULSE #5 – Visit of the Zotter chocolate factory

Visiting the Zotter Chocolate Factory and Museum was a good opportunity to witness how sustainable and ethical values can be woven into a business model that engages consumers on multiple levels. Zotter’s dedication to fair trade, environmental responsibility, and innovative production methods provides a practical example of how sustainable practices can flourish in a commercial setting.

Given my thesis focus, the visit offered interesting insights into how a similar model could function within a digital application. By bridging ethical principles with interactive experiences, Zotter creates a great environment to learn in a „gamified“ and fun way more about their philosophy.

The Zotter experience began with a tour of their “Chocolate Theater“. This tour is designed to familiarize visitors with the chocolate-making process, beginning with a documentary titled “A Cocoa Journey Around the World.” The film traces the path of cocoa beans from sustainable, fair-trade farms to their transformation into Zotter’s signature chocolate. This journey reflects Zotter’s emphasis on fair compensation and transparency within their supply chain, which helps understanding the ethics behind their chocolate.

The narrative structure of the documentary, paired with Zotter’s commitment to ethical sourcing, highlighted the potential of storytelling to communicate important values to consumers/users. For example, sharing short narratives about sustainably sourced products could help users make informed, ethical choices. The focus on education through storytelling demonstrated that people are more likely to engage with and support sustainable practices when they understand the positive impact of their choices, a principle I hope to integrate into my own project.

The tour continued with a series of interactive tasting stations. Visitors are invited to sample a wide range of chocolate ingredients, from raw cocoa beans to various types of milk and sugar, exploring how each ingredient influences the final product. Unique tasting experiences, such as the vegan chocolate fountains or the „CHOCOshot Station“ with liquid praline, encourage visitors to directly engage with the diversity of flavors and ingredients.

This hands-on, sensory approach to learning emphasizes Zotter’s commitment to consumer awareness. By linking enjoyment with education, Zotter makes learning about sustainable production engaging and memorable. For instance, interactive tasks or “missions” within my app could reward users for learning about sustainable choices or trying new ethical products, helping to foster engagement and repeat participation.

One of the most surprising aspects of the Zotter visit was the „edible animal garden“, an on-site bio-agricultural farm that emphasizes organic, local food production. The garden is home to rare animal breeds, local fruit and vegetable crops, and eco-friendly installations, which allow visitors to explore various aspects of organic farming and sustainable agriculture. Through this agricultural experience, Zotter extends their commitment to sustainability beyond chocolate, creating a tangible example of environmental stewardship.

For my research, this experience reinforced the concept of fostering environmental connections to inspire sustainable action. Zotter’s approach demonstrates that firsthand interactions with nature and sustainable agriculture can profoundly influence people’s understanding of environmental issues. In terms of app design, this could translate into virtual elements that connect users with nature, such as gamified gardens or interactive animal care tasks that reward users for sustainable choices made in the real world. Zotter’s bio-agricultural garden suggests that combining education with real-world relevance can significantly impact user engagement and motivation to adopt sustainable habits.

A core tenet of Zotter’s business philosophy is their commitment to fair trade practices. Every ingredient used is 100% organic, and Zotter meticulously ensures that farmers within their supply chain are compensated fairly. This transparency, embedded within the company’s identity, fosters trust among consumers and creates a model of ethical production that benefits both the community and the environment.

This emphasis on fair trade and transparency highlighted the value of incorporating similar principles into my app design. Users could be encouraged to support brands with ethical supply chains, receiving in-app or even real-life rewards for choosing fair-trade products or for participating in educational content about sustainable sourcing. Zotter’s commitment to fair trade shows how these ethical standards can attract and retain customers while promoting positive social and environmental impacts. For my thesis, it underscores the importance of integrating features that not only inform but reward users for making conscious choices aligned with sustainable practices.

Experiencing Zotter Chocolate Factory’s approach firsthand provided several insights that could translate effectively into the digital domain. My master’s thesis aims to design an app that motivates users to adopt more sustainable habits through rewards and interactive content. Observing Zotter’s methods of engaging consumers with sustainability offered valuable perspectives on how to structure a digital platform that encourages positive actions:

  • Gamification of Education
    Zotter’s use of tasting stations and sensory experiences to educate visitors demonstrated the effectiveness of gamification in fostering engagement. This aligns closely with the vision for my app, where users could complete tasks or missions that educate them about sustainable practices and reward them with points or badges for their engagement.
  • Storytelling and Transparency
    Zotter’s transparent communication about their sourcing and fair trade practices underlines the impact of sharing stories that connect consumers to the origins of their products. Similarly, my app could incorporate stories about sustainable businesses, making ethical consumption more personal and relatable for users.
  • Nature and Community Connection
    Zotter’s bio-garden emphasizes the power of reconnecting with nature to inspire sustainable choices. This principle could be applied virtually by allowing users to develop their own digital “gardens” or virtual environments that grow and evolve as they make more eco-friendly choices. These digital spaces would function both as rewards and as reminders of the positive environmental impacts of their actions.
  • Rewarding Positive Behaviors
    Zotter’s model demonstrates that sustainability and profitability can go hand-in-hand. In my app, users could be rewarded for purchasing fair-trade or organic items, thereby encouraging eco-friendly habits in a way that also supports ethical brands. Such incentives can create a feedback loop that continuously reinforces sustainable decision-making.

Zotter website: https://www.zotter.at/das-ist-zotter

More about Fairtrade:
https://www.fairtrade.at/produzenten/kakao/kakaoinhalt
https://www.t-online.de/leben/essen-und-trinken/id_77410646/schokolade-und-kakao-unterschiede-bei-fairtrade-siegeln.html

25 | IMPULSE #4 – How video games are driving real-world change, insights GDC 2022

As the gaming industry continues to grow, so does its potential to inspire real-world change. This blog post is about two talks that were held at the Game Developers Conference (GDC) 2022.

Hunter Bulkeley from Tilting Point and Arnaud Fayolle from Ubisoft – showcased how the gaming world can effectively address climate issues. Bulkeley’s talk, Good Deeds Through Games: Integrating Features to Address Climate Change, and Fayolle’s presentation, Climate Game Toolkit for Content Creators, present compelling strategies for how games can help combat climate change, from embedding eco-friendly features directly into gameplay to influencing players‘ real-world actions. This blogpost explores how games can integrate climate-friendly initiatives and why doing so is beneficial not only to our environment but also to the gaming industry itself.

Bulkeley’s approach at Tilting Point demonstrates a practical and innovative way to integrate climate action directly into gameplay. Focusing on TerraGenesis, a mobile game themed around planetary development, Bulkeley describes how the team introduced a feature allowing players to contribute to reforestation efforts. Since the feature’s launch, TerraGenesis has enabled the planting of over 500,000 trees across several countries, proving that a well-aligned game feature can make a tangible environmental impact.

This concept is a step beyond simple in-game donations, it’s about embedding purpose into the gameplay itself. Players get to experience a sense of agency, knowing that their actions in-game have a real-world effect. Bulkeley stresses that choosing the right cause and a trustworthy partner, such as Tilting Point’s partner Ecology, is essential. Ecology’s role ensures that each player-driven contribution is fully traceable and impactful, aligning player actions with measurable environmental change. By pairing thematic elements of TerraGenesis with a reforestation initiative, the game creates a unique bridge between virtual and real worlds.

Arnaud Fayolle’s insights into how games can inspire cultural shifts underscore the potential of game narratives to build a sustainable mindset. Fayolle discusses games that use storytelling to raise awareness, such as Never Alone, which highlights the struggles of Indigenous peoples, or Horizon Zero Dawn, where environmental themes are central to the story. These narratives allow players to grapple with environmental challenges in a context that fosters empathy and understanding.

Through their ability to visualize potential futures, games can drive meaningful change in players’ attitudes toward the environment. For example, games like Plasticity showcase the devastating impacts of pollution, while Stardew Valley reconnects players with nature and promotes sustainable living. By immersing players in such narratives, developers can inspire players to adopt real-world eco-conscious behaviors.

Both Bulkeley and Fayolle recognize that games can do more than just tell stories about climate change – they can encourage players to take direct actions. In TerraGenesis, Bulkeley’s team found that players responded positively to opportunities to support reforestation simply by engaging with the game’s ecosystem. This engagement not only promoted environmental good but also increased ad engagement within the app, suggesting that players are more likely to participate in charitable actions when they involve time, rather than direct monetary contributions.

Similarly, Fayolle emphasizes the power of repeated in-game calls to action. In The Sims 4: Eco Lifestyle, players can build eco-friendly homes and see their neighborhoods transform based on their decisions, effectively modeling how individual actions contribute to larger environmental outcomes. This game mechanic primes players to consider similar actions in their own lives, fostering behavioral change that transcends the virtual world.

One key aspect of Fayolle’s Climate Game Toolkit is a focus on sustainable game production itself. Game studios, marketing teams, and hardware manufacturers all have a role to play in reducing the environmental footprint of games. Fayolle points out that by optimizing code and offering power-saving modes, games like Subway Surfers and Genshin Impact minimize energy consumption, reducing their environmental impact. These optimizations, though behind the scenes, can make a significant difference when scaled across millions of players.

Fayolle’s insights into graphic sobriety are also critical here. Games like Breath of the Wild and Team Fortress 2 achieve beautiful aesthetics with minimal resource use, demonstrating that impressive visuals don’t need to be energy-intensive. By optimizing textures and educating players on the environmental impact of high graphic settings, developers can help create a more sustainable gaming experience. This approach not only reduces power consumption but can also educate players on making eco-friendly choices in their gaming settings.

Both Bulkeley and Fayolle highlight that games can foster emotional resilience, another essential component in the face of climate challenges. Games like Spiritfarer and A Short Hike create narratives that normalize sustainable behaviors and emotional resilience, reinforcing these habits in players’ lives. Fayolle points out that behavioral transference from game to reality is a powerful tool. Dishonored, for example, promotes non-violent conflict resolution, while 80 Days subtly critiques consumerism, challenging players to think more critically about their real-world habits.

The idea is that by repeatedly experiencing these scenarios in games, players may adopt similar habits in real life. This principle is further exemplified by simulation games like Plague Inc. and Fate of the World, which use real-world science to model complex systems and long-term environmental consequences. By interacting with these systems in a virtual space, players gain an understanding of the interconnectedness of human actions and the natural world, potentially fostering a more climate-conscious mindset.

As both Bulkeley and Fayolle conclude, the gaming industry holds immense potential for influencing positive environmental change. Bulkeley urges developers to consider features that align with players’ interests and values, emphasizing that such initiatives can remain profitable when integrated thoughtfully. Meanwhile, Fayolle stresses that each facet of game development – from studio operations to game design – has a role to play in creating a sustainable industry.

By designing games that not only entertain but also educate and inspire, developers have the chance to engage players in meaningful climate action. The Climate Game Toolkit provides a robust framework for implementing these principles, empowering developers to leverage the cultural power of games to promote environmental sustainability.

Link to the Video Good Deeds Through Games: Integrating Features to Address Climate Change: https://www.youtube.com/watch?v=sYs7JwmgC7I

Link to the Video Climate Game Toolkit for Content Creator (GDC2022): https://www.youtube.com/watch?v=GaEAyeW-UlU

Gaming for the planet alliance: https://www.playing4theplanet.org/

IMPULSE #2: Raphaela Egger on Systems Thinking

As part of this semester’s course Future Design Lab at FH JOANNEUM our lecturer Raphaela Egger made an excursion to the topic of Systems Thinking.

In her lecture Egger distinguishes between Systems Thinking and Design Thinking, which are complementary approaches for solving complex problems and enhancing the design of products, services and systems. Design Thinking emphasizes understanding users‘ needs and developing solutions that are intuitive, functional, and appealing. Conversely Systems Thinking centers on comprehending how an entire system operates and recognizing how modifications in one area can impact other parts. 1,2

Egger states that a complex system cannot simply be dismantled, reorganized, and reassembled, nor can it be simplified.3 Once its complexity is destroyed, the system itself stops to function. Interventions in complex systems almost always lead to unexpected side effects and long-term consequences because we rarely understand all the interconnections and unintentionally create unexpected system dynamics.

5R model of Systems Thinking

Egger introduced us to the 5R model of systems thinking, which is a framework that highlights five key dimensions of systems: results, roles, relationships, rules and resources.4,5 This model serves as a lens for assessing local systems and guiding interventions to strengthen them.

  • Resources: The inputs or „fuel“ required for the system’s interactions to give results.4
  • Rules: The formal and informal guidelines, laws, cultural norms and protocols that govern the system’s operation.4,6
  • Roles: The functions and responsibilities assumed by different actors within the system.4,6
  • Relationships: The connections and interactions between various actors in the system.4,6
  • Results: The target outcomes or impacts that the system is designed to produce.4,6
© Raphaela Egger, plasticpreneur®

Team task

During the lecture Mrs. Egger gave us the task to apply an system of our choice to this model. Our group talked about the education system in industrialized countries and how artificial intelligence might influence it in the future:

Resources

AI brings advanced tools and technologies into classrooms, redefining the resources available to students and educators. Intelligent tutoring systems, adaptive learning platforms and generative AI applications offer new and personalized educational experiences. However this may lead to a loss of conventional analog skills, such as handwriting or mental calculation, as digital tools take precedence. Educational institutions must balance leveraging AI with preserving foundational skills to ensure holistic development.

Rules

The integration of AI in education sectors will most likely need new guidelines and policies for its usage. For instance, rules regulating the ethical use of AI, data privacy and intellectual property must be developed to address emerging challenges. There may be a redefinition of what is truly essential in education, focusing less on rote memorization and more on teaching students how to effectively interact with and use AI. This shift might require the curricula to be revised to prioritize AI skills and critical thinking over conventional ways of education.

Roles

AI has the potential to transform the roles of both teachers and students. Educators may transition from being primary sources of knowledge to facilitators, who guide students in AI-enhanced learning. Conversely students may be more active in directing their learning journeys, taking advantage of AI tools to explore topics at their own pace. As these changes provide a lot of chances for individuals, they also come with concerns about the children’s development: the importance of interpersonal interaction and the risks of depending too much on technology for example.

Relationships

It is predictable that AI in education will change the way actors will interact within the system. The relationship between teacher and student may change as AI becomes an intermediary, which will provide instant feedback and support. Peer relationships with collaborative learning could increasingly be mediated by digital platforms. These changes might impact social development, particularly for younger children. Health implications are happening already, such as excessive screen time and shortening of the attention span and reduced sleep quality. This could get more intensive.

Results

Results of an AI-influenced education could reshape societal outcomes. With AI making learning more accessible and personalized, students in industrialized countries could perform better in school and university, becoming more innovative. But the effects are more than academic success. As humanity grows alongside AI, we must think about what intelligence means, how human creativity fits in and what values should guide education. Balancing technology with the human side of learning should be the overall goal.

In relation to my research topic

In particular, it would be interesting to see how my research topic of improved first aid for epilepsy would affect the emergency response system in terms of decision making through a mobile app when a seizure occurs.

Resources

  1. https://www.linkedin.com/pulse/how-can-design-thinking-systems-work-together-caglar-korun/ ↩︎
  2. https://www.ideou.com/blogs/inspiration/differences-between-systems-thinking-and-design-thinking ↩︎
  3. http://systemthinking.de/Systeme-verstehen/ ↩︎
  4. https://usaidlearninglab.org/system/files/resource/files/5rs_techncial_note_ver_2_1_final.pd ↩︎
  5. https://www.ashoka-visionaryprogram.org/tools-for-systems-change/ ↩︎
  6. https://collaboratiohelvetica.ch/en/blog/2021/7/28/the-5r-framework-gn2bw ↩︎

Impulse #2 – SUX-Podcast EP13 – „Changing design towards a better world“ with Don Norman

Links

The Podcast: https://podcasters.spotify.com/pod/show/suxpodcast/episodes/SUX-EP-13—Changing-design-towards-a-better-world-with-Don-Norman-e2gococ

SUX: https://sustainableuxnetwork.com

Don Norman. Design for a Better World: https://jnd.org/books/design-for-a-better-world/