PROJECT
UX OF MEMORY I
- Timeline: 1 Week
- Brief: Design an experience that externalises the nature of memory
- Research Methods Artefact Analysis & Direct Storytelling.
- Team Members: Zhaolu Song, Moxue Jia, Shiwen Shen(Svaney), Cat Achieng
- Key Deliverables: An Embodied Experience / Prototype
Human memory is an important and powerful mental process of acquiring, storing, retaining, and retrieving information. This process has major impacts on life and how we experience everything.
The main goal of this project was to design an experience that externalizes the nature of memory.
For this project we used two methods of research; Artefact Analysis & Direct Storytelling.

EXPLORATION
MEMORABLE MOMENTS
The project kicked off with a brainstorming session where we discussed the most memorable moments of our lives. The following themes popped up during our discussion;
- Travel memories – Each one of us had a few memorable travel stories to tell. The most pleasant moments happened when we least expected them.
- Sensory memories – These are memories related to our body senses. For example, the smell of popcorn reminds me of going to the cinema.
- Broken Objects – These are sentimental items that are in a bad condition but still loved.
After two more meetings, we decided to select the ‘Broken Objects/Memories’ theme as our main topic and design direction.
THE GOLDEN REPAIR (KINTSUKUROI)
Kintsukuroi is a Japanese method that is used to ‘fix’ broken items by using gold. The Japanese aggrandize the damaged object by filling repairing the cracks using GOLD. An object that has suffered damage and has a long history is seen as unique and believed to be more beautiful.

Art Work by Glen Martin Taylor
RESEARCH
DIRECT STORYTELLING & ARTEFACT ANALYSIS
We conducted direct storytelling sessions with a few people to learn more about our participants’ memorable moments. The participants were prompted to tell us a story about a sentimental item that no longer works but holds a lot of memories.
Next, we conducted an artefacts analysis on all of the objects that the participants showed us. We used an artefacts analysis worksheet and this was useful in determining intricate details such as the;
- Materials & textures of the objects
- Aesthetics and cultural story
- Interations afforded or required to handle the object
- Handling etc.
The findings from the direct storytelling and Artefact analysis research showed that; Most people are not willing to have their sentimental items changed or tampered with.

Direct Storytelling & Artefacts Analysis. Credit: Moxue
OUTCOME
BROKEN MEMORIES PROTOTYPE 1 (FEEDBACK)


UX Of Memory I – Broken Memory Prototypes
Our first design solution was to re-decorate ‘broken’ items in order to give them a new life. We used items from the only two participants who allowed us to re-decorate their sentimental items.
The initial effort that was put into creating beautiful art on the artefacts wasn’t practical at all as we later learned that most people like their sentimental items and do not want their conditions to be tampered with.
During our tutorial with John, he suggested that we make the memories more meaningful by taking more from the storytelling rather than the artefacts themselves.
REFERENCES
- Martin, G., (2020). Glen Martin Taylor And His Reconstructed Ceramics. [image] Available at: <https://www.collater.al/en/giorgia-bellotti-paratissima-interview-photography/> (Accessed 19 November 2020].