SlideShare uma empresa Scribd logo
1 de 28
Baixar para ler offline
A Minimum Viable Product definition
for a socially relevant educational
tech product serving youngsters
Onno Hansen-Staszyński
Beata Staszyńka-Hansen
THE CONTEXT OF OUR PRODUCT
PRODUCT CONTEXT
The definition of the context of our product is
the answer to Erving Goffman’s question:
“What is it about?” (frame)
We need an interpretation of the world that
surrounds us.
This frame will automatically define the existing roles
within our context.
“LIQUID REALITY”
Concept by Zygmunt Bauman.
We live in an world of globalised ultra consumerism.
Everything changes too fast for us to achieve
reflection or understanding.
We must constantly be in movement (buy, consume,
adapt to new requirements) not to slide down to the
level of an asylum seeker, refugee or homeless person
– we are ruled by insecurity.
FRAGMENTED IDENTITIES
Outcomes of our own research.
The answer to the question: “Who are you until
now?” by adults and especially by youngsters is
inconsistent and context sensitive.
For youngsters their context sensitivity does not equal
adapting an appropriate role per situation; it is a
change of identity per moment.
Once this was seen as a pathology: an easily
manipulable identity of a potential fascist follower.
ALTERNATIVE ROLE
According to Bauman theoretically resistance against
the “liquid reality” is possible.
Citizens are capable to resist by mastering skills that
enable them to interact with “strangers”, such as:
being able to cooperate, to negotiate, to make
compromises, to decide, and to resolve conflicts.
OUR PRODUCT CONTEXT
Frame
Globalised ultra consumerism
Roles
Consumers in constant flux with a fragmented
identity
Citizens resisting with soft skills
SOCIAL RELEVANCE
Our product is socially relevant
if it supports youngsters
acquiring the role of citizens with soft skills
within the context of the “liquid reality”.
TECH PRODUCT SPECIFICS
TECH PRODUCTS
Tech products wage a war for user attention
among themselves.
An important element in winning the war on
attention is to link to negative internal states of users.
Products offer users an agreeable way out of these
negative states (supporting the role of consumers) or
confront users while being a cause for reflection
(supporting the role of citizens).
MVP CHARACTERISTIC 1
Confront youngsters and support reflection on their
negative internal states.
Our implementation: focusing on uncomfortable
themes for youngsters linked to their insecurity
such as obesity, online profiling, and online friendship
and love.
MIXED REALITY SPECIFICS
MIXED REALITY FOR CONSUMERS
AR and VR can offer sham security in the “liquid
reality”: deep fakes that support the “imagined
reality” (Yuval Hariri) of a group.
By supporting “imagined realities”, AR and VR are
capable of polarising and isolating groups of
consumers.
AR and VR can provide a way out of negative internal
states of user groups by using their confirmation bias.
MVP CHARACTERISTIC 2
Counteract against group polarisation and isolation
using mixed reality even though the technology
improves/ replaces reality.
Our implementation: using the mixed reality to
confront dominant “imagined realities”.
MIXED REALITY FOR CONSUMERS (2)
Mixed reality can also offer individual consumers a
way out of their negative internal states.
Improving/ replacing reality: f.i. a selfie filter “live”
transforming faces into ideal faces causing loneliness.
Replacing contact with others: offering an alternative for
complicated human contact (ELIZA effect) causing greater
loneliness and less need to interact with “strangers”.
Entertainment: games like Pokemon or Ingress – leading to
improved skills to cooperate with “strangers” (Marc Palaus et al.)
MVP CHARACTERISTIC 3
Offer entertainment under the precondition that it
leads to improved skills to cooperate with
“strangers”.
Our implementation: offering a mixed reality game to
classes, and not individual students, in which students
need to communicate with one another and need to
come to a joint decision.
GENERAL USER SPECIFICS
CONSUMERS’ SELF-IMAGE
The most important negative internal state for
consumers within the “liquid reality” is their
negative self-image.
Products only temporarily improve the self-image of consumers – they
function as short breathers.
The negative self-image is amplified by our confrontations with the
mirror: our mirror image is even less pleasant than our self-image.
Social media further amplify our negative self-image: confrontation with
the perfect lives of others leads feelings of permanent failure and
sometimes to depressions.
CONSUMERS’ REACTION
According to the theory Objective Self Awareness
(OSA) confrontation with our self-image in mirrors
leads to conformism to the dominant norm of ideal
self-images, hence duck faces and upper legs pictures
on vacation.
SELF-IMAGE FOR CITIZENS
A current within the OSA theory offers a way out of
conformism as the only outcome of our
confrontation with the mirror.
Offering a non-realistic mirror leads to the situation
in which the mirror and not the self-image is assessed
negatively.
In the case of a non-realistic tech mirror this leads to
reflections on technology and manipulation while the
self-image remains unharmed.
MVP CHARACTERISTIC 4
Confront users by means of a non-realistic mirror.
Our implementation: taking the faces of a student, a
teacher or the whole class as the focus of the game
and changing or decorating these faces during the
game in an absurd way.
YOUNGSTERS IN EDUCATION
SPECIFICS
ADOLESCENT BRAINS STILL DEVELOP
A transfer of information does not always work.
Big emotions as a rule win out over calm thinking.
Negative internal states lead to isolation or attention
seeking, not to reflective communication.
Teachers are less accepted as authorities: adults have
become less important than peers.
MVP CHARACTERISTIC 5
Provide a mental short-cut as a projected learning
outcome of the experience.
Our implementation: on obesity – greedy adults want
to manipulate you out of your money; on online
profiling – you can’t take back information; on online
friendship and love – everybody is struggling.
SUMMARY
OUR MVP DEFINITION
Confront youngsters and support reflection on their negative internal
states.
Counteract against group polarisation and isolation using mixed reality
even though the technology improves/ replaces reality.
Offer entertainment under the precondition that it leads to improved
skills to cooperate with “strangers”.
Confront users by means of a non-realistic mirror.
Provide a mental short-cut as a projected learning outcome of the
experience.
OUR PRODUCT
A mixed reality game
For the whole class
On an uncomfortable topic
In which dominant “imagined realities” are being challenged
In which a mental short-cut is presented as a learning outcome
In which students need to cooperate
In which students’ faces are the focal point
And these faces are changed in an absurd way during the game.
onno@ezzev.eu
@onnoh (twitter)
onnohansen.nl
Contact

Mais conteúdo relacionado

Semelhante a A Minimum Viable Product definition for a socially relevant educational tech product serving youngsters

Getting closer, raising awareness. How to connect with people in order to min...
Getting closer, raising awareness. How to connect with people in order to min...Getting closer, raising awareness. How to connect with people in order to min...
Getting closer, raising awareness. How to connect with people in order to min...
Yaridis Cervantes
 
TMRC ZMET Brief Intro
TMRC ZMET Brief IntroTMRC ZMET Brief Intro
TMRC ZMET Brief Intro
tmrcresearch
 
TMRC ZMET Brief Intro
TMRC ZMET Brief IntroTMRC ZMET Brief Intro
TMRC ZMET Brief Intro
TMRC Research
 
The Subtle Art of Persuasion
The Subtle Art of PersuasionThe Subtle Art of Persuasion
The Subtle Art of Persuasion
James Box
 
Comm210 AssignmentCommunication Channels ModelCreate a vi.docx
Comm210  AssignmentCommunication Channels ModelCreate a vi.docxComm210  AssignmentCommunication Channels ModelCreate a vi.docx
Comm210 AssignmentCommunication Channels ModelCreate a vi.docx
cargillfilberto
 
Comm210 AssignmentCommunication Channels ModelCreate a vi.docx
Comm210  AssignmentCommunication Channels ModelCreate a vi.docxComm210  AssignmentCommunication Channels ModelCreate a vi.docx
Comm210 AssignmentCommunication Channels ModelCreate a vi.docx
drandy1
 
Virtual Environments for Games Based Reflective Learning focused on health ap...
Virtual Environments for Games Based Reflective Learning focused on health ap...Virtual Environments for Games Based Reflective Learning focused on health ap...
Virtual Environments for Games Based Reflective Learning focused on health ap...
imaginary srl
 
Best Pharma Learning Oppy
Best Pharma Learning OppyBest Pharma Learning Oppy
Best Pharma Learning Oppy
Wendy Blackburn
 

Semelhante a A Minimum Viable Product definition for a socially relevant educational tech product serving youngsters (20)

Gaming and education
Gaming and educationGaming and education
Gaming and education
 
Mc gough commentaryblog
Mc gough commentaryblogMc gough commentaryblog
Mc gough commentaryblog
 
Aimkaam Ezine No.1
Aimkaam Ezine No.1Aimkaam Ezine No.1
Aimkaam Ezine No.1
 
Getting closer, raising awareness. How to connect with people in order to min...
Getting closer, raising awareness. How to connect with people in order to min...Getting closer, raising awareness. How to connect with people in order to min...
Getting closer, raising awareness. How to connect with people in order to min...
 
TMRC ZMET Brief Intro
TMRC ZMET Brief IntroTMRC ZMET Brief Intro
TMRC ZMET Brief Intro
 
TMRC ZMET Brief Intro
TMRC ZMET Brief IntroTMRC ZMET Brief Intro
TMRC ZMET Brief Intro
 
The Subtle Art of Persuasion
The Subtle Art of PersuasionThe Subtle Art of Persuasion
The Subtle Art of Persuasion
 
Dwe m2 self-image online offline identities
Dwe m2   self-image   online offline identities Dwe m2   self-image   online offline identities
Dwe m2 self-image online offline identities
 
Ipa Thesis I Believe The Children Are Our Future
Ipa Thesis I Believe The Children Are Our FutureIpa Thesis I Believe The Children Are Our Future
Ipa Thesis I Believe The Children Are Our Future
 
Digital media is re-wiring our brains
Digital media is re-wiring our brainsDigital media is re-wiring our brains
Digital media is re-wiring our brains
 
(Re)defining Eyewear Brands Through Human Fundamentals
(Re)defining Eyewear Brands Through Human Fundamentals(Re)defining Eyewear Brands Through Human Fundamentals
(Re)defining Eyewear Brands Through Human Fundamentals
 
Comm210 AssignmentCommunication Channels ModelCreate a vi.docx
Comm210  AssignmentCommunication Channels ModelCreate a vi.docxComm210  AssignmentCommunication Channels ModelCreate a vi.docx
Comm210 AssignmentCommunication Channels ModelCreate a vi.docx
 
Comm210 AssignmentCommunication Channels ModelCreate a vi.docx
Comm210  AssignmentCommunication Channels ModelCreate a vi.docxComm210  AssignmentCommunication Channels ModelCreate a vi.docx
Comm210 AssignmentCommunication Channels ModelCreate a vi.docx
 
MIRROR presentation at Leicester Games Festival
MIRROR presentation at Leicester Games FestivalMIRROR presentation at Leicester Games Festival
MIRROR presentation at Leicester Games Festival
 
Virtual Environments for Games Based Reflective Learning focused on health ap...
Virtual Environments for Games Based Reflective Learning focused on health ap...Virtual Environments for Games Based Reflective Learning focused on health ap...
Virtual Environments for Games Based Reflective Learning focused on health ap...
 
Best Learning Strategies For Pharma and Healthcare Marketers in 2010
Best Learning Strategies For Pharma and Healthcare Marketers in 2010Best Learning Strategies For Pharma and Healthcare Marketers in 2010
Best Learning Strategies For Pharma and Healthcare Marketers in 2010
 
Best Pharma Learning Oppy
Best Pharma Learning OppyBest Pharma Learning Oppy
Best Pharma Learning Oppy
 
MONEY'S TOO TIGHT TO MENTION - whitepaper by Fitzroy.pdf
MONEY'S TOO TIGHT TO MENTION - whitepaper by Fitzroy.pdfMONEY'S TOO TIGHT TO MENTION - whitepaper by Fitzroy.pdf
MONEY'S TOO TIGHT TO MENTION - whitepaper by Fitzroy.pdf
 
Emotionally Intelligent Design - Ignite Presentation
Emotionally Intelligent Design - Ignite PresentationEmotionally Intelligent Design - Ignite Presentation
Emotionally Intelligent Design - Ignite Presentation
 
Overload, Shmoverload
Overload, ShmoverloadOverload, Shmoverload
Overload, Shmoverload
 

Mais de Onno Hansen-Staszyński

Jak pracowac profilaktycznie z dzieckiem w wieku 13-15 lat (wydanie nr 2)
Jak pracowac profilaktycznie z dzieckiem w wieku 13-15 lat (wydanie nr 2)Jak pracowac profilaktycznie z dzieckiem w wieku 13-15 lat (wydanie nr 2)
Jak pracowac profilaktycznie z dzieckiem w wieku 13-15 lat (wydanie nr 2)
Onno Hansen-Staszyński
 

Mais de Onno Hansen-Staszyński (20)

De lege horizon.pdf
De lege horizon.pdfDe lege horizon.pdf
De lege horizon.pdf
 
Marxisme en Oost-Europa.pdf
Marxisme en Oost-Europa.pdfMarxisme en Oost-Europa.pdf
Marxisme en Oost-Europa.pdf
 
CASE STUDY - MIL in wartime.pdf
CASE STUDY - MIL in wartime.pdfCASE STUDY - MIL in wartime.pdf
CASE STUDY - MIL in wartime.pdf
 
My point of view
My point of viewMy point of view
My point of view
 
How big food can nudge youngsters
How big food can nudge youngstersHow big food can nudge youngsters
How big food can nudge youngsters
 
ANEMELO newsletter 3
ANEMELO newsletter 3ANEMELO newsletter 3
ANEMELO newsletter 3
 
Jak pracowac profilaktycznie z dzieckiem w wieku 13-15 lat (wydanie nr 2)
Jak pracowac profilaktycznie z dzieckiem w wieku 13-15 lat (wydanie nr 2)Jak pracowac profilaktycznie z dzieckiem w wieku 13-15 lat (wydanie nr 2)
Jak pracowac profilaktycznie z dzieckiem w wieku 13-15 lat (wydanie nr 2)
 
Anemelo handbook background information v2
Anemelo handbook background information v2Anemelo handbook background information v2
Anemelo handbook background information v2
 
Dear parent
Dear parentDear parent
Dear parent
 
Certificates
CertificatesCertificates
Certificates
 
Pu dialog - jak zaczynać
Pu dialog - jak zaczynaćPu dialog - jak zaczynać
Pu dialog - jak zaczynać
 
Second training session 2018 athens programme
Second training session 2018 athens programmeSecond training session 2018 athens programme
Second training session 2018 athens programme
 
Pilot questionnaire sup v2.1
Pilot questionnaire sup v2.1Pilot questionnaire sup v2.1
Pilot questionnaire sup v2.1
 
Pilot questionnaire fac v2.1
Pilot questionnaire fac v2.1Pilot questionnaire fac v2.1
Pilot questionnaire fac v2.1
 
Chat protocol nl dee v3.1
Chat protocol nl dee v3.1Chat protocol nl dee v3.1
Chat protocol nl dee v3.1
 
Pilot questionnaire par v2.1
Pilot questionnaire par v2.1Pilot questionnaire par v2.1
Pilot questionnaire par v2.1
 
Actieplan fac v4.1
Actieplan fac v4.1Actieplan fac v4.1
Actieplan fac v4.1
 
Actieplan sup v4.1
Actieplan sup v4.1Actieplan sup v4.1
Actieplan sup v4.1
 
Newsletter 2
Newsletter 2Newsletter 2
Newsletter 2
 
Anemelo handbook background information
Anemelo handbook background informationAnemelo handbook background information
Anemelo handbook background information
 

Último

The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
heathfieldcps1
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 
Making and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdfMaking and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdf
Chris Hunter
 
Seal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptxSeal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptx
negromaestrong
 

Último (20)

The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SD
 
Class 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfClass 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdf
 
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural ResourcesEnergy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptx
 
Food Chain and Food Web (Ecosystem) EVS, B. Pharmacy 1st Year, Sem-II
Food Chain and Food Web (Ecosystem) EVS, B. Pharmacy 1st Year, Sem-IIFood Chain and Food Web (Ecosystem) EVS, B. Pharmacy 1st Year, Sem-II
Food Chain and Food Web (Ecosystem) EVS, B. Pharmacy 1st Year, Sem-II
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Role Of Transgenic Animal In Target Validation-1.pptx
Role Of Transgenic Animal In Target Validation-1.pptxRole Of Transgenic Animal In Target Validation-1.pptx
Role Of Transgenic Animal In Target Validation-1.pptx
 
Making and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdfMaking and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdf
 
Seal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptxSeal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptx
 
psychiatric nursing HISTORY COLLECTION .docx
psychiatric  nursing HISTORY  COLLECTION  .docxpsychiatric  nursing HISTORY  COLLECTION  .docx
psychiatric nursing HISTORY COLLECTION .docx
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
Sociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning ExhibitSociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning Exhibit
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 

A Minimum Viable Product definition for a socially relevant educational tech product serving youngsters

  • 1. A Minimum Viable Product definition for a socially relevant educational tech product serving youngsters Onno Hansen-Staszyński Beata Staszyńka-Hansen
  • 2. THE CONTEXT OF OUR PRODUCT
  • 3. PRODUCT CONTEXT The definition of the context of our product is the answer to Erving Goffman’s question: “What is it about?” (frame) We need an interpretation of the world that surrounds us. This frame will automatically define the existing roles within our context.
  • 4. “LIQUID REALITY” Concept by Zygmunt Bauman. We live in an world of globalised ultra consumerism. Everything changes too fast for us to achieve reflection or understanding. We must constantly be in movement (buy, consume, adapt to new requirements) not to slide down to the level of an asylum seeker, refugee or homeless person – we are ruled by insecurity.
  • 5. FRAGMENTED IDENTITIES Outcomes of our own research. The answer to the question: “Who are you until now?” by adults and especially by youngsters is inconsistent and context sensitive. For youngsters their context sensitivity does not equal adapting an appropriate role per situation; it is a change of identity per moment. Once this was seen as a pathology: an easily manipulable identity of a potential fascist follower.
  • 6. ALTERNATIVE ROLE According to Bauman theoretically resistance against the “liquid reality” is possible. Citizens are capable to resist by mastering skills that enable them to interact with “strangers”, such as: being able to cooperate, to negotiate, to make compromises, to decide, and to resolve conflicts.
  • 7. OUR PRODUCT CONTEXT Frame Globalised ultra consumerism Roles Consumers in constant flux with a fragmented identity Citizens resisting with soft skills
  • 8. SOCIAL RELEVANCE Our product is socially relevant if it supports youngsters acquiring the role of citizens with soft skills within the context of the “liquid reality”.
  • 10. TECH PRODUCTS Tech products wage a war for user attention among themselves. An important element in winning the war on attention is to link to negative internal states of users. Products offer users an agreeable way out of these negative states (supporting the role of consumers) or confront users while being a cause for reflection (supporting the role of citizens).
  • 11. MVP CHARACTERISTIC 1 Confront youngsters and support reflection on their negative internal states. Our implementation: focusing on uncomfortable themes for youngsters linked to their insecurity such as obesity, online profiling, and online friendship and love.
  • 13. MIXED REALITY FOR CONSUMERS AR and VR can offer sham security in the “liquid reality”: deep fakes that support the “imagined reality” (Yuval Hariri) of a group. By supporting “imagined realities”, AR and VR are capable of polarising and isolating groups of consumers. AR and VR can provide a way out of negative internal states of user groups by using their confirmation bias.
  • 14. MVP CHARACTERISTIC 2 Counteract against group polarisation and isolation using mixed reality even though the technology improves/ replaces reality. Our implementation: using the mixed reality to confront dominant “imagined realities”.
  • 15. MIXED REALITY FOR CONSUMERS (2) Mixed reality can also offer individual consumers a way out of their negative internal states. Improving/ replacing reality: f.i. a selfie filter “live” transforming faces into ideal faces causing loneliness. Replacing contact with others: offering an alternative for complicated human contact (ELIZA effect) causing greater loneliness and less need to interact with “strangers”. Entertainment: games like Pokemon or Ingress – leading to improved skills to cooperate with “strangers” (Marc Palaus et al.)
  • 16. MVP CHARACTERISTIC 3 Offer entertainment under the precondition that it leads to improved skills to cooperate with “strangers”. Our implementation: offering a mixed reality game to classes, and not individual students, in which students need to communicate with one another and need to come to a joint decision.
  • 18. CONSUMERS’ SELF-IMAGE The most important negative internal state for consumers within the “liquid reality” is their negative self-image. Products only temporarily improve the self-image of consumers – they function as short breathers. The negative self-image is amplified by our confrontations with the mirror: our mirror image is even less pleasant than our self-image. Social media further amplify our negative self-image: confrontation with the perfect lives of others leads feelings of permanent failure and sometimes to depressions.
  • 19. CONSUMERS’ REACTION According to the theory Objective Self Awareness (OSA) confrontation with our self-image in mirrors leads to conformism to the dominant norm of ideal self-images, hence duck faces and upper legs pictures on vacation.
  • 20. SELF-IMAGE FOR CITIZENS A current within the OSA theory offers a way out of conformism as the only outcome of our confrontation with the mirror. Offering a non-realistic mirror leads to the situation in which the mirror and not the self-image is assessed negatively. In the case of a non-realistic tech mirror this leads to reflections on technology and manipulation while the self-image remains unharmed.
  • 21. MVP CHARACTERISTIC 4 Confront users by means of a non-realistic mirror. Our implementation: taking the faces of a student, a teacher or the whole class as the focus of the game and changing or decorating these faces during the game in an absurd way.
  • 23. ADOLESCENT BRAINS STILL DEVELOP A transfer of information does not always work. Big emotions as a rule win out over calm thinking. Negative internal states lead to isolation or attention seeking, not to reflective communication. Teachers are less accepted as authorities: adults have become less important than peers.
  • 24. MVP CHARACTERISTIC 5 Provide a mental short-cut as a projected learning outcome of the experience. Our implementation: on obesity – greedy adults want to manipulate you out of your money; on online profiling – you can’t take back information; on online friendship and love – everybody is struggling.
  • 26. OUR MVP DEFINITION Confront youngsters and support reflection on their negative internal states. Counteract against group polarisation and isolation using mixed reality even though the technology improves/ replaces reality. Offer entertainment under the precondition that it leads to improved skills to cooperate with “strangers”. Confront users by means of a non-realistic mirror. Provide a mental short-cut as a projected learning outcome of the experience.
  • 27. OUR PRODUCT A mixed reality game For the whole class On an uncomfortable topic In which dominant “imagined realities” are being challenged In which a mental short-cut is presented as a learning outcome In which students need to cooperate In which students’ faces are the focal point And these faces are changed in an absurd way during the game.