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WEEK 10-301&302
#302week10 #capstone #mental health #Integrated Reflective Cycle #forgetfulness #ar #app
Blog 10
Welcome to Week 10!
The finish line is in sight! It’s been a very busy time, and I’ve often had to stay up late. I keep telling myself, I can definitely do this!
Figure 1.

The four F's of active reviewing
Note. The four F's of active reviewing, From Reflecting on Experience: The Four Fs by The University of Edinburgh, 2023, (https://www.ed.ac.uk/reflection/reflectors-toolkit/reflecting-on-experience/four-f). Copyright 2023 by The University of Edinburgh.
Facts
Ennui Mood Card
Based on the feedback from the final phase of user testing, some users suggested adding an AR mood card scene to enrich the diversity of emotional expression further. This made me realise that additional mood scenes could enhance user interaction and more comprehensively support users' emotional management needs. In response to this feedback, I designed and added an "Ennui” AR mood card scene despite time constraints.
Figure 2.

“Ennui” mood card making process
Note. Screenshot of Zihan's Miro Board depicting the “Ennui” mood card making process.
Figure 3.
“Ennui” AR mood card

Note. Screenshot of Zihan's Miro Board depicting the “Ennui” AR mood card.
Additionally, while testing the AR scenes, I integrated music into the three emotional scenes in Kivicube to create an immersive audio-visual experience. However, I encountered an issue where the music and visuals did not always sync, which was confusing. After reflecting, I decided to showcase the intended audio-visual integration through a video demonstration, allowing me to present the desired effect despite the time challenge effectively.
Emotional Interpretation
I think explaining the complexity of emotions is necessary because my emotion cards depict six different emotions. Although I have not fully completed all six AR emotion cards, offering a deeper understanding of these emotions can help users recognise their positive aspects, navigate their feelings more effectively, and enhance the overall project experience.
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Joy: An emotion triggered by happiness, success, good fortune, or fulfilling one's desires (Merriam-Webster, 2024). This feeling allows the body to experience proper rest while fueling enthusiasm and strength in preparation for future goals and aspirations.
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Sadness: Sadness is an emotion that arises from a sense of helplessness in the face of loss. Its primary function is to encourage a shift in thinking, helping people better adapt to new environments.
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Anxiety: Anxiety is a feeling of fear and apprehension, as well as a tense response to future uncertainties (National Library of Medicine, 2023). It can lead people to overthink potential threats and problems, causing restlessness and a loss of confidence in the present. It reminds us that we must be prepared to adjust our emotions in time to protect ourselves.
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Fear: The emotion of fear stems from the perception of something that cannot be overcome or controlled. It serves as a reminder to analyse the current threat and to assess the next steps more effectively.
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Anger: Anger often occurs due to frustration or when goals and desires are hindered. It reminds us to maintain personal boundaries to a certain extent and advocate for our interests.
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Ennui: Ennui is defined as a lack of energy, passion and satisfaction (Merriam-Webster, 2024). Often manifested as adolescent burnout and apathy. However, ennui can also provide teenagers with a space for reflection and creative expression.
This project draws inspiration from the movie *Inside Out* and explores the complexity of emotions, particularly how anxiety can lead to psychological stress, which in turn can result in forgetfulness. This project aims to convey that all emotions are healthy and normal, and we should experience them correctly because these emotions make us whole. As Dr. Dacher Keltner mentioned, negative emotions should not be pathologised, as this stigmatises emotions. Negative emotions serve as a reminder not to repeat the same mistakes, learn from them, and strive harder (Volpe, 2024).
Feeling
During the iteration of the project, I experienced a mix of excitement and anxiety. When testing the AR scenes, I encountered a technical issue where the music and visuals were not synchronised, initially leaving me confused and frustrated. However, the process of reflecting and finding alternatives made me more resilient. This design journey provided me with many valuable experiences. Despite the time constraints, I continued to challenge myself and improve the prototype based on the feedback from the user tests. Although limited by some technical issues, the final product far exceeded my expectations.
Findings
Integrating audio-visual elements is much more complex than anticipated, and technical obstacles often disrupt the expected user experience. Additionally, I recognised the importance of planning time; it can reduce feelings of confusion and disorientation during a project and allow sufficient time for improvements. Finally, I realised that iterative testing and continuous improvement are crucial for enhancing the emotional depth and interactivity of the application, further emphasising the user-centred design methodology.
Future
Looking ahead, I aim to further incorporate user feedback into the design process and complete the three emotion cards. I will also ensure that the app's emotional and interactive features engage and support users' emotional well-being. Furthermore, I plan to refine my time management skills to ensure tasks are completed within the scheduled timeframe. I will also continue to explore AR technology, stepping out of my comfort zone to create more meaningful designs.
Reference
Greenaway, R. (2018, November 5). The four f’s of active reviewing. [image] The University of Edinburgh. https://www.ed.ac.uk/reflection/reflectors-toolkit/reflecting-on-experience/four-f
National Library of Medicine. (2023, October 17). Anxiety. https://medlineplus.gov/anxiety.html#:~:text=Anxiety%20is%20a%20feeling%20of,before%20making%20an%20important%20decision.
Volpe, A. (2024, June 13). How Inside Out 2 tackles the science of teenage emotions. Vox. https://www.vox.com/culture/354629/inside-out-2-science-teenage-emotions-lisa-damour-dacher-keltner
Merriam-Webster. (2024). Joy. In Merriam-Webster.com dictionary. Retrieved October 6, 2024, from https://www.merriam-webster.com/dictionary/joy
Merriam-Webster. (2024). Ennui. In Merriam-Webster.com dictionary. Retrieved October 5, 2024, from https://www.merriam-webster.com/dictionary/ennui
Grammar
Grammarly(AI) was used to enhance the grammar of this Blog.