MICRO UX – WEEK 3 | PHYSICAL MODEL: THE VALUE OF DIGITAL INFORMATION

TEAM: Daniela Navaes | Jing Zhao | Jordy Tam | Nathassha di Pasquale

As a deliberate choice, and also based on some of our findings after last week’s experiment, we’ve decided to pursue the topic of creating a system of value around digital information. To do that, we needed to investigate what are people’s current perceptions about it, and how would they behave with the introduction of the possibility of owning and exchanging their digital data.

But first we did a bit more of desk research in order to get a sense of what kind of technology is available that links together the concepts of value, ownership, exchange and digital data.

With that, we found out about the “Hub-of-all-things” (HAT, for short). It is a “legal, economical and technological artefact (The HAT microserver) capable of storing, processing, transforming and exchanging personal data, that also assigns a set of rights to the data to the individuals themselves”. (Irene, 2018)

So we picked up some of the principles used to design the HAT, derived from the economic properties of data as a digital good, to validate our direction and guide our research. According to Irene (2018) those principles are:

For data ownership:

Principle 1 of Data as a Co-Produced Good
Principle 7of Data as Store of Value

For data value:
Principle 4 of Infinite Expansibility
Principle 6 of Data Derivatives

For data exchange:
Principle 3 of Non-Rivalrous Consumption
Principle 8 of Data as a Medium of Exchange

After that, we’ve brainstormed until we arrived in the concept of creating a board game to explore those concepts. It is a prototype that falls into the role category of prototypes proposed by Houde and Hill (1997), since it explores current behaviours and hypothetical behaviours in new scenarios. The guiding principles for the creation of the prototype were:

What this experience is providing players with:

  • To reveal the amount of information they give away and how that information correlates with the platform being used and other entities; 
  • To use the materiality of the phone to deliver a more powerful message;
  • To reflect on the value of the information;
  • To enable potential data ownership and observe behaviours around it;
  • To enable potential data exchange and observe behaviours around it.

What we hope to achieve:

  • To gain insight on peoples’ current behaviours and beliefs around their personal digital data;
  • To identify design opportunities within their insights about hypothetical behaviours considering new scenarios of data ownership and exchange.
Design Process

After some peer review and early testings, we’ve made some modifications and additions to it in order to get more insights from the actual testings for next week.

 

Game elements

 

References

Houde, S. and Hill, C., 1997. What do prototypes prototype?. In Handbook of human-computer interaction (pp. 367-381). North-Holland.

Ng, Irene C. L., 2018. Can you own your personal data? The HAT (Hub-Of-All-Things) data ownership model. Working Paper. Coventry: Warwick Manufacturing Group. WMG Service Systems Research Group Working Paper Series (02/18).

 

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