Multimedia Project

Multimedia Project

Multimedia Project

Category:

Looklook infiltrates your life.

Client:

UWE-Bachelor of Arts (Honours)

Duration:

10 week

Category:

Looklook infiltrates your life.

Client:

UWE-Bachelor of Arts (Honours)

Duration:

10 week

Category:

Looklook infiltrates your life.

Client:

UWE-Bachelor of Arts (Honours)

Duration:

10 week

This project, titled "Looklook Infiltrates Your Life," delivers an immersive storytelling and interactive experience to help users understand the causes, effects, and effective intervention strategies for excessive video consumption. By integrating character-driven narratives, 360 storytelling, and chatbot features, the project raises awareness of video addiction and encourages healthier coping mechanisms for stress.

(MY APPROACAH)

The project adopts a multifaceted approach, including user interviews, academic literature review, and media analysis, in collaboration with psychological experts. Empathetic character stories and an interactive website are designed and iteratively improved through prototyping and user feedback. AR and physical posters are also integrated to enhance engagement and learning outcomes both online and offline.

(VISION & INNOVATION)

The vision is to raise public awareness of video addiction, promote healthy digital behaviors, and inspire more user-centered digital wellbeing solutions. Ultimately, the goal is to help users develop positive media habits and effectively manage stress and emotions.



(CHALLENGES)

  • Balancing engaging storytelling with accurate psychological advice

  • Technical limitations of mobile devices (e.g., 360 interaction, AR performance)

  • Difficulty in maintaining user attention

  • Effectively integrating offline interventions with online experiences

  • Continuously gathering and responding to user feedback

(PROBLEMS)

  • Excessive video consumption leads to decreased concentration, emotional instability, and escapism

  • Platform algorithms and design exacerbate addictive tendencies

  • Public lacks sufficient understanding of video addiction and effective self-regulation strategies

(USER-CENTRIC DESIGN)

  • The design process is centered on user needs and behaviors, utilizing character development, interactive prototyping, and user story collection to ensure relatable content and intuitive operation. Each iteration is adjusted based on user feedback, emphasizing usability and emotional connection.

(USER NEEDS)

  • Need to understand the causes and effects of video addiction

  • Seek practical self-management and stress coping strategies

  • Desire engaging and relatable interactive experiences

  • Wish to receive professional and trustworthy psychological advice

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