Choose Your Own BMW

By Nikki Waghani, Sean Soni, Sharlene Chiu, Margaret Yu

The data say that different cars get vastly different mileage, and mileage also varies from highway to city driving.  We want to tell this story because we want to educate consumers on the difference between cars and styles of driving when it comes to gas mileage.  Thus we have created a choose your own adventure game where the choice of car at the onset affects how the scenarios play out, with an emphasis on gas mileage, and a goal of acquiring “likes” along the way.  Our audience is specifically young professionals who are thinking about buying a BMW.  We plan to place our game in a kiosk in BMW dealerships.  Our goals are to educate consumers about their choices, and encourage consumers to buy more fuel-efficient cars in order to help BMW meet government requirements regarding the average fuel efficiency of their fleet.  

Our data is sourced from the 2016 information at fueleconomy.gov, and is the result of testing done by the EPA as well as by vehicle manufacturers with oversight from the EPA.  Using this data, we’ve designed a quick, easy, and fun way for someone entering a dealership to learn about the brand’s cars while figuring out what might best suit their needs. The goal is not to sell a particular car – this would be impossible as each person’s needs are very different – we will, however, help them learn the differences between a brand’s numerous cars without feeling overwhelmed.  In order to encourage the customer to play multiple rounds of this game with different cars, our kiosk will print out a coupon for free add-ons (such as window tint or undercoating) each time the game is played.  By playing multiple rounds of this game, the customer will get a feel for how much money they can save by buying a more fuel-efficient electric or hybrid car, and what some of the potential tradeoffs may be.  Our game also integrates educational facts into the game, such as the fact that fuel economy is better on the highway than in the city, and going above 60mph on the highway reduces fuel economy.  This game is much more effective than simply presenting fuel economy data, as it allows the consumer to interact with the data rather than just read it.

Global Warming Jenga Participatory Game

Global warming is inevitable, but if we play the game right, the results won’t be as catastrophic.

Completed tower top view

My data game is a modified version of Jenga. There are 3 stakeholders; environmentalists (pink pieces), politicians (green pieces), and human factors (representing fossil fuel companies, etc) . While staying in the confines of their roles, the players want to prevent the tower from falling as long as possible.

Completed tower
Completed tower and environmentalist starting pieces.

Player rules…

  • Each round, the factors player must remove any tile.
  • The politician player must remove or move one green tile each round.
  • The environmentalist can remove or move one tile every other round. Every other round they may add to the tower at their discretion. The environmentalist starts with 3 extra pink tiles to do this.
Tower foundation.

What these rules represent…

The factors player represents the human factors constantly adding instability to the system. It is the job of the other two players to counteract this.

While politicians have a lot of power, they can’t change the system completely by performing additions. Also they are confined to moves that are dictated by their constituents and party (they can only move the green tiles). Therefore, their stabilizing effort is very slow and, could be, destructive.

While environmentalists have the power and knowledge to do good and help the system, this is slowed down by politics and destructive human factors. Furthermore, they have less influence than corporations or politicians, and therefore less tiles.

Partial tower.

Player learning…

The first surface level learning comes from the pieces themselves, which all have different facts on them. The environmentalist tiles also have suggestions on them.

The color coded pieces with facts for the game.
A suggestion to help the problem.
An example of a piece fact.

However the deeper level is understanding how these role confines actually represent the current system and the issues within it.

Guess Your Green

Team Members: Erick Friis, Krithi Chandrakasan, Aina Martinez Zurita, Sam Resnick

The US fuel economy measurement dataset shows many surprising and non intuitive values for different car models. We want to tell this story, because we believe there is a disparity between perceived and actual fuel economy among car owners.

For our participatory data game we designed an interactive visual game on a mall display board that allows users to guess the relative efficiency of their car and compare this prediction with the true efficiency. The game initially prompts users to enter a prediction with the question “How efficient is your car?” and then allows them to input the make and model of their specific car to determine the accuracy of the prediction. Users will have to walk around to the other side of the kiosk to view the results creating an element of suspense. In addition to showing the disparity between the prediction and reality the game will also display similar vehicles that are more fuel efficient. This data will aggregate over many user interactions and will show the greyed out predictions of other users. This will create a graphic that is developed in real time and grows over the course of the day.

Our target audience for the game is individuals who go to malls, typically middle to upper class Americans. While more progressive and environmentally motivated individuals are likely to participate, we envision more widespread participation due to the unique and interactive aspects of the game. The game is applicable to both people with average incomes who drive vehicles like the Toyota Camry, and wealthier individuals who drive luxury cars like the Mercedes G550.  The participatory data game caters itself to the needs and desires of the particular user, based on what car they enter.  If they enter an average family vehicle, the system shows alternatives with similar safety rating, but if they pick a luxury or sports car, the system shows vehicles with similar horsepower.  The choice of a mall kiosk was especially important, as they are often located at high traffic locations and have great visibility to consumers.  Additionally, malls are typically located in suburbs where the primary mode of transportation is a car – think Long Island.

Our goals are to show that individuals generally believe they are more “green” than they are in actuality, as well as to motivate individuals to be more conscious of fuel efficiency and emissions when purchasing their next vehicle. Our interactive game does a great job of accomplishing the first goal by showing real time data on beliefs that are collected from many consumers at the mall. The second goal is accomplished with the call to action prompting users to be more conscious while also giving them specific vehicles to consider when making their next purchase.

The Arctic In Limbo

Team: Autumn Jing / Brandon Levy / Christian Feld / Kevin Zhang

We explored MASIE-NH which stands for the Multisensor Analyzed Sea Ice Extent – Northern Hemisphere. The data says that the Arctic is in peril as the ice cover has shrunk significantly over the last decade. We want to tell this story because losing the Arctic sea ice will result in very real consequences, from an increased number of life-threatening severe weather events to a positive feedback loop which will accelerate global warming, further destabilizing arid regions such as the Middle East.

We looked at data showing the daily extent of sea ice in the Northern Hemisphere from 2006 through 2016. We identified the annual low-point for each year of the data; that is, the lowest amount of sea ice in a given year. We averaged these annual lows for 2006-2010 and 2011-2015 and compared those numbers to one another and to the 2016 low-point. The 2011-2015 average low-point was 93% of the 2006-2010 average low-point, and the 2016 low-point was 88% of the 2006-2010 average.

Our participatory game is an effective and appropriate medium for telling this story. The limbo setup attracts people because at first sight it is a fun game. The ice extent low points mentioned above are represented by limbo bars of different heights.

The more the ice has shrunk, the lower the bar. Players get a short info sign at every bar, so that they know what it stands for. At the end of the track, there is one bar flat on the floor visualizing the scenario that the sea ice might totally vanish during the summer by 2040.

Once drawn into the physical experience, it is easier to bring our message across and encourage participants to act. A future iteration of this project would guide players to a website that provides a second layer of learning for the players. This site could also show time lapses of the ice extent in specific regions of the Northern Hemisphere.

Our audience is citizens in districts whose representatives are members of the House Subcommittee on Environment and the Economy, where “H.R. 861: To terminate the Environmental Protection Agency” is currently under review (15th district of Illinois / 3rd of Mississippi / 16th and 18th of Pennsylvania / 5h and 6th of Texas / 8th of North Carolina).

Our goal is to show people in those districts one of the consequences of global climate change and motivate them to call their representatives and demand that they block H.R. 861.

The Amazing Race: MIT

Zach Collins, Divya Goel, Meghan Kokoski, Tricia Shi

For our participatory data game, we envisioned a Bluetooth – enabled mobile game that aims to demonstrate the impact that individual transportation decisions have on the environment. The Bluetooth aspect allows you to connect your results to the other MIT players, and show how transportation decisions, when considered collectively, have an even more significant impact.

The data shows that personal cars, even when taken for a short distance, can emit a large amount of carbon, and that even public transportation produces carbon emissions. If walking and biking produce no per-use carbon emissions, then why doesn’t everyone chose these two options? Then answer is that these options come with the tradeoff of time. We wanted users to consider the tradeoffs of taking different forms of transportation because often it is not realistic to walk everywhere. These are implemented as constraints: a time cost, monetary cost, and carbon cost. The version we created for the sketch gives you these constraints (90 mins, $50, and 40 carbon credits) on an individual level. However, our goal for an expanded version would give a set of constraints for a group of people playing together, in order to emphasize the impact of collective decisions and incorporate concepts such as carpooling.

Our target audience for our game is MIT students. We selected tasks that would be common for a MIT student, as this will allow the results to resonate with our audience. As they select which mode of transportation, students are able to select what they would personally do. Because it is a mobile game, we would not need to set up a physical space for students to play, but rather we would just advertise the game to students through emails, and flyers around campus. We also think that we could get students playing the game with a booth in Lobby 10.

The first time a user plays the game, they are given only the time and money constraints. The emissions factor is brought in later on, so that students are able to see the difference in time and carbon production of their choices when making them under different pressures. We hope that once the results are shown, students will be more conscience of their transportation decisions. The collective totals will serve to demonstrate to students that transportation decisions are not isolated and if everyone considers the environment, then the effects can make a real difference.

link to app mock up: https://marvelapp.com/5b96b9b/screen/27337169

Personal Resume Data Visualization

Team Member:  Siyang(Autumn) Jing

The Personal Resume Visualization is designed to tell my personal story in an interesting and clear way. This resume is used for job interviews, whose audience is interviewers. Because both the interviewer and I are designers, the goal is that the visualization map is beautiful and easy to understand.

Though refection of my personal experiences, I categorize my data to three layers, which are concluded as three key words, brad global view, professional achievements as well as reliable and efficient personality. The first layer, the outer one, talked about the first key word, global view. This associated with my education background, my practice, the activities the teaching experience and awards. The middle layer is my design projects throughout my academic career. The project are labeled with professional tags, which will make my work type very clear to the audience. The inner layer illustrated my special personalities, which will benefit my future career. All the three layers will tell the audience my personal story.

It is not only a personal data visualization for me, but also an opportunity to reflect on myself and make progress in the future.

 

Community Engagement

By Krithi Chandrakasan, Sharlene Chiu, and Willie Zhu

The Go Boston 2030 initiative reached out to members of the community to gather their questions about the urban transportation system of tomorrow. While responders were typically curious about congestion and flying cars, the most memorable piece of information from the dataset was a comment about the Go Boston 2030 initiative itself. “Resident #engagement at its best, in my hometown!” a local Bostonian told the surveyors. 

We decided to create an interactive game that tells the story of a fictional city mayor trying to increase the level of engagement with their constituents. This game is targeted toward people who want to play a role in Boston’s governmental system and are uncertain about what sort of changes to make in urban transportation.

In the game, the player moves around a map of Boston and meets with residents of different neighborhoods. These residents ask you, the mayor, questions about transportation, and the game keeps track of the category to which the question belongs. At the end, the player can take a look at the types of issues they received to think about the next steps in transportation.

Our goal is that after speaking with the different community members, the player has learned how someone, particularly a governmental figure, can lend an ear to others to better understand people’s concerns and visions for their city.

Draw My Life – Johnice

By Ashley Wang, Nikita Waghani, and Lisa Wu

Data sources: Food for Free dataset, 2013 Annual Report

Video: https://www.dropbox.com/s/g8ab0z24hu3736b/Draw%20My%20Life.mp4?dl=0

The data say that the Food For Free program’s Home Delivery service serves 95 homebound Cambridge individuals in the year 2015, delivering fresh fruits and vegetables. One of these individuals, Johnice, relates how an accident forced him into an early retirement and made it difficult to carry groceries, putting him in a position of “food insecurity”. We wanted to tell this story because Johnice’s story resonated with us and really showed us how much of a positive impact this program had on people.

Our audience is the elderly and disabled Cambridge seniors who may want to learn more about Food for Free and their Home Delivery service. Our goals are to encourage these individuals to overcome the stigma of asking for help, and apply for the Food For Free program. Our original intent was to create a radio piece out of his story. Since our target audience isn’t extremely internet-savvy, we thought that this would be the best way to reach them. However, research shows that Facebook is also extremely popular for the over-50 demographic, and we decided to make a shareable video as well.

The result is a Draw-My-Life style video. This style of video was an extremely popular fad in 2013. In this type of video, the narrator talks about an event in their life, or their entire life, set to a fast-motion video of the author drawing illustrations on a whiteboard of key figures and events. We envision this video as part of a series of videos shared from the Food for Free Facebook page. For future work, we would draw stories from the 2013 Status Report, and improve the quality of the Draw-My-Life videos.

Rescue Food, Provide Meals

Team: Almaha Almalki / Christian Feld / Erick Friis / Sam Resnick

The Food for Free dataset leads us to three interesting conclusions:

  1. The sheer amount of food that is produced, stored, and then subsequently dumped in the Boston area alone is massive.
  2. The Food for Free organisation is creating a large impact by simply rerouting that food to become meals for the hungry
  3. Still, so many more people in the Boston area suffer from food insecurity.

We wanted to package those three findings in a compelling story that includes a call to action to help Food for Free. The format we chose is a short video with one clear message: Support Food for Free in their mission to provide more people in need with food. Our target audience is people who shop in supermarkets who could be compelled to tell their supermarket to participate in Food for Free. These people would likely have an interest in social issues and would be looking for ways to make a difference. Our thought was to publish this video in a social media setting. Because of this, we decided to make sure that the basic message could come across in a short time period. The graphic nature of the video would draw in the viewer, then the minimal narration would send the message home. We decided to narrate the video in our sketch presentation, but in our social media version, we would include subtitles with the narration so viewers would not need volume.

To make it a personal story we use establish a central symbol: the plate. One plate,one meal, helping one person. We calculated that every 15 seconds Food for Free rescues an amount of food equivalent to one meal. We illustrate this time span by turning the plate into a ticker.

In second step we show that in those 15 seconds Food For Free can provide a meal for one person, however there are far more people being left hungry. Every second, 8 people are left hungry in the Boston area. As the ticker progresses around a second time, these people appear surrounding it. When the plate is completed, one of the people turns green, symbolizing one person that food for free has fed. It is clear from this that Food for Free is making a difference, but that there is much need for help. That is where the call to action comes in. By providing the audience with the link to the website at the end of the video, they are prompted to click on it and would be greeted with different ways in which they could help.

You can view our (silent) sketch below.

Marching for a Better Tomorrow

By Paul Choi, Miguel Garrido, and Lawrence Sun

For several years now, the goal of stopping the planet from warming an additional two degrees Celsius above pre-industrial levels has dominated international climate talks. According to scientific projections, a “no action scenario” may lead to 4.5C of warming by 2100, so it is imperative to pursue the under-2C path by the end of the century. With climate change, a few degrees can make a significant difference.

However, it can be difficult for the average person to understand the meaning of a couple of degrees in terms of long-term climate change scenarios. Some may wonder what the big deal is with 4.5 degrees, or how that differs from 2 degrees. For some people, this lack of understanding or knowledge may be a barrier to taking more action on climate change.

To address this issue, we designed a flyer that tells a story to contrast two possible climate change scenarios (2C vs. 4.5C) in order to educate and incentivize people to make a personal commitment to combat climate change. In particular, our flyer is designed to convince Boston residents to take part in the upcoming March for Science on April 22 (Earth Day).

Our Flyer: Using Qualitative Data to Personalize Climate Change

To make the 2C and 4.5C scenarios as concrete as possible for our target audience (Boston residents), we picked three different local attractions and illustrated the effects of climate change for each: 1) Back Bay (showing the effects of rising sea levels); 2) MIT campus (showing the effects of severe weather) and 3) whale watching (showing endangered animal life).

The three images at the bottom of the flyer correspond to the under-2C scenario and represent the “normal” Boston that residents know: the streets aren’t flooded, there is regular weather (normal snowfall), and whale watching is a popular tourist attraction. This is the scenario that would result from taking significant action to combat climate change.

The top three images, however, show the catastrophic 4.5C scenario using the same local landmarks and attractions: many streets are permanently flooded (canals have to be built), severe weather is a regular occurrence, and the whale population is severely threatened (beached whales are a lot more common). This is the scenario that would result from simply doing nothing (“business as usual”).

The key message of the flyer is that people must make a personal choice: if they march and take action on climate change, the under-2C scenario may be within reach. However, if they don’t march and don’t take action, the disastrous 4.5 scenario may become reality.

Analysis

We believe our flyer is effective because it educates people about a concept that is difficult to grasp (small changes in the Earth’s temperature over time) by using relatable local landmarks and attractions to illustrate the impact of climate change. The flyer tells a compelling narrative that clearly contrasts two possible scenarios based on scientific projections. In doing so, it invites the viewer to make a personal choice and commitment to take part in the March for Science and combat climate change.

Granted, only participating in the march on April 22 will not lead to the 2C scenario. Climate change is an incredibly complex and difficult global challenge that requires fundamental changes in human behavior to combat its effects. However, people that aren’t currently taking action have to start somewhere, and the first step is awareness. To that end, we believe our flyer can play a small but critical role in educating and incentivizing people to combat climate change, starting in our community.

Sources:

https://www.climateinteractive.org/

http://www.ghgprotocol.org/

http://www.pbs.org/newshour/bb/why-2-degrees-celsius-is-climate-changes-magic-number/

https://www.bostonglobe.com/business/2014/09/29/venice-charles-boston-solution-rising-seas-includes-novel-canal-system-back-bay-canals/F7u38NjMW9htumJ9GK2VnI/story.html