The Disney XR (Extended Reality) project is a fair-use* discursive interactive design imagining an eerily believable nexus of entertainment, surveillance, and medical implants to modify child behavior. It is meant to be provocative to encourage dialog around parenting and ambivalences toward technology.
*Please see Fair Use Statement at footer
The Disney XR (Extended Reality) project is a fair-use* discursive interactive design imagining an eerily believable nexus of entertainment, surveillance, and medical implants to modify child behavior. It is meant to be provocative to encourage dialog around parenting and ambivalences toward technology.
*Please see Fair Use Statement at footer
Disney XR, (Extended Reality)
Individual interactive design project for graduate class titled: Constructing Design Narratives.
Interactive Design, Concept Design, Video Prototyper, Compositor
The Disney Extended Reality video prototype is a speculative interactive design prototype intending to create dialog around imagining different futures in health and well-being and early child education using compelling distortions.
The Disney Extended Reality video prototype is a speculative interactive design prototype intending to create dialog around imagining different futures in health and well-being and early child education using compelling distortions.
As a dad of two active boys, I wondered if I could involve them in a project that would be fun for us but also explore what it means to be a kid and a parent in a rapidly changing world.
To investigate entertainment as a learning enhancement but also behavior modification tool for parents.
Explore how entertainment focused interventions on children could be enhanced by including input from educators and medical professionals.
To make the project allow viewer to suspend disbelief to wonder if this is real, and does it work, and how much it might cost, then to pause and reflect and discuss the dilemmas of using technology.
What interaction solution could help kids grow through imaginative play while highlighting parental ambivalences and anxieties of appropriate use of technology?
Survey and Informal interviews
Literature review
Research through Design
User Flows, Wireframes, Storyboarding
Workshopping prototypes
The Disney XR (Extended Reality) project is a fair-use* discursive interactive design imagining an eerily believable nexus of entertainment, surveillance, and medical implants to modify child behavior.
*Please see Fair Use Statement at footer
The Disney XR (Extended Reality) project is a fair-use* discursive interactive design imagining an eerily believable nexus of entertainment, surveillance, and medical implants to modify child behavior.
*Please see Fair Use Statement at footer
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USER FLOWS
USER FLOWS
Our interventions are best implemented early, before they become challenging or dangerous. 90% of cases find best results through positive reinforcement, but for more challenging behaviors, negative reinforcement, (i.e. taking away Disney XD content) can be effective. In the most extreme cases the Vagal Nerve Stimulation can provide very strong negative reinforcement by suppressing hearing, taste and vision centers. Currently testing with manipulating bladder and bowel function shows efficacy with self-regulation limited populations.
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Using the implant is simple. Just place in the inner ear, and bio-data is automatically uploaded and analyzed to predict best outcomes using the audio prompts. With the implant the Vagal Nerve is stimulated to positively or negatively reinforceme behavior modifications. In 2006, the FDA approved Vagal Nerve Stimulation (VNS) to treat epilepsy, PTSD and drug resistant types of depression. Current research indicates VNS has much broader possibilities in cardiac and mental health. Though still in Phase 4 testing trials in Juvenile Detention Centers in 16 states, Disney XR is confident that we’ll fully launch by 2020.
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Teachers provide valuable insight to your patient’s strengths and weakness. Teachers daily interactions with your patients also provide feedback for which areas are prime for enabling growth. Parents are asked to request Disney XR to have access to student records to optimize data model predictive accuracy.
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When wearing earbuds, your patient will be real-time monitored by Disney Neural Network’s machine learning algorithms that will insert the right Disney character voice to encourage preferred behaviors. With implant, bio-data collection begins automatically to generate predictive interventions. Using ultra-low power passive Wi-Fi to upload data, and low-power electrical stimulation to the Vagas Nerve to potentiate inventions, the implant can operate for up tp 36 hrs before taking a charge from earbuds.
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Work with parents to create a reward system for getting preferred behaviors and habits from their child, so they have the best chance at success. The implant is easy to install and begins collecting bio-data immediately to match across thousand of data points so behavior is modified quickly and consistently.
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The Disney name and Star Wars assets are used to create student work for scholarship, research, and educational purposes. It is asserted this project qualifies under fair use as a transformative work because it causes new dialogs, insights, and understandings and is the subject of review or commentary.
CREDITS:
Animation assets were used under attribution license from: Julio Alvarado, Multimedios3D
Other Star Wars scenes were taken from fan films: TK-436 from BrothersED, and Millennium Falcon Takeoff from Tumosgroup.