Students regularly walk past green areas on their way to class
without ever thinking about what goes on in those secluded spaces.
So much can be found in there, from organisms you never would have
thought would be on campus to the considerable amount of waste left
behind. To help bring appreciation to the flora and fauna of UT, I
created a physical interface to help users get into the mindset of a
dwelling “gremlin”, cast themselves away from society, and go on an
exploration in the hidden pits of UT.
details
tools
Illustrator, Clip Studio Paint, Mapbox Studio
deliverables
Gremlin Guide Zine
Process Blog
timeline
Fall 2022
interfacing with ecology
The brief asked us to create an interface that cultivated interaction
and appreciation with the surrounding ecology on UT’s campus grounds.
I decided to create a “Gremlin” live action roleplaying experience,
encouraging users to jump into secluded areas on campus and act like a
wild and curious forest creature in the form of a physical pamphlet.
UT’s campus offers many locations to slink away and escape, helping
users disconnect from the professionalism of student life and into a
world of oddity.
nothing but trees
one with nothing
Exploring iNaturalist and the Austin Odditrees guide, I made
investigations into what makes a good ecological interface.
Manfred Max-Neef’s system of human needs categorizes life to different
needs that people wish to satisfy in order to have a fulfilled life. It
is up to a person to satisfy these needs, and it is up to design to
guide users to satisfaction.
As a class, we discussed Jenny Odell’s talk, “How to Do Nothing” , which
placed an importance on exiting the always working mindset of corporate
spaces and constant connection, and instead embracing non-intensive
observation. Nothing meant disconnecting from constant thinking and
moving into a state of purposeful wandering, often in nature. Moving to
this state helps us fulfil our human needs of subsistence, leisure, and
freedom.
iNaturalizing
To learn more about the environment of UT and the process of purposeful
wandering, we conducted an ethnographic study through the iNaturalist
app. We went out using the app to discover plants and animals while
logging our ethnographic findings.
There was a cycle of aimless wandering to finding plants to
identification through iNaturalist. The app encouraged exploration
through the allure of information and accomplishment of a greater
community goal, but outside factors like weather and traffic would break
the immersion and pull us away from the activity.
the odditrees odyssey
We then moved to studying the physical interface of the Austin Odditrees
pamphlet. Given a map of the area and a list of objectives, we set off
in search for interesting trees.
The guide was intentionally vague on where the trees were, leading to
moments of confused (but hopeful) wandering. This sparked conversation
and bonding within our group as we moved towards our goal, getting
excited as we made it to the crusis point of the tree. Once there, we
either relished in our victory or were mildly disappointed in what we
had found. Either way, we contemplated the tree for a while before
repeating our cycle.
This guide helped to foster discovery in the seemingly mundane walk that
we had around Austin. By providing the affordances of a map and hints
about what we were looking for, we were entranced enough by the prospect
to make our own fun along the way.
Taking all that I learned from these activities, I developed my list of
principles for a good ecological interface.
Key design implications
Key design implications
ideating outside
brain dumping session
With the principles of an interface defined, I moved to developing ideas
for my own interface, eventually settling on getting people to explore
secluded areas in places they normally pass.
I started working on different ideas for my interface. I was set on
creating a zine, since I felt that a physical interface would better
help with the idea of escapism. Dumping my brain out, I generated ideas
and eventually nailed it down to 4 different concepts.
Feedback from my peers and professor on concepts 1 and 4 was positive.
However, my professor had concerns for the health of the trees after
years of punching for concept 4 and thought that concept 1 could work
well, but recommended me to push my ideas more and challenge myself.
This led me to pursue the ideas of digging in dirt.
the part where i talk about digging in dirt and wading in creeks
I took another walk outside to develop my interface, when I stumbled
across a quiet section of Waller Creek. Jumping into the creek, I felt
disconnected from the outside as I wandered, discovering a wonderland of
ecology and garbage. There was a sense that I was doing something wrong,
but in a good way, encouraging me to act mischievously.
This exploration of the creek was freeing and embodied what I wanted in
an outdoors experience. How would I help others experience the same
sense of wonder I did though? It dawned on me. Gremlins.
birth of the gremlin guide
getting down and dirty
The Gremlin’s Guide to UT helps users enter an escapist fantasy by
LARPing as a “gremlin”, a fictional creature who hides in dens hidden
away from the public eye.
Moving on from conceptualization, I drew out the experience that I
wished to create, showing the affordances offered by the guide and the
surrounding landscape. Users would be encouraged to walk along the long
paths of the creek before jumping in and exploring.
The creek created a sense of smallness which I thought would contribute
to the otherworldly feeling of the interface experience. The key to
making this interface successful would be getting users to disconnect
from both themselves and their environment.
what is a gremlin?
Gremlins are a fictional group of creatures that love exploring hidden
areas and collecting strange objects, similar to stereotypical fantasy
goblins and kobolds. They care for their environment, making sure to
clean up the trash in the area so that other critters and plants are
unharmed. However, gremlins are also not that bright and need a guide to
help them. Thus, they created the Gremlin’s Guide to UT, informally
known as the Gremlin Guide.
The Gremlin Guide contains everything a gremlin needs to get started on
their gremlin activities including a map of interesting dens, a safety
checklist, and prompts for what to find. This prototype was made for
initial testing to see what needed to be ironed out for future
iterations.
initial testing
Overall, the guide was very positively received. Although the locations
were hard to find due to the underdeveloped map, the experience itself
was very enjoyable. The theming helped the users get into the mindset of
a gremlin, and they wouldn’t have gone without being prompted by the
guide. They did request that the experience was even “more gremlin”
though.
A journey map was made to help mark peak points of the user experience.
Using the map, I marked the crusis points of the gremlin journey.
Finding the location and discovering ecology were the most crucial, so I
focused on developing those aspects.
A second round of feedback from my peers also suggested more interactive
elements in the zine. The current dirt and creek facts pages felt out of
place in the guide due to their more educational nature, and also just
“were not fun.” The question of what a gremlin was also came up with
users asking what they needed to act as. And so, my professor came with
the statement, “It’s time to make a gremlin manifesto.”
manifest, oh gremlin
We, the gremlins, have come together to help bring others into the world
of gremlin-hood. To do so, we have defined what makes a gremlin in order
to bring users into our gremlin mindset.
1. Gremlins enjoy engaging in tomfoolery. Run around and forget about
being normal. Get weird, get wild, get wacky!
2. Gremlins are mischievous, but not disrespectful. Do not leave a
mess, damage the den, or harm the critters.
3. Make sure gremlins can enjoy the dens! If you see stuff that could
hurt the critters, dispose of it properly somewhere else.
4. Greed and pride fuel gremlins. Show off what you found to other
gremlins by recording it in this book or your phone.
5. Gremlins hide from the world until they have reached the dens.
One’s inner gremlin often awakens in secluded areas.
6. Gremlins do enjoy gathering in small packs though. Gather your
friends to form your own gremlin party.
Optional: While on your adventure, jump around while hunched over with
your arms out like a velociraptor. If with others, try speaking with
crude language in squeaky voices.
With this manifesto developed, I started work on the next version. I
removed the fact sections as they were too "big brain" for a gremlin to
note down, replacing them interactive discovery charts for users to draw
in what they found. I also left an open ended page to record any
miscellaneous information.
I decided to limit this prototype to two areas so I could better tune
the experience. With a better drawn map, I included markers, hints, and
rough drawings of the locations to guide users to the dens, making sure
not to handhold them with too much information. This side also has note
taking areas and featured finds to promote investigation.
With the guide now finished, I moved to producing physical copies for
testing.
final testing
Letting others use the guide, I test to see if it fosters curiosity and
appreciation of ecology along with serving as an escapist fantasy.
Once again, feedback was highly positive. Users “really enjoyed being a
gremlin” and had a very fun time walking around and exploring. One
tester noted that “It felt a bit strange at first and I did feel like a
bit of a weirdo going places where people don't normally go, but I
enjoyed how you framed that experience as intentionally uncomfortable.”
The new discovery charts were also very much welcome, with users putting
them to good use.
User 1
User 2
There were fair critiques of the guide though. The map was cumbersome to
use, and users were left slightly confused at the locations of the dens
due to the non-descript drawings. Users also wished the activity was a
bit more guided, specifically wanting more special finds to reward
choosing a location.
moving forward in gremlinage
Overall, this project has ignited my interest in physical interfaces and
interactions with ecology.
With this project concluded, I can say that I am satisfied with the
experience I was able to bring to others.
Future developments for this project:
- More Locations - Having 4 locations on a guide feels like it hits a
sweet spot of having not to many choices to overwhelm someone, but still
offering different options so that users don’t have to return to the
same location over and over.
- Better Descriptions - I would like to write more about the locations
to help guide users, but I would also want to make sure they stay simple
enough for a gremlin to easily understand them.
- Other Venues? - I would like to explore other locations from around
campus, to other areas in Austin, to even creating a general field guide
that could apply anywhere.
- Immersion - I think using different paper, printing with a risograph,
etc. can help improve the experience of holding a guide made by
gremlins.