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Future Technology

How can we include more generations?
THE PROBLEM

In the past, the adoption of cutting-edge technology often posed challenges for older generations, a phenomenon known as 'Generational Loss.' This refers to the difficulty experienced by older, more seasoned generations in understanding and embracing new technologies. The emerging Metaverse may similarly exclude Generation X (born 1965-1980) from its target audience. On one hand, they may not see the need for it, and on the other, younger generations tend to find it easier to understand and use new technologies.

Boomers generally adapted to cell phones without much difficulty, though many were initially hesitant to adopt smartphones unless necessary for work. It often fell to their Gen Z or millennial children to introduce them to these new devices and demonstrate the benefits of the latest technology. As the concept of the Metaverse continues to evolve, many people, especially older generations, remain skeptical about its relevance, viewing it more as a trend than a necessity. However, by excluding older generations from new technologies, we risk repeating mistakes that younger generations, who lack the experience, may overlook. It will likely take at least another decade for the Metaverse to become suitable for the mass market, by which time many Gen Xers will already be retired.

To explore strategies for engaging Gen X and capturing their interest in the Metaverse.

KEY GOAL

Team of 4 creatives with diverse cultural and professional backgrounds.

MAKE OF THE TEAM

10-week project during Spring 2022

HIGH LEVEL TIMELINE

SOLUTION

The Metaverse has the potential to significantly shape how people live in the future. Through human-centered research, we found that Gen X is particularly interested in capturing moments and reliving them later with friends and family.

​In a rapidly changing world, parents face challenges in passing down traditions to the next generation. Meta Box enables Gen X to capture moments and revisit them in an immersive way, helping preserve and share experiences, knowledge, and traditions with future generations.

ROLE

This project was developed by a group of Design Management and Service Design students from Asia, South America, and Europe. My initial task was to select three team members from a pool of 20 Design Management and Service Design students, all of whom were previously unknown to me."

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​After assembling the team, my primary responsibility was to actively participate in the design process. I also ensured that each team member fully understood the design tools they were assigned, and if not, I was responsible for making necessary adjustments. Our team operated on a level playing field, with everyone contributing equally to the decision-making process.

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As a designer, I engaged in research, ideation, and prototype development alongside the team. We worked closely together to ensure that everyone was on the same page in understanding and defining the Metaverse, leaving no one behind.

UNDERSTANDING THE USER

Generation X (born 1965-1980) is the first generation to have experienced the shift from typewriters to personal computers. They witnessed the transformation of technology, driving advancements over the years and helping to shape the digital landscape we know today.

Our research revealed that Generation X is generally open to learning new technologies. For many, life without the internet and smartphones is unimaginable. While their opinions on the Metaverse and Web 2.0 vary, several core values resonate strongly with Generation X. They prioritize family traditions over social publicity, quality over quantity, authenticity over superficiality, family work, and nostalgia over the future. These insights were uncovered through data collection and affinitization.

Generation X

Generation X numbers around 65 million, compared to the roughly 72 million baby boomers and millennials. Often called the 'latchkey generation,' Gen Xers were frequently left unsupervised at home after school until their parents returned from work.

https://transamericacenter.org/docs/default-source/retirement-survey-of-workers/tcrs2020_sr_retirement_security_amid_covid-19.pdf

Design Thinking Process Structure

Throughout the 10-week Project, those were the three stages I worked through after I emphasized a problem. 

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Define
  • ​Secondary Research​

  • Global Trend Research

  • ​Primary Research

  • Interviews 

  • Survey

  • Co-Creation Workshop

  • Affinization

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Ideate
  • Ideation Workshop

  • Concept Development

  • Concept Testing

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Prototype
  • ​Prototyping wireframes 

  • Prototype Testing 

  • Final Prototype

BREAKING DOWN THE PROCESS 

The project began by identifying a problem rooted in global trends, which could be transformed into a strategic business opportunity using Design Management methodologies.

The team identified five major trends: Clean Energy, the Metaverse/Web 2.0, Migration, and Data Protection. After conducting secondary research on each, we decided to focus on the Metaverse and Migration, guided by our collective experience and interests. Through our research, we eventually pinpointed 'Generational Loss' in new technology as a key issue.

CHECKPOINTS
Market Identification

Identify a problem rooted in global trends that can be transformed into a strategic business opportunity using Design Management methodologies.

Market Impact

The team identified four major trends: Clean Energy, the Metaverse/Web 2.0, Migration, and Data Protection. After conducting secondary research on each, we chose to focus on the Metaverse and Migration.

Identifying and Understanding User Stakeholders

Through our primary research, we found that Generation X (Gen-X) is likely to experience a market gap as the Metaverse emerges. They may be the first generation to face challenges in adapting to this new technology.

Generating Insights from User Data

Generation X prioritizes family traditions over social publicity, quality over quantity, authenticity over insincerity, family work, and nostalgia over the future.

Competitor Landscape and Analysis

Currently, most competitors focus on play-to-earn games like Axie Infinity and TGC World. Other applications include digital exhibitions or open platforms where users can express themselves by designing their own spaces.

Prototype + Business Model Canvas

The team developed wireframes around the concept that Gen X+ could create a space to preserve family traditions and habits. These experiences could then be passed on to future generations, extending their legacy beyond their lifetime.

User + Usability Testing + Validation

Users shared that they wanted to create spaces inspired by specific moments in time and real-life locations, which made the design process more intuitive for them. While they expressed interest in capturing more immersive experiences, they also felt intimidated by the prospect of learning new, more advanced technology.

Final Pitch Presentation

Our team of four pitched the final product we designed, informed by our contextual research. We presented it to a panel of professors, SCAD executives, and a presentation coach.

LESSONS LEARNED

This project was a journey into the future, demanding much more research than initially anticipated. Currently, the Metaverse is not precisely defined, leaving many unanswered questions, such as how it will function, when it will be accessible, and what its limitations might be.

When we started the project, I had heard of the Metaverse and dabbled in trading cryptocurrencies and NFTs, but I still didn’t fully understand what the Metaverse was. It took us about three weeks to grasp what might be possible, where we currently stand, and what it will take to turn the concept into reality. Given that much of the online information is speculative, it was challenging to separate credible sources from imaginative ones. This led to confusion within the team, as each member initially had a different understanding of the Metaverse. We had to work hard to ensure everyone shared the same vision of what the Metaverse could be. The lack of a clear definition from Mark Zuckerberg leaves much room for speculation, making it difficult for anyone trying to explain or understand it.

If I were to approach this project again, I would stick with the same team but place greater emphasis on defining our concept upfront. Ensuring that everyone has a unified understanding of the Metaverse from the beginning is crucial. I would also make sure that all team members refer to the same sources to avoid differing interpretations during the ideation and concept development stages.

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© 2023 by Nicolas Nikuradse.

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