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X-CEPT ALL

Design question:

How can we design to promote awareness of data privact?

The Team:

Haili Wu

Molin Chen

Coco Huberts

Jinrui Wang

The Team:

X-cept all is an interactive art installation that uses narrative-led graphic and spatial synthesis of live data to reveal often-dismissed online decisions and their adverse consequences. We aim to rekindle the dialogue about privacy online.
Initially, we invite the audience to step into the shoes of a fictional user, where they playfully toggle physical privacy settings reminiscent of cookie settings on an everyday website.

They can then step over to the “backstage” side of the installation, where they can view the detailed stories the site owner infers about the user on multiple small screens, through the data linked to the privacy settings. The juxtaposition between the friendly front of the installation and the dark, secretive back elicits discomfort and uncertainty about the viewer’s own online habits.

We are not trying to convince people of anything or teach them exactly how cookies work, but ideally, they walk away thinking: I should stop and think for a moment before clicking “accept all” the next time it pops up.

The Project Intro:

Conceptual Framing

“People know what they do; Frequently they know why they do what they do; But what they don't know is what what they do does."

- Michel Foucault, Madness and Civilizatio

Foucault's words are almost a one-to-one metaphor for people’s understanding of giving away their data online. When a person accepts cookies, for example, they know what they are doing; they are giving away data. They give the data away because they know it will change their experience somehow. What we have discovered, though, is that people don’t know what happens with their data and how much of it really is collected.

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Our research reviews how people understand personal data online and demonstrates that although people are aware of online privacy, there is less focus on personal data protection due to unclear data collection and exchange processes. This is not surprising as, in Human-Data Interaction terms, this lack of “legibility” is often because the algorithms used in processing the data are the core intellectual property of the companies that use them, so this information cannot easily be made public.

Inspired by Nissen et al’s Trustball installation, where visitors are encouraged to explore alternative models of consent in relation to accepting terms and conditions, we wondered whether turning digital interactions into physical acts might reframe certain choices around privacy.

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The importance of data privacy literacy cannot be overstated. Only when people better understand how other entities use their data can they make informed decisions about sharing it. Increasing this literacy must first come from creating awareness and curiosity. “First and foremost, consumers cannot protect themselves from risks they do not understand. We find a gap between the knowledge users currently have and the knowledge they would need to possess in order to make effective decisions about their online privacy.”

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While it has been argued that raising awareness doesn’t necessarily change behaviour and potentially further entrenches previously held beliefs, data privacy online remains an interesting and important topic that is worth exploring in thought-provoking and interactive environments.

Design & Build

Figma Screenshot of project.jpg
Concept

After an initial period of coming up with, and subsequently, rejecting concepts, we decided to pursue the topic of personal data in the context of cookies. Included in this initial concept was the idea to create two separate sides within the data exchange. We didn’t have an exact idea of how we would execute this idea though.

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This is where our project split into two parallel streams of work, with each stream coming up with answers to their respective open questions. This method not only played into each team member’s particular set of skills but also gave us the space and opportunity to work on developing new skills we were interested in. The two streams consisted of designing and building the physical structure and designing and developing the digital program, meeting in the middle through the wires.

User Experience Design
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Physical Design & Building
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