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Portfolio You sijie

Silent Cavities

Introduction

Early dental issues are often ignored. This project translates oral healthcare into sensory experiences, enabling users to build awareness through interaction and rethink the issue of

Background Research

Inspiration

In

Dental Anxiety Impacts Oral Health

Dental Anxiety

Many

Interview

Late Attention to Dental Care

Many

The

Rather than creating a new health-check routine, the goal was to transform an existing behaviorinto a subtle moment of oral awareness.

Behavior Maping

A

Background

Algorithmic Management

Emotional Suppression

Riot Club

Introduction

This project uses familiar arcade machines to reveal how systems guide and manipulate behavior. Through play, users gradually become aware of hidden mechanisms of control, prompting reflection on their agency within real-world, algorithm-driven environments.

Casestudy

37% say algorithmic systems increase their working hours.

Digital platforms increasingly rely on opaque algorithms to control work and behaviour, leaving individuals with little understanding or control.

55% of platform workers report that their work pace is determined by algorithms.

Gamified Consumption

Many platforms turn consumption into game-like systems that encourage continuous participation despite uncertain rewards.

Gamification can increase user engagement by up to 48% on digital platforms.

Under these systems, frustration accumulates while people often feel unable to resist or challenge them.

To understand how digital systems shape behaviour and emotional responses, two contrasting cases are examined.

72%

Meituan

Systemic Pressure: Default auto installment (“pay later ”) nudges encourage repeated purchases.

Digital Escapism

report being almost constantly online When pressure becomes overwhelming, digital spaces offer temporary escape rather than real change.

Sanhe Workers

Systemic Pressure:

Algorithmic management dictates work pace and limits autonomy.

Behavioural Outcome: Workers follow platform orders, spend free time in arcade halls / internet cafés to cope.

Users spend more than intended, repeatedly engage with the platform.

citement, frustration, habitual engagement.

Stress, frustration, temporary relief through digital/game spaces

Ideation

Name: Qin rongwei

Age: 27

Office

Physical Entertainment Spaces

In the game hall, users repeatedly operate these machines to obtain small rewards and seek pleasure.

In the casino, players place bets with their money here, hoping to get uncertain results. While in the internet cafe, users can immerse themselves in the virtual world.

Emotion-Driven Media Systems

Rage-inducing

commerce games (e.g., “cut-aprice”) are online activities where users perform repeated actions to unlock discounts or rewards.

In ride-hailing and food delivery services, algorithms dictate work, often forcing workers into conditions against their own interests.

Live-streaming gift systems allow users to send virtual gifts, often with real money, to interact with streamers.

Based on the observations, the project identifies several underlying mechanisms that operate across

Emotional Manipulation & Economy

Provoking strong emotions (e.g., anger, anticipation, anxiety) Emotion as a resource to be exploited or monetized - Reinforcement through social or economic feedback

So I decided to design a game hall exhibition based on these mechanisms. This game hall is an interactive space, containing three machines: slot machines, coin operated machines and doll machines Users can freely play games in this space and receive rewards The decorative signs in this space will guide the users.

The game machines in the arcade look the same as those in ordinary arcades, but the internal reward mechanism is different. Users can obtain rewards by expressing dissatisfaction during the game

1.The user enters, drawn by curiosity and surface playfulness.

4.Repeated near-misses build tension and anticipation.

2

3

Service Blueprint

5.Failures

7.Reconstructed rewards reshape and sustain behavior.

8.The user becomes aware of their behavior and emotions.

Lai Yan

Age: 24

Hometown: A small city in Hunan Province

I have noticed that many people have a strong desire to connect with nature and have closer interpersonal relationships.

Career: Advertising Company Copywriter (Resided in Shanghai for 2 Years)) Yan Kaixiao Age: 26

The specific manifestations

After work, I often take a longer route to walk home alone.
 I often look through photos of my hometown.

Although many people are around me, I rarely have real conversations.

Interview Excerpt

When I first arrived in Shanghai, everything felt new and exciting.

Later, I realized that no one truly knew me.

Sometimes, after working late, I suddenly feel homesick and miss the quiet nights of home.

In my hometown, in the southern part of Fujian Province, people can do many things in the courtyard (a semipublic natural space).I believe that people living in cities also need a similar kind of spatial medium.

Hometown: County of Jiangxi

Career: Internet Operations (has been living in Shenzhen for 3 years)

The specific manifestations

Often silent at gatherings

Expresses real thoughts online

Often goes to the beach alone

Interview Excerpt

With colleagues, we only talk about KPIs, promotions, and opportunities.

Then I start thinking about my hometown.

Zheng yingli

Age: 23

Hometown: A coastal town in Fujian Province
 Career: Design Assistant (worked in Beijing for 1 year)

At night, people sat outside, enjoying the breeze and talking about small things.

The specific manifestations

Often rehearses words before speaking.

Easily overthinks a single comment.

Often has insomnia.

Interview Excerpt

After living in Beijing, I realized nature brings security.

Trees, wind, and the sea don’t judge you.

If I could choose again, I would live somewhere I can see the sky.

Even if it’s smaller, I want to hear real sounds.

Turn static files into dynamic content formats.

Create a flipbook