"Mood Bored" is a design experiment that emerged from a desire to combat creative stagnation. It explores how seemingly mundane and uninspiring states of mind can be navigated through a timeless medium. This project culminated in a playful and introspective visual experience that reflects the unpredictability of creativity through a zine.
Individuals in creative fields—designers, artists, writers—who often experience lulls in inspiration. It also appeals to a broader audience interested in digital art and self-expression.
For this pilot, the target audience was confined to students and professors of ECUAD.
Informed by the innovative perspectives of Sara Hendren's "newly visible" design approach and Craig Martin's "deviant" design philosophy, the research process for "Mood Bored" was driven by a blend of ethnographic and phenomenological methods. These approaches allowed for an in-depth exploration of the audience's relationship with boredom, while maintaining a casual and approachable inquiry process.
Research Inspiration
Sara Hendren: Focus on making the invisible visible, particularly in design contexts that reveal overlooked or mundane aspects of life.
Craig Martin: Emphasizes unconventional or "deviant" design that challenges normative assumptions and encourages creative thinking.
Unstructured Focus Group
Conversations were initiated informally during casual gatherings, such as coffee table discussions. The goal was to organically introduce the topic of boredom, leading participants to naturally share their experiences and perceptions.
Structured Surveys
Building upon the discussions from the focus groups, surveys were designed to refine and direct the data collection towards specific aspects of the topic. The surveys were structured to maintain a casual tone, ensuring participants felt comfortable.
Interactive Posters
Posters were placed on premises frequented by the target audience, accompanied by post-its and prompts. The audience was encouraged to contribute their thoughts and ideas anonymously.
Structured surveys revealed clear patterns in how boredom is experienced, with creatives often turning to simple, disruptive activities like cooking or taking walks to reset their minds. Informal discussions added depth, uncovering personal stories and varied coping strategies that highlighted the emotional aspects of boredom.
A significant realization was the importance of accepting and being aware of boredom; those who acknowledged it were better able to use it creatively. This led to a strategic shift from trying to "fix" boredom to embracing it as a natural part of the creative process, turning it into a catalyst for creativity and self-expression.
Designing something analogous in the digital era poses its own risk, but in this case, fits perfectly as a disruptive element in our daily lives as creatives. The medium was decided as I took a phenomenological approach to rethink the possibilities. Going back to the roots where magazines were not just a source of information but also entertainment. They came with their own personality, evoking a sense of curiosity among the readers, deviant in their own manner. However, reframing boredom was not a problem but just a flip of perspective that was required. Several factors listed below shed light on an effective medium fit to bring about a micro-hiccup in our busy lives, a 'zine':
As a result of the research and concept exploration, it made sense to include the community in the mix. Thus, the structure of the zine contains the following to make it feel like a roller-coaster ride aka a smooth curve in the user's journey through the content: