Dopamine Machine
Partner Programme
14 — 15, 17 — 18, 21 — 22 Sept 2024
Graphic Design & Visual Communications, Service Design, Art / Collectibles
14 Sept11:00—17:00
15 Sept11:00—17:00
17 SeptOpen 24h
18 SeptOpen 24h
21 SeptOpen 24h
22 SeptOpen 24h
This project explores the impact of short video overconsumption, particularly on dopamine release, and its effect on users' mental and behavioural changes. By visualising dopamine release, it aims to raise awareness and encourage healthier online behaviours, especially among the 18-34 age group.
The project addresses the growing concern of short video overconsumption, focusing on its influence on dopamine release and the subsequent mental and behavioural changes in users, particularly within the 18-34 age demographic. Inspired by personal experiences of digital addiction, the study delves into the addictive nature of platforms like TikTok, where constant scrolling and content consumption are designed to trigger dopamine release, creating a cycle of dependency. Research Foundation: The research is grounded in both qualitative and quantitative data, collected through surveys, interviews, and content analysis. The study began by exploring the user experience, understanding how short videos, by their very nature, are crafted to keep users engaged. This engagement, driven by algorithmically tailored content, triggers a release of dopamine in the brain, leading to pleasure and reinforcing the behaviour of continuous scrolling. Core Research Question: The central question guiding this research is: How can physically visualised dopamine release support social media users in reducing digital addiction to short-format content to generate healthier online behaviours? The study's hypothesis is that by making the effects of dopamine release tangible, users will become more conscious of their consumption habits and potentially adjust them. Research Methods: A multi-faceted research approach was employed: Case Study - Site Visiting in Macau: Inspired by the environment of Macau's casinos, which use a reward system (trigger-action-reward) similar to that of social media platforms, the project draws parallels between gambling and video consumption. Both are based on the promise of rewards, which in the case of videos, is content that satisfies immediate curiosity or pleasure. Surveys: Conducted in three rounds, these surveys collected data on users' habits, preferences, and emotional responses to short video consumption. The feedback highlighted common issues like time distortion, procrastination, and feelings of guilt, which are tied to the addictive nature of these platforms. Interviews: Ten in-depth interviews provided insights from a diverse group of users, ranging from content creators to general consumers. These interviews revealed varied perceptions of addiction and the impact of constant video consumption, emphasizing the need for a more nuanced understanding of digital addiction. Content Analysis: This was used to decode the complex information gathered, categorising data inductively and deductively to identify patterns in user behaviour and content preferences. AI tools helped in translating qualitative feedback into actionable insights. Design and Implementation: The project's design solution consists of two main components: Interactive Installation: A slot machine-inspired installation that simulates the dopamine release experienced during video consumption. Challenges and Limitations: The project faced several challenges, such as the technical difficulty of accurately measuring dopamine release and the subjective nature of addiction. Furthermore, the broad target audience presented challenges in tailoring the design to resonate with all potential users, particularly when focusing on specific interest groups like entertainment content consumers. Ethical Considerations: Ethical guidelines were followed rigorously throughout the project. Data was collected anonymously, and the ethical implications of the design, particularly the potential negative connotations of using gambling-related visuals,
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