Philip Polotsky Willson Lee Sandy Shee Kevin Lam Danger Zone Design Document IAT 431 The rationale to the Danger Zone app is that it does not become a technology that is the “solution to every problem” (Dunne & Raby, 2001); it does not help the user find emergency services or offer help. Instead, the app congratulates the person on being daring, and being in a dangerous place. When the user is in a safe location (ie: a clear, sunny day in North Van), the app tells the person to go out and explore a little more and encourages a bit of recklessness. Since the Danger Zone app gives people a positive response for being in a dangerous area, there is chance for reflection as people begin to rethink how they are living their lives. Are they being reclusive, always staying within the boundaries of stability and order? Or, could they be experiencing so much more excitement in situations where there is less control? The app “acknowledges a far more complicated and realistic view of human drives...” (Dunne & Raby) by playing on the person’s fear, letting them know that they are in fact creating experiences and narratives for themselves. The Danger Zone app would synchronize with other apps on a smartphone, such as weather and GPS, and the phone’s clock. Using this information as input, the Danger Zone would then use an algorithm to calculate the chances of dying in that location. Other visual cues include the app changing from light to dark colors, if there is a high chance of death. All this would be done automatically, based on feedback from the low-fi prototype. The participant interacts with the app by physically moving to a location, in order to get a response from it. Dunne, A. & Raby, F. (2001) Design Noir, Chapters 1 & 3. Figure 1: Medium-Fi prototype image. Figure 2: Low-fi prototype image.