(designer)Jesse Alexander Madden Harding
(thesis advisor)Anna Harsanyi
(thesis advisor)David Carroll
(thesis advisor)Chris Prentice
May 21 2019
Personalized content recommendation services penetrate our lives and dominate the information we see and learn every day. To a certain degree, this service manipulates us and defines us. However, as internet citizens, we are not fully aware of the active role we play in this dynamic, how much power we have, and why we are manipulated and restricted. The development of technology is taking us in an unanticipated negative direction, and it is urgent for us to know our place and role in this system. To achieve this goal, I create Preference Harvest.
Preference Harvest is a two-player board game which reveals the biased dynamics of online personalized content recommendation services and how they manipulate users. In this game, two players, the user and the algorithm, battle with each other in a system that is biased toward the algorithm. By experiencing unbalanced gameplay from different perspectives, players can feel the role of being manipulated and having restricted power in this dynamic.
LUQI NIE. Preference Harvest.
May 21 2019. Parsons School of Design MFA Design and Technology program theses; 2019. New School Archives and Special Collections Digital Archive
. Web. 22 Sep 2019
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