Objects Of - empathy at scale


Research / Installation Design / Interaction Design / Empathy



A story exchange network that asks us to reflect on preconceived ideas about each other, reframing empathy as something more humble.

Microsoft Design Expo, Seattle

Objects Of is a story exchange network built for the 2019 Microsoft Design Expo on the theme of Empathy at Scale. The project uses everyday objects to surface multifaceted stories that challenge single narratives and implicit biases. Through physical cards, public kiosks, and a companion website, it fosters sustained communal reflection.

Role

Storyboards, research, interaction design, brand design, motion design

Team

Cayla Key, Andrew Le, Nikita Kovalovs, Zixing Guo; mentored by Axel Roesler and Nathan Auer

Scope

Physical installation, card system, companion website, video prototype

Duration

January 2019 – April 2019 (4 months)

A

The brief

The prompt for the 2019 Microsoft Design Expo was Empathy at Scale. Research drew initial inspiration from A Thousand and One Books, a crowd-sourced traveling library where each book is donated by someone who loves it.

Three forces shaped the challenge. Psychic numbing: constant exposure to current events erodes our capacity for empathy. Cultural reinforcement: without sustained practice, even well-intentioned empathy dissolves. Object empathy: people naturally embed meaning in everyday objects, creating a bridge between the tangible and the emotional.

"How might we show people a reality beyond binaries, assumptions, and tokens through representing multifaceted stories that demonstrate that we're all just people?"

B

A new framework for empathy

When any group of people is represented through a single narrative, that group is stereotyped. This creates a dynamic where people with privilege feel pity toward those they perceive as lesser. A plurality of stories, written by individuals rather than a disembodied third party, fosters a more nuanced response.

We proposed a new framing for empathy called Sonder - the realization that every person around you is living a life as vivid and complex as your own.

Sonder: a new framework for empathy
[fig 1] Sonder: a new framework for empathy that acknowledges the richness of every individual's lived experience.

Most people are regularly exposed to reductive narratives through media, social platforms, and second-hand accounts. Over time, we learn to ignore them. By grounding stories in the everyday objects around us, the project creates an entry point for reflection that is literally tangible.

Objects carry emotional meaning
[fig 2] Everyday objects carry layers of emotional meaning that resist reductive categorization.

A study by the Atlantic and Public Religion Research Institute found that 40% of Americans lack exposure to other races, ideologies, and religions. Nearly half the population holds little more than a one-dimensional picture of people different from themselves.

PRRI study: 40% of Americans lack exposure
[fig 3] 40% of Americans lack exposure to other races, ideologies, and religions (PRRI).
C

Design response

Four principles guided the work: build and reinforce an empathetic reflex. Make it personal, not performative. Design for empathy over time, not a singular moment of insight. Empower people to take action while respecting their boundaries.

Intended user flow to build Sonder
[fig 4] The intended user flow to build Sonder amongst participants.

The design response centered on everyday objects as story vessels. A toilet brush, a fork, a pair of shoes - each holds multifaceted stories while remaining accessible to nearly everyone.

Object icons representing multifaceted stories
[fig 5] Each object carries different multifaceted stories depicting different emotions and values.
D

The system

Physical cards

Physical cards dispensed from public installations embody Slow Design principles. Every object has layers of meaning revealed step by step, leading to deliberate contemplation of the object's attributes, biases, and assumptions.

Earlier iterations of the physical card
[fig 6] Earlier explored iterations of the physical card.
Final tested prototype of the physical card
[fig 7] Final tested prototype of the physical card.

Companion website

A companion website features an interactive map displaying stories and objects across the country. People can submit stories through the platform, where a non-profit group curates contributions based on quality, diversity, and harm reduction.

Companion website screens
[fig 8] Companion website featuring the interactive map and story submission.

Key moments

Encounter the object
[fig 9] Encounter the object in a public space.
Discover the duality of stories
[fig 10] Discover the duality of stories.
Reveal the identity
[fig 11] Reveal the identity of the object.
Exchange thoughts and feelings
[fig 12] Exchange thoughts and feelings.
Tell your own story
[fig 13] Tell your own story.
Reflect day to day
[fig 14] Reflect day to day.
Research deck
E

Storyboarding and motion design

A first version of the video was developed through storyboarding, setting the Objects Of narrative in a cafe.

Key frames from the storyboard video
[fig 15] Key frames from the storyboard video.

The interfaces for the website and physical device were animated to convey synergy and interaction in the video. Most animations were built with CSS3 and JavaScript, with final touches in After Effects and Principle.

[fig 16] Interactive flow of the companion Objects Of website.
[fig 17] Interactive flow for the physical installation.

Final video prototype

After weeks of research, iteration, and testing, the team built the final design response.

"It is a dive into someone else's world which makes you realize that they're also dealing with shit. It somehow captures humanity."

Empathy is a goal that takes many small steps. Realizing Sonder is the first step.

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