Summary: | This thesis explores the creation of meaningful social interactions between LGBTQ+ individuals as facilitated through digital means and the social web (such as social media, video blogging, and web games) as a response to the unique isolation and loneliness created by the global COVID-19 pandemic. The work is influenced by the designer's lived experiences, as the impact of this isolation was felt both personally and with their circles, and focused on making something that could immediately create meaningful, validating, and valuable experiences for this group. The project consists of four design interventions, called event scores, which were tested with a group of LGBTQ+ play testers in the designer's various cyber circles and analyzed to create design guidelines for facilitating these kinds of experiences in future work.--Author's abstract
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