Using critical play to create awarness towards data privacy issues

Play for the Black Box is a critical Interaction Design project that explores how playful, tangible interaction can raise awareness towards data privacy. In form of a tabletop game, the project translates abstract data-privacy mechanisms into an experience that helps users to reflect on data ownership, surveillance and control. Furthermore, the project aims to teach users/players more about the difference between private data, biosignals, and biometric data.
Biometric data and biosignals are
increasingly embedded in everyday
technologies, from
fitness trackers to authentication systems.
While these systems promise convenience,
health
insights, and personal optimisation, the
processes of data collection, storage, and
reuse
remain largely invisible to users. Consent
is often reduced to legal agreements and
perceived as mandatory rather than optional.
Users feel powerless and poorly informed
about
how their data is used, leading to a growing
gap between data sharing and data
awareness.
This project is situated at the intersection
of Interaction design, data privacy, and
critical play, exploring how playful,
physical interaction can be used to help
people
critically reflect on the collection, use,
and ownership of biometric data, and their
own
role within data-driven systems.
This project followed a human-centred design
process structured around the phases
Empathise,
Define, Ideate, Prototype, and Playtest,
moving from research and analysis toward
experimentation and implementation.
Insights from research were mapped and
synthesised, categorising biometric data
into physical
and behavioural identifiers and identifying
key application areas such as security,
healthcare, fitness, entertainment, and art.
Initial experiments with biosensors informed
technical feasibility, but practical
constraints (including COVID-19) led to a
shift away
from wearable devices and real-world data
towards exemplary represented biosignal
data.
This phase introduced the central metaphor
of the “black box” as a way to communicate
the
hidden processes of data collection and
exploitation.
Using the framework of critical play, the
concept evolved into an activist tabletop
game,
where players must make decisions that
mirror real-life data-sharing behaviour in
order to
progress.
Personal data , in form of game tokens, is
represented as a physical resource and
functions
as game currency. Players must trade this
data in order to gain advantages,
improvements, or
convenience. The collected data disappears
into a central “black box,” which stands for
opaque data infrastructures and loss of
control over data by users. The goal is to
gain
access to, or ownership of all collected
data.





