Fake News Project.

Client

Elderly /Gullible people

Year

2021

Location

Beijing, China

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In today's "We Media" era, we expect to resolve the problem of people being cheated by fake news and relevant consequences. We would like to provoke people’s ability to think independently and critically when facing news from different platforms. Therefore, we plan to make an APP specifically for evaluating the reliability of news. 

The APP contains two major sections. The first one is for users to browse recent news. Whereas space is left for presenting fake news that has been 100% confirmed by various authoritative platforms, which is aimed to effectively alarm users not to be cheated. There is also a community provided by the app for users to freely discuss controversial news, so that anyone who relates personally to certain news can provide their proofs freely. The second section is customizing evaluation. The system supports external import articles from various sources. In this way, users can freely check out the analyzation of the news they specify. For this function, the app is just mark out the main doubts and attach the basis beside. The analytic system would also provide news with relevant searching topics and keywords from confirmed authoritative platforms for reference. Suggested keywords will be given to encouraging users to further investigate by themselves. Based on studies, many tables in the news are hard to comprehensive because of overwhelming information and over complex structures. Once users upload a certain table, it is planed to convert it into a more accessible one.

 

For this project I would like to present the app mainly through two types of media. One is the graphic, the wireframe and high fidelity model of the app. The other is animation, the motion graphic presenting someone using the app as some kind of promotional video of the app. 

Introduction Video

For the final deliverable, everything was together into a short animation which presents the user flow of using the application in reality. A short user experience was recorded in real life when encountering the difficulty of distinguishing reliability of online news. The video will be taken in person. After the first part, the animation will transition into a motion graphic demonstrating the usage of the application. The whole thing works as an advertisement to propagandize the product. 

Product Brochure

This is a product report, which is outputted as a product brochure, as the second deliverable. This brochure will mainly include the investigation and user interface design. The investigation part includes some fake news related data collection, competitive analysis and results of interviews with potential users. 

Brochure Front Page.png
Brochure Back Page.png

Because during this period, in addition to designing and polishing the final product, I also like to experience a deep dialogue with the user. Users who have no such knowledge reserves might provide us with different angles to understand their pain points. The user interfaces part includes the high fidelity pages needed to present how the core functions work exactly. 

UI Pages

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Researches & Analysis

  • 目标: 以用户容易接受的方式帮助他们识别新闻媒体中的语言陷阱和思维误导, 建立其批判性和相对客观的思维方式

 

  • 痛点: 信息爆炸时代,有很多未经审核博人眼球的信息传播在互联网上。不知真相的群众接收到这些信息并内化后可能会对他们的生活日常乃至身体健康产生长期的负面影响

 

  • 解决方案:我们决定用App的方式帮助用户识别信息可信度,并提供心理学理论支撑证据以及合理的判断方式以让用户自身的辨识能力得到长足发展而不是依赖本App 

Research.png

​心理学 误导规律分析

1.  轶事谬误(Anecdotal Fallacy)

定义: 轶事谬误 ,指根据轶事证据做出⼀般化的推论。由于传闻通常不具好的代表性,据此做出的⼀般化推论通常是不可靠的。​

而误导性鲜活个案(misleading vividness)是轶事谬误的⼀种,系选取少数特殊个案,提供⾮常充分的细节,诱导听者相信 其为⼀般性的现象。误导性鲜活个案经常以⾒证之类的形式表现。

例⼦ :- 印度有位瑜珈⼤师不吃不喝也能⽣存,所以所有⼈都可以不⽤吃喝就能⽣存。

             - XX庙真的很神,我朋友跟我说,他本来得了不治之症,连医⽣都宣告无药可医,结果他去那个庙拜拜之后,竟然不治⽽愈。 

             - 吸烟与肺癌无关。我有个亲戚,每天5⽀烟,活到了90多岁;有个朋友,从来也不吸,40多岁就得肺癌死了。

2.  轻率概化(hasty generalization)

定义: 轻率概化,是一种非形式谬误,指未充分考虑一般性的情形,只凭不充足或不具代表性的实例或样本就推论出归纳性的结论。

 

例⼦ :- 我去台北住一个礼拜,有三天在下雨,所以台北大约有一半的时间在下雨。

             - 常常在媒体看到小朋友吃不起营养午餐的报导,可见我国的经济真的很差。 

             - 小明只有一只脚, 小明是人    .    因此,人只有一只脚

3.  选择性接触(selective exposure)

定义: 选择性接触又叫选择性注意。它是指人们尽量接触与自己观点相吻合的信息,同时竭力避开相抵触的信息这么一种本能倾向。

 在接收信息时,人们会自觉不自觉地注意那些与自己原有观念态度价值观相吻合的信息,或自己需要与关心的信息,同时,也会主动地逃避和排斥那些与自己观念相悖的信息,或对那些与己无关的或不感兴趣的信息。

选择性接触是受众抵御不符合自己意愿的那部分信息的第一道防卫圈,是受众采取的主动行为。但是,传播者也可以通过适当的形式和方法减少受传者选择性注意的影响,如强化某一传播内容,更新某一传播内容,采取受传者比较喜欢的传播方式等。

4.  过滤气泡(filter bubble)

过滤气泡是一种网站针对个人化搜寻而提供筛选后内容的结果。网站内嵌的算法会透过使用者的地区、先前活动纪录或是搜寻结果,给予使用者想要的或是观点一致的结果。这种结果可能会导致使用者越来越看不到他们不同意的观点或资讯,使得认知过于单向,并处于他们的文化、意识形态气泡之中。

5.  从众心理 (conformity)

定义:即个体在群体的影响或压力下,放弃自己的意见或违背自己的观点使自己的言论、行为保持与群体一致的现象,即通常所说的“随大流”。而从众行为,一般指群体成员的跟从群体的倾向行为。即当他发现自己的行为和意见与群体不一致或与群体中大多数人有分歧时,会感受到一种压力,这会促使他采取与群体一致的行为。

 

例: - 赞

         -评论

Targeted User group

  • 已经意识到不实信息对自己负面影响且想改正的人

  • 意识到他们正在使用的产品有大量不实信息的人

  • 任何想在这个信息爆炸时代保持理智客观的人

  • 想要提高自己独立思考能力的人(教育用途) 

  • 不熟悉电子产品以及信任发声者的中老年人