Sorry Not Sorry

A satirical wearable that uses the visual language of medieval punishment devices to make poor public etiquette visible — and worth talking about.
My RoleSole Designer MethodsSurvey, Secondary Research, Rapid Prototyping, Scenario Testing MaterialsPaper, Wire, Acrylic board, Velvet Fabric ToolsFigma, Premiere Pro, After Effects, Blender ContextMA:UX — Final Major Project, SEP–NOV 2025

In public places, our experiences are often disrupted by other people’s poor manners. I wanted to question why this discomfort happens, and design an experience that draws attention to the issue in a rounded, non-confrontational way. Rather than offering a direct “solution”, the intervention works more like a signal, surfacing friction in everyday settings such as theatres and public transport.

When Manners Break Immersion

How might we reduce behaviours that break immersion in theatres? How can we balance the tension between overly rigid viewing culture and disruptive rudeness? Beyond theatres, what kinds of discomfort show up in everyday public spaces, and how might design make them visible?

Finding the Language of Shame

I gathered theatre-going experiences through a survey and categorised disruption cases from cinemas and performance venues. To shape a visual language, I researched cultural references including medieval punishment devices, the Korean folk practice of using a ki (a traditional winnowing basket) as a shaming device for bedwetting children, and ruff collars. From a critical design perspective that prioritises highlighting problems over proposing fixes, I developed a rationale for using satire and dark humour as the tone.
Rather than strongly enforcing norms, an intervention that “visualises” discomfort through satirical symbols is safer and more scalable across contexts. Key Concept
A wearable design that uses the strangeness of a rounded yet rigid frame, drawing on medieval punishment devices and ruff collars as references.

Round, Rigid, Unignorable

I produced three low-fidelity prototypes, each designed as an artefact responding to a different scenario. I then integrated three functions into a single high-fidelity prototype to clarify structure and user flow.

I expanded the concept into scenarios that share a consistent design language, including theatre, the Tube, and the library.

To communicate the context and intent, I adopted the exaggerated advertising tone of tech companies such as Apple, Dyson, and Samsung, using it as a framing device.

A Conversation Starter

Rather than presenting a simple fix, this work aimed to spark conversation around social etiquette and encourage voluntary shifts in awareness through design.

I would like to further explore an anti-ergonomic approach that intentionally designs discomfort to constrain behaviour and strengthen the message.

I also expect richer discussion could emerge through workshops where people from different backgrounds build the prototypes themselves and reflect on social friction in their own contexts.

Credits
UX DesignDahoon Lee
Mentored byWan Li
Greg Orrom Swan
Alaistair Steele
Tonicha Child
John Fass

Special Thanks toRebecca Hodge (MA:UX / Exhibition)
Ruth Butler (MA:UX / Exhibition)
Teddi Wang (MA:UX)
Dabeen Kim (MA:UX)
Kieran Slater (LCC 3D Workshop)
Hannah Llewellyn (LCC 3D Workshop)

Project Journals

Mini Brief 1How to Knead Your Breath19 JUN 2025


Mini Brief 2Performing Elsewhere26 JUN 2025


ProposalUX of Rewinding03 JUL 2025


Summer ResearchRethinking the Theatre Seat19 SEP 2025


Week 1Exploring Audience Interaction in Theatres26 SEP 2025


Week 2Polite Devices for Impolite Moments03 OCT 2025


Week 3Searching for Sorry10 OCT 2025


Week 4AudienceLocker: A Device for Theatre Misbehaviour17 OCT 2025


Week 5Fidelity and Context24 OCT 2025


Week 6Refining the Design Language31 OCT 2025


Week 7The Risks of Skipping Low-Fidelity07 NOV 2025


Week 8This Isn't Punishment, It's Design14 NOV 2025


ShowThe Show24 NOV 2025


Post-FMPThere Is No Such Thing as a Regret-Free Project04 DEC 2025
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