Day 21 - Pickpocket
SocialSolution 1 - Educate by Play
Having observed for several hours I concluded that one of the most effective solutions lay in educating people. However this had the danger of becoming prescriptive. Therefore a playful "How Travel Savvy Are You" quiz aims to use play to educate.
Solution 2 - Haptic Pockets
Designing a pocket so a user can use it while an thief can't is difficult. Therefore, this solution aims to use haptic experience to alert users. A warm sensation caused by the friction of moving objects in a user's pocket might raise a user's awareness to items being lifted from their pockets.