Kinkxploratory spaces using products X Pinky Promise

In order to test how products contribute to enabling exploration, I collaborated with PinkyPromise (intervention design) to do ice-breakers at their event, which was also their first time doing so, and at this point of intervention my position in the research was still autoethnographic, and I had mixed reviews and feelings around this intervention since the audience engaged with the games, and told me they were fun, especially. Sensual Bingo for which the feedback was that it helped them talk to other people, the drawback being the space had pink lighting and the text was pink which rendered it illegible to most audiences, as well as not providing incentives for BINGO, the other game of Pleasure Hunt had the drawback of the audience being at 1000people and not being able to find the other person they’re to be matched with, aside from this I have not been able to measure engagement with Step 2 and 3 individually since I was facilitating the games at the venue. 

Despite the drawbacks and not meeting engagement expectations, the organiser had told me that people engaged with the event and seemed to enjoy it, and that they’d be open to discussion in collaborating for their next event in February, 2025., and this experience led me to believe that products do contribute to creating the feeling of exploration. 

This conclusion led me to research a bit more into exploring products in the market, given my background in Leather Goods and Accessories Design, and prior experience in designing BDSM Gear. 

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Co-creation workshop: Accessible and Inclusive BDSM gear