This project builds upon my exploration in Project 3, where I examined how desire influences decision that making under conditions of uncertainty. In that phase, I used simulation-based on The Sims 4 as a contextual tool to observe how individuals navigate different life choices. Through this process, I found that individuals do not primarily rely on rational calculation to eliminate uncertainty; rather, their actions are continuously driven by desire. This reveals a cyclical structure in which desire leads to choices, choices generate new uncertainties, and these uncertainties in turn give rise to further desires.
This insight led me to reconsider the nature of uncertainty itself. If uncertainty is not something that can be eliminated, but is instead closely intertwined with — and even produced by — desire, then the issue is not simply how to make the “right” decision. Nor is it only about whether individuals understand why they make certain choices. Instead, it becomes necessary to rethink how desire participates in constructing life trajectories and experiences of uncertainty. In this sense, uncertainty is not purely external, but continuously shaped through the projection and pursuit of desire.
Therefore, the change I aim to bring forward in Project 4 is a shift in how individuals understand decision-making and life pathways. Rather than viewing decisions as rational judgments, I propose that individuals recognise how desire drives action, generates possibilities, and simultaneously introduces new uncertainties. Desire, in this context, is not only a motivating force but also a mechanism that provides direction within uncertain environments.
This research is situated at the intersection of contemporary youth and digital media environments. Young people today face increasing uncertainty in areas such as career development, identity formation and social mobility. At the same time, social media and digital platforms continuously reinforce narratives of “ideal lives”, shaping desire through comparison while offering little opportunity for reflection. Research shows that social comparison on social media significantly affects self-perception and decision-making (Vogel et al., 2014), while OECD (2021) highlights the widespread uncertainty and anxiety experienced by young people when planning their futures. This positions the issue not only as a personal concern, but as a broader social challenge.
Building on the findings of Project 3, this project develops a more structured Decision Reflection System as its core intervention. Rather than relying solely on simulation as a research method, this system expands the previously observed “desire–choice–uncertainty” cycle into a framework that allows individuals to actively record, analyse and reflect on their decision-making processes.
The system consists of three layers. First, a simulation layer introduces uncertain decision-making scenarios, making behavioural patterns visible. Second, a desire projection and mapping layer captures the motivations behind each choice, including emotional states, perceived desires and potential social influences. Third, a reflection layer encourages individuals to compare simulated or hypothetical decisions with real-life situations, allowing them to recognise recurring patterns in their behaviour.
In practice, the effectiveness of this system lies in its transformation process: simulation makes behaviour visible, reflection generates understanding, and this understanding influences real-life decision-making. The aim is not to predict or optimise life outcomes, but to make decision-making processes more visible and interpretable, enabling individuals to better understand how they act under uncertainty.
The primary stakeholders of this project are young people navigating transitions in education and early careers. By engaging with this system, they can develop a clearer understanding of how desire shapes their choices. Secondary stakeholders include educational institutions and digital platform designers, as the system has the potential to be developed into a reflective learning tool or inform more ethically conscious digital design practices.
However, the project also presents potential risks. Excessive self-reflection may lead to decision paralysis, where individuals overanalyse rather than act. There is also a risk of misinterpreting desire, potentially reinforcing short-term motivations at the expense of long-term values. Furthermore, if the system becomes overly standardised, it may fail to account for individual differences. These limitations highlight the importance of balancing reflection with action in future development.
In conclusion, this project does not aim to eliminate uncertainty, but to transform how individuals understand it. Rather than attempting to control uncertainty, individuals navigate it through desire. By developing a structured Decision Reflection System, this project proposes a new cognitive approach that enables individuals to engage more consciously with uncertainty in both personal and social contexts.
ReferencesBauman, Z. (2000) Liquid Modernity. Cambridge: Polity Press.
Bourdieu, P. (1984) Distinction: A Social Critique of the Judgement of Taste. Cambridge, MA: Harvard University Press.
Kahneman, D. (2011) Thinking, Fast and Slow. London: Penguin.
Lacan, J. (1977) Écrits: A Selection. London: Tavistock.
OECD (2021) Young People and the Future of Work. Paris: OECD Publishing.
Vogel, E.A., Rose, J.P., Roberts, L.R. and Eckles, K. (2014) ‘Social comparison, social media, and self-esteem’, Psychology of Popular Media Culture, 3(4), pp. 206–222.
Leave a Reply