Monthly Archive for September, 2005

Interface Design

Tools for Kids
By Tikva Morowati, Ahn Nguyen and Kate Bauer

Objective: To design and build a children’s game that teaches the importance of basic skills, such as brushing your teeth, picking up your toys, etc.

Concept: The game would consist of a series of screens or levels, each being its own brief lesson. There will be no words on the interface, as the target audience is mostly, if not all, younger than the typical reading age. Think: “Young Sims”

Target Audience: Primary- Children, Ages 3-5; Secondary- Parents to purchase the game for their children

Interface Design: Simple, parts you can control should be highlighted in some way: color, sounds, motion

Environment: bedroom with bathroom on the side, accessible through a door; one room, one viewpoint, objects in room either active or inactive; separate screen shows up over grayed out main screen when object is clicked on- animation occurs in this screen

Actions: things character will be able to do

Objects needed:

1. cut hair scissors
2. brush teeth toothbrush
3. sleep bed
4. eat healthy candy bar/ apple
5. read books
6. feedback/ play bears
7. turn light on/off light switch/ lamp
8. watch t.v. television set
9. see weather outside window
10. open door between bedroom and bathroom door
11. water plant plant/ watering can
12. feed pet turtle
13. closet monster
14. wash himself bathtub/ bubble bath bottle

Initial Setup:

Main Stage
bedroom with bathroom connected (transitions by moving to the right)

Secondary Stage
bathroom with bedroom connected (transitions by moving to the left)

Animation Stage
screen pops up in front of grayed-out main or secondary stage, character is on screen (portrait-view; from elbows up), and the selected objects are clickable and close-up of that part of the room is in the background of this window, user can click on the objects to make the character do something with them; once something is done, the screen closes and the user is sent back to the main stage

Note: This format is similar for every active object clicked on.

Dynamic spaces : Equilibrium and Oscillations

Objective: Create a vertical or suspended structure made of several tubes and cables that can exceed 10 feet with a section about 2 inches by 4 inches. The structure is self standing on a base, hanging from the ceilling, or playing with the surface of a wall. Make a structural model from a dynamic structure, using strings, aviation cables, fishing wires, metallic tubes and wires.

wireFrame-thumb.jpg
“Path of Motion- Running Woman”, 2 x 4 “

Modularity/ Object- Oriented Programming

Objective: Turn your creature/car/construction (or make a new one) into an object with a function/method to draw it and a function/method that moves it. Create 2 or 3 instances that move independently. There should be some differences in color, size, and/or speed. You can also add another object/shape that interacts with your object in some way. MovingBox

Modularity

Objective: To turn last week’s creature/car/construction (or make a new one) into an object with a function/method to draw it and a function/method that moves it. Create 2 or 3 instances that move independently. There should be some differences in color, size, and/or speed. Can also add another object/shape that interacts with your object in some way

twoCreatures.gif

view

Variables and Conditionals

Objective: Programming in pairs

1. Using the setup() and draw() function make a simple shape, circle, triangle, rectangle, move around the applet window/ and/or play with changing colors based on some set of conditions.

2. Add variables to your creature/car/construction so that it can appear at different positions on the screen.

MovingBox

Shaking Box

pingPong.gif
Ping Pong

creature.gif
Creature 2

Ze Frank

zefrog.jpg

www.zefrank.com

- gaining audience & keeping and audience are two separate things
- people who write haikus together

- what is the minimal criteria necessary to get people involved
- how much narrative can you strip away

“every second counts, how long can you play”

- intimate exploration of narrative space
- What are the rules that define whol writes safety guidelines?
- no text; part of the problem of interpretation

We need a certain bit of denial to get out of bed every morning.

Age of Authorship has changed the way we think of creativity.

- Doug Rushkoff
- glorified research project

“Where do you get your motivation?/ What di you do with it?”

Facets of Authorship:
a. approach to different things, notion of expertise
b. how speed affects us (rapid ptototype > rapid release)
- flexibility in learning
- rapidity in which we are learning

Notion of Creativity (Middle of 1600s)
- post enlightenment concept/ modern concept

primary creatives > artist
secondary creatives > producer

- everyone is participating in authorship
- choice brings you closer

Are there values we are not learning right now that we do not have acess to in our education?

pedagogy:

How do we gain confidence in our ideas?

How do you get to the core language of an activity?

- disciplines involved in real-time engagement
- Stanislavsky or Misor, concepts of character- building
- practive becoming infused in this technology space
- the extent to which you realize what decisions are being made for you

What part of creativity is learnable/ malleable?

study of “.. criticality,” networked systems, earthquake magnitude, epilepsy, distribution

Mark Hearst

Clay’s course at ITP

Disposable Culture: based upon old notion of relationship to a product

viral marketing: specific mode of infiltration

- social computing
- emphasis on polish and packaging, study improvisation

The Frankenstein Project/Creating the Unreal

Create an environment or scene that doesn’t exist, or couldn’t exist. Create a stage with musicians who would never play together, unlikely actors and actresses in a film scene they never appeared in, or a magazine cover featuring a story that you would like to see covered (real or imaginary.)

Frankenstein

Motion in space : The Dancer and the Architect

Objective : To create a motion analysis of sequences of movements. You can choose to sketch or capture digital images of movements executed by human beings or animals. Deconstruct every movements into about 12 to 15 frames plotted and drawn on plastic.

Make a sketchy model of the sequence of movements. Make a conceptual model with foamboard and a wire-cutter.

motion_00.jpg
Motion Study I, 27×6x14″, foam board, fishing line, vellum, marker, pins & tape

motion_02.jpg motion_01.jpg
Motion Study II, 6×1.5×9″, foam board, fishing line, vellum, marker, pins tape

Steven Johnson

0309_StevenJohnson.jpg
www.stevenberlinjohnson.com

Editor of FEED, first electric publication, author of “Emergence” & “Everything Bad is Good for You”

- concerned with the state of today’s culture

* watch movie “Sleeper”

- The Sleeper Curve: all that used to be bad is now good
- George Will- against entertainment
- Dr. Spock on video games (from baby book)
- develop a new way to critique a new form
- More children choose to manage a team on a video game than just watch a game

“What Video Games Can Teach Us About Learning and Literacy” by Gee

“Amusing Ourselves to Death” by Neal Postman

- Mapping social networks- most successful people are good at this

Technology of Repetition:
- VCR, Tivo, DVD
- economics reward content that can sustain multiple viewings

Meta Commentary:
- para-sites
- blogs, FAQs, fan sites, walk-throughs, commentary tracks

The Regime of Competence (We learn best in environments that are not too hard yet are not too easy)
- in game learning
- proliferation of interfaces
- the myth of the slacker mind

“Screenagers”- Douglas Rushkoff

Humans respond to REWARD and EXPLORATION

Jeff Jarvis created a following with his blog based on the saga between him and the Dell company. Eventually, it got a lot of attention from others, including Business Week Magazine. Dell has yet to respond.

Storytelling from Multiple Perspectives

Take three perspectives on a common event. Three separate people- one event. They can be in separate places, but they share a common point of focus. Write all three perspectives, but keep them all to 55 words.

The Restaurant