[Dana] Docuemntation

1. Prototype 1

Concept prototype on shifting perspective

For the first prototype on shifting perspective I came up with an activity in which all participants describe a historical event, or one that they would all be familiar with, in three words. Then they share the words and see if anyone wrote descriptions that surprised them or that they didn’t agree with. The activity was meant to explore the subjective ways we perceive and describe the same event. I also was intending to make obvious how word choice reflects our personal perspective on a topic.

A question asking to describe a collective event that all the players would be familiar with is asked, for example “Describe 9/11”. Then everyone participating must write a three word description of the event on a piece of paper, which they share with the group. The players identify which words they agree with and which they would not use to describe the event and why.

2. Prototype 2

[Alex][Shakti][Dana]  high fidelity prototype on understanding another’s POV, or experiencing a story / event from multiple perspectives

Screen Shot 2015-12-19 at 11.21.42 AM

Our goal for this project was to come up with a game that would facilitate understanding of each other’s points of view and give the other person “the benefit of the doubt” when it comes to accusatory situations. It takes the form of a card game that relies on role-playing. This prototype went through many iterations that began as a purely roleplaying experience to a BS based version, to an Apples to Apples version.

Link to documentation project2

3. Prototype 3

Points of View [Ping][Karen][Dana]


Goal & Summary

The intention of our game is to share different perspectives about collective values and ideas amongst a group of people playing the game. It takes the form of a card game and photography project. The goal is to promote creative thinking, reflection about important values, and discussion around these topics by prompting the promotion of different points of view.

Link to project3


thoughts on VR

I thought Dan Archer’s talk was very inspiring as I am really interested in how stories in the news are told. Expanding journalism beyond the written word is something that is emerging as our technology evolves. Every medium lends its own representation to an event, or as Marshal Mcluhan says — the medium actually IS THE MESSAGE! This little phrase took me a long time to wrap my head around, until I realized that what he is saying is that the way we communicate defines what it is we communicate. Stories are hard to tell. How do you describe a moment in time? Can a news event really be summed up by one overlying story? Aren’t stories and news events more of a combination of perspectives? I think so. Therefore, telling a story is an art form. The medium used to tell the story lends to the way the art is perceived in the end. For example, a painting of a rose in watercolor communicates something very different than one painted in acrylic.

In terms of VR, I think it just offers us another face to a story. VR is not truer to a story because it immerses our vision in a 3D world, but it does lend a new interpretation. The language of communication it uses is completely different from writing a story, but each has the capability of storytelling.

VR will not take over writing, photography, or film making. It is an interesting medium in that it immerses a persons VISUAL SENSES to the confines of a world that an artist builds. Nevertheless it is just another medium, not one that renders writing, photography, and film making obsolete.

Power of Play – Dana

I don’t have much experience with video games. The only games I have ever played were Mario Cart as a kid and The Sims. However, I do believe that the cultural artifacts we produce largely build our values and interpretations of the world. I completely agree with Everret and Wattkins that designers and artists have lots of leverage in shaping people’s opinions and views about the world. I think this extends to all designers of any product or platform that people spend their time using. Movies and games are powerful captivate their audiences attention for significant amounts of time and represent the world in a way that its creator envisioned. They are ultimately mediums of their creators expressions, just like all other art forms. However this extends to the creators of other tools that we spend our time using because they were designed by people who shape our experiences. For example technologies such as Facebook, Google, and Apple change the way we experience personal connections, design our mediums of expressions, and design portals for experiencing the world. I think whether we are designers of apps, games, or the creators of movies, we are people that shape experiences for other people and therefore we have lots of leverage for shaping their minds. As designers we need to pay extra attention to the implications of our work and try to conceive what we make in contexts that we may not have intended when we created them. In other words, as artists we have lots of leverage because we shape people’s minds, and therefore we need to handle our work with thought and responsibility.

Reading Response to The Margin

I really appreciate this professor’s efforts to engage his students with the community they are designing for. I thought it was very interesting how through all of this professor’s years of experience engaging with students he discovered how our pre-existing notions construct the way we see. I also think that his experience with devising methods to break down our existing notions and bring people to understand each other’s points of views and perceptions are very valuable. It certainly is an extremely important aspect of design to understand the implications of our work and to understand others around us, since design is ultimately for the purpose of other people. Ultimately I found the reading very inspiring and interesting, and perhaps the principles of getting to know our audience pertains to us to as we get to know and work with our partners at The Point.

Homework 1 Dana

Historically the most classic technology for creating immersive experiences was in the form of words, with both oral and written stories. Good writers are able to take the reader and transport them into another world, and many times into the mind and eyes of a character. The question is how do they do it? Shifting someone’s perception or making someone see from another person’s eyes is like the art of persuasion. Aristotle says in the Art of Rhetoric, that the means of persuasion divide into three categories: Ethos, Pathos, and Logos. Perhaps making the user/audience understand a person’s logic, emotions, and doing it in a way that seems credible or convincing is all you really need. An immersive experience in my eyes is one that successfully persuades the user/audience because for a second it takes you out of the world you know and pulls you into seeing or understanding a different point of view.

I think a work of art that truly accomplished changing perceptions and points of views through an immersive experience is the Argentine play Tercer Cuerpo. In this play, although the characters are always on stage together and the set of an office space never changes, through the art of acting each seemingly disconnected character makes you believe that they are in a different space and in their own lives. In one physical setting the piece plays with the imagination of the audience and immerses you into each character’s different lives and painful situations they are grappling with whether it be a divorce, or old age, or an abortion. Here is a link to some clips and description of the piece (in spanish):

Some subjects I think are interesting for this project are exploring the different points of view between: an Israeli and Palestinian, a child and an adult, an autistic person and mentally abled person, as well as the police and community members.
Some brainstorming ideas:
– A collaborative book, you write a stories together and add/erase different parts to tell the story how it was to you. Then you can go back and see the different edits and which person made what.
– an interactive narrative (fictional based on true story) of two opposite characters, but the audience can click parts in realtime and see evidence of countless examples of the same situation that happened in real life.
– a platform to share aspects of the life of “the other”
– a game in which you can switch from character to character and in each you experience a different home, work, routine etc.
– museum of humanity – click any part of the world and see videos from that place in 360 degrees, hear music, see art, smell food. sort of like a google maps that gives you more.