Assignment 1: Objects
7 in 7 (channeled from ITP, via Colleen Macklin & M. Crean)
Tags: object_yourname

Please create a series of seven objects in seven days.

Methodology:

  • If you like, to get your inspiration for the first project, take a noun, verb and adjective from an article whose headline or images catches your eye in the newspaper.
  • Create an object that is interactive in some way.
  • Please describe the systems in which it is embedded: social, economic, technical
  • Describe its affordances, how you think aspects of its design call out to be used
  • Please describe an alternative remapping, how those same aspects could be used differently in an alternate situation
  • Based on that remapping, choose and transform a particular trait that leads you to your second object.  This commonality could be as general or as specific as you want.
  • Repeat these steps to create 7 objects.
  • Think about: how does one object relate to the next?  Through stream of consciousness?  Does each somehow reflect a similar theme in a different way?  Is each the scene of a short film?  An act of a performance?

Assignment 2: Augmented Space
Blog Tags: space_prototype, space_final

There are two options for this assignment, depending on your interest:

1. Considering how information is used to supplement architecture, space, and our experience of public settings, please create an augmented space.

Methodology:

  • Pick a space of your choosing, public or private
  • Study how the flow of information functions in the space: how is data surveilled, or retrieved from the space?  How is a layer of data laid on top of the space, in terms of GPS encoded data, cellular spaces, screens, etc?  How can interactivity intervene in this flow of data to augment it, interfere with it, or comment on it?
  • Please propose a way the data architecture of the space could be interactively augmented to positively enhance, or remap our understanding or experience of the space.
  • Please describe the new hybrid architecture of this new space, what is its shape?
  • ** If you are feeling particularly motivated, you are welcome to choose two spaces, one public and one personal, that relate to one another in an interesting way.  How you define public and personal is up to you, but be prepared to defend it.  Please create a proposal that interactively intervenes with the flow of information between these two spaces, thus creating a Hybrid In Between.
  • Project references: Amsterdam Realtime, GPS drawing, Jenny Marketou, Trevor Paglen’s Terminal AIR, IAA’s Isee, Preemptive Media’s AIR, Dan Provost’s Trover

2. Space Time Continuum
Consider how a particular space can be mapped over time, and devise an alternative method to represent that mapping.
References in various media: Chris Marker’s La Jetée, History of browser viz, Chris Weir comics, Khronos Projector, Space Time Travel, Zoetropes, Last Clock.

The Exquisite Corpse Game (From Katie Salen & Eric Zimmerman’s Rules of Play, p.16)

To be played in class on Wed Feb 24: This formal design exercise works best with groups of 3.  The first person in each group secretly writes down two game rules for a game that could be played in the classroom, each rule on a separate line of a sheet of paper.  The top rule is covered up and the second is left visible.  The second person looks at the second rule and writes two more, leaving the last rule visible for the third person to write one more rule and a winning condition.  The rules are then revealed, and the group has to fashion a game out of the total set of rules.  The goal of the exercise is to see how rules interact with each other within the system of the game, and to explore the limits of ambiguity and specificity in rules.  With more people in each group, students might write only a single rule, to keep the rule-set from becoming too complex.

Assignment 3: Play
Transporting the Core Mechanic (adapted from Katie Salen & Eric Zimmerman’s Rules of Play, p.19)
Blog tags: play_prototype, play_final
Students have two choices for this project.

    They can either create a game as defined by the rule set below,
    Or create any project they feel is inspired by the meaning and connotations of the word “Play.”

Game rule set: Students begin by analyzing an existing game and identifying its core mechanic.  They then extract the concept of the core mechanic and design a game around it in a different context.  Students should consider the semantic implications of the mechanic, and how the connotations of the new rule set or game system that they design around it alter its impact. The point of the exercise is to understand the central role of a core mechanic and to see whether or not core mechanics can be successfully transplanted from one game to another.

Final Project
The Final Project is a self-defined, seven-week project which will introduce students to the thesis process. The final project should incorporate skills and strategies learned throughout the first MFA year. The student should be able to demonstrate an understanding of iterative design and prototyping methodology (user testing, scenario design) and be able to situate their work within historical, social, or theoretical contexts. In addition, students will realize a high fidelity prototype which addresses each the prototype characteristics identified by Houde and Hill (Implementation, Role, Look and Feel.) The student should also consider the relationship between their concept and the application of the technology used. There is an accompanying required research paper (See: Section 4, Writing). Final projects will be presented on Wednesday May 12th and Friday May 14th. The research paper will be due on the last class meeting, Wednesday April 28th.

Blog tags: finalproject_concept, finalproject_lookandfeel, finalproject_roleprototype, finalproject_techprototype, finalproject_finalpresentation