Monday, October 25, 2010

CART 214: Memory Map and Collage

The text in the collage didn’t come out very legible, however I’ll write out what’s visible below.

Ephemeral2Collage

Collage text

Top right corner:
… is optimism ran deep, beyond the …
…ess joyously, you might wind up…
…has in years: the strong promi…
…ers with staying power ma…
…houlder boys turne…
…olyed effort th…
…centric a…
…lazzling…
…ete…

Bottom left corner:
like any other
fit the most exacting specifications --- crafted with obsessive
attention

Wednesday, October 20, 2010

Cart211: Week Six

*** PDF: Expanded Narrative Storyboard


Responses:


What is Interaction Design?
I enjoyed the article’s take on the changing focus of interaction design from technological capabilities to ideal interfaces. He raised a lot of points and I felt like while I was reading I was just trying to digest the categories and lists into smaller chunks.
Usability, utility, satisfaction, communicative, sociability. Of this list, I think I understand the last element the least. There was one paragraph on it basically saying “people need to socialize”, but compared the the other points it didn’t hot home with me.
In a lot of ways, while learning how to design technology, it’s easy to fall into asking what can you build rather than what your users want to do. This might be related to the growth of the medium as well as the learning curve of those involved.
Symbolic and practical functions as both valid parts of the whole was one interesting point brought up.
Implicit meaning reminded me of intuitive learning from the text on Will Wright, adding these two concepts together is very interesting for me along with the concept of reassuring feedback. The mouse “hover” over links is an example of common feedback that you don’t notice too much until it’s gone. Suddenly it becomes much harder to pick out your options.

People and Prototypes
What I found most interesting here were the diagrams dividing design into different disciplines. I don’t think I’m a designer using the unconscious mind to deal with expansive constraints yet. From the way the author describes the many problems design needs to be constrained by, it feels like less of a foundation and more like a bed of nails.
I can’t find all that much more to say about this one.

Will Wright the Sims
I wonder how many people did not choose to read about Will Wright?
I enjoyed how out of the box he was, he seems to have a very interesting viewpoint that makes the unexpected seem really to have made sense since the beginning. He talks about issues with the peaks of popularity attracting more games leaving the rest of the map unexplored, but having grown up on games from those peaks, I find it really hard to get as much of an outsider view as might be needed to create and market a game that wasn’t all Story and Plot, Skill and Achievement and Strategy and Consequences.
I  liked the idea of a player becoming the game’s curator due to choices. It also reminds me of how user generated content has been nerfed quite a bit in the sims3, there are user-made porn-packs for both Sims 1 and 2, but because of the way the Sims 3 is set-up, creating full mods is more difficult (there are a few, but they mostly alter game-play mechanics and not the models directly), while creating sanctioned content is fairly easy, with built in online sharing.
Creating a game where failure is enjoyable is an interesting goal. It sounds like one way to think outside the box is to really observe people at play.
The article presents really simple but insightful instructions on how users learn a game/interface: How to play/act/move, discover the failure states, then slowly learn how to thrive. Mapping complex things into your instincts and your intuition makes sense, but I never thought of it that way for controls: finding intuitive associations between very different phenomena could allow people to easily control something generally seen as complicated…
Soil, seeds, flowers and weeds…
"What is the simplest possible system that I can build that for you is going to decompress into the most elaborate set of possibilities?"

Sunday, October 17, 2010

CART214: Data Visualization


This programming app creates diagrams from website code.
Unfortunately, screen-shots don't look very good blown up, but I hope these still work out.


Wednesday, October 13, 2010

CART211: Week Five

Response:

This is my second reading of The Garden of Forking Paths, and I found it refreshing to have forgotten it enough so that it could surprise me again.

What I found interesting this time around was how the stories nested within each other. There is a stream of consciousness that leaves out important links between different elements (much like the omission of time in the Garden of Forking Paths within the Garden of Forking Paths), the narrator presents his driving forces then glides over them until they are suddenly resolved in the last paragraphs. There is a disconnect between the narrator’s described experiences and his outward actions that is unsettling, but highlights the idea of a piece of literature as a maze where one of many futures takes place. Being loose pages, essentially the story itself could have been just one of the many forking paths of the garden.

The missing beginning created an interesting inertia where it took longer to piece together the person and the problem. I’ve found there are a few movies and games that are more interesting if one misses the first few minutes where they usually set up the entire story and introduce all the characters and their paths.
The image of the infinite labyrinths was very compelling. A very fractal country side.

The labyrinth that would “encompass the past and future”(32) that Dr. Yu Tsun describes while walking to Dr. Stephen Albert’s house, is interesting to compare to Yu’s self-imposed “future as irrevocable as the past”(31). I’m still not very sure where those two concepts match up.

Monday, October 11, 2010

CART211: Week Four

When using watercolours and inks. Ink first, then colour, because the inks
are less likely to get pushed around by so much layering. :/

 

Analogous ---------------------- Complementary
 
Double Complementary -------------------------- Monochromatic
Split Complementary ----------------------------- Triadic

Wednesday, October 6, 2010

CART211: Week Four

See my main site at http://hybrid.concordia.ca/~n_vanr/ for this week’s update. (Big black button! See it? Up! Up! Next to the stained glass lady!)