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Text Technologies

Final Project: Digital Notebooks

For my final project, I decided to investigate how digital notebook apps influence education, memory, and human cognition. To present my findings, I created an interactive digital notebook in the notebook app OneNote.

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Text Technologies

Task 12: Speculative Futures

Narrative One: An AI-Powered Decision Assistant App

Within the next 30 years, AI will have powerful insight into our emotional selves. While technologies so far have been able to boost our capabilities by offloading cognitive tasks like managing information or performing data analysis, AI will be able to help us understand and make decisions with our emotions and intuition.

This app, RYTO, will read your physiological system – from pupil dilation and heart rate to almost imperceptible flash facial expressions –to help you figure out what your own opinion is about choices in your life.

Imagine you’re Terrie Danya, an uneducated 32-year-old who’s just been offered a managerial job at a local bakery. The job would offer a lot of security, but Terrie’s also been thinking about going back to school for data science. Could the app help her choose?

Try the live prototype now.

Narrative Two: A Virtual Course in Collaboration Skills

As technology gets more complex and projects at work require more collaboration, it will become imperative for people to maximize their teamwork skills – even people who have spent their lives on social media and may not love working with others.

TeamBots is an online virtual course that trains people in collaboration skills through virtual projects where they work with a team of AI personalities. As the student works through the project, the AI team will slowly develop the typical stressors that come up when working collaboratively with other humans – missed deadlines, personal issues, miscommunication, feisty personalities – scaffolding the students’ learning with ramped up intensity as the project progresses.

Imagine you’re Ari Fjolla, a 44-year-old technical writer who’s built his career writing for long hours, alone, in the wee hours of the night. Ari wants to get into content production but has been frustrated by having to work so closely with the tech and design teams on his new digital projects. Could TeamBots training help him?

To express this new educational offering, I’ve created a concept for a campaign of online ads:

Reflection

I’m sure it’s obvious from my productions on this task, but I was very inspired by Dunne and Raby’s Speculative Everything (2013). Instead of creating text-based narratives, I wanted to explore using design as a way of investigating the human condition and how technology can augment our capabilities (Englebart, 1963).

I asked myself, how could the coming AI technologies augment human capabilities beyond the ways technology already augments us? What in our basic human nature might we want to augment?

Both decision making and collaboration are constant struggles for most people in today’s working world, and both the app and online training I’ve imagined here must on how our human nature may be augmented by future technologies.

References

Dunne, A. & Raby, F. (2013). Speculative Everything: Design, Fiction, and Social Dreaming. Cambridge: The MIT Press.

Englebart, Douglas. (1963). A conceptual framework for the augmentation of man’s intellect. In Hawerton, P.W. and Weeks, D.C. (Eds.), Vistas in information handling, Volume I: The augmentation of man’s intellect by machine. Washington, DC: Spartan Books

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Text Technologies

Task 11: Algorithms of Predictive Text

For this task, I experimented with every prompt in our instructions and tried using the predictive text both by hand-selecting the words from the three selections shown and by just always choosing the middle word suggested. I also experimented with typing all the statements into one document versus typing each new statement in a new document to see how the algorithm might change the predictions.

In our materials this week, Shannon Vallor (McRaney, 2018) and Cathy O’Neil (Mars, 2017) both talk about how AI algorithms can unintentionally preserve the status quo while we think they’re being neutral, and I saw that while watching the AI algorithm of my predictive text shape what I was writing.

Say, for example, I started with a prompt like “As a society, we are…” and was thinking, perhaps, some deeper thoughts about who we are as humans and how we’re relating to one another in my specific cultural milieu. In this case, the text predicted by the algorithm encouraged me to keep my thoughts on what you might consider the “casual fluff” of life instead. No deep thinking allowed!

“As a society, we are in the same place and we are going on a walk with us and the next time we walk through our future with our students in the next week to get together a new thing and then we can chat about our next week.”

Predictive Text

Similarly, the AI also encouraged me to focus on myself, my relationships, and my immediate future instead of abstract ideas or long-term thoughts.

“Education is not about a good plan to do with it haha the time for a long walk with a lot more than the rest of the life and then the rest of the day haha and then I’m going on the next weekend with you guys to hang with you”

Predictive Text

If the status quo of text messaging is casual fluff and self-focus, then the predictive text certainly encouraged me to stay within that status quo.

Vallor and O’Neil both argue that while AI can support our status quo, it can also be designed to support human growth and development. Reflecting on this, I can’t help but wonder how it would change human thinking and communication if our predictive text algorithms were designed not only to suggest helpful “casual fluff” words but also to suggest words that might get us thinking more deeply about what we’re typing about.

How would it help humans grow and develop if you typed “society” and your predictive text suggested, for example, words like “equality” or “justice” or “growth” or “economics” alongside the same old casual fluff? What if the AI encouraged you to grow into new thoughts and new conversations instead of just supporting you in continuing the same old thoughts you always think? A small tweak like that could have a huge impact in the things people think and talk about.

(And one final side note – there’s certainly one way the AI had me pegged pretty accurately. It suggested the word “walk” in nearly every statement, and given that walks with friends have been my primary mode of being social during COVID, I probably do use the word “walk” in a good proportion of my messages. Nice job, AI!)

References

Mars, R. (Host). (2017, September 5). The age of the algorithm (No. 274) [Audio podcast episode]. In 99% invisible. Delaney Hall. https://99percentinvisible.org/episode/the-age-of-the-algorithm/

McRaney, D. (Host). (2018, November 21). Machine bias (No. 140) [Audio podcast episode]. In You are not so smart. https://youarenotsosmart.com/2018/11/21/yanss-140-how-we-uploaded-our-biases-into-our-machines-and-what-we-can-do-about-it/

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Text Technologies

Task 10: Attention Economy

While we are all unique in our own ways, the human system certainly has some cognitive and physiological generalities that make us all, as a group, highly manipulable. For example, we’re all built with a physiological tendency to notice bright colours. We also have a cognitive tendency to focus on human faces. And we’re built with a reward system that pulls us into any action we think might result in a pleasurable response, whether that is a pleasant walk outside with a friend or the addictive red notification circle on a social media app. 

As Zeynep Tufekci (2017) notes, manipulation for the sake of increasing sales is nothing new – she cites the example of candy bars being placed at kids’ eye level at grocery store checkouts so children will demand their parents buy them a treat. What is new, however, is the scale that new technologies allow this manipulation to occur at. Tristan Harris (Harris, 2017) points out that a billion people – a billion – now carry a smartphone in their pocket, a device that allows each of those billion people to be manipulated, immediately, 24/7, by the apps it contains. This is much more ubiquitous than candy bars cunningly placed in a grocery store aisle, both in its ability to affect us 24/7 and its ability to affect us in all areas of our lives – not just in the seemingly innocuous realm of shoe shopping but also in our political behaviours, choices that can change the course of a nation or even the world (Tufekci, 2017).

This manipulation happens because apps and their interfaces are specifically designed to seamlessly interface with our cognitive and physiological systems (Harris, 2017). Bagaar’s game User Inyerface illuminates this seamless integration well by challenging us with an interface that intentionally doesn’t align with how our brain’s work. Working through the game, I found it nearly impossible to make it through each page, and in my frustration I reflected on how often experiences with technology just flow, unquestioned, through my consciousness. It’s easy to see now how dark patterns can slip extra purchases, confirmations, or influences under the radar of human consciousness when an interface is specifically designed to meld so cleanly with how our brains work (Brignell, 2011).

I managed to make it to the end of User Inyerface in nine minutes and 41 seconds – and I’m not ashamed to admit that I actually had to Google a walkthrough video to get past the final nonsensical challenge.

References

Brignull, H. (2011). Dark Patterns: Deception vs. Honesty in UI Design. Interaction Design, Usability, 338.

Harris, T. (2017). How a handful of tech companies control billions of minds every day. Retrieved from https://www.ted.com/talks/tristan_harris_the_manipulative_tricks_tech_companies_use_to_capture_your_attention?language=en
Tufekci, Z. (2017). We’re building a dystopia just to make people click on ads. Retrieved from  https://www.ted.com/talks/zeynep_tufekci_we_re_building_a_dystopia_just_to_make_people_click_on_ads?language=en

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Digital Games 2021

Field Notes Assignment

Inside: A Game that Teaches Without Teaching

It doesn’t take long to notice that the puzzle platformer video game Inside isn’t going to tell you anything. Aside from the simple title, this game gives you no text, no explanation, no dialogue, no speech, no pop-up windows of instructions, no journals, no task lists, no signage in the environment – nothing. And yet, with all of these instructional conventions completely abandoned, players still learn to play this game, and they learn easily. So how does this learning happen?

Motivation

First, players are excellently motivated. “Good story-driven games create worlds that players want to escape into,” (Bryant & Giglio, 2015, p. 59) and the beautiful escape this game offers is an excellent motivator for whatever learning must occur to play the game. From start to finish, Inside is a work of art that masterfully evokes emotions in players. It capitalizes on the evocative nature of video games, which “open up new aesthetic experiences and transform the computer screen into a realm of experimentation and innovation” (as cited in Egenfeldt-Nielsen, Smith & Tosca, 2020, p. 43) and “can provoke strong emotions” (Egenfeldt-Nielsen, Smith & Tosca, 2020, p. 43).

It would be hard to play this game without being regularly gripped by feelings of fear, curiosity, intrigue, disgust, surprise, delight, joy, or satisfaction – and it is this emotional stimulation and sense of experiencing a “lively art” (Egenfeldt-Nielsen, Smith & Tosca, 2020, p. 43) that pulls players to learn the gameplay.

JackSepticEye’s facial expression during an emotional moment of gameplay

Scaffolded Challenges

To train players in how to play the game, Inside expertly focuses player attention on environmental details and carefully scaffolded challenges that facilitate learning without the player having to be “told” what to do. Careful use of lighting, colour, and camera angles draw player attention to manipulable items in the game, almost subconsciously at times, and mechanics are introduced one-by-one in scaffolded, manageable pieces.

For example, to start the game, the player must enter the opening screen by using the direction stick to run. Once this run mechanic has been introduced, the game then introduces players to the jump mechanic by presenting the player with a fence that must be jumped over. Next, once the jump mechanic has been “taught,” the player is then introduced to a “move item” mechanic when the character must move a broken refrigerator over to a wall that is too high to jump over without a step. These scaffolded challenges are minimal enough that players can easily learn them on their own without instruction, and they’re also interspersed with highly dramatic story beats that keep player motivation high.

The moment when the player must learn the “move item” mechanic by moving the fridge

Repeated Practice

This game also facilitates learning through repeated practice. Players quickly learn in the first scene of this game that either death or capture can happen easily if you fail to solve a puzzle or perform an action correctly – but players also learn that death or capture only results in the player restarting just a few seconds before the misstep occurred. This low-stakes death mechanic gives players more encouragement to explore and experiment when solving puzzles or manipulating objects.

Prior Knowledge

Learning the gameplay of Inside is of course also made easier through its reliance on several video game conventions – from a conventional use of button mappings (for example, “X” is often used for a jump action in PlayStation games) to the use of common types of puzzles (dragging blocks, flipping switches, raising/lowering water, outrunning threats, etc). While a novice player could still learn this game through the other ways it facilitates learning, experienced players will learn even more quickly by drawing on their previous experiences.

External Support

Lastly, while this element is not built directly into the game, the developers also know that if players get stuck, they can easily access the affinity spaces and the distributed teaching and learning system that surrounds the game in the real world – a “universe of ever-changing, distributed opportunities for being taught or mentored, for learning in different ways and at all different levels.” (Gee & Gee, 2017, p. 15) If players are, for example, struggling to learn a mechanic or figure out a puzzle, they can easily watch a walkthrough on YouTube, talk to an experienced gamer on social media, or ask other players in an online community. 

A Reddit discussion where players discuss the meaning of the mysterious ending of the game – 94 comments

But What is Being Learned?

The gameplay and mechanics of Inside are all “taught” through these aforementioned aspects of the game, but players wind up learning a lot more than simply how to play the game.

As Gee (2008) notes, play can function as a sort of practice for reality, allowing players to practice the “complex, strategic, systems thinking and problem solving” (Gee, 2008, p. 237) they encounter in the real world outside the game. The lack of overt instruction in this particular game requires players to learn independent exploration, engaging in discovery via play, a process that happens to mirror the ways in which knowledge is built in the real world (Gee, 2008).

What do I do with this box? Players have to figure out how to use these two boxes to jump to a cage above that is out of reach

Additionally, players of this game also learn the important skill of seeing failure as instructive rather than definitive. Yes, the death scenes are dramatic and unpleasant, but they don’t come with any great penalty, and experienced gamers come to see these failures as meaningful and instructive information, rather than as personal shames to be met with future avoidance. In our 21st century world, where problem solving, creativity, and iteration are key parts of our working lives, this type of constructive attitude towards failure is invaluable.

A video compilation of all the death scenes in Inside

Lastly, as Marshall McLuhan asserts, this game also functions as a reflection of our culture (Egenfeldt-Nielsen, Smith & Tosca, 2020), acting as what George Herbert Mead considers a training ground for the roles of our society (Egenfeldt-Nielsen, Smith & Tosca, 2020). When viewed through this lens, it’s here that the well-crafted intentionality of Inside develops some holes. Did they intend to “teach” us that the world is controlled by men? That all people are white or that white is the default and central story of our world? That women are either scary or mindless but not intelligent or powerful leaders? As a cultural training ground, games that cast every powerful character as a white male deliver a powerful and problematic message for players, even if the statement is not overtly instructed. In much the same way that players learn through experience that “X” means “jump”, players can also learn through experience some problematic ideas about what roles men, women, and people of colour can play.

A screenshot from the end of the game where you see the scientists responsible for the experiments and mind control – all white males

From the well-crafted and intentionally scaffolded challenges that effectively teach gameplay mechanics to its (hopefully) unintentional and problematic messages about gender and race, Inside is a fascinating study in how a game experience can be a powerful teacher without relying on traditional conventions of teaching.

Field Notes

References

Bryant, R. D. & Giglio, K. (2015). Slay the Dragon: Writing Great Video Games. Studio City, CA

Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2020). Understanding video games: The essential introduction (4th ed.). Milton: Routledge.

Gee, J. P. (2008). Cats and portals: Video games, learning, and play. American Journal of Play, 1(2), 229.

Gee, E., & Gee, J. P. (2017). Games as distributed teaching and learning systems. Teachers College Record, 119(11).

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Text Technologies

Task 9: Network Assignment

In looking over our Golden Record curation data with the Palladio app, I was able to easily gather a variety of information: who chose what songs, which songs were chosen most often by the entire group, and what students chose songs similar to mine.

The modularity_class filter also grouped us into clusters of 3-4 students who had the most selections in common with each other.

In reflecting on this data visualization, however, I’m left with more questions that this particular dataset cannot answer. Why, for example, did I have the most choices in common (6) with Tegan, Scott, and Gary? Did we end up with similar picks because we took similar approaches to our selections or is it just random chance? Similarly, why were the entire group’s top three selections Johnny B Goode, Jaat Kahan Ho, and Melancholy Blues?

Last week, we reflected on the decisions made in the archiving of data and the curation of a historical record, and this week, I’m thinking of data collection through a new lens – this week I’m asking, what data is being collected and used by machine learning algorithms? And what data do we need to archive for the AI of the future?

Dr. Abby Smith Rumsey argues that we should all consciously think about the historical record we want to maintain within and for our own communities and content areas (Brown University, 2017) – but what historical record might we want to maintain for the AI of the future to analyze?

Say we were trying to figure out why Johnny B Goode, Jaat Kahan Ho, and Melancholy Blues were the top three selections. If we happened to feed a powerful and well-trained AI all of our written reflections on the Golden Record curation task, it could hypothetically crank out a hypothesis faster than any human could – provided, of course, that those reflections are available

In the past, we archived data for human eyes – but in 2021, we need to also think about archiving data for artificial intelligences beyond our own, for algorithms that can learn from our data, extrapolate our data, analyze our data, and tell us things that we ourselves cannot see. But the data needs to exist for that to happen.

While last week’s task prompted me to ask who is qualified to archive the historical record for our future generations, this week I’m faced with another facet of this question – who decides what data is saved, selected, and fed into our algorithms? In a world where algorithms have a growing amount of influence on our lives, from the content we see to major decisions made around the globe, this question is of critical importance.

Reference

Brown University. (2017). Abby Smith Rumsey: “Digital Memory: What Can We Afford to Lose?

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Text Technologies

Task 8: Golden Record Curation

Reflection

(See selection strategy below)

I figured it would be a fun challenge to pare the 27 songs of Voyager’s Golden Record down to 10, but once I started this task, I was immediately uncomfortable. As I listened to songs from cultures I have almost zero familiarity with, I couldn’t help but reflect on how completely and utterly unqualified I am to make such a selection.

But… to feel like I’m a suitable archivist for such a task, what would need to happen? Would I need to undergo years of study to ensure that I really understand the breadth of human culture? Do I need to become an expert in each culture? Or an expert in the human condition? Or… an expert in what aliens might be like? All of these questions really lead to one bigger question – how do we choose who is “qualified” enough to make archival decisions?

The original Voyager Golden Record tracklist was curated by a team of nine that included ethnomusicologists, scientists, and writers (in other words, the “experts”) (“Voyager Golden Record,” 2021) but historian Abby Smith Rumsey (2017) argues for a different approach to archival decisions – a community-based one.

To avoid the intellectual monoculture that can happen when the historical record is curated by minds that are too few or too similar, Rumsey calls on all people, not just archival experts, to carefully curate the archives and historical records for their own communities and content areas. She urges us all to be more intentional about what we are saving for the future and calls on the librarians and archivists of the world to be our guides and not just the sole decision makers.

As a lifelong musician, Rumsey’s point resonated deeply with me on this task. I may not be qualified to select archival tracks from cultures around the world, but I am infinitely more qualified to curate tracks from the music subcultures I’ve been an active part of for most of my life – particularly if I were also working with others from my own music communities under the guidance of a skilled archivist.

Selection Strategy

After all of this musing, my task still remained. I had to select my 10 songs. I figured, if this curation is meant to introduce our species to an intelligent alien race, it should include songs that represent the full range of human qualities. I then spent some time trying to find a summary of “human qualities” in a succinct list I could use for inspiration – but of course, that is another complex challenge in and of itself. In the end, I did my best by making my own loose list of qualities to include, set along five opposing poles: humans are logical but also emotional, collaborative but also independent, passionate but also calm, narrative-focused but also abstract, and down to earth but also ambitious and grandiose. I then set about choosing a song for each of these poles, loosely trying to represent various cultures and eras like the original curators did, but part way through I found myself feeling intensely uncomfortable with the potential colonial and oppressive forces that may have gone into the recording or selection of these original songs from other cultures.

At this point, I nearly gave up! I considered briefly whether it might be better to just run the list through a randomizer and pick a random top 10 as an expression of how completely unqualified I am for this task, but I pushed through and finished the list, colonial issues or not.

Final Selection

  1. Logical: Bach, The Well-Tempered Clavier, Book 2, Prelude and Fugue in C, No.1. Glenn Gould, piano. 4:48
  2. Emotional: Bulgaria, “Izlel je Delyo Hagdutin,” sung by Valya Balkanska. 4:59
  3. Communal: Georgian S.S.R., chorus, “Tchakrulo,” collected by Radio Moscow. 2:18
  4. Independent – “Dark Was the Night,” written and performed by Blind Willie Johnson. 3:15
  5. Passionate: Mozart, The Magic Flute, Queen of the Night aria, no. 14. Edda Moser, soprano. Bavarian State Opera, Munich, Wolfgang Sawallisch, conductor. 2:55
  6. Calm: Japan, shakuhachi, “Tsuru No Sugomori” (“Crane’s Nest,”) performed by Goro Yamaguchi. 4:51
  7. Narrative-focused: “Johnny B. Goode,” written and performed by Chuck Berry. 2:38
  8. Abstract: Senegal, percussion, recorded by Charles Duvelle. 2:08
  9. Down to earth: Peru, wedding song, recorded by John Cohen. 0:38
  10. Ambitious and grandiose: Beethoven, Fifth Symphony, First Movement, the Philharmonia Orchestra, Otto Klemperer, conductor. 7:20

References

Voyager Golden Record. (2021, February 16). In Wikipedia. Retrieved March 3, 2021, from https://en.wikipedia.org/w/index.php?title=Voyager_Golden_Record&oldid=1007130182

Brown University. (2017). Abby Smith Rumsey: “Digital Memory: What Can We Afford to Lose?”

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Text Technologies

Task 7: Mode Bending

I wanted to explore multiple different modes for this week’s task design, so I created four task redesigns – two with infographics, one with music, and one with video – altogether touching on four of the five modes mentioned by the New London Group (1996) in their writings on multiliteracies – visual, auditory, gestural, and linguistic.

I was inspired by Kress’s assertion that “new media make it possible to use the mode that seems most apt for the purposes of representation and communication” (Kress, 2005, p. 19). The original photo and write-up of the contents of my bag from task 1 do express parts of my personality and the era I live in, but in this task redesign I wanted to explore the question – how might different modes of meaning communicate different information about me and represent me differently?

The New London Group describes the “infinite variability of different forms of meaning-making in relation to the cultures, the subcultures, or the layers of an individual’s identity that these forms serve” (New London Group, 1996, p. 88). These redesigns aim to explore how these different forms of meaning making contribute to and express my identity.

For reference, the photo from the original task is below and you can access the written reflection here.

The photo from the original “What’s in Your Bag?” exercise

New Mode 1: Infographics

In the first task, I saw many students reflect on how a simple photo of the contents of their bags failed to express the nuances of their personalities – for example, how they feel about the items or how they use them.

For the first infographic, I wanted to explore this by creating an analysis of my emotional connection to each item in my bag. I used emojis in a bar-graph format to express both the strength and type of emotional connection I have with each item.

If you “read” this graphic closely, you’ll learn far more about me than you will from a simple photo of these items – for example, I have an emotional relationship with money but it is largely quite calm (see wallet emojis), I love my work and also think it’s cool (see business card emojis), and I have a deep emotional connection with something I’m listening to and experience a wide variety of emotions through that listening (see earphones emojis).

For this next infographic, I visually mapped the number of times I use each item annually, both in my normal life and my “COVID life,” comparing the two in a bar-graph format. In this case, you can learn different information about me by seeing how my lifestyle has changed – for example, it’s clear that the pandemic has not left me trapped at home, since I still use my house keys just as much as I did in my normal life (about 3-4 times a day), but you can see that I’m also not doing as many things that require my wallet, my glasses, or my transit pass, so what I’m doing outside of my home has clearly changed (I do a lot of walking!).

Bolter observes that, “In electronic picture writing, the message conveyed by the images (icons, diagrams, graphs) is much more precise,” (Bolter, 2001, p. 64) and while it does largely depend on how well a graph is designed, in this case I do think the infographics about the contents of my bag deliver much more precise information than a simple photo of them or even the original written reflection. Indeed, according to Hagen and Golombisky “infographics can tell a deeper, broader and nowadays evolving story better than text or certainly raw data alone. In many instances, an infographic is easier and faster to wrap the brain around than a paragraph of explanatory type” (Halen & Golombisky, 2017, “Chapter 11”, para. 3).

New Mode 2: Audio/Music

For the audio mode, I wanted to explore a literacy and mode of meaning we haven’t yet discussed in this course – music. I was intrigued by the challenge of expressing each item with a song that I’ve personally listened to before.

Reflecting on this task, I would say the main affordances of this mode of communication are both experiential and cultural – you may not learn anything about the specific items I carry, how I use them, what my life is like, or what type of work I do, but you can learn something about where I sit culturally in our world from the songs I have chosen and how I like to connect emotionally with music. Additionally, you could likely guess my age from this collection of songs (and even from the technology I’ve used to create and display this list – the online streaming platform, Spotify). With this list, the written text I’ve provided for each song was necessary as explanation because music is an imprecise way of conveying information in this format.

Memorial Guitar Picks

These guitar picks were a memorial for a bandmate of mine who passed away. This is a song from the band we played in together.

Business Cards

“You wanna know how I get away with everything? / I work
/ All the fucking time /
From Monday to Friday, Friday to Sunday / I love it / I work”

House Keys

A song from an ambient soundscape album I only listen to at my apartment.

Ibuprofen

A song that sounds like headaches…

Eye Glasses

“Ooh-wee-ooh, I look just like Buddy Holly”

Black Mask

First song that came to mind when I thought of masks…

Wallet

“Money, get away / You get a good job with more pay and you’re okay”

Tampons

A song from Jenny Hval’s album Blood Bitch, a concept album with lyrics inspired by menstruation.

Ginger Lozenges

I use these when my stomach is upset. This is a noise song that starts with vomit sounds. I love this artist but I can’t listen to this song.

Cold Medicine

“Don’t get me wrong, he’s a nice guy, I like him just fine / But he’s a mouth breather”

Earphones

My number one played song of 2020 – Justin Bieber’s “Yummy,” which I somehow listened to 156 times.

Umbrella

Is there really any other song for this item?

Paper Transit Ticket

This ticket is a relic from the last trip I took visiting a friend in Texas. We watched Rhythm & Flow with Cardi B.

Transit Card

“I’m just sitting here
Watching the wheels go round and round / I really love to watch them roll”

Coins

Theme song from a classic game where coins are an integral component.

New Mode 3: Video

Video is a medium the invokes several modes of meaning mentioned by New London Group (1996) – visual, auditory, linguistic, and gestural – and you can see it just in the plethora of different types of videos I’ve been able to assemble to represent the items in my bag.

Beyond this, the “YouTube Playlist” approach to the redesign of this task wades the furthest into the hypermedia territory we’ve been reading about in the past few weeks. I’ve been able to curate my own collection of information and link it together as I see fit, much how Bush (1945) envisioned with his Memex machine in 1945.

This particular task redesign – a curated YouTube playlist – also fits well with the New London Group’s call (1996) for new approaches to education that incorporate transformed practice, active meaning making, and engagement with multiple types of literacy rather than a focus on traditional written words. As they note, changes in technology are producing “a new language of work” (New London Group, 1996, p. 66) and the skills involved in a task like this are part of that new language.

Paper Transit Ticket

A video of a transit ride in Austin, Texas, where I got the transit ticket

House Keys

A realtor’s video promoting the neighbourhood I live in

Coins

What the coins are in my bag for…

Earphones

Introduction of the current Apple Earpods design from 2012

https://www.youtube.com/watch?v=44xXQI9b9vI&ab_channel=theunofficialAppleKeynoteschannel

Cold Medicine

How cold medicines work

Memorial Guitar Picks

The last studio album that Brenden Gunn played on

Umbrella

How umbrellas are made

https://www.youtube.com/watch?v=d2oCBLtU7AI&ab_channel=Howitsmade

Black Mask

For health and safety…

Wallet

The most personal item in my wallet…

Ibuprofen

How ibuprofen works

Transit Card

A video from about Vancouver’s Translink and their Compass Cards

Eye Glasses

How to choose the best glasses for you

Business Cards

I have two different cards – one for my design work and one for my education work.

Ginger Lozenges

A natural remedy for stomach aches

Tampons

History of tampons

https://www.youtube.com/watch?v=RqugolwkFno&ab_channel=FUSION

References

Bolter, J. D. (2001). Writing space: Computers, hypertext, and the remediation of print (2nd ed.). Mahwah, N.J: Lawrence Erlbaum Associates. doi:10.4324/9781410600110

Bush, V. (1945). As we may think. The Atlantic Monthly, 176(1), 101-108.

Hagen, R., Golombisky, K. (2017). White space is not your enemy: A beginner’s guide to communicating visually through graphic, web & multimedia design (3rd ed.). CRC Press, Taylor & Francis Group: New York. https://doi.org/10.1201/b22218

Kress (2005), Gains and losses: New forms of texts, knowledge, and learning. Computers and Composition, Vol. 2(1), 5-22.

The New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review 66(1), 60-92.

Categories
Digital Games 2021

Final Project: Brainstorming

Exercise 6.4: Blue-Sky Brainstorm

In this exercise, use the techniques previously described to do a brainstorm for a “blue-sky” project. By blue sky, I mean that this project could not technically be made today, but we are going to pretend it could. The challenge is to come up with ideas for a “remote control” for a stereotypical character. Choose a character from this list: Door-to-door salesman, busy mother, God, superhero, politician. First, brainstorm about the character: What does the character do? What makes the character interesting? What aspect of the character would it be engaging to control? How does the character react? Does the character have free will? Next, brainstorm features for your imaginary controller. What will it look like? What could each button do? Remember, this is “blue sky,” so the buttons can do crazy things. Have fun with this! Come up with as many ideas as you can.

(Fullerton, 2014, p. 174)

For this exercise, I chose door-to-door salesman and tested out three of the brainstorming methods listed in Game Design Workshop (2014) – “Cut It Up” (an exercise where you cut up photos and words and match them together to form ideas), mind mapping, and writing ideas in a stream of consciousness style.

Method 1: Cut It Up

This was my first stop on the brainstorming tour. I clipped various screenshots from images and articles online, some related to door-to-door sales and some just random. I pasted them all into a digital sketchbook page with an unlimited canvas and moved the clippings around, letting ideas come from the associations between the images and text-based screen captures. The yellow text in the screenshots below are my annotations of the ideas that came up while I was working. Door-to-door therapy or romantic advice were some key ideas that surfaced.

Method 2: Mind Map

From the Cut It Up exercise above, I moved on to the mind map exercise, running with the idea of a door-to-door salesman who sells therapy services right at your door. The mind map allowed me to play with and expand some of the ideas that I liked from the first exercise.

Method 3: Stream of Consciousness

I then further explored the idea with ten minutes of stream-of-consciousness writing to see what ideas came. This method of brainstorming brought me a lot of backstory ideas for the character.

The process of these three brainstorming methods sketched out the bones of an idea where you learn sales and pricing strategies by moving a highly loveable ex-circus-performer/balloon artist through a new entrepreneurial venture as a door-to-door cheer-up therapist, which the performer had to start when a global pandemic stopped him from doing his usual work at large gatherings.

Exercise 6.5: Exquisite Corpse

This version of the game is played with words. Everyone writes an article and an adjective on a piece of paper, then folds it to conceal the words and passes it to their neighbor. Now everyone writes a noun on the paper they are holding, folds it again to conceal their word, and passes it to their neighbor. Repeat with a verb; repeat with another article and adjective; finally, repeat with a noun. Everyone unfolds their papers and reads the poems they are holding aloud. One of the first poems written this way was: “The exquisite corpse shall drink the new wine,” which is how the game gets its name.

(Fullterton, 2014, p. 180)

Since I’m working alone on this project, I tried two solo approaches to this exercise. For the first approach, I got my adjectives, nouns, and verbs from a random word generator and just put them into a spreadsheet in that random order. Then I looked for interesting combinations that could inspire game ideas. The best one? “The deranged equipment records the outrageous village.” There’s a lot of fuel for a twisty, spooky narrative in that statement.

For the second approach, I came up with my own lists of design-oriented words since I knew I wanted to make a game related to graphic design. Once the lists were complete, I randomized them and looked for interesting combinations. In this set, my favourite was “The colourful colour palette does inspire the inspired client.” The sentence structure is ridiculous and I could see it inspiring some absurd over-the-top game ideas where you have to do silly challenges to “inspire your inspired client”.

Exercise 6.6: Do It

Now it is time to brainstorm your own idea. Get a potential team together—either in class or a group of friends who are interested in working on a game with you. If you cannot get a group together, do it on your own. As you did in Exercise 6.4, in the blue-sky brainstorm, state an interesting challenge for your game, set up a whiteboard or a sheet of butcher paper, and use the techniques previously discussed to generate 100 ideas related to your challenge in 60 minutes. This might sound like a lot, but if you can keep the energy level up, you can do it!

(Fullerton, 2014, p. 181)

Again for this exercise I experimented with some of the different brainstorming techniques described in Game Design Workshop (2014).

Method 1: Mind Map

Ideally, I wanted to explore game ideas in the realm of graphic design, so I started with a simple mind map to discover various related ideas I could explore.

Once the mind map was complete, I went through with a pink marker and put a start next to any element that seemed like it could lead to interesting game ideas.

Method 2: Research

I noticed that the “Creative Process” section got the most stars of any aspect of graphic design I mapped, so I figured I’d see if some additional research could spark any ideas. I found myself interested in ideation and creative block, so I dove into a study on techniques to resolve creative block (Barrios & Singer, 1981) and a dissertation from Lillian Hemingway Gallay (2013), which included an extensive literature review on creative block research. From there, I found a paper on rumination, procrastination, and creative thinking (Cohen & Ferrari, 2010), which argued that 1. reflective rumination (where one rehearses information and runs through ideas related to a creative problem) was helpful to creativity while brooding rumination (based in low self-confidence and rigid thinking) was not helpful, and 2. procrastination is actually helpful to the creative process as well. (I’ve spent the past 15 years in a creative career lamenting my “bad procrastination habit” so this particular finding had me literally laughing out loud.)

Method 3: List

For my final method, I just aimed to generate the list of 100 ideas based around the loosely defined challenge of designing a game that teaches players something about graphic design or creativity. Here, both the research and mind map came in handy – I regularly found myself staring at my graphic design mind map to find areas I hadn’t explored yet for ideas. Overall, the process probably took 2-3 hours, but I did manage to generate a list of 100 ideas.

Get ready to scroll!

  1. Game where you fix the margins on designs and get points for making balanced designs (like the kerning game, you get a percentage score) – develops your eye for spacing and layout
  2. Platformer where you run through various eras of design history to learn about typography
  3. A game that interrupts you with prompts to write down ideas about your creative project
  4. Platformer with a creative career narrative, role model character
  5. Walking game that uses pedometer data to unfold a narrative about creative career
  6. Walking game where you connect socially to talk about ideas for creative projects. You have to walk to be connected with other artists who are also walking and thinking about ideas.
  7. Text-based adventure game, chatbot type game, where you have to work through challenging design client situations
  8. Shooting gallery type game where you have to shoot letters from the correct typeface to win (i.e. shoot all letters that are Avenir, don’t shoot letters that are Futura – to help you improve your eye for details in design and your knowledge of fonts)
  9. Shoot your creative doubts game – AR game where you pop bubbles that represent your creative doubts
  10. Feed the creative gremlins – Throw donuts or some other food into the mouth of a creative gremlin, feed it to get ideas when you’re stuck on a project. Partway through the game, prompts pop up to get you to think about your creative process, your project, etc etc, encouraging reflective rumination.
  11. Throw ideas in the garbage – AR game where you throw crumpled paper into the garbage as you generate ideas. First you have to write out a bunch of ideas and then you can throw them in the garbage? That makes no sense haha.
  12. First person AR shooter where you shoot monsters coming at you, monsters have negative self-talk / imposter-syndrome speech bubbles, blast their speech bubbles
  13. Fix the colour palette game where you have to identify what colour in a palette is throwing off the mix, what colour is not communicating the right message, what colour is making a palette not analogous, etc.
  14. A game with letterforms you have to move and slide around to create cool art?
  15. Oh the circle jumper game but you have to jump to avoid the wrong typeface – for example, jump to/from Avenir and avoid Futura. Oh I like that. To teach you to notice the differences between typefaces and generally just improve your eye and notice detail in design elements.
  16. Game where you have to draw letterforms and try to get them to accurately follow an actual letterform from a typeface
  17. Game where you match a letterform to a font
  18. Game where you have to edit layouts to improve one of the principles of design (i.e. edit to improve the sense of balance, edit to improve the sense of visual hierarchy, edit to add a sense of repetition)
  19. Comic Sans game idea except make the narrative more about racism, sexism, ableism, and oppression in the world of design
  20. AR face game where you have to eat letterforms from certain fonts
  21. AR face game where you have to eat colours from the right palette or a specific shade of green while avoiding other greens, etc
  22. AR face game where you have to eat a specific colour but based on just a simple text description of that colour (i.e. “Muted warm blue” or “Subtle desaturated raspberry”
  23. Game where you take designs with too many things adding visual interest and remove things until it looks good
  24. AR Feed the designer – throw inspiration items at a designer (sketchbook, healthy foods, music, devices, pencils and pens, magazines, flowers) and the game gives you prompts asking about your creative projects, encouarging reflective rumination. Maybe the game gives you random images and asks you how this could relate to your project. “How does this relate?” – To encourage lateral thinking, metaphorical thinking, random inspiration. Or maybe every time you get a “basket”, you get a “random gift” and are asked how it relates to your project.
  25. Space invaders style game except the ships are letterforms
  26. Pong style game with a narrative about client management (a design bouncing back and forth between client and designer)
  27. Typing game where you have to type positive words
  28. Typing game where you have to type technical design terms to learn them
  29. Typing game where you have to type code strings to improve your ability to type code quickly (lots of code punctuation marks)
  30. Mouse skills practice game where you have to trace shapes with your mouse
  31. Adobe shortcuts game where you have to learn common Adobe shortcuts to get your character to do things or unlock doors (CMD + 2, CMD + G, etc etc). Maybe there’s a sign that says “Group!” and then you have to know that it’s CMD + G. Maybe it’s a self-scrolling platformer where you have to hit the right key combination to get your character to jump but you’re only told what Photoshop or Illustrator or InDesign action it is, not what the actual keys are (after you learn them in the game).
  32. Dot to dot letterforms game, trace from dot to dot to reveal the letter and then guess what typeface it’s from
  33. Match 3 game with colour palettes – match analogous colours for one effect, match complementary colours for another affect
  34. Pair matching game with letterforms
  35. Match 3 game with letterforms/fonts – you have to match 3 letterforms from the same typeface. Game starts out easy with letterforms from very different typefaces and then becomes more and more challenging as the typefaces become more similar (i.e. a script and a serif would be easy but two serifs would be difficult)
  36. Information architecture game where you organize pages or products into categories
  37. Information architecture shooting gallery game where you shoot things that fit into a particular category
  38. Point and click game where you have to explore a designer’s studio to solve a mystery
  39. Point and click escape game where you have to solve a design problem before you’re allowed to leave your studio and enjoy a weekend off (teaches about creative process?)
  40. Spot the difference game where you have to spot the difference between two layouts or two designs – teaching eye for detail in design (could be logos and letterforms as well). You have to identify what’s different and how it’s different. At higher levels it could be a subtle change in the curve of a letterform or a slight difference in the colour of one element.
  41. Spot the difference game with the narrative of a design student learning design, could introduce some design principles between challenges
  42. Design super hero flies through the world fixing ugly designs, platformer
  43. Design budgeting game where you have to figure out how much to charge for a design. You get to actually “make” the design (for fun) and then you win/lose based on whether you quoted the right amount based on size of client, scope of work, expenses, etc.
  44. Platformer with a narrative about the creative process, fighting off impostor syndrome demons, going into the depths of hell, etc etc
  45. Shooter where you have to blast your way out of a metaphorical creative block
  46. Shooter where you have to blast things to make them colour coordinated with the environment
  47. Platformer where you have to blast things to make them colour coordinated with the environment
  48. Platformer where you’re running your way through a web layout and you have to shoot things and bump things to make them align nicely, change fonts, change colours, add buttons and calls to action, change icons to appropriate icons, etc
  49. Text adventure game where you explore responding to a friend’s creative ideas, learn different ways to give feedback and support to artists
  50. “How to date an artist” – text adventure game following conversation between artist and partner
  51. Giving advice to yourself – text adventure game where you play a character having a conversation with him/herself over text message, theme around negative self-talk and impostor syndrome in the creative process
  52. Build towers out of letterforms and don’t let them fall over
  53. Build a ladder with letterforms so you can crawl out of creative block hell
  54. Guess the font – close up zoomed in image of a letterform
  55. Guess the font – pictures of magazine or web layouts
  56. Coloured shapes fly at you and you have to dodge the ones that aren’t in your colour palette
  57. Letterforms fly at you and you have to dodge the ones that aren’t in your typeface
  58. Jigsaw puzzle of magazine or web layouts
  59. Jigsaw puzzle where you see a web layout and then have to put it back together without seeing the picture or knowing what order things were in, learn about structuring content in web layouts
  60. CSS game where you have to change the type styling, margins, and padding of something by typing CSS in order to solve a puzzle or make a shape fit with the layout
  61. CSS game where you have to make a shape match an existing shape on screen by changing the CSS or make a chunk of text match an existing chunk of text by changing the CSS styling
  62. Photography game where you move lights around to learn how to light a photo shoot in 3D space
  63. Colouring book game where you have to colour in shapes with a certain type of colour palette
  64. Falling game where you fall into the depths of your own creative despair and then climb/jump your way back out
  65. Racing game where you’re an idea travelling down a synapse in a designer’s brain and you must get to your destination before the client shows up for the meeting
  66. Lorem ipsum typing game
  67. Walk around a magazine or web layout and find clues that tell you where to go next, learn web and UI/UX vocabulary (Ex. “Go to the accordion”) – Top down view of the character
  68. Try to keep your character from burning all of their own ideas
  69. Generate 100 ideas and then walk through an environment and shoot all of them
  70. Colour composition game – guess what primary colours make up a colour
  71. Colour composition game – guess what HSL values a colour has, or CMYK/RGB
  72. Colour adjustment game – edit colours based on a text-based prompt (“Make this colour slightly desaturated and more green”)
  73. “This is messy” – layout adjustment game. See web/magazine/ad layouts and adjust to make them less messy. Remove drop shadows, fix stretched images, fix pixellated images, move things to line them up, reduce/add typefaces.
  74. The Sims type game but for artists where the meters include inspiration, creative production, social time, professional work, physical activity, etc, and you grow their creative careers
  75. Instagram design influencer where you create IG content and grow your following depending on what you make and how well you keep up with likes/comments/messages
  76. Women in art/design history platformer
  77. Text adventure game where you talk to a person facing oppression in the design industry
  78. Women in art/design history platformer where you move through the eras and are stopped by sexist/racist issues
  79. Guess the artist’s style where you get illustrations of famous artists/designers and you have to guess what kind of clothing/hair they wear
  80. Story of creative block where you wander around and there’s just nothing for a long time and then you find resources but they get stolen/attacked and you eventually have to build your own resources
  81. Get trapped in Photoshop app interface and run around in the interface until you find an escape
  82. Get trapped in iOS and wander around until you find an escape or blast your way out
  83. Get trapped in Instagram and wander around until you find an escape, clues in designers profiles
  84. Music industry design history – run your way through iconic album covers and poster designs, learn about design eras and famous designers
  85. Illustrator tool puzzle game where in each level you have to use an Illustrator tool to escape death (i.e. draw a path with the pen tool, use the width tool to make a line thicker and reach a jump, use the shape builder tool to make a solid platform, use the warp tool to move something out of the way)
  86. Text adventure game where you get pep talks from famous artists and designers
  87. Colour practice game where you see a colour and then it disappears and you have to recreate it using HSB sliders or pick it from a colour picker – practice remembering colours in your minds’ eye, visual skill
  88. Type practice game where you see some styled type and then it disappears and you have to recreate it – type selection, pairing, leading, kerning, alignment, etc
  89. You’re trapped in a colour wheel and you have to solve puzzles to get out and to solve the puzzles you have to know and create various types of colour palettes
  90. Puzzle game where you have to use Photoshop tools to make composite images and solve problems via collaging objects/environments (ex. Photoshop a door into a wall). It has to look convincingly realistic for you to go to the next level.
  91. Mood board game where you swipe through design styles and reference images to make collections that represent various eras or design styles, get a percentage score of how accurate your judgements were
  92. Website/app wireframe platformer
  93. Game where you’re a creative idea and there’s a designer always trying to attack you and/or change you and you’re trying to escape because it’s scary when you get attacked but you keep getting bigger and end up being cool at the end
  94. Scribble game where you have to quickly choose a colour and scribble vigorously to colour in a shape before the timer is up
  95. CSS game where you solve puzzles by using CSS transforms to move your character around, change their shape, etc
  96. Drawing game where you fix proportions/perspective in images that are poorly drawn, or at least identify the issues
  97. Microsoft Office nightmare game where you’re a designer and you get trapped in MS Excel and Word at a client meeting and have to explore the interface to find a way out.
  98. The price is right type of game but for design project budgets, get points and win for guessing reasonable design budgets for various projects
  99. Text-based narrative game where you have to problem solve creative block by trying various methods of generating ideas and see what happens to your character. You type in your ideas (like “mind map” and see what happens.)
  100. Packaging game where you have to solve packaging shape problems, create the right size boxes, figure out how it will glue together, etc

Exercise 6.7: Describe Your Game

In one or two paragraphs, describe the essence of your game idea. Try to capture what makes it interesting to you and how the basic gameplay will work. State your “X”—both razor and slogan—as a part of your game description.

(Fullerton, 2014, p. 188)

Title

Lost Letterforms

Razor

A narrative-based adventure game where players use their eye for design to reassemble well-loved fonts by collecting their scattered letterforms.

Slogan

Is it Futura or is it… Comic Sans? Test your eye for design in this thrilling typographic game

Description

Uh oh! There’s been a catastrophic meltdown in Lacey’s computer and her fontbook has exploded! Rogue letterforms from all of her favourite fonts have been scattered across her hard drive, and data-handlers Greg and Gary must frantically search for all of the letterforms inside her computer so they can put her fonts back together before she comes back to do more design work.

In each level of this top-down adventure game, players are tasked with reassembling a particular font. They must explore the digital environment to pick up the correct letterforms while avoiding any letterforms that come from a different font. The game will help players improve their eye for details in a design by requiring them to really look at the letterforms they come across. Is Avenir a script or a serif? How thick are the stems on Bodoni? Is this what Futura’s “S” looks like? Along the way, players will also find old posters, business cards, and websites Lacey has designed and can use them as a reference point for the fonts and how they can be used in design projects.

Exercise 6.9: Feature Design Exercise, Part 1

Think of a feature you would like to see added to one of your favorite games. I am sure you have plenty of ideas on this one. It does not matter how far-fetched or technically difficult the idea is at first because you are not going to actually build it. Rather you are going to illustrate how it works using storyboards and words.

(Fullerton, 2014, p. 193)

Feature: The Log Book and Design Reference Files

In addition to collecting letterforms from a font, players can also collect design reference files while searching through the different environments on the hard drive. The reference files are posters, business cards, and websites that Lacey has designed, and when a player finds one, it gets added to their log book where they can refer back to it at any time to double-check what various letterforms in the font might look like. For example, say the player finds an “S” when they’re trying to put the font Futura back together. The player might wonder, is this particular “S” too curvy to be Futura? They can open up their log book to see their collected reference files and check if any of the documents using Futura have an S on them they can compare with the letterform they’ve found. The design reference files will also come with some lore information about the typeface, like notes on why Lacey chose that particular font for her design.

Exercise 6.10: Feature Design Exercise, Part 2

Create a visual storyboard stepping through the use of the feature idea you came up with for Exercise 6.9. Assemble the storyboard so that it tells a visual story of a player successfully playing the game. For example, the storyboard for Karaoke Revolution World Party could show all of the interfaces as if a player starts as a beginner and moves all the way to winning a prize. Present your idea to an appropriate group of people for critique, such as classmates or a game design club.

(Fullerton, 2014, p. 198)

Exercise 6.1: Below the Surface

Take the subject of the last book or news article you read and think of its systematic aspects. Are there objectives? Rules? Procedures? Resources? Conflict? Skills to be learned? Make a list of the systematic elements of the subject or activity. Do this several times per week with different types of activities or hobbies.

(Fullerton, 2014, p. 170)

Book: Show Your Work

Show Your Work by Austin Kleon is a book intended to help artists and other creative professionals grow their careers by networking, sharing their work, and improving their creative process.

Systematic Aspects

Objectives – Grow your creative career

Rules – You must be authentic to yourself. You can’t conjure money from thin air, must instead earn it by doing professional work. You also can’t conjure an audience for your work or a professional network, must develop it by creating and sharing work.

Procedures – Make a lot of creative work and share it regularly and often with other people in the world. Network to find a community. Make money from your work. Seek our criticism of your work.

Resources – Time, creative energy / inspiration, number of people in your network

Conflict – Limited time, limited network, personal fears

Skills to be learned – Emotional management, time management, creative process

Bread Recipe

I recently made bread from scratch following a new knead-free recipe.

Systematic Aspects

Objectives – Make a delicious loaf of bread from scratch

Rules – You must purchase your own ingredients. You cannot use pre-made bread. You must use the appliances and tools available in your own home.

Procedures – Mix dry ingredients, mix wet ingredients, let dough rise for 12-18 hours, form into a ball, put in pan, bake in a hot oven.

Resources – Bread ingredients, kitchen tools (mixing bowls, oven, timer, etc), time, physical effort and mental attention, time

Conflict – Paying attention to instructions, limited time to wait for the dough to rise, uncertainty over whether it will turn out or taste good

Skills to be learned – Purchasing and mixing ingredients, waiting for bread dough to rise, cutting fresh bread

Using the Memex

I recently learned about the Memex machine in the other course I’m taking (ETEC 540: Text Technologies). It’s an early vision of hypertext and hypermedia that Vannevar Bush (1945) described in a 1945 article “As We May Think.”

Systematic Aspects

Objectives – Store and quickly access a variety of linked pieces of information

Rules – You can only input information using the Memex photographic equipment. You cannot type information into the machine. You must stick to a limited number of link slots available on each piece of information. You must use the Memex controls to find information.

Procedures – Sit at the Memex desk, use the controls to access information, use the built-in photographic equipment to store more information, create links between the pieces of information.

Resources – Photography chemicals, film, electricity, physical energy, cognitive energy

Conflict – Information can only be accessed on the Memex machine and information can only be input using the photographic equipment

Skills to be learned – Memex procedures, using photographic equipment to scan documents, a new way of thinking about information (associative and reader-defined organization of information was very different for 1945)

References

Barrios, M. V., & Singer, J. L. (1981). The treatment of creative blocks: A comparison of waking imagery, hypnotic dream, and rational discussion techniques. Imagination, Cognition and Personality, 1(1), 89-109. https://doi.org/10.2190/69G4-6YCM-N11H-EEEW

Bush, V. (1945). As we may think. The Atlantic Monthly, 176(1), 101-108.

Cohen, J. R., & Ferrari, J. R. (2010). Take some time to think this over: The relation between rumination, indecision, and creativity. Creativity Research Journal, 22(1), 68-73. https://doi.org/10.1080/10400410903579601

Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games, NY: Taylor & Francis (CRS Press)

Gallay, L. H. (2013). Understanding and treating creative block in professional artists.

Kleon, A. (2014). Show your work: 10 ways to share your creativity and get discovered. Workman Publishing Company.

Categories
Uncategorized

Task 6: An Emoji Story – Story Reveal!

These emojis represent the title and plot description for the Playstation game The Last of Us. In this story, a fungal infection causes humans to turn into zombie-like creatures, kicking off the implosion of civilization. The story starts with Joel, his brother, and his daughter trying to escape their city at the beginning of the outbreak. Just as they are about to find freedom, a military guard shoots Joel’s daughter. Twenty years later, he’s asked to smuggle a teenaged girl (about the same age as his daughter) to a hospital. He learns she’s been infected with the fungus but hasn’t turned into a zombie-like creature, and when they arrive at the hospital he then also learns that the doctors must cut the fungus out of her brain and kill her to reverse engineer a cure. Joel steps in and murders the doctors, takes the unconscious girl, and escapes the hospital.

The Title

The Plot