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Pages and Files
1. Uncover Mannahatta
2. Beneath Your Toes
4. 24,000 Steps
5. Walking Shorelines
A1. Historical Research
A2. ANT Mapping
A2B. Written Proposals
A3. Primary Research
A4. Design Proposal
Partnership Meeting 3.30.12
Prototyping on site
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A3. Primary Research
Putting data on a map can open new spaces for action, and new options for intervention, as the often-unseen shapes and forms of life in the city becomes visible. Design, here, is less like a tool and more like a language, a practice that shapes the outcomes and understandings of the things we do. It is not simply an aesthetic prejudice. The ways in which we present ideas and information can sometimes be even more important than the material itself, for better, or more commonly, for worse. The words and pictures we choose make a difference to the way people, including us, imagine their own possibilities of responding to what we say and do.
--Spatial Information Design Lab
Proposal refinement & on-site research initiation:
Considering your concept proposal and in-class feedback, identify 10 steps you need to take to accomplish your research goals. Consider the reading from
and consider creative ways to conduct research on-site, eg. visual anthropology, interviews, observations, sound recordings, performance, etc.
Begin these steps this week. Presentations of research and concept development to date on March 8th in class.
Consider the formal properties of your research, eg. what form will it take? short video, map, blog? Please note: The content, as well as the formal qualities, will be considered. We will share the outcomes with other academic partners.
Teams are welcome and encouraged. Presentations on March 8th in class.
Please upload proposals as presented in class.
1. Radhika Unnikrishnan &
Soundscape of Bowling Green: Primary Audio Research
2. Janice Rudan &
Resident & Tourist video Interviews
Interview w/ Josh (Game Designer from ID Software and Vigil Games)
I’m exploring Gamification as a way to engage audience participation in design. I want to ask you a few questions to gain a little bit of perspective on designing games. What are some of the most important components of game design?
Fun. You can’t really have a game or audience if it’s not fun.
Games need to be somewhat challenging to give you a mental workout.
When you add certain elements like a puzzle, solving a mystery, competition “you vs. another”, provide strategies to win, keeps things interesting.
What do you like to play?
Story Driven games… competitive games like chess. It’s a battle of wit and a mental challenge. It’s the Olympics in your brain.
What are some considerations when building a game?
Know your audience. There are four types of gamers:
01. non-gamers are most likely your mom, grandma and grandpa.
02. fringe gamers are the largest percentile and most profitable. If you develop ‘fringe games’ you’ll be a millionaire. It yields roughly $1 million yearly. Bejeweled and Farmville are fringe games.
03. Normal/Casual gamers are computer or console gamers. They buy trendy or popular games once a year.
04. Hardcore gamers make up 5% of the market but spend the most money. If you develop a game they love, they will keep giving you money. They play it religiously. Everquest and WOW are the two main examples.
Is there any other information about games you would like to add?
Yes. You can also build games where the objective is purely for entertainment. Sandbox games keep going because it doesn’t have an end. They’re unlike any other games… where you get to the final level, beat the game, you’ve won and that’s it. Legos is a sandbox game.
Identifying the Lenape Values and Readings of Folklore
Links to Lenape Readings:
3. Yue Chen
4. Lindsay Taylor- Finding Shorelines and Walking Shoreline
5. Elisabetta Distefano &
bowling green presentation.pdf
7. Heba Elmasry -- Landfill/Shoreline
help on how to format text
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