Team MALM Week 3

Original goals:

  • Make people feel like kids again
  • Bring people together

Goals for testing:

  • Encourage people to be creative.
  • Make people feel like they’re part of something bigger.

Questions:

  • Will collaborative storytelling facilitate interactions?
  • Will people be imaginative and unafraid to introduce wacky stories?
  • Do strangers strike up conversations based on this intervention?

 

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Analysis:

First we decided to experiment with another way to get at our goal: collaborative storytelling through a public interface. This was delightful, but didn’t gain traction as quickly as we would have liked. We ultimately decided to focus on another iteration of the tin cans for our field experiment this week.

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Analysis:

 

The time, weather and location of the park installation matters. We had set ours up early on a cold Saturday morning, so while there was some foot traffic, there wasn’t a big crowd.

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The setup of our tin cans succeeded in capturing the attention of people passing by, who stopped to read the sign or take pictures. While several people were entertained and took photos of the setup, a handful of about 6-7 people actually tried to engage with it in the cold morning weather.

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At the time we were there, most of the park goers were either alone or with their dog.  This made it difficult for them to try out the cans, which requires interaction between two people.

However, those who saw others interacting with the installation and were curious enough, would walk over and ask to join in.  Again, there was some disbelief and surprise when they realized a tin can telephone could work.

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Team Flux – Week 3

Reiteration of our goals:

Encourage contemplation of nature in an indoor/outdoor urban space by amplifying the presence of nature in the space. Bring more personality to the space via elements of intrigue and interaction. Transform the space to be more welcoming at night.

Our experiment this week:

Our next steps last week were to understand how the effects might work in the space itself and identify the environmental factors (natural light and wind) that will affect the product at night.
We went to North End Way with a medium size sheet of Mylar (approx 6′ x 3′) and a flash light (500 lumens). We learned that there are multiple locations that light can reflect to cause different unique effects; it can reflect off the brick walls on both sides of the building and on the glass windows behind the seats when the shades are pulled down. It can reflect on the walls as well as the floor. The light that is in the space isn’t too overpowering and allows our light source to reflect a large amount of area. The more material we have and the brighter the lights the more space we can cover.

The space is much quieter and darker at night. It’s actually somewhat eerie to walk through the long, quiet corridor. As such, we believe there’s an opportunity to make it more attractive and interactive. Through our experiments we also found that the shimmering light enhances the surroundings by playing with the wind and provide a source of intrigue. Since evening hours are less busy, people have more time to stop and interact with the installation.

Passers-by certainly seemed intrigued, and we’ve had no trouble with security yet!

Using the space:

We’re focusing on two options, one at each end of the passageway.

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Next:
For our next ideation we can discuss through our findings at the space how we want to play with interactions with light. We can test this by setting up a structure in the studio that uses multiple IR sensors connected to multiple lights and as people walk through the studio and pass our space the light that reflects off the material will change. Our device will also be placed near a window to use the wind for naturalistic light effects.
We can test this with both the old material and the new more reflective material. Does being more reflective and more mirror like cause people to want to come up to the device? The higher order thing here is to play with switching between the regular / predicable and the irregular / unpredictable? That could be the mirror concept, or having motion affect the light source – which seems to be the stronger and likely more effective idea at this point. But how we achieve it is unknown – do we want a strip of LEDs, or a moving light, or a stationary light that rotates?

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Team Tapper—Final Project—Week 3

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Series of Goals:

  • Find out what draws people to play games
  • Connect the two worlds of game playing and beer drinking
  • Learn where the games are—wayfinding—awareness of what games are at each location
  • Make the bar more interactive

Take away from the test 2:

  • Bartender gives the coaster first before they serve the beer, so it is hard to match the beer and game through bartender
  • Content on our coaster is too long to read
  • Suggestion from the bartender: make it short and interesting to attract people
  • Suggestion from the bartender: the layout matters, we should try other locations as well, such as St.Marks and Williamsburg
  • Bartender says people play games because there is a connection to their childhood
  • The location and the layout matter, for example, NYU students go to the one in St. Marks often as a group, they enjoy playing game as a group, and some barcade locations are adding more group playing games, fighting games
  • Highlight that ALL of the games are 25 cents
  • Coaster need to have a nice design and brighter color to be noticed

New ideas:

  • Die-cut a quarter holder in all the coasters, so when someone orders a beer they have an incentive to test out an arcade game. We would have instructions on the coaster for a particular game and where it is located in the bar.
  • Breeding competition with groups of friends

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Team Jared–What does IxD look like to you?

We had some scheduling problems, so our group didn’t get a chance to get out to test our concept in the subway system. That said, we spent some time analyzing content and developing a schema for culling images from social media that represent the neighborhoods of these stations. We also researched and agreed on the logistics of displaying imagery we don’t have ownership over.

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TEAM NDHS (Parktalk) Week 3

Original Goals:

  • To create an experience that makes park-goers feel amusement and delight.
  • To create a mixing of regulars, tourists, and those who are wandering through the park, with possibly a focus on those who are just crossing through
  • To invite park visitors/people passing by to feel a sense of belonging

Additional Goals:

  • To encourage people to express themselves freely
  • To engage park visitors to feel ownership for their favorite spot
  • To CrowdSource map of the park  (similar to an analog Foursquare)

Original Parameters:

  • We will not cause annoyances to park goers
  • We will not obstruct anyone’s general path
  • In labeling and identification, we will not stereotype any region of the park
  • We will not create noise that overpowers the general ambiance of the park’s various pockets

 

  1. Take a photo or plan of the location that you are working in and highlight the spaces that you are activating.

 2nd Prototype Installation at SVA IxD floor:

Prompt, Floor plan, and Activity icons (Killing time, Restroom, Socializing, Reading, Solo work, Napping, Class, Eating, On a call)

 

  1. First set up your second iteration at SVA IXD floor let it run for at least 24 hours, ideally 48.

We Installed on Monday, November 3rd, 2014 till Sunday, November 9th. (6 days)

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2. Set it up at the actual location and document

A 64 x 48 in foamcore setup of the Washington Square Park Map (Map is draw on a separate sheet) We’ll have thumbtacks and markers (some with iconography, some blank) to accomodate various levels of engagement and participation. We will keep it unattended, with a prompt that allows the user to read and participate on their own volition. We will keep the map at 3 different locations for 15-20 minutes each.

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3.Write an analysis of your findings

  • 21 location markers
  • 6 Solo work
  • 4 Socializing (3 at SVA IXD, 1 at outside of IXD)
  • 3 Killing time
  • 3 Eating
  • 2 Reading
  • 1 Group work
  • 1 Sleeping
  • 1 On a call

 

  • Women were more participatory than men
  • There might be a need for a reward for more active participation – or a sense of achievement. We will explore this further when we convert our analog prototype into a digital vision.
  • We may need a better way to encourage people to express themselves in a creative way. The previous iteration, when people drew directly on the paper in a “freestyle” mode, they were more graphically expressive, drawing caricatures of themselves, etc. In our current prototype, because we created iconography of various activities, people were more likely to write their name rather than draw anything in the “represent yourself” box. It also resembled a name tag (as a rectangle form).
  • We have to consider what happens when a popular area gets overlapped – How will everyone be visible when we have a higher density (high traffic)? Clusters? Number counts? Data viz?
  • Frequency and change over time (in a day, in a week, in an hour, in a certain season?)
  • We will also incorporate this map into a wayfinding digital vision (where live data and sensors could possibly impact and change a park-goer’s direction by suggestions)
  • We yet don’t know how color plays a role.

 

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Week 9 News

Class recap:

  • Michael announced that next week he’ll be away and we’ll have a guest lecturer who specializes in creating public gaming experiences.
  • Mikey, Amy, Michie, Mini, Jeff and Hanna presented their tech reports.
  • Michael had individual meetings with each group to review project status and create plans for completing projects.

Assignment:

This week you will do your second iteration based on what we talked about in class.

  1. Write a series of goals that you want to understand through your testing. Go back to your original goals and parameters to make sure that they are aligned.
  2. Take a photo or plan of the location that you are working in and highlight the spaces that you are activating.
  3. First set up your second iteration at SVA IXD floor let it run for at least 24 hours, ideally 48.
  4. Set it up at the actual location and document
  5. Write an analysis of your findings

Please post documentation no later than Sunday, 11/9 and file it under the Final project – week 3 category.

Sam W., Sneha, and Sunnie are scheduled to present their tech research reports next week as well.

 

 

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Team NDHS (nga,dami,hanna,sneha)

 

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Prototype 1: PARK TALK: Given the result/finding from the Park Talk prototype we found that different users shared similar responses for their reasons in visiting the WSP.

VISUAL STAMP: Building on from the first prototype we created a similar concept adding a visual map. Provocation “Where is your favorite spot in the Studio?” with a request for the participant to directly mark on the map. We found people liked to identify their favorite spot with a personalized icon/name . . . “personalized icon” of sort.

Define your user (towards final project)

*Primary User: Park goers: Families, Couples, Students, Dog walkers, Tourists, Local Neighbors

Write a creation myth:

There was a porcupine named Pip. He traveled a lot through the neighborhood in the woods, and he was always busy working. He worked by day, and he worked by night, gathering seeds and selling them at the porcupine farmers market. He never mingled with the other porcupines. One day Pip came across a clearing in the woods, which looked really relaxing and inviting. In the center of the clearing, he set down the pile of seeds and basked in the rays of the sunlight. He spent many hours pondering the existence of life and his life so far and when he was finally ready to leave – lo and behold: the seeds had sprouted into plants. He decided that he would walk to this clearing more often to clear his mind, and this would in turn help him continue to be productive.

Define your intervention: as thing, base sense, content delivery (in other words, think of it as an object, something that makes light sound or you touch, and think about how it communicates information)

*Combining our finding/insights from Park Talk + Visual Stamp prototype we created a communication tool that prompts park goers to share their personal POV of specific spots in WSP that is meaningful to them and share that w/others as a visual stamp on the WSP map.

Propose two new interventions Diverge based on your findings and propose two new interventions:

Proposal of 3rd prototype :

We learned from our first prototype why different people came to the park. We can categorize their activities and preferences. For our next prototype we would like to provide visual map of WSP, in addition provide the participants with a loosely created icon inviting park goers to create/place the different park activities such as: music, quiet spot/reading, meeting spot, romantic spot, spectating, dog walking, playground/family time on the map. Simultaneously, as people are participating/placing the icons on the maps we will be updating the way finding for other park goers where each of the activities are happening live with the icons contributed by other park goers. We see the prototype as a living thing created/used by the parkgoers. Note benefits: we are considering that the icons are personalized by the park goers themselves

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Proposal of 4th prototype: Direct Engagement

Setup of two chairs inviting two people to sit and to look deeply into the other person’s face for 15 seconds. Immediately, each participant is asked to write and/or draw one thing about the other person and write/draw what they feel from the experience. The result will be photographed and instagramed as part of a larger installation.

Goal of the prototype: With digital age we are losing the art of direct engagement.

Start thinking about your 6-week development plan

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Team Jared: Myth and other points

Users

We identified three core user experiences of the NYC subway system. We aim to make all of them experts of the space.

Aware

This is the user who has traveled the MTA many, many times. They are well-informed on how to navigate the system. Their experience can be enhanced through the discovery of unique qualities of the neighborhoods they pass through but never visit.

Example: West-coast transplant living in Sunset Park, who works in Midtown and has never been to Jay Street.

Familiar

This user has traveled some of the lines of the MTA, but still gets lost or feels uncertain when navigating to a new place. Their experience can be enhanced by giving them more and more context as to where they are.

Example: Resident of Stonybrook who comes into the city on weekends to hang out with his friends. He knows how to get to Penn Station, but after a night at the bar, he has trouble making it to the Lower East Side.

Exploratory

This user has never visited the city, and is still trying to figure out how to navigate the city while underground. They are easily disoriented, but also want to explore and get around on their own. Their experience can be enhanced by developing comprehension of the subway system.

Example: A couple from South Korea who are staying at the Ace hotel, and want to explore Central Park, the Lower East Side, and Williamsburg. They can identify the grungier, downtown neighborhoods from their favorite film, Cloverfield.

Defining Our Intervention

A multimedia display that resides on the subway platform for both users who are on the platform as well as those users within the subway trains. In order to honestly reflect the dynamic landscape of New York City, we are pulling media content from social media feeds that are geo located. By doing this we can create a non-narrative means of conveying information about place.

Studio Prototype

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New Intervention

Our next steps are to define the borders of our chosen four stations, from there we’ll collect photos that are pulled from social media from within those boundaries (Flickr) and also pull from our own explorations. Once we have the content we will be testing this media within the constraints of our space (subway) in controlled environments (IxD studio), aiming to develop a visual language that evokes a sense of place for each subway stop.

Creation Myth

Why is there such an immense sense of wonder within New York City? The neighborhoods, the shops, the sights, and the people that form all of it. Each place within NYC is distinct making the city a living and changing organism of places.

Imagine that sense of place under city where we travel. The subway.

A  family from Texas are visiting NYC and they’re on the subway looking for to eat NYC food, but have no idea where to go or what to do. As the train stops at Union Square, the family hears from the train that there’s a famous market here. With their interests piqued, they decide to get off and check out the market.

Sitting across from the family is a lady from Brooklyn who really never goes anywhere besides home and work. Suddenly, she see beautiful imagery of Union Square blazed across the station. Taken by the imagery, she decides to get off to see more of what’s going on around this stop.

Standing and holding on to the rail next to the Brooklynite is a young man from Queens, who is looking a little bit confused. Turns out he’s a little bit lost, because he rarely, if ever, comes down to this area of Manhattan, but he wants to check out the skateboarding scene. However, he can’t seem to  remember the name of the place, but does kind of know what it looks like from photos from social media circles. Getting off the stop at Union Square, he heads over to a display showing him photos of the surrounding area from social media sites. This confirms that he’s at the right spot and he leaves the station to see Union Square for himself.

Our subway is made up of points, but New York City is made up of places.

Our subway is now made of places.

6 Week Plan

Week 1 Final Testing, Content Strategy, and Finalize User Journey

Week 2 Content Generation/Gathering and Finalizing Medium

Week 3 First Implementation and Refinement

Week 4 Second Implementation and Refinement

Week 5 Final Implementation and Documentation

Week 6 Create Additional Mock-ups and Finalize Presentation

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Team Tapper Creation Myth + Use, etc.

Our User: The Flatiron Bro
Late 20’s-early 30’s / White collar / Money and time to spend socializing

The Flatiron Bro is a patron of Barcade that uses the space as a place for socializing. He tends to utilize the bar area and tables more than the arcade games. When playing games, they tend to chose the ones with shorter duration and the ability for multiple players. They frequent the bar after work hours and use the space as a meeting ground.

Creation Myth:

Three financial bros walk into Barcade. They are confused by the sight of an 8-year-old boy playing Pac Man at a bar. They walk over to the bartender and look over the drinks menu and decide on a few craft beers. As the bartender pours their drinks, they look around and notice more kids playing the arcade games. Because they are mainly here for the bar, they turn back around and await their drinks, asking each other what all these children are doing at the bar. Their beers arrive and they take their first sip. Slowly, they each feel some tingling in their feet. One finance bro looks to his collegue and sees him slowly transforming into his 8-year-old self. Before he has a chance to react, he himself also changes into his own 8-year-old self. They all race to play X-Men and battle each other with their root beers in tow!

Intervention:

Our intervention is the menu, from our research, we found that, the only time users read the information about the selection of craft beers is when they check the menu. So we designed a pairing menu, with description and image of certain beers matched to arcade games. We imagine when user order a beer they can read the information about the game, which may attract them to play that game.

Testing the Second Prototype:

For our second prototype installed in the IXD studio we decided to bring Barcade to our Thursday night get-together. We wanted to test the assumption that people play games that they have some connection with because of pervious experiences and memories. We chose games our generations might have played growing up: Mario Kart, Tetris, and Lunar Lander…

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We found that people gravitated to the games that they knew and then stayed to play the others. Participants gathered around the games which attracted more users and a community formed around playing and talking about the games. Memories were recounted and tips were shared.  While Tetris had the longest game play we found that it encouraged users to compete for a high score and therefore siloed its user. The other two games were a bit more social.

Two New Interventions:

Highlighting a game everyday at the bar, such as telling them the background story of the game, characters, etc, or instructing people on how to play the game. Displaying the highest score and the individual, in order to attract people to a certain game, especially those games that are unfamiliar.

Way-finding system for the arcade games: There is no list of all the games at the physical location. We want to provide a map with a short description of all the games and point out which games are multi or single players. Our assumption is that people will use it during their waiting times at the bar, which will educate them more about the various games.

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Team Flux – Current Thinking

Defining our user

Our primary users are passers-by and customers for the services inside North End Way (a hotel, a cinema and a number of restaurants). The space is under-utilized at night, and we want to make it a more attractive place to go – with greater personality. In light of this we’re focusing on a non-business audience including tourists, restaurant patrons, hotel guests and movie-goers. What can we do to bring the space to life for them?

Creation myth

One day Narcissus was walking in the woods when Echo, an Oread (mountain nymph) saw him, fell deeply in love, and followed him. Narcissus sensed he was being followed and shouted “Who’s there?”. Echo repeated “Who’s there?”. She eventually revealed her identity and attempted to embrace him. He stepped away and told her to leave him alone. She was heartbroken and spent the rest of her life in lonely glens until nothing but an echo sound remained of her. Nemesis, the goddess of revenge, learned of this story and decided to punish Narcissus. She lured him to a pool where he saw his own reflection. He didn’t realize it was only an image and fell in love with it. He eventually realized that his love could not be addressed and committed suicide.

Defining our intervention: as thing, base sense, content delivery

Reflective objects only become sources of vanity when observed. Our object utilizes and in some ways toys with its own core property – reflectiveness. As it moves, bouncing light becomes fractured and ambient, responding to the elements in the environment. Through the material we manipulate the way light passes through the space.

Two potential new interventions

Mylar has a great organic quality but it’s hard to control when it’s not stretched taut or pinned at corners. Through our experiments we learned that people react well to reflecting and bouncing light in a open space. One way we’ve been able to achieve this effect is through mirrored tiles made out of Mylar that act as pixels/facets.

  • We want to explore ways to both emphasize and undermine the reflective properties of our object in relation to people / observers. By making our object cease to function as a mirror in the presence of people, it compromises on its expected purpose, it becomes a “shy mirror”. This is one avenue for creating playful interactions and engagement, and responding to our creation myth.
  • We want to expand upon the effect our material can create – multiple lights, wider field of reflective material, colors, and projected images could all act in parallel with the elements in the environment to create new and surprising ambient light effects.

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