Park Talk Final Iteration – “Make Your Mark”

Final Stretch . . . Park-talk final iteration was conducted at SVA Interaction Design studio Friday @ 1pm.  A personalized profile drawn Badges were made to represent each student from the class of 2015.  Each badge was laid out with a hand-drawn caricature, an unfinished prompt eliciting individual’s activity to be written in upon deciding the location to leave their mark within the studio.

Our approach was basically to create an analog opinion/poll/choice/input that gets placed AT the location rather than on a map, and by “locals” of the studio.

The result– students reacted favorably to the prototype because it’s amusing to see the range of commentary – some comments are practical, others are inside-jokes/humorous that would be understood within the local community that inhabited the 3rd floor of Interaction Design program at 136 W. 21st NY, NY.

Our final prototype elicited a sense of whimsy  and playfulness prompted by the design but really only actualized and the story to come in full fruition based on the participation by the community themselves. The collected identities left at each location expressed the various “personalities” to come through the studio, giving a sense of “aliveness” and a sense of belonging and/or community to the locals inhabitant.  The markers left by the “locals” were a co-creation that we could not have imagined by pure design alone.

Here are the results of the outcome of the prototype which is grouped by similar location:

North Classroom/Breakout Rooms

classroom

Kitchen/Dining Area

Kitchen

Lounge Area

LOUNGE area

Student Lab

student lab area

Men’s Loo

mens loo

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Week 13 News

Class Recap

This week, class began with each group presenting their Calvino design fiction. Then Michael walked us through some examples of design deliverables and gave us a tour of ESI. Finally, each group shared and got feedback on their slide outlines.

Assignment

Each group completes a final iteration that represents the culmination of their idea and post documentation by Sunday. Please focus on the prototype this week, since the final presentation will not be due until the week after next. File your documentation under the Final project – final prototype category.

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Team MALM – Tin Cans in Euphemia

Here is a quote from Calvino’s description of Euphemia, page 36. We’ve inserted our concept in bold:

You do not come to Euphemia only to buy and sell, but also because at night, by the fires all around the market, seated on sacks or barrels or stretched out on piles of carpets, at each word that one man

sees on his tin can

— such as “wolf,” “sister,” “hidden treasure,” “battle,” “scabies,” “lovers” — the others tell, each one, his tale of wolves, sisters, treasures, scabies, lovers, battles…

through his tin can, among the endless network of strings, under the starry night sky…

…And you know that in the long journey ahead of you. when to keep awake against the camel’s swaying or the junk’s rocking. you start summoning up your memories one by one, your wolf will have become another wolf, your sister a different sister, your battle other battles, on your return from Euphemia, the city where memory is traded at every solstice and at every equinox.

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Team Tapper: Barcade in the city of Perinthia (Invisible Cities)

In the final planning stages of the city of Perinthia, in the center point of the city, the stars and the moon are projected onto the roads to bring the people together at the town square.

The astronomers’ hopes are to provide a home all cultures and nationalities.

At this big open space, there are long tables for people to congregate and socialize. A map of the city of stars is projected onto the tabletops for the people to talk over and about.

They embrace their various different backgrounds and gain interests in each other. Rich stories are overheard every night.

When they part ways, each leave behind a token of their culture and once in their respected homes they are able to share their memories which is displayed on the surrounding square for all to see.

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Team Flux: Armilla

Photo Jul 26, 4 22 11 PM
 
Abandoned before or after it was inhabited, Armilla cannot be called deserted. At any hour, raising your eyes among the pipes, you are likely to glimpse a young woman, or many young women, slender, not tall of stature, luxuriating in the bathtubs or arching their backs under the showers suspended in the void, washing or drying or perfuming themselves, or combing their long hair at a mirror. In the sun, the threads of water fanning from the showers glisten, the jets of the taps, the spurts, the splashes, the sponges’ suds.
 

A naiad rises from a bathing pool, glistening with water droplets. Her dusky eyes sweep the scene, dazzled by the ever-changing water surfaces all around. She leaps effortlessly across a steep drop from the pool to a small shower platform. A cascade of drops fall to the dry earth far below.

 

She eases her way through another fluid curtain, light and water intermingling in the blinding heights. She sees a walkway up ahead cast in bright sun and walks along it. Her skin dries slightly as she moves forward toward a wide, cool chamber. As she enters, directly ahead of her she sees that one entire wall of the chamber is made of yet another curtain of water. This one is much stronger and heavier than the others she’s seen before. It is clear that one step into the font would carry her over the edge, so she instead walks up to it and then veers along just behind it.

 

The water is so torrential that it largely obscures the bright sunlight to which she and her sisters are accustomed. As she walks along the water wall it gives way here and there to streams of bright, warming light. The interplay between the stretches of cool shade and the extravagant warmth and brightness of the light channels is refreshing and sensual after so much time spent among the glare and vibrance of the waters of Armilla. Our naiad knows that when she needs a respite she’ll return to the chamber once more and luxuriate in the cooling, calming shadows cast by the wall of water.

 

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Team ParkTalk in the city of Tamara

The city of Tamara is filled with images of things that mean other things. You can meander through the city and experience its bustling marketplaces nestled amongst its grand architecture. You can never visit the city once. It has an enigmatic charm. Like a great book, it beckons you come back again and again to discover something new each time.

Within this great city, you can find Tamara Square Park. It is an urban fantastical and forest-like park which, like a chameleon, changes its mood and nature based on the eclectic beings that temporarily inhabit its space. The park hosts entertainment and escapism that attracts all walks of life, including both regulars and newcomers. As you walk through the park, you’ll see various iconography that depict the chosen favorite locations and activities of the park’s regular visitors. The signs are intentionally in a specific language/code created by locals/regulars. The same symbols and icons hold a separate, wayfinding interpretation for newcomers. Both categories of individuals are a necessary ingredient to contribute to the energy and liveliness of the park. In this manner, the local and tourists coexist in a harmonious and symbiotic relationship.

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Team Jared: Invisible Cities

“Zora, a city that no one, having seen it, can forget.”

The ephemeral city of Zora is tied to our memories. Our senses feel the sounds, the patterns, and the imagery of the city. We pass by and see these things and connect to what is meaningful within Zora. It’s locals, history, establishments, and particular quirks. We access information through these aspects. Point to point. Place to place.

Continue reading

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Week 12 News

Class Recap

Michael showed us some mock ups he’s been working on covering a broad range of design process phases in public spaces. Aastha, Matt, Melody and Nga delivered tech presentations. Finally, each group give an update about their latest iteration and showed their user experience diagrams.

Announcements

  • Next week’s class at ESI – here’s the address:
    • ESI Design
      111 5th Avenue 12th floor
      New York, NY 10003
  • Shared Dropbox folder for tech reports – Want access to people’s tech report slides for thesis reference and/or further edification? Sneha had the lovely idea of creating a shared folder in Dropbox. Visit the tech reports folder and please add your slides to our growing library!
  • Playtests next Saturday – The folks at ESI are showcasing their new gaming theater in a playable (but still private) ‘beta’ state through a series of 30 minute sessions. Sign up to participate in a session on Saturday, December 6, ongoing from 12–10 PM.

Assignments

  1. Invisible Cities (due Sun, 11/30) – Each group re-craft their design for one of the worlds created in Italo Calvino’s Invisible Cities. Please post under the Final Project – Invisible Cities Category. As a reminder for how to add your post to a category, I’ve included a screenshot below.
  2. Compile final presentation outline (due in class Mon, 12/1) – Print a draft of your final presentation slides for next class. While you don’t need to fill in the exact content just yet, you should include the core components of your presentation — things like title page, creation myth and user flow diagram. Be sure to have each component printed on a separate piece of paper so we can pin them up and reorder them.

Reminder – How to Post

When you create a new blog post, check the “Final Project – Invisible Cities” category on the right panel before you publish.

Screen Shot 2014-11-25 at 10.27.14 AM

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Team Flux – Week 5

After getting helpful feedback from the classmates and Michael, this week our team worked on prototyping the structure and also going back to the space to find out where we can place it and how we can make the structure more interactive and purposeful.

Prototype

Following Jeff’s group feedback, we were thinking an approach might be to make around 10 small units, each with a sheet of mylar and light source. We could make little pools of light, and place them through the space (or prob one end of the space) to make a kind of light pathway and we could try different configurations to see what’s most interesting to people.

We tried a couple of things – the triangle form looks nice, and we could build with proper materials, but the mylar doesn’t wave very naturally (though there was no wind to test with so maybe shaking it was misleading). We also tried cutting the mylar so it flapped more. Lastly we tried a hanging ball, with a light beneath. We will continue to explore the form of  the construction.

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Back to North End Way

We also went back to the North End Way on Sunday night around 5:15pm 6:15pm and observed where the opportunities could be to make our prototype more engaging.

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Surroundings businesses: We observed the surrounding stores and businesses during the dark and categorized them to food related business, stores, entertainment. The food related businesses were open until 9pm or later and movie theatre was open until later, which generated foot traffic. However, the stores closed earlier.

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Movie goers: Around 5:28pm, large crowd of movie goers left the theatre in various direction. We could possibly use these crowd to generate interest to our structure, since there is regular movie time during the night.

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Popular Area: There were consistently lots of people around Shake Shack, creating more noise on the north end of the walkway.

northendway_diagram-04

 

Walking Patterns/pathway: People generally walked to their right side of the walkway and tend to look towards to restaurant sitting area. How can we change the behavior of the people walking through this area?

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Other interesting note: There were surprisingly many people walking with strollers or children on a Sunday night. It could be the soccer game next to the area, but children might be a great way to entice the adult as well.

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Potential Location: Most of the area is made of glass, but there are some small wall space across from the restaurant area that could be a great place to put our installation.

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Team ParkTalk – DHNS

 

 

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Concept:
Crowd sourced prompts (learned through previous prototypes) for a life size dice (as previously discuss in our brainstorm session and what resonated when shared with Melody and Amy) for users to discover activities and locations of WSP. Also, we chose to do something slightly different and with knowledge/data learned from previous experiments.
Materials/components:
WSP big foam core map + 20″x20″ cube with prompts on each side
6 prompts total with one being left empty so that we were able to change it out based on what was happening at the park
Temperature: 
Date/Time: Sunday Nov 23rd @ 12:40
Launched for 30 mins.
3 locations: West of Fountain 10 min, North of Fountain10 min, Plaza East of WSP 20 mins
Reception
Very few people were engaged in the prototype
A few ppl stopped to look at the prototype but no engagement.
Less children engaged today overall
Only one lady stopped by to engage in prototype but she ended up writing on the board to indicate where the pigeon guy is located on the map
Today, there were many activities happening in the park, therefore possibly competing attention with our prototype
Live Piano player
Lady creating huge bubbles (had huge kids engagement)
Fake pigeons by the North of WSP by the Arch
Live pigeons by the plaza towards the East side of the park
Brand Trio on the South side of the park
Our intentions:
We had intended for the prototype to be a way for park-goers to discover new activities or parts of the park.
The board set up was on the ground verse eye level this time. We also made sure to observe from afar. At a few times we engaged flipping the cube to help cause traction in interest of the prototype which  still led to no response.
Our Takeaways & questions going forward
  • A drawn ‘How to’ example could have been helpful for today’s prototype.
  • Dice should have possibly looked like a real dice. Our dice prototype looked almost like just a big craft box.
  • Maybe creating your new path with the dice would be more fun instead of pointing out to just one direction. (Or reward something?)
  • The cube with the prompt . . . not sure if pole knew how to engage with it? Did we need another prompt indicating to “roll the cube”.
  • Was the cube suggestive enough as a dice to have that game aspect
  • Was the set up inviting enough?
  • Were there too many other activities at the park that competed w/our installation?
  • Did we have it at the right location or faced the right way that allowed users to see better and allow easy engagement.
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