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UNIT 3

Unit 3 – week 5

In week 5 of the process, I was focusing on refining my enquiry a little bit more while exploring the possibilities, the visual language of the game I was working on, while also articulating not only to myself, but also my classmates, the connections of this project stage to my whole process and studio practice development.

In the game, I was working around the idea of addressing the physical embodiment of reward-driven behaviour in digital space, which is often an outcome of the algorithms and mechanisms of digital platforms. Continuing my previous work and research, I aimed to create a playful, engaging experience that the audience can immerse into while creating a space for reflection. The way to do that could have been the game’s ending and the language used in the games, so I focused on that to create a complete experience.

CURRENT DEVELPMENT

THE GAME
The player starts by setting their starting position in the window on the screen, “curating” their starting position into a square cut-out. They are encouraged to perform (eat the points of the screen) to gain a special reward! The reward is not mentioned, they are not aware what they are playing for, the game offers the motivation through the gamification.

In the game, the player is asked to ”eat the points of social validation” while the time is running out. The player needs to perform, and move to gain points and unlock a “special reward”.A progress bar shows how far the player is from reaching the “special reward”

As the game progresses and the time is running, more points appear and they move faster, encouraging the player to perform more The more points the player gets, the slower the progress bar fills and it can never be fully reached.  The player gives energy, to reach points that will bring nothing. Only to start the whole process again. How long does it take the player to realise the bar can never be filled? 

THE GAME OUTCOME:

There are 6 special “tokens” in the game, when these are eaten, it triggers a screenshot function (without the graphics over it). These screenshots are displayed at the end of the game as a gallery. For now, there is a download button to download the pictures.

FEEDBACK

  • It is an effective way to draw the audience in and get them play, it’s fun and communicates the intention quite well
  • How to refine the games even more? Is there a way to iterate on them to see what that does?
  • How to use the language in the games more effectively?
  • Maybe there is too many things happening /the unreachable progress bar/ – think about keeping it more simple to creating more suggestive experience
  • Try to avoid the semantics that tell away immediately what the game is about, using more neutral language could lead to more personalized and suggestive experience, that is open for interpretation
  • How to put the game and the outcome into a better context? Where does it go?
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Cross Year Studios UNIT 3

Cross Year Studio – Gestaltism

I’ve attended another cross-year studio workshop, this time with Michaela focusing on Gestaltism principles and how we can apply them to our work, and to a collective creation, resulting in producing a printed publication at the end of the workshop. We’ve not only had so much fun, because Michaela is a great person and an inspiring tutor / practitioner, but seeing the World through optics of Gestaltism, focusing on every detail in the space surrounding us was a refreshing, fun and unique way to work. (PS. mine are the light purplish pages after yellow :))

The Gestaltism rule I was working with was the rule of PROXIMITY, which says that things closer to each other appear more related than things farther apart. I took a little twist and added a bit of my own interpretation and exploration, and focused on the rule of proximity when it comes to perspective, and how the perspective we are looking at things from, can affect if the rule is or is not applied. Was a fun experience!

On the example above you can see that when the perspective shifts, the idea of the objects being part of one group/shape (left) breaks when moving just a few steps to the left.

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UNIT 3

Unit 3 – week 4

In my research, I tried to finally narrow down my focus even deeper.

I started researching and jumping between different topics to find a connection to my previous work and a deeper enquiry: how the curation of digital identity reflects to a physical space -> different aspects of digital identity and of course touching social media -> labelling and social media, how we are adjusting our behaviour to fit the label/trend that has been given to us or that we’ve given to use -> And also the behavioural changes -> dopamine loops and reward system loop

Enquiry Update: EXPLORING HOW THE CURATION OF DIGITAL PERSONAS WITH A GOAL (that we sometimes don’t realise) TO ACTIVATE THE REWARD-DRIVEN LOOP REFLECT BACK TO OUR PHYSICAL REALITY

Graphic Design Lenses: Using programming, face recognition and in real-time “activity” to address the topic and to bring reflection / discussion

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Iteration and process:

REFERENCE

Reference I was working with moving further is a project by the studio The Rodina. As a part of the exhibition, the studio created A non-violent exploratory video game addressing the creative labour and extending the visual identity of an exhibition. Players collect labour tokens while their time is mercilessly running out. Landscapes, sounds, and score mechanics reveal the dynamics of a creative worker’s life intertwined with the post-fordist labour performed under the constant pressure of social media and inhumane neoliberal competitiveness. It renders the virtual environment as both liberating and limiting space in which the player can reflect and reimagine the world of work.

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ITERATION AND PROJECT IDEA

In order to create my own interactive space, that is playable, I started experimenting and learning with Java programming, studying different resources, and online tutorials and using the help of AI, I created a playable simple game.

Using my skills, online resources, my previous work and references, I programmed an in-real-time interactive space working on a face-recognition system that addresses how the curation of digital personas with a goal to activate the reward-driven loop reflect back to our physical reality.

Players curate their persona in the digital space to collect social points while their time is running out. Only to start again and again.

Based on my research on how our identities are being shaped through digital spaces. It underscores the often irrational, looped nature of digital spaces we get caught in.

It illustrates how these processes mold our behaviour in pursuit of validation within a constructed digital realm while mirroring back the absurdity of our actions (camera on the right). This creates a perpetual cycle of action and reaction, as we continuously navigate and adapt the both realms – the physical and the digital.

I placed the game on a website, that can be accessed by the audience. This was a first sketch and a roughly created idea that I will be developing and shaping further, however I feel like I am finally on track and know where I am heading (aka I don’t feel TOTALLY lost and I am maybe seeing a little light somewhere in the distance :))

TRY IT YOURSELF ON THIS LINK (ONLY PC / LAPTOP): https://logical-reassurance-485194.framer.app/

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UNIT 3

Unit 3 – Week 3

After identifying further interest in my research and enquiry, week 3 I focused on creating an approach and tools I can adapt to my project through engaging with references. while exploring the topic of identity vs self-representation and how to create an approach to design as a building tool for an alternative space.

IDENTITY IN 21ST CENTURY

In the 21st century, identity is a complex concept shaped by an individual’s unique traits, experiences, beliefs, together with personal, social, cultural, and digital dimensions.

It reflects how individual navigates in a globalized and interconnected world, the roles they play in diverse social groups, their cultural heritage, and their online presence.

Identity today is marked by fluidity, diversity, and the coexistence of traditional and contemporary elements.

SELF-REPRESENTATION

How individuals perceive or construct their own identity both in physical or/and in digital space. It suggests that identity is a dynamic, evolving construction

Self-representation is the way you intentionally project and convey your identity to others.

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In the 21st century, it’s challenging to have full control over all the layers of our identities due to the complex and interconnected nature of the modern world, especially in the digital age.

(Personal And Collective Identity: Transformations In The Digital Age, 2020)

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ITERATION

As an answer to my references, I started exploring the same approach, collecting materials connected to my identity without limitations and curating them together into one place. I was hoping this iteration may help me narrow the topic of identity and self-representation even more, however, I started with:

Prompts/questions I was considering when curating the items:

Items that are connected to my identity?

My favourite things, books?

Childhood memories?

The visual representation of self?

Map locations connected to my identity?

Items / things that represent my hobbies and interests?

Memories and things connected to them?

Who am I / my role here?

What objects are important to me?

Extending on my experiments from last week and started exploring the creation of an alternative space by building my notion of identity in 3D freely using forms and shapes

In my experiments, I was exploring different ways and platforms (tools) to build and create such as adobe dimensions, spline or blender.

After all I got quite stuck on creating these yet most of my trials didn’t look very pretty 😀 more like a pile of trash

I started trying different approaches, getting inspired by the shapes of the objects, colours of my objects, to create an approach to design I could continue with or eventually introduce to a workshop or collective creation.

Moving further and iterating deeper, I started tracing and simplifying the shapes, re-building / editing them and placing them into 3D space, exploring different approaches – experimenting and exploring possibilities.

I had a goal of creating engaging materials, that can be expanded/added to by engaging with people and collecting more and more items, using that as a tool to a discussion about the role of identity and self-representation in contemporary society.

Questions and focus coming from engaging with the latest set of references.

  • How to make the space more accessible and easier to reach for the audience? (Remembering Laurent’s comment from the last class about AR being something invisible, not that user-friendly and easy to reach without a device or an app)
  • AR can be a great extension of my work, but how I possibly make the space easily engaged with the audience?
  • Could an online accessible space or a website be a solution??

CONTINUING ITERATION:

In my final iteration, I was exploring ways to create a website and to embed the fictive space.

Found a way to embed a Spline (3D tool) creation to the website made in Frame while I can edit and update it in real time. However, when exporting from Adobe Dimensions, the textures and materials got lost. I continued working with simplified shapes, creating an “Identity Playground” in the space, people can access and engage with.

Can I work with this further??

While iterating I realised still the topic self-representation is too broad. When moving further – what more concrete can I represent in the space?

Moving further – researching and narrowing down the topic down – giving depth to the ideas, making more relatable and engaging work (not only from my perspective)

Engaging with the tools got me interested in exploring the space building space and pushing the tools (and my skills) further – interactive/playable?

How to create an interactive approach to design as a building and engaging tool while questioning and interrogating self-representation?

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Cross Year Studios UNIT 3

Languages 2

In the first Cross Year Studio of 2024, we were focusing on languages and the role of translation in creating new knowledge or perspectives on the language.

In my experiments, I was working with complex rules of Czech grammar as the language has a lot of layers and is very complex. The lines reflect the activity we used to do when in secondary school, exploring the unique role of each world in the sentence, and how these worlds affect the whole sentence.

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UNIT 3

U3 – week 2

Continuing the the second week, I wasn’t sure about the shape of the project yet, so decided to take a little snippet to start instinctively iterating with.

As my starting point, I decided to use something simple and visual that is a representation/parallel to my physical identity.

Inspired by the first set of references, I started re-introducing my portrait through different digital processes such as photo manipulation, pixelation etc.

By manipulating the representation of identity (a personal portrait) the experiment visualises and explores the ongoing processes that reintroduce and reshape the identity in the digital space.

I was also experimenting with new tools to me such as Processing and programming to generate some pictures to deepen the idea of the unpredictability (to lose control of the edits)

After the iterations, I was thinking about the context to put the portraits in. While researching more projects and references to develop my position, I stumbled upon a few references that play with the form of objects in an alternative / constructed space. The idea of creating an alternative, distorted representation of identity It identity, doesn’t have one definition seemed like an interesting step in my iterations.

In my experiments, I started placing the edited portraits back into a physical World through the use of AR, freely playing around with forms as shapes, taking inspiration from my latest references.

I was experimenting with AR as it is a tool that balances between digital and physical, distorts and reflects back to the physical reality without actually existing in the space.

These experiments raised interesting questions and moved me deeper into my research and enquiry.

  • Can I use design tools to create fictive “spaces“ that explore the topic of identity?
  • Identity x Self Representation
  • QUESTIONS of authenticity, privacy, influence of technology on our perception of self

1.What does identity mean in the digital age?

2. What is the line between digital / physical identity.

3. How do individuals perceive and construct their identities?

4. How can creation of experimental fictive spaces and an unrestricted (conscious) identity interpretation help to explore the questions and open a speculative dialogue?

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UNIT 3

Unit 3 – week 1

In the Unit 2 I was using data collecting, visualisations and diagramming to explore the role of identity in contemporary society, exploring how identities are being (re)shaped through surveillance processes.

Identifying what I want to continue within Unit 3, I was interested in exploring identity’s role in the contemporary world. More precisely the intersection between PHYSICAL VS DIGITAL IDENTITY and how our engagement, and curation of our personals in digital space reflects back to our physical selves. I was aware of the topic being quite general, however, i set a few points to focus on to start producing experiments, hoping the interest will shape further while I put my hands on my studio practice.

Starting with my unit 3 work, I was focusing on the following questions and points to start with my studio practice:

  • How can visual representation offer insights into the dynamics of identity in the contemporary world?
  • Using design tools to explore the ongoing processes that reintroduce and reshape the identity in the digital space.
  • The goal is to speculate & reflect on the question of what is happening to our identities in digital spaces.