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UNIT 3

Nom Catch Wink – 3 games

of Coming up with concepts and inspiration for my games, I started putting together the first versions of the games. I started with creating the starting pages, each inspired by the developing visual language from the previous weeks. I was also brainstorming over the names of the games, even when recontextualising the games, I wanted to continue with the type of the names from projections 1, as I thought they had a nice ring and playfulness to them, reflecting perfectly the idea of the game, but also what the player is asked to do in the games. I decided to name the third game WINK WINK (as the player is asked to use their face to copy facial expressions – emotions). Also including NOM NOM and CATCH CATCH, together all three games created a collection NomCatchWink. 🙂

Creating the games, I continued using P5.js, which is a JavaScript library for creative coding. I started putting together the first chunks of codes, focusing on the mechanics of the games, reflecting the goals and ideas from my previous research and experiments.

THE GAMES DEVELOPMENT AS FOR 18 / 4 / 2024

Using mouth to eat buzzwords/hashtags off the screen to collect points

Similar to projections 1, using body movements- catching, to collect likes and points

Using face and emotion recognition to copy facial expressions on the screen to gain points

After setting the base of the mechanics of games, I started working on adding the downloadable outcome. Same as in Projections one, CatchCatch outcome was a moving gif, a dancing performance from screengrabs taken throughout the game. For Wink Wink, I recycled the idea of image gallery, as it worked perfectly with the inspiration coming from capturing moments and still images that we share online. For nom nom, the inspiration for the game was the way we consume and produce information, that often is misleading or edited to the form so it gets the highest amount of likes and shares, often not paying attention to the content or reliability of the information. I created a list of hashtags and buzzwords that I outsourced from social media, and created a database of random sentences divided into 5 different types of thematical categories. Each of the sentences has a random word in them that is replaced by some of the hasthags the player has eaten, resulting into a collection of sentences.

BEHAVIOUR / PERFORMANCE / SOCIAL MEDIA / GAMIFICATION / BODY RECOGNITION

In my project, NOM CATCH WINK, I am using gamification, creative coding and face and body recognition tools to create a set of playable experiences, each inspired by specific behaviour on social media, that subvert the way we create and share content in digital spaces. Using a dash of humour, playfulness and irony, the set of games aims to prompt players to reflect on their actions and interactions within the game and in online world, fostering critical thinking about online performative behaviours and the influence of digital spaces. 


“Rules of Play: Game Design Fundamentals” (Salen, Zimmerman, 2017)

A resource with rules and guidance when making games, inspiration for NomCatchWink to create an experience that is easy to interact with, well playable:

1. Game Design Core:
– Understanding mechanics, dynamics, and systems. -> exploring different body recognition libraries, coding in connection to my motivation and enquiry
– Clarifying rules and player interaction. -> clear instructions in the game, but also during the game
– Creating immersive game worlds. -> Combining the physical world (camera) with funky visual elements

2. Compelling Mechanics:
– Offering meaningful choices and interactivity. -> Interactivity in form of engaging with body movements to play through the game
– Balancing skill and chance elements. -> the items in the games are random, but as active the player is, higher score they get 
– Encouraging creativity and exploration. -> Encouraging reflection and realisation through the games

3. Player Engagement:
– Empowering player agency and control. -> physical embodiment of actions, using body to control the game
– Providing feedback, rewards, and motivation. -> rewards in form of points, badges, feedback in a form of performance at the end
– Implementing dynamic response mechanisms.

4. Dynamic Gameplay:
– Allowing for evolving dynamics and player influence.
– Incorporating strategic depth and adaptive systems.
– Balancing between competition and cooperation.

5. Iterative Design Process:
– Engaging in continuous iteration for improvement.
– Prototyping, playtesting, and refinement.
– Incorporating player feedback for enhancement


THE GAMES DEVELOPMENT AS FOR 26 / 4 / 2024

After having my 1:1 tutorial and after doing some research on games, all three games got to the point when. they could’ve been called the first “final” version (meaning they had a playable beginning, middle and ending :)). In the development I focused on better playability as I was encouraged in my tutorial, adding clear and easy-to-understand instructions, adding better languages to the endings of the games, and adding sounds for a more immersive experience. I was ready to bring these games to my production surgery with Oliver Smith, to talk about the possible framing and context of all three games, as I was still looking for a way to combine them into one, easy-to-circulate experience that would connect all three games nicely together without taking the meaning and motivations away. Talking to Oliver he helped me to realise what may be missing in the whole experience and what may be thought of when bringing the games together:

Moments from Oliver’s Feedback after showing him the games as they are displayed below:

  • As the games can be played separately, there is an opportunity to add something before / after or even in between the games, connect them to one
  • The physical embodiment of performance is 100% there
  • How can we add the social aspect? To create a feeling of a social space?
  • Using the website I am creating almost a platform for people to engage in, which could be a good concept to work around
  • I came up with the idea of the outcomes being shared in a collective gallery as presented in projections 1. -> How to frame the collective gallery? 
  • Offering the player with metrics / social aspects in the form of chat, communication, and reactions?

At this point, I am aware that I have a lot of work ahead. I can’t wait for the games to come together into one experience, as there was a lot of effort, energy, research, tears and hundreds of hours of work already, but I am also nervous as none of my ideas seems to feel right.. well it’s a process of course, and I believe eventually I will come up with something! I feel like at this point everything is more about making rather than more research, so I will just get to it and see how it goes haha.

Anyways, a little advice: if you’ve done a bare minimum to no coding and you are thinking about choosing that as a tool to work with for your project, please think twice so you don’t end up on the edge of mental breakdown as I did many times when working on this project :))) Yes, tutorials exist, chat GPT can also help, talented and smart friends and boyfriends as well, but after all, you will spend 8-16 hours pretty much everyday trying to figure out the smallest details haha. Well, it’s been fun!

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Cross Year Studios UNIT 3

XY Studio – Place-based Graphic Design Publishing

During the workshop, we’ve run a lot of interesting conversations and discussions on the speculative term “Place-based Graphic Design Publishing”. What does it mean place-based publishing? How it can help us and our work as a designer, or what are the existing examples of works that utilise place-based publishing in their work? We also talked about the changes that are made to the understanding of the projects by taking them out of the space and publishing and printing collecting them into a book or an archive, What do they gain, what do they lose? These were a few of the many questions we were exploring, followed by a little trip outside to look for our own notions of place-based publishing.

Articulating the term into my words, place-based publishing in graphic design is a form of publishing, that utilises the surroundings and the place it is positioned in itself as a way to deepen the experience and the understanding of the audience while utilising and realising the connections between the place and the project.

One of the examples that I found was a public gallery with photographs and texts in Coal Drops Yard about Scientists. It was connected to the place, as the gallery was unfolding the Scientists’ daily work happening in the buildings surrounding the space. Placing the gallery in this space, allows the audience to realise a deeper connection to the place they are in, it gives them a new set of glasses to see through when looking at the surroundings and the big, quiet buildings around. It offers the audience a new information about the place, coming from it’ß cultural or societal background.

Overall the workshop was very interesting, especially as it gave me /and also others as well) a lot of space to think about how to deepen my graphic design practice in connection to the surroundings it is placed into, providing a few great examples and inspiration for positioning my design practice.

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UNIT 3

Unit 3.2: Emerging concept: nomcatchwink

PERFORMANCE DEFINITION 1:

The action of entertaining other people by dancing, singing, acting or playing music

(OxfordLanguages, 2024)

PERFORMANCE DEFINITION 2:

How well a person or a machine does a piece of activity
/ how well a machine or a computer works
/ often measurable (OxfordLanguages, 2024)
On Social media: engagement, impressions and reach shares

(Forbes, 2023)

How can I use my games with face and body recognition, to criticise the performative behaviours and the toxicity of social media?

After the feedback from Matthew and the user engagement feedback from my classmates, I decided to continue coding and pursuing the idea of playable experiences – games. To do so, however, I needed to narrow down more what the games will be focusing on and what they will be exploring. one of his ideas was to focus on specific behaviours connected to specific social platforms, which was a direction I really liked and decided to explore further.


THEORETICIAL FRAMEWORK – PERFORMANCE AS A PART OF HUMAN’S NATURE

As I was already engaged in my previous work’s psychological and behavioural research, I decided to focus on behavioural studies concerning social spaces and interaction. A great book I found, connected to performative behaviours and psychology was a book from 1959. Back then, an American sociologist and psychologist introduced a perspective on human behaviour called the dramaturgical approach. This approach, a dramaturgy Theory concept views social interaction as a theatrical performance. The World as a stage, people as actors who play their roles to fit in, as we, from the nature, are creatures who need social contact, validation and belonging.

That book became one of my main references to work around in my work. So what happens if this theory is applied to Social media, where the idea of performance has been expanded for measurable performance in the forms of likes, comments, and shares. With the fact these performances can be done from behind the screen, social media space offer an extensive and modern stage to perform in. My project in a sense is a contemporary, gamified lense to Goffman’s theories.


The emerging idea for the recontextualised set of games, coming from my first set.

FOCUSING ON:
– Explore specific online behaviours on specific social media platform
– Each game has differences and it’s own message
– Creating three separate games, each will have a different place coming from, yet together they make one set
– Using and expanding my emerging visual language and language: quirky, icky, funky, colourful, bold
– Using still body and face recognition, each game to have different use corresponding with it’s motivations
– Each of the games creates a downloadable performance

I started with exploring the specific behaviours on specific social media I could introduce to my games. Matthew gave me the first idea: The moving gif outcome reminded him of TikTok, how people create videos, dance and entertain, creating a form of performance to gain social engagement. With that in mind, I focused on two more very typical forms of posting content: VIDEOS, PHOTOS, TEXTUAL POSTS.

Inspiration: Tik Tok – VIDEOS

Behaviours: Making videos, dancing and performing in order to gain social rewards. 
Mechanics: Body (hand) recognition, game progressing make the user to perform more and move faster.
Outcome: screengrabs turned into a gif -> creating kind of a dancing performance

(disrupting the controlled behaviour people have when producing online videos)

Inspiration: Twitter (X), Threads – TEXTUAL POSTS

Behaviours: Consuming, and producing (written) information online.
Mechanics: Face (mouth) recognition to eat (consume) words on the screen. The words are divided into categories, at the beginning the player can choose, but loses control in the information overload.
Outcome: A set of written performances, and messages that are randomly created based on the players activity

Inspiration: Instagram – PHOTOS

Behaviours: Producing still images capturing chosen moment, mimicking others and behaviours online 

Mechanics: Face expression recognition, Mimicking the gestures on the screen in a given time, screengrabs throughout the game

Outcome: A set of gallery stills/ shots capturing those expressions  

Catch Catch Cover image from projections1
Nom Nom Cover image from projections1

INFLUENTAL PROCTICE – THE RODINA

Projects of The Rodina have been on my reference list quite often in my past projects and they’ve been a gret inspiration both in developing my project and my position as a designer. Diving into their approach in adapting gamification, coding, and creative technologies, using colourful, playful, inviting visuals to immerse and engage the audience, while fostering space for reflection. Influential was their use of performative design, to address wider societal issues. One their influential project “Playbour: Role of Reality” had a substantial impact on my work, also opening possible ways to expand my project above my MAGCD studies. Using the tools of graphic communication as I do, the „Role of reality“ offers a space where the player can reimagine the world of work, reflected in my project, that invites the player to reimagine the way we create online performances. (Studio The Rodina, 2024: https://www.therodina.com)

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UNIT 3

Projections 2 – 1:1 with Matthew, Realisation

Summarising the feedback, the outcomes and the points of focus on coming from the engagement with the audience and mainly feedback from Matther from our 1:1 tutorial:

The games work well in terms of engaging the audience, communicating its intention, they are fun, easy to engage with

How to put the games and the outcome into a better context? – Something that may crystalise when contextualising the game/s better.

What am I making next? -> idea of focusing on specific behaviours online that make us perform

Narrow the enquiry and research to something more specific

The original two games are very similar in mechanics, more like two iterations, how to make each unique?

Developing/ updated enquiry to continue with in projections 2:

BEHAVIOUR / PERFORMANCE / SOCIAL MEDIA / GAMIFICATION