Proposal Doc …

Interactive Installation (Final Presentation)
Based on comments and feedback given in class, you will present the final version of your Interactive Installation Proposal.

1. Presentations should be in slide format (use Google Slides). From Google Slides export a PDF Document of your proposal.

2. Presentations should have the following:

– Title: A good title for the project.

– Name: Write clearly your names

– Introduction: Provide a background information that contextualizes the need for the project.

– Description: Describe the project as best as you can.  You can guide your description using the following cues: 
What is the project about?  Who is it for?  How does it work?  Where is it installed ?

– Functionality: How does it work?  Explain and / or visually show how the installation works.

– Materials and Equipment:
The materials that might be used to build the installation as well as an idea for the equipment required (computers, monitors, speakers, etc ).

– Flow Chart or Interactive Flowchart: site-map, it should clearly show the many interactive aspects of your piece.

– Sketches and Digital Prototype: Your sketches and your prototype in digital format.

NOTE: To make your presentation more visual, you may use images or montage photos that best exemplify your proposal.

Immersive, Interactive, Installation and the in-betweens …

A. Homework: Analysis of an interactive environment, immersive, installation ….
Review (1 pg) to one of the pieces that we saw in class – posted below. If you choose you may discuss a piece of your choice. Or better yet go see a piece in person and let us know what you thought!

Please include: describe, analyze (what does it mean?), and offer an intelligent opinion. Then in part 2 deconstruct the elements

  1. What it does
  2. Who is it for
  3. Where is it located
  4. How it works
  5. Important Features (parts or components)
  6. As best as you can, sketch its flow chart  (or function chart)

B. Brainstorm ideas for your own project and come in with a draft of a proposal to workshop. See Project Details below:

Embodying Knowledge: An Immersive Experience, Interactive Experience or an Installation

For your next project, you will be designing and presenting an immersive experience, an interactive experience, or an installation exhibition. The project must highlight one of the five senses (sight, hearing, smell, touch, or taste), incorporate technology, and be modeled using digital media (Illustrator, Photoshop, Premiere, After Effects, or Unity)

Some knowledge is learned through books, but sometimes in order to deeply understand something, we must experience it. We can use immersion, or interaction to propel viewers into the future or into the past. We can invite people to feel something so small we can’t see it or so vast we can’t begin to understand its scale. Here are a few prompts to get you started. Excited to hear about your ideas!

  • Our changing world: climate change, nature, and technology
  • Ancestral homes, cultural traditions, and reframing history
  • Mysteries of the spiritual, just because you can’t see it doesn’t mean it’s not there


Immersive experiences in NYC

Machine Hallucination at Artechhouse by Refik Anadol Studio

Drift Fragile Future at the Shed


Summit One Vanderbilt

THE RIGHT TO BREATHE /A Virtual Exhibition

Meow Wolf – Origin story Youtube Channel: The Experience of Place

Immersive Theater:

The Woman in Black by the same people who brought us Sleep No More

Odd Man Out – Pitch Black Immersive Experience

Blast Theory A Machine to See With

Remini Protocol – Situation Roomtrailer

Javier Molina– mixed reality/live performance/motion capture

A few Artists working at the intersection of intersections

Stephanie Dinkins 7 Days of Genius

Christine Sun Kim: Off the Charts MITClosed Captions


Jacolby Satterwhite at Pioneer Works Black Eye Interview Data Edition Vimeo Channel

Steve Lambert: Capitalism Works for Me! (True/False)

Anicka Yi Hugo Boss 2016 WinnerIn Love with World at Tate

And Some Interactive Sculptural Experiences

Materiable Ken Nakagaki, Luke Vink, Jared Counts, Daniel Windham, Daniel Leithinger, Sean Follmer, Hiroshi Ishii – MIT Material Lab

Breakfast Studio – Cedar Point Lab

RAFAEL LOZANO-HEMMERBorder Tuner / Sintonizador Fronterizo

Emergence – Mixed media sculpture by Sean M. Montgomery with live interactive soundscape by Diego Rioja and Mustafa Bagdatli

Charles Long: Pet Sounds in Madison Square Park

Team Lab from Tokyo Massless Clouds

Danny L Harle announces debut album and interactive club experience Harlecore

Week 9

Good work everyone!!!!

Game Flow Charts:

Due Next Week

– Based on the final comments and feedback given last session, REVISE your Concept Document.

Include in the same pdf:

  • Game flowchart – this is essentially visualization of the gameplay. Use a circle for start and end/square for process/diamond for questions and choices/parallelogram for user control
  • All your sketches
  • Clip of video (30 – sec)
  • photos or screenshots of your prototype
  • results from focus group feedback – describe what you learned when people played your game

II. Pitch your Game Presentation: Next week you will be giving a 3-5 minute presentation on your game. It is here where you will be distilling and packaging some of the main ideas. Who is your audience? Decide who the pitch is for: investors/technologists/players

Create slideshow (google slides) for your pitch. This is where you can include some of the art affiliated with your game.

Here is guide of what to include in your pitch!

  • Game Outline: Give an overview of what the game is, what it is trying to accomplish, and explain how it is going to face the challenges: Title/Genre/Premise/Gameplay/Platform
  • References / Competitors: Write about what other games are similar, what is borrowed from them, and what you are improving.
  • USP: Make a bullet list of what makes your game unique. Doesn’t have to be a long list, just around 3-4 points will suffice.
  • Core Mechanics: Explain what are the game mechanics, how they help the game achieve its goal, and how will they play out.
  • Metagame / Progression Systems: Explain why will players keep playing the game and how does this system connect with core gameplay and theme.

Upload everything to your folder for next week and be prepared to present!

Week 8? Can you believe it?

Hello all,

Sorry for the delay.

Homework for next week:

Be prepared to show a written draft of your proposal to the class.

Include the five sketches/diagrams you have made explaining different aspects of your game.

Please make a prototype of the game you are designing and test it on friends/family or people from our class. Ask your testers to play the game while you observe. While you may explain the ground rules refrain from playing yourself as you want to observe where the weaknesses can be found. This may be a physical prototype or digital.

Take 5-10 pictures of the process. Shoot 1-3 minutes of video of the process.

Conduct a short focus group with your UX testers in which you ask them for feedback? If they give permission you may record this.

Sample questions:

  1. What is your (first) impression of this game?
  2. What do you think the goal of this game is?
  3. Were the rules clear?
  4. What did you like about the game? Why?
  5. What did you dislike? Why?
  6. How did the game flow? Was it too slow? Too difficult? Too Easy? Why?
  7. Is there anything specific you would change?

Incorporate feedback into game proposal.

WEEK 7: Games and the Magic Circle

Squid Game

Discussion questions:

What is the difference between Games and Play?

What is a system? How can we understand games as a system? Give examples of “systems” at the core of several specific games?

What is the magic circle? Why is it important?

What does a game need to have in order to be a game?

Describe the MDA system?

In Groups Present your game analysis – Using the MDA system offer Feedback – Identify what core mechanic is at play. Consider how this affects the game dynamics? and lastly what is the aesthetic of the game? What kind of game is it? Who is the game for?

Group Challenge:

Change the Rules:

Defining Rules:

In small groups take the game Monopoly and change some of the rules to see how the changes affect game play. The rule changes should be given a conceptual focus. For example, how can you make Monopoly more interesting for all the players. Each group must write the complete rules for its game variant and watch other groups try to play their games with only the written instructions as a guide.

According to Rules of Play by By Katie Salen Tekinbaş and Eric Zimmerman

  • Rules limit player action
  • Rules are explicit and unambiguous
  • Rules are shared by all players
  • Rules are fixed
  • Rules are binding
  • Rules are repeatable

Homework: Using the MDA Model please brainstorm ideas for a game. It should be a cooperative game. THIS IS A DRAFT … you will work on prototyping in class …

Step 1: Warch Matt Leacock’s presentatation:

Cooperation and Engagement: What can board games teach us?

Designing Pandemic – Matt Leacock

Step 2:

Brainstorming and Ideation

  1. Come up with the ideas based on a theme or topic of your interest.
  2. Flesh out the idea thinking about the mechanics of your game.
  3. Determine the age range of your players.
  4. Set player, time, and size limits for your game.
  5. Points to Consider:
  • How many players will there be?
  • How long should the game be?
  • What choices will the player make, and when will they make them?
  • How will the player make these choices?
  • How will one player’s choice impact the other players?
  • How will the players interact with each other?
  • Are there any choices that can be made by one player, but not by the others?
  • How does the game progress? Is it strictly turn-based, or is it in rounds with phases?
  • What actions will the player be able to take?
  • How will the outcome of an action be determined?
  • What is the player’s goal?
  • How can the player win?

Drafting your proposal:
Your draft should include the following:
THEME or TOPIC (used as the inspiration for your game)
TITLE (come up with an interesting title for your game)
GENRE (what type of game it is)
DESCRIPTION (in your own words, describe your game)
– Goal ( what is the specific OBJECTIVE that players will work to achieve).
– Rules (how the game is played and how the elements of the game take actions).
– Feedback System (what information visual or otherwise the game gives to provide information
on their performance).

  • Constraints (Mechanics)
  • Interactions (how do players interact) (Dynamics)
  • Rewards and Punishments
    – Objects (are the elements with which the game is played) Describe and explain.
    – Actions (are the things players do while playing the game. Often, these involve using the objects in varying ways).
    – Playspace (is the area within which a game is played) Describe in detail.
    – Players (are the participants in the game) Describe details.

WEEK 6: Presentations … Moving on to Game Design!!!

I’m excited to finally see your presentations!!!

Next week I would like to have 5 minute midterm conferences with students during class. So please make sure your folders are in good shape and you have everything uploaded!


Analysis of your favorite (analog) game
– Select your favorite game (not a card game, sports game or cue sport game)

Give an analysis of the game including the following points:

  1. History (Brief introduction to the origins of the game)
  2. Description (As best as you can describe the game without going into details of how is played)
  3. Objective (What is the goal of the game)
  4. Rules (What are the rules to play the game)
  5. Feedback System (The manner in which the game informs its players about their performance)

The Analysis should be typed and include a couple of images to illustrate the game.
Type your name, name of the game and date at the upper left corner of the page. 
Save your document in PDF format.

Please Read and write a .5 -1 pg response to the paper.

MDA: A Formal Approach to Game Design and Game Research Robin Hunicke, Marc LeBlanc, Robert Zubek 

Class Challenge: The Exquisite Corpse Game Game

Design Focus: Rules on Three Levels

I’ve adapted the exercise for Miro:

The first person in each group secretly writes down two game rules for a game that could be played in the classroom, each rule on a separate post-it note in Miro.The top rule is covered up with another post-it note and the second is left visible.The second person looks at the second rule and writes two more. They cover the two first rules with a post-it note and leave the last rule visible for the third person to write one more rule and a winning condition.

The rules are then revealed and the group has to fashion a game out of the total set of rules.

The goal of the exercise is to see how rules interact with each other within the system of a game, and to explore the limits of ambiguity and specificity in rules.

Week 5 – Where does it all come from? And where does it go?

Visual-design principles inform us how design elements such as line, shape, color, grid, or space go together to create well-rounded and thoughtful visuals.

  1. Scale
  2. Visual hierarchy
  3. Balance
  4. Contrast
  5. Gestalt

Nielsen Norman Group produced a useful guide

Screenings and Resources –

Article: How to Pitch a Brilliant Idea

Improve Presentation


What if we actually pulled off a Green New Deal? What would the future look like? The Intercept presents a film narrated by Alexandria Ocasio-Cortez. Video by Molly Crabapple

Noor A BrainOpera With SubTitles by Ellen Pearlman

A.J Jacobs My Journey to Thank all the People Responsible for my Morning Coffee

Anatomy of an AI System

The Amazon Echo as an anatomical map of human labor, data and planetary resources

By Kate Crawford 1 and Vladan Joler 2

Week Four – Designing App continued

Facebook Knows Instagram Is Toxic for Teen Girls, Company Documents Show – Wall Street Journal by By Georgia WellsJeff Horwitz and Deepa Seetharaman

Facebook to Pause Work on Instagram Kids Version Amid Controversy (Just out today)

Designing App Resource: Mobile Design Book

App Analysis:

  1. Define what is the function or objective of the App.
  2. In your sketchbook, write down the main navigation sections.
  3. Sketch the Site Map of the App.
  4. Create the digital Site Map of the App.

Home work:

A) Sketch the WIREFRAME/S for your Mobile App in your sketchbook AND create the wireframes using Miro. You should have wireframes for all the major pages your user will need to navigate to.

B) UX your app with a family member or friends. Ask them questions below and document their answers in a google doc.

C) Implement any necessary changes to your app

D) Create a Google slide presentation in which you present your app to a potential client. Address: Why/What/Who/When and How. Make it look professional and awesome!

E) Be prepared to make a 3 min “sales” pitch in class!

UX Questions:

First Impressions

  • What is your first reaction to this?
  • What is going through your mind as you look at this?
  • How does this compare to your expectations?
  • What can you do here?
  • What is this for?
  • Do you have any questions right now?
  • Why would someone use this?
  • How do you think this is going to help you?
  • What is the first thing you would do?

Task Focused

  • If you wanted to perform [task], what would you do?
  • What would you expect to happen?
  • What parts of this were the most/least important for you?
  • How could we present the information in a more meaningful way?
  • Is there anything you would change/add/remove to make this better for you?
  • What was the hardest part about this?
  • Was there anything surprising or unexpected?
  • On a scale of 1–5, how [adjective] was this?


  • Would you use this today?
  • What might keep people from using this?
  • What is the most you would be willing to pay for this?
  • What, if anything, do you like or dislike?
  • If you had a magic wand, what would you change?
  • Does this feel like it was designed for you?
  • Is anything missing?
  • What adjectives would you use to describe this?
  • On a scale of 1–5, how likely or unlikely would you be to recommend this to a friend?
  • Since this isn’t finished, what would you like to see in the final version?

Optional Home Work:

Please Read

What Social Media Needs to Learn From Traditional Media  Wired by GILAD EDELMA

Facebook forced troll farm content on over 40% of all Americans each month – Ars Technica by TIM DE CHANT

Week Three!!! Can Technology Save us from Technology?

Making Material Design


How to be “Team Human” in the digital future | Douglas Rushkoff



Please complete reading the following article and write reading response (.5 -1 page)

Behavioral Design Makes It Easy to Do ‘the Right Thing’

Rooted in human psychology, this design framework can motivate users to change their habits.

Jeff Link



please watch the Social Dilemma and write a review (1 Page)

The Social Dilemma | Full Feature | Netflix –

We tweet, we like, and we share— but what are the consequences of our growing dependence on social media? As digital platforms increasingly become a lifeline to stay connected, Silicon Valley insiders reveal how social media is reprogramming civilization by exposing what’s hiding on the other side of your screen. It is available on youtube:

AND please complete A and B

App Development


A) Think of a social problem (psychological, physical, economic) created by a social media site or a web service. Describe it and discuss how it contributes to this issue. (.5 page)

B) Follow the OUTLINE POINTS below and write a Draft for your PROPOSAL (1 page)

1. Propose an App that will help with an aspect of the issue that was identified.

2. Decide the FEATURES of your app.

3. Identify TARGET USERS.

5. Determine the platforms (iOS and/or Android) Note: Make it up, but give a reasonable explanation.

C) Sketch the WIREFRAME for your Mobile App in your sketchbook AND create wireframe using Miro or Illustrator




Critical Response Process

Developed by Liz Lerman this is the process we will be using to offer feedback.

Step 1. Statements of Meaning

Responders state what was meaningful, evocative, interesting, exciting, and/or striking in the work they have just witnessed.

Step 2. Artist as Questioner

The artist asks questions about the work. In answering, responders stay on topic with the question and may express opinions in direct response to the artist’s questions.

Step 3. Neutral Questions

Responders ask neutral questions about the work, and the artist responds. Questions are neutral when they do not have an opinion couched in them.

This step is one of the most fundamental, challenging, and misunderstood steps of Critical Response Process.

Step 4. Opinion Time

Responders state opinions, given permission from the artist; the artist has the option to say no.

Week Two –

Exquisite Corpse 2000 Jake Chapman and Dinos Chapman born 1966, born 1962 Purchased 2000 Corpse 2000 Jake Chapman and Dinos Chapman born 1966, born 1962 Purchased 2000


Web Design:

Steps to conceptualizing a site

  • Research and Discovery
  • Content Inventory
  • Site Mapping
  • Wireframing
  • Usability
  • Prototyping

Concept Document using Design Thinking –

  • title
  • name
  • date
  • description

Design thinking Steps:

  • Empathize
  • Define
  • Ideation
  • Prototype (sketch)
  • Test (describe)

Wireframing Class/Homework:

  • 5 sketches (either by hand or very quickly on Miro
  • 3 different versions of wireframes on Miro or illustrator (choose one final)
  • One mood board
  • Design on illustrator the landing page, one “about” page and one 404 page (be creative)


My Boyfriend Came Back From the War, 1996 by Olia Lialina

WAYFINDER by Matt DesLauriers

Website Redesign – Charlie Marie TV

Miro Download