Difference between revisions of "DigitalCraft Wiki:KWARTET"

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== Starting Point ==
 
== Starting Point ==
 +
The starting point was the “infra-ordinary” project that i worked on with Leo in quarter 9
  
Mijn beginpunt voor dit project was de infra-ordinary-project dat ik samen met leo heb gedaan in kwartaal 9.  
+
== Trigger ==
<gallery mode="nolines">
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The trigger that i derived from this project was making the unconscious conscious, regarding daily life and the surroundings. This was also the trigger for our collection of poems,  writing our whatsapp chat history on a typewriter, and  encoding the alphabet based on the time it takes to write characters by hand.
File:KWT1.png
 
  
</gallery>
+
== Element Choice ==
 +
Elements i wanted to work with were the typewriter and poems (familiar work method) and analogue coding (unfamiliar work method).  At this point I developed the concept for a manual for writing poems. The goal was to depict a contrast between facts and emotions and to develop an objective way of writing, by way of following certain steps and literally writing down what you saw. Reflecting on this i thought of a tool for displaying emotions, so people could understand each other more easily, a sensory keyboard and text that transforms to image while writing. 
  
== Trigger ==
+
== Change of plans ==
  
Mijn trigger na dit project was het onbewuste bewust maken, met betrekking tot het dagelijks leven en de omgeving. Dit is ook wat we deden met het maken van de gedichtenbundel, onze whatsappgeschiedenis op de typemachine en onze ontwikkeling van een alfabet gebaseerd op schrijftijd.   
+
After reflection, experimenting and some philosophizing i changed my concept: 
 +
Nowadays we live in a very rapid pace. We are guided by the clock instead of our sensory time or biologic rythm. There are stimuli everywhere and all around us. There are increasing numbers of digital tools or incentives that make you do more in less time.  
 +
This confronts us with the loss of “real” or “experienced” time. Modern technology and social media became a big part of our lives. Most of the time, when we walk the streets, sit in a train or attend a lecture, we are stuck to a screen. I noticed that because of this, people stopped experiencing and appreciating their surroundingsAsk a commuter about the person sitting opposite of him. Big chance he can’t tell you who it was, or what he or she looked like...
  
== Element Choice ==
+
The focus for the tool i wanted to develop was on:
De elementen waarmee ik wilde gaan werken was de typemachine, gedichten (vertrouwde werkmethodes) en analoge codering (ondertrouwde werkmethode). Hier ontstond het idee voor een handleiding met regels om een gedicht te schrijven. Hiermee wilde ik een contrast tussen feiten en gevoel weergeven en een objectieve manier van schrijven ontwikkelen. Door bepaalde stappen te zetten en letterlijk op te schrijven wat je zag. Ik dacht hier aan een tool voor emoties (zodat mensen elkaar beter kunnen begrijpen), zintuigelijke toetsen en tekst die naar mate je schrijft beeld wordt.
+
<br>- manual for senses
 +
<br>- to create attention
 +
<br>- interaction
 +
<br>- accessibility
  
 +
== Experiments ==
  
== Change of plans ==
 
Na wat kleine experimenten en gedachtenspinsels heb ik mijn plan veranderd.
 
Tegenwoordig leven we in een sneltreinvaart, we worden geleid door de klok en niet meer door gevoelstijd. We worden overal geprikkeld, door alles om ons heen. Steeds meer digitale invloeden/tools die ervoor zorgen dat je veel meer kan doen in minder tijd. Daardoor verlies/confronteer je met je 'echte tijd' (de ervaren tijd?. De social media en moderne technologie heeft een grote focus gekregen voor de mens. Als we over straat lopen, in de trein zitten of een college bijwonen is men vaak voor een groot deel van de tijd verzonken in een beeldscherm. Het viel mij op dat veel mensen hierdoor niet meer on zich heen kijken, en niet meer weten wat er in zijn directe omgeving te zien is. Vraag je een treinreiziger bij het verlaten van zijn trein wie er tegenover hem zat, 9 van de 10 keer zal hij/zij het niet weten.
 
  
 +
<br/>
  
de focus van deze tool wilde ik op:
+
<gallery mode="nolines">
- manuel for senses
+
File:KW1.png
- tool to create attention
+
File:KW2.jpg
- interaction
+
File:KW3.jpg
- accessible
+
File:KW4.jpg
  
== experiments ==
+
</gallery>
  
 
== Final work ==
 
== Final work ==
Kwartetspel
+
<br>
De bedoeling van het ‘kwartetspel’ is mensen op een speelse en interactieve manier triggeren om beter om zich heen te kijken. Met de focus op alledaagse dingen waar veel mensen niet meer te schoonheid van in zien. De stad is je speelveld en de kaarten zijn een middel om uitgedaagd en gestuurd te worden. Het spel kan in elke stad gespeeld worden en mensen kunnen door het spel met elkaar in contact raken.  
+
<b>The City Quartet Game</b>
 +
 
 +
The aim of the quartet game is to trigger people in a playfull and interactive way to take a better look around them . It focusses on everyday items many people stroll by, without taking the time to appreciate their beauty. The city is the playground and the cards give guidelines and are a way to challenge yourself. It can be played in every city or urban area and people can connect with each other through playing.
 +
 
 +
Playing the the game you have to collect as many quartets as possible. The quartets can then be uploaded in a database and shared with other players. This way people can appreciate  the similarities and differences of each other’s surroundings.  
  
Het doel van het spel is: zo veel mogelijk kwartetten te verzamelenze uploaden in een datatabase (zo deel je je kwartetten met andere spelers) waardoor de overeenkomsten en tegelijkertijd de verschillen van elkaars omgeving kunt leren kennen. Je laat jouw omgeving dus zien, Zo kun je kwartetten vergelijken en verschillen en overeenkomsten zien.  
+
The cards are printed on see-through material. You make a picture through the card. This way you frame the object and it’s surroundings. Each persons quartet has the same theme but will look different, since the object or person being photographed has different characteristics, such as colour, facial expression, background, etc.
  
De kaarten zijn gemaakt van een doorzichtig materiaal, waardoor je je gevonden object ,en daarbij de omgeving, kadert. Je maakt een foto door het kaartje heen. Het kwartet ziet er niet altijd hetzelfde uit, omdat de omgeving en het object zelf kan verschillen qua uiterlijke kenmerken (denk aan kleur, gezichtsuitdrukking ez.)
+
The game is inspired on the quartets card game (known in English as “happy families” ).  
 +
It has some important elements of the game:
 +
<br>- 7 catagories of 4 objects.
 +
<br>- You collect 4 objects from the same quartet or family.
  
Het is niet de bedoeling dat je het spel speelt  zoals je normaal kwartet speelt maar het is geïnspireerd op het originele kwartetspel. Je kunt bijvoorbeeld niet winnen.
+
Big difference is you can’t win or lose. The goal of the game is to change perception of your surroundings, to share your experience, and to broaden your observation.
Het bevat de volgende elementen van kwartet:
 
- 7 categorieën met 4 objecten
 
- Je verzamelt 4 kaarten, om kwartetten te vormen.
 

Latest revision as of 19:44, 3 February 2016

Starting Point

The starting point was the “infra-ordinary” project that i worked on with Leo in quarter 9

Trigger

The trigger that i derived from this project was making the unconscious conscious, regarding daily life and the surroundings. This was also the trigger for our collection of poems, writing our whatsapp chat history on a typewriter, and encoding the alphabet based on the time it takes to write characters by hand.

Element Choice

Elements i wanted to work with were the typewriter and poems (familiar work method) and analogue coding (unfamiliar work method). At this point I developed the concept for a manual for writing poems. The goal was to depict a contrast between facts and emotions and to develop an objective way of writing, by way of following certain steps and literally writing down what you saw. Reflecting on this i thought of a tool for displaying emotions, so people could understand each other more easily, a sensory keyboard and text that transforms to image while writing.

Change of plans

After reflection, experimenting and some philosophizing i changed my concept: Nowadays we live in a very rapid pace. We are guided by the clock instead of our sensory time or biologic rythm. There are stimuli everywhere and all around us. There are increasing numbers of digital tools or incentives that make you do more in less time. This confronts us with the loss of “real” or “experienced” time. Modern technology and social media became a big part of our lives. Most of the time, when we walk the streets, sit in a train or attend a lecture, we are stuck to a screen. I noticed that because of this, people stopped experiencing and appreciating their surroundings. Ask a commuter about the person sitting opposite of him. Big chance he can’t tell you who it was, or what he or she looked like...

The focus for the tool i wanted to develop was on:
- manual for senses
- to create attention
- interaction
- accessibility

Experiments


Final work


The City Quartet Game

The aim of the quartet game is to trigger people in a playfull and interactive way to take a better look around them . It focusses on everyday items many people stroll by, without taking the time to appreciate their beauty. The city is the playground and the cards give guidelines and are a way to challenge yourself. It can be played in every city or urban area and people can connect with each other through playing.

Playing the the game you have to collect as many quartets as possible. The quartets can then be uploaded in a database and shared with other players. This way people can appreciate the similarities and differences of each other’s surroundings.

The cards are printed on see-through material. You make a picture through the card. This way you frame the object and it’s surroundings. Each persons quartet has the same theme but will look different, since the object or person being photographed has different characteristics, such as colour, facial expression, background, etc.

The game is inspired on the quartets card game (known in English as “happy families” ). It has some important elements of the game:
- 7 catagories of 4 objects.
- You collect 4 objects from the same quartet or family.

Big difference is you can’t win or lose. The goal of the game is to change perception of your surroundings, to share your experience, and to broaden your observation.