Hi Class:
Thank you to all of you who posted concepts and feedback. To those of you posted either requirement late, you were penalized 25%. To those of you who haven't posted at all: don't bother, it's too late. It troubles me that so many of you saw fit to abandon 10% of your final grade.
I've given feedback to all students who posted concepts - take a look. In some cases, the feedback is very brief, especially if you had already received substantial feedback from your colleague(s). Everyone should take a moment to read my feedback to David, Nolan, Julian S and Kristin, as it is widely applicable. Links that I sent individual students to are listed below.
On Designing for Flow, another GUI-centred concept with wide applicability
On Johannes Itten and The Art of Colour
On Georg Simmel, Fashion, and "the dialectical tension between the individual and society"
On the Narrative of Collecting via Benjamin and Baudrillard: "It is invariably oneself that one collects"
On OCAD instructor Todd Falkowsky's use of colour to create a self-generated narrative of place
At this time, you should be focussing your effort on a single prototype, for user testing in class next week by a group that (conveniently) represents a cross-section of your target audience.
I very much appreciated the degree to which many of you are targeting your efforts towards this audience, which is a difficult nut to crack. Young adults (and I include myself in this group) have complex needs - specifically, complex needs of creativity/self-actualization, to make reference to the Hierarchy of Needs page from Universal Principles of Design. As I noted to David, much of this complexity is a result of the conflicting demands of identity: a desire to relate to one's peers while maintaining individuality. This tension is especially pronounced in the art world (and in the extreme, the art academy).
On a lighter note, check out Homies for a sophisticated (and hilarious) synthesis of collectibility (another common theme in many of your propositions), narrative and personas.
See you next week.
ps: Are/were Homies popular in Toronto? In California, circa 2001, they were all the rage, selling in coin machines in every supermarket. I'm totally clueless when it comes to popular culture, so you'll have to fill me in.
pps. Some of you have missed the boat on the function of Comments and Labels. Learn them. Live them. Love them.
Saturday, February 23, 2008
Friday, February 22, 2008
Interesting stuff from the inter-web
Tuesday, February 19, 2008
Project 2- toy ideas - Lena Hong
1. it is a carboard car mad out of spring. it's easy to make, and the spring makes it fun to use. it doesnt has to be a car, it can be made into anything that the user wants.
2. is a glove with faces;many of them are out already, but there isnt
any glove with more than one face, so i put the connector at the back
so that it can show the mood of the user
3. is a caterpillar with all the body parts unattached. there is a magnet on the sides, so the user can play with it and make it into different shapes. each body parts has different colours and shapes
4. is a throwing game, but instead of regular throwing game, there is a magnet attached on the end of the sticks and in an empty can and those magnets are in opposite side, so it cannot be attached quickly. it is for
older users to use other than kids
5. is a board game for ages 19 and up
it is aboard game that the users are suppose to
guess the types/names of alchohol beverages,
such as wines,cocktails, etc.
6. is a toy for younger kids; regular one has a blocks and shapes but instead this one had supoerheros attached and the users can move it freely. on the background there are monsters
Project 2 - Toy Ideas - Jennie W
6.) Magic Light bulb: This light bulb changes colours from black light to white light to red to blue to purple. Just by clapping your hands you can totally change the mood of the room.
Other Ideas: Singing Toothbrush Timer, Snowboard Decorative Kit, Hat with recorder/speakers in it, Fake ID Maker.
A Reading Break Message from Jesse
At this time, you should be engaged with Part 3 of Project Two, namely:
Develop six concepts for a toy or game in sketch form. Solicit feedback on your concepts from one of your colleagues, and deliver feedback to them in return. Your feedback should consider how each concept relates to our notions of what constitutes fun, and how the course material presented to date could be employed to improve the concept. Your six concepts must be posted to the blog by February 18 at 11:59PM, and your feedback must be posted to the blog by February 20 at 11:59PM.
The course material presented to date could include any number of things: material from the presentations, such as those entitled Establishing Structure, Maps and Diagrams, Conveying Information or Basic Principles of Experience Design; material from the Saffer or either of the Norman readings; material from our in-class deconstruction of fun, from our textbook, or from some other research you may have done for your own toy or game. What I'm not-so-subtly suggesting here is that you should take some time to review the first half of the course before you provide feedback. This isn't to say that you shouldn't express your gut feelings about your partner's concepts - you most definitely should - but that you should attempt to back these feelings up with some knowledge.
In support of this, I've picked some headings in Universal Principles of Design that are relevant to this Project. Please consider this assigned reading. Feel free to reference this material in your feedback.
Things to consider about the design process we're engaged with:
Development Cycle
Iteration
Prototyping
Things to consider about the nature of fun:
Archetypes
Hierarchy of Needs
Storytelling
Things to consider when constructing your prototype:
Aesthetic-Usability Effect
Iconic Representation
Inverted Pyramid
Ockham's Razor
Mimicry
I'll be providing feedback to all students who have posted to the blog by the end of the day on February 20th. I'd like to wait until you've received feedback from your colleague before I contribute.
Remember, these concepts constitute 5% of your final grade, and the feedback you provide constitute another 5%. If you haven't already posted to the blog, please do so. There will be a 25% penalty applied to all late posts, but that's better than nothing. I will be exceptionally critical of any prototypes presented next week that haven't had the benefit of this process.
If your partner hasn't posted anything to the blog, and you're unable to determine whether they plan to do so, please pick one of your other colleagues that has posted to the blog and provide feedback to them. Pick someone who hasn't already received more than one person's feedback.
Hope you're all having a good reading break. Don't hesitate to email me with any questions or concerns.
-Jesse
ps. I will be sending all of you your mid-term feedback, including your marks for Project One by Sunday, February 24 at 11:59PM.
pps. Your psychogeographic maps are beautiful. Thank your for your efforts.
Develop six concepts for a toy or game in sketch form. Solicit feedback on your concepts from one of your colleagues, and deliver feedback to them in return. Your feedback should consider how each concept relates to our notions of what constitutes fun, and how the course material presented to date could be employed to improve the concept. Your six concepts must be posted to the blog by February 18 at 11:59PM, and your feedback must be posted to the blog by February 20 at 11:59PM.
The course material presented to date could include any number of things: material from the presentations, such as those entitled Establishing Structure, Maps and Diagrams, Conveying Information or Basic Principles of Experience Design; material from the Saffer or either of the Norman readings; material from our in-class deconstruction of fun, from our textbook, or from some other research you may have done for your own toy or game. What I'm not-so-subtly suggesting here is that you should take some time to review the first half of the course before you provide feedback. This isn't to say that you shouldn't express your gut feelings about your partner's concepts - you most definitely should - but that you should attempt to back these feelings up with some knowledge.
In support of this, I've picked some headings in Universal Principles of Design that are relevant to this Project. Please consider this assigned reading. Feel free to reference this material in your feedback.
Things to consider about the design process we're engaged with:
Development Cycle
Iteration
Prototyping
Things to consider about the nature of fun:
Archetypes
Hierarchy of Needs
Storytelling
Things to consider when constructing your prototype:
Aesthetic-Usability Effect
Iconic Representation
Inverted Pyramid
Ockham's Razor
Mimicry
I'll be providing feedback to all students who have posted to the blog by the end of the day on February 20th. I'd like to wait until you've received feedback from your colleague before I contribute.
Remember, these concepts constitute 5% of your final grade, and the feedback you provide constitute another 5%. If you haven't already posted to the blog, please do so. There will be a 25% penalty applied to all late posts, but that's better than nothing. I will be exceptionally critical of any prototypes presented next week that haven't had the benefit of this process.
If your partner hasn't posted anything to the blog, and you're unable to determine whether they plan to do so, please pick one of your other colleagues that has posted to the blog and provide feedback to them. Pick someone who hasn't already received more than one person's feedback.
Hope you're all having a good reading break. Don't hesitate to email me with any questions or concerns.
-Jesse
ps. I will be sending all of you your mid-term feedback, including your marks for Project One by Sunday, February 24 at 11:59PM.
pps. Your psychogeographic maps are beautiful. Thank your for your efforts.
Toy Ideas - Gio Petrucci
1) Scarf that communicates weather conditions and other interesting facts. For the more, adult young person.
2) Earmuffs with musical inclinations. They double as headphones for those cold days.
3) Mirror that can read emotion or lackthereof in a facial expression.
4) Message board for living place with multiple roomates, family members, etc. Comes with everything.
5) What You've Done: drinking game where a car is read and 5 things are listed. If the person being asked has done one of these things, after having heard all 5 things, they must buzz the buzzer. If the person reading the card gets it right, buzzer person drinks a shot. If they are wrong, after only one guess, the guesser must drink.
6) The Will Ferrell Collector's Figure: interchangeable outfits, hairstyles, and microchips to fit your favourite Will Ferrell sayings! Each outfit sold separately.
Toy Design Sketches - Andrea
One person will read the situation, describing a fictional person who is the target of love, and the rest of the players must write down a pickup line that they think would work best to win over their crush! Everyone will fold their paper and the reader will say them aloud. A vote will determine the favourite pickup line and round winner.
Monday, February 18, 2008
Project Two - Derek Riordan
1) The Delinquent Toolkit - A specially designed toolkit for any aspiring delinquent. Comes with the bare essential tools like a crow bar, hack saw, hammer, thick gloves, screw drivers, as well as more scientifically destructive items like potassium, thermite, magnesium wicks, and loctite. Basically everything a delinquent needs to fuck shit up.
2) What Would a Ninja Do? - Whenever one needs guidance in life, and God just doesn't seem to hear you, then you can turn to the WWND button. Simply push the button on this little hand held plastic toy, and it will tell you how to proceed in life, with excellent advice like "Unleash Fury", "Smash Something", "Stealth Attack", or "Show No Mercy". Like looking to the bible for guidance but way cooler.
3) Switch Cutlery - Stylish portable cutlery reminiscent of the switch blade for any hungry badass.
4) Custom Rubber Wrist Bands - Like the rubber wrist bands you see people wear so often but customized to your cause or whatever you believe in, such as spite, apathy, rage, cannibalism, ninjas, or meat.
5) Society's Underbelly In-Action Figures - Action figures modeled after the less than reputable members of society like the crack head above. Others could include the hooker, the dealer, the pimp, and so on.
6) Stealth Flask - A flask disguised as something else (like a cell phone) for any on-the-go alcoholic who is too ashamed to drink openly in public but not ashamed enough to stop drinking.
Sunday, February 17, 2008
Toy Design Ideas-Shona
1) "Addiction Research Centre Animal Testing" figurines.
2) "Indie Rock Action Figures". Shown here: Win Butler and Regine Chassagne from Arcade Fire, and Emily Haines of Metric. Other figures might include Feist, Buck 65 etc. Would come with instrument accessories.
3) "Paris Hilton Chia Pet"- as tacky as Paris truly is.
4) "Pimp Anything Kit"- kit containing flame decals, mini chain steering wheel, diamond bubble window, fuzzy dice, etc. that attach with stickers, magnets or velcro so you can customize your toaster, computer, fridge or whatever.
5) "School of Rock Trivia Game"- board game where you have to answer trivia questions about rock and pop history. Board would have some dangers like "MISS A TURN: developed a speed addiction-check into Rehab". When you you win you "get" a record contract and a world tour.
6) "The Ultimate Creature of the Night: A Cross-Dressing Owl" a stuffed animal similar in construction and scale to "ugly dolls", made out of fabric and applique details.
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