Six Memos Multiplicity QCQ (October 10)

Q “…but the misdeed was the result of a whole cluster of causalities that had buffeted like a whirlwind…” C Stories today consist of a network of events and connections. Elements don’t exist on their own. They are influenced by context. There exists an “infinite relationship of all things with all things.” Q In relationContinue reading “Six Memos Multiplicity QCQ (October 10)”

Six Memos Visibility QCQ (October 8)

Q “We can distinguish two types of imaginative processes: one that begins with words and ends with the visual image, and another that begins with the visual image and ends with its verbal expression.” … “Where do the images in our imagination ‘rain’ from?” … “From Renaissance magic…comes the notion of the imagination as aContinue reading “Six Memos Visibility QCQ (October 8)”

Six Memos Exactitude QCQ (October 3)

Q “A plague that manifests in language as a loss of cognitive power and immediacy, as an automatic tendency to reduce expression to its most generic, anonymous, abstract constructions and to dilute its meanings…” C Calvino expresses that exactitude is defined and precise language that communicates the exact essence that a writer (or designer) isContinue reading “Six Memos Exactitude QCQ (October 3)”

Project 2 Proposal + Design Brief (October 1)

Project 2 Design Brief  1. Title Famous Female Portrait 2. Stakeholders Myself, Sarah Smalley, as well as instructor Carrie Osgood acting as art director. Other students may critique and help me to enhance my work, as well as offer a reaction to my completed work to measure success.   3. Context This project will take theContinue reading “Project 2 Proposal + Design Brief (October 1)”

Design Is Storytelling (co-creation+persona+emoji) QCQ (October 1)

Q “From beauty products to tech gadgets, every product has a personality.” C Co-creation makes for successful user centered design by working with potential end users to make the most logical product or service that will genuinely improve people’s lives. Personas exist as fictional but representative of potential users and help designers understand who theyContinue reading “Design Is Storytelling (co-creation+persona+emoji) QCQ (October 1)”

Epic Spatialities QCQ (October 1)

Q “‘The idea of simultaneity in the physical universe, [Einstein] taught us, has to be abandoned.’ … -for example, the internal space of a train coach which is both a static frame of spatial reference for the inhabitants of the coach even as it is traversing the space on land.” C In the creation ofContinue reading “Epic Spatialities QCQ (October 1)”

Multi-campaign Setting Design QCQ (October 1)

Q “It is incumbent on the designer of the multicampaign setting to know how her setting will deform under any such pressures, and ensure that the campaign type or types that the designer intends the game to support are possible, encouraged, and fun in her setting. “ C Hite explains that multi-campaign settings are typicallyContinue reading “Multi-campaign Setting Design QCQ (October 1)”

Exercise 7 Interactivity (October 1)

At this years Venice Biennale, the Indonesia pavilion featured an interactive narrative titled Lost Verses. The room was filled with class cases, whose tops were printed with one part of a fragmented story and a number, and contained objects inside. Each case gave possibilities for the next case for the viewer to visit. A tableContinue reading “Exercise 7 Interactivity (October 1)”

Intellectual Property Development QCQ (October 1)

Q “Designers of board, card, or miniatures games may create the game around a central activity without having to worry about he traditional building blocks of character motivation. Fiction writers may find themselves quizzing the intellectual property creators on questions like ‘what do these characters want? How do they get i? How do they spendContinue reading “Intellectual Property Development QCQ (October 1)”

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