Show pageOld revisionsBacklinksBack to top You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files===== groWorld design week 200708: promising directions ===== These five directions are an agglomeration of topics that came up most often in the Reality Check session of the [[groworld_design_200708|design week]]. In order to be able to choose the most promising direction, some more work is needed... ==== Storytelling / ARG / emergent situations ==== ARG - a story that happens all around you; planning + player agency; in-game education & instruction; what is the intention? frame the context; what happens with spontaneity and improvisation?; as a medium to tie things together; unwittingly getting tricked into situations of experimenting with possible societies; stories about plants and eco-systems - plants as raw material for paper & stories themselves; plants myths and histories; plants in love letters; Integrating characters and realities; Tricksters to help the creative juices - curiosity and mischief; Working site-specific with narrow places and desolate spaces; working with non-verbal, pre-linguistic modes of communication; carnivals; look at trickster plants (in today's mythology); what games do plants play?; puzzles to communicate with the vegetal mind - looking for things that are not there; creative competitions - live action replays of elements of the garden; events: seasonal festivals; map - permaculture diagrams? formalised structure (pataphysics); robotic musical boxes mimicking crickets in city-parks; pairing: flavours, scents, pair programming, companion-planting; plant myths - soma plant (Indian), persian myth about medical plants, pre-helenic poppy-goddess, Celtic family living in a plant, sweet potato god; satisfaction from re-incorporation of different elements (recognition); multiple story arcs going on at the same time; gameplay & narrative gestalt; social aspects, multiple entries & paths, re-runs; atmosphere, poetry, multiple perspectives, RT; patterns - through repetition (recognition & novelty); a magic circle - safe zone to come out of character; what are the points of intimacy; transformation: personal, spatial, cultural; technologies as a storytelling device; ARG as a tool to become more aware of everyday life; recognition through emotional contact; who is the observer if the audience becomes the player?; characters are the ingredients and their relationships, long term patterns - structures over time - a character is something that engages u, through an emotional response; a character is expressed through action - what can a character do - a pattern of verbs evoking emotions; a character causes changes of events; physicalisation defines characters, relationships are shown through actions; ; narration through intensity (Pelkin) - it's not important what's happening in the image, but what's the relationship between the images; a live game needs spontaneity to incorporate mistakes; "adjustifying reality"; character in performance <-> character in game; role-playing & socialising (not many people roleplay any more); stories as atmospheres; listening to trees - a hidden message inside - using trees as transducers (implant something while the tree is small (for fast-growing trees); stories to help us think ecologically; LARP - westland's core of larp: equipment, technology & costume / socialising, coziness & comfort / drama, effects & story / physicality, openness & lay participants; + locative - walk through dramaturgy, networks of possible discovery improvisation (notes from Bronwynn on Narrative Strategies workshop: http://timesup.org/laboratory/NarrativeStrategies/) - what is the story that's in the room - being spontaneous together; 'word at a time story; building a house together, everyone brings one brick; always furthering ideas, not bringing them down; audiences will create narrative bridges; work with myths and archetypes - true across cultures; monomyth (http://en.wikipedia.org/wiki/Monomyth) vs. science fiction (http://en.wikipedia.org/wiki/Science_fiction); think about the dramatic arc - it depends on the energy level in the room; audience constructs a story, actors play it out; characters - have to be people we care about - stereotyping, with depth; played out honestly (think about which aspect of yourself relates to the character); people always have an anticipation & expectation - reaction is either satisfaction or surprise; characters and people are always developed in relationship to someone / something; what's fun in a game - taking risks that we wouldn't in real life; "there are no mistakes"; cross-cultural improv - more physical, almost dance-like, using visual forms; it's much more exciting to make a claim than to ask a question in improv Patabotany - Starting from real plants, growing increasingly more fictional; the healthier your physical garden, the more fantastic your virtual plant; patabotany is an exercise in reality integration. Living & non-living -> plants and minerals (ornaments); plants & maths (simulation - internet = human mycellium); plants & stories (stories, characters, myths); plants & plants (guild gardening); plants & animals (lifecycles & food-webs); plants & machines (bionic organisms & biomimicry); growing ship sin a forest...; pataphorise 7 layers and 5 functions of a permaculture guild - pataphorising = assuming a metaphor is true & make a metaphor on top; the voice of hildegard; plant signalling - more pata aspects - the language of plants to do (maggie, maja, nik): * survey of the field: ARG, tricksters, absurdist and sensorial theatre, non-linear embodied storytelling * check resource feasibility (people, skills, time, funds) * think about possible topics, sites, methods... * do a situational map of the field and the forces acting on it + forecast most promising avenues ==== Hybrid Reality Gardens / Gaps between buildings ==== Hybrid reality gardens, for a closer interaction between plants and humans. Connecting existing initiatives together - how do we learn from each other?; games and connections - can we take care of a physical garden?; games - cultivation, growing, meditative place, community in game design.; a science fiction story to teach life cycles, where characters are based on facts; Different axis of hybridisation - physical & digital, game & life, fact & fiction; self-assembly (from biomimicry, cellular automata); using movement of wood for small robots; plant-insect hybrids; tension - what is real and what isn't; augmentation – technological, cultural?; cultivation of humans and plants; what can we do? mapping, bundling, integrating hr gardens around the world, providing systems, kits and techniques for augmented gardening; why? coming in contact with others interested in hr gardening, building up the competence, learning things from each other; using the network to get access to technologies and people; simulated gardens facilitate connections, they can be used for speculations on HCH ideas, as fictional, more 'futuristic' extensions of the garden; playing music to plants to enhance proteins (joel sternheimer) - can we design a game melody that can be transmitted to plants from servers - 'plant radio'?; enhancing the 'gardening experience' Sensing (in-plant, in plant's environment) - in plant - moisture - activation potential, soil Ph, pickup mikes (for in-game ambience), cameras - expensive; for growth - best with rulers and cameras, for chemicals - look at DIY chemistry (both could be a part of the ARG); plant communication - sophisticated biochemistry; calibration of sensors is a problem - what do we do with uncalibrated ones?; observation - activity & using imagination - no need for sensor-kit? see plant sensing in wageningen MR elements: additional layer of textual information for people who prefer experience to reading overlays for physical gardens; interesting MR connections (appearance and disappearance of physical gardens depending on their network & sensor availability); solar projection; cell phone overlays; to do (nik, maja, lina, theun): * survey of the field: virtual gardens, urban agriculture, roof gardens, permaculture, location based games * check resource feasibility (people, skills, time, funds) * think about possible topics, sites, methods... * prepare concrete proposals for design week in october * do a situational map of the field and the forces acting on it + forecast most promising avenues see:[[groworld_hybrid gardens]] ==== Workshops ==== to do (maja, maggie, lina): * best practice analysis (foam and related) * find people (see [[groworld archetypes]] ) * design and implement workshops (luminous green, open sauces, techNouveau) ==== Mobile Kitchens ==== to do (maja, theun, cocky) * survey of the field: nomadic kitchens, state of the art industrial design for kitchens, permaculture kitchens * check resource feasibility (people, skills, time, funds) * make an inventory of what a mobile kitchen would need to include, how it would move, be powered... * prepare concrete proposals for design week in october * do a situational map of the field and the forces acting on it + forecast most promising avenues see: [[groworld mobile kitchens]] ==== Lightweight structures in large empty spaces ==== to do (cocky, lina, theun): * survey of the field: lightweight structures, inflatables, temporary shelters, eco-tourism, 'holiday offices' * check resource feasibility (people, skills, time, funds) * think about possible topics, sites, methods... * prepare concrete proposals for design week in october * do a situational map of the field and the forces acting on it + forecast most promising avenues Please fill all the letters into the box to prove you're human. 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