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Collective Play Spring 18 Syllabus -- Work-in-progress

Resources

  • Class Google Group. I will be adding you after the first class.
  • Class Google Drive Folder. Resources from class, assignments.
  • All code examples will be pushed to this github repo.
  • Most code examples will also be available in the p5 web editor.

Tools

Design Strategy 1: Every man for himself

Week 1: Hello World: Real-time Inputs

Question(s)

  • What is collective play?
  • How is collective interaction different from individual interaction?
  • How do you know you've designed a successful interaction?
  • Is "willingness to participate" a personality trait?
  • Is this a programming class?

In-Class

Assignment: Hello World

  • Brainstorm Inputs
  • Sign-up to implement 2 inputs.
  • Bring 5 things to draw with next week.
  • Wear clothes you can get dirty...forever.

Week 2: Expressive Outputs

Question(s)

  • What does it mean to be expressive?
  • What are the parameters of expression in:
    • Painting
    • Spoken Word
    • Singing

In-Class

Assignment: Express yourself

  • Re-work your hello world example to be more expressive
  • Please bring ear-bud headphones for your mobile device to class next week.

Week 3: Meaningful Outputs

Question(s)

  • What does it mean to be meaningful?
  • Semantics is the study of the meaning of words or lexical meaning. What about non-lexical semantics?

In-Class

  • Setting up a semantic framework.
  • Exercise: Whose Line Is It Anyway?! - Party Quirks
  • Code Example:
    • Harmonium
    • Albers Choral Wheel
  • Demo: Walking and Falling on the Noise Field

Assignment: Say what you mean

  • Groups of 3: Create a semantic framework for 1 of your expressive projects.

Week 4: User-test / Crit Semantic Expression Assignment

Preview Partnering



Design Strategy 2: Pairing

Week 5: Influence or Interference?

Question(s)

  • When does influence turn into interference?
  • Is it more fun to cooperate or undermine?
  • Are you more or less honest when you're anonymous?

In-Class

  • Exercises:
    • Human Ouija Board
    • Human Curling
    • Scarf Play
  • Mashing up inputs into pairs.
    • Examples
      • Synchronized Magic Eight
      • Scr-ong
      • Anonymous speed-dating

Assignment: Mash-up

  • Groups of 4: Don't start from scratch. Try mashing-up 2 of your projects.

Week 6: User-test / Crit Mash-up Assignment

Preview Queuing


Design Strategy 3: Queuing

Week 7: Waiting versus Anticipating

Question(s)

  • What's the difference between taking turns and having a conversation?

In-Class

  • Keeping track of who's turn it is
  • Example: Dear John
  • Taking turns drawing, writing text, making noise.

Assignment

  • Groups of 3: Make a queuing project.

Design Strategy 4: Group Effort

Week 8: Losing the Individual to the Group

Questions

  • Why bother singing if your voice can't be heard?
  • Are crowds smarter than individuals?
  • Which is better? Survival of the fittest? Or No ant left behind.
  • Does democracy = inclusion?

In-Class

  • Exercises:
    • The Wave and other ways to conduct crowds
    • How many jelly beans are in the jar?
    • Where's Waldo
  • Code Examples
    • The Red Balloon
      • Re-shaping the distribution curve of participation: Max, min, mean and median: 4 ways to compute group effort.
      • The Joy of Synchronicity
    • Youtube Survivor
      • Voting Schemes

Weeks 9-12: Final Project Development

  • Week 9 Critique Proposals
  • Week 10 User-Test Group A
  • Week 11 User-Test Group B
  • Week 12 Final Presentations


Course description

Rules of play shape competitive games from checkers to football. But how do the rules of interaction shape non-competitive play? In this course, we will explore, code and test design strategies for playful group interactions.

Some of the questions we will ask and attempt to answer:

  • What encourages participation?
  • Can we work together as a group if “every man is for himself”?
  • When does influence turn into interference?
  • Are leaders necessary? Is it possible to lead from behind?
  • What’s the difference between taking turns and having a conversation?
  • What participate if individual effort is subsumed under collective output?
  • Does democracy = inclusion?
  • What happens when the slowest person sets the pace?

Interaction inputs we will play with will include: mouse, keyboard, mobile device sensors, and microphone. Outputs will include, visuals, text and sound. We will use p5, websockets and node.js for real-time interaction. Class time will be split between playing with and critiquing examples and translating design strategies into code and logic.

Pre-requisites

ICM or the equivalent.

Grading

  • 40% for showing up (on time!) and participating with curiosity and enthusiasm.
  • 40% for homework.
  • 20% for the final project.
  • More than 2 unexcused absences qualifies you for a failure.
  • 2 lateness of 15 minutes or more qualifies as 1 unexcused absence.

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