experience

Telling Stories: Digital Personae and Self-Discovery 1998-2000

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Abstract:
An exploration of my/ own autobiography as told through interactions with dynamic media. The dynamic media user constructs a digital persona whose desires influence the experience of media interaction. To the extent that the creation of this persona is an intentional and performative act, potential exists for an "aesthetic" experience as defined by John Dewey.

Beginning  read more »

Drawing in Code: Pixels, Pencils, Process

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Throughout my life I have changed the tools I use for drawing, starting at a young age with markers, crayons, and pencil, eventually learning to paint with oils and watercolors. Painting is a process which I still consider drawing, only with a brush. In my undergraduate studies I learned to printmaking. And then it happened... about eight years ago I started using the computer as a drawing tool. Now I use it almost exclusively. It wasn’t until the last year of my graduate program that I asked myself, “Why?”  read more »

Dynamic Systems of Engagement

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We now have the tools and technology to create just about any interactive system imaginable. But how can we ensure that our designs are engaging? Dynamic Systems of Engagement illuminates how dynamic, interactive, computationally based systems offer new opportunities for engagement with participants and third-party observers. Through numerous case studies, I explore three core themes: data visualization, dynamic systems, and engagement.  read more »

Using Dynamic Media to Create and Augment the Experience of Narrative

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“Narrative serves to inform, educate, and entertain. It provides meaning, background, and context, and it incites interest in what is next.”  read more »

Having or Not Having an Experience: The Beatles: RockBand in High Definition

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In his seminal 1934 essay Having an Experience, John Dewey, philosopher, psychologist, and straight-faced user of the word inchoate, describes the difference between experiencing things and “having an experience” [1]. He states “experience occurs continuously, because the interaction of live creature and environing conditions is involved in the very process of living” [2]. Thus, everything is experience.  read more »

The Observer and the Observed

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“The Observer and the Observed” analyzes Facebook as ‘an experience’ as defined by John Dewey. Charles Baudelaire's usage of the term flâneur, one who walks to experience the urban landscape, is used as an additional lens to explore and compare the modern day virtual navigator.  read more »

Creative Communities: Designing to Invite Participation in the Creative Process

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How do you define creativity?
Creativity is not defined by the best looking poster or slickest packaging. Creativity is the capacity to identify a problem and then move quickly to deliver a solution. I believe many people have this creative capacity within them, but not everyone is in a place to express it. My role as designer is to create conditions that invite people to explore this creative aspect of themselves.  read more »

Transformation: Connectivity Through the Digital Atmosphere

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New technologies should not overwhelm us. They should open up new levels of comfort without compensating the intuitive essence of life. Activities within the digital world should mirror seamless qualities of the activities in nature. Appropriate metaphors need to be imbued within a system of interactions to occur fluidly.  read more »

Interactive Media and the Poetic: An Exploration into the Elements of Interactive Media

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This thesis investigates interactive media's capacity to communicate the poetic. "Poetic" meaning the ability of language to communicate abstract and conceptual messages, as opposed to informational language that focuses on objects and their relationships to physical space.  read more »

Dynamic Illusion: Designing Unpredictable Interactive Experiences

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My thesis investigates the vocabulary and role of dynamic illusion in the interactive environment. I am particularly interested in utilizing visual illusion to create an immersive, exploratory, unpredictable, poetic, and meaningful experience that activates both physical and mental participation by an audience.  read more »

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