Posted on: March 1, 2010

Having the tutorial with Simon it was clear that I tried to cram too much theory into a ball.  Were some parts unnecessary to dissect and if any is applicable to this project? I’m sure they will be of use when I finally start making something to see if it works.

  • Ok I’ve filtered out the gains from the interactive experience. Knowledge – needs to be developed over a long period of time (Wikipedia), with additions of information (learning AI). Sounds heavy, maybe keep it light like other interactive designers have.
  • Curiosity to attract audience, and experience something friendly (looked at human emotions and concluded that Freud’s deep desires is destructive, but there is an emotion that’s sacrificial possibly BECAUSE of the eros and thanatos drives that has a caring intent rather than a selfish intent, unless you can argue about the ‘selfish gene’ brought up by Darwin). Anyway I think most of that research can be used to put down that HUMAN CONNECTION is mostly desirable in this case for the project.
  • Most of my tutorials ended up suggesting that human behavior is important to understand what make a piece interactive>response to stimulus?>What type of audience?>What is the common element that attracts us to an object? What makes people want to interact?>What makes people play?
  • Next step is really making things (translation) Simon suggested making a machine that feeds pigeons,  and record behavior…public place? Something similar like this?

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