Based on the previous post about my change in concept and the idea of familiarity; I wanted to further explore the relationship between the familiar and architecture. Further research showed that there were two fundamental factors of familiarity, repetition and distinct quality. You can imagine that for something to become familiar it has to have the qualities of something you’ve experienced many times, sometimes as a whole object or as a fraction of it.
Making everything distinct and unique would obviously help alleviate this idea of the unfamiliar (based on the research above) however it’s definitely unfeasible, especially within the scope of this project. But what about repetition? that seems a little more feasible.
If people are to become more familiar with their environments they need to explore more of their local environment, and they need to be incentivized to do so.
Above is a graphic from a remarkable study on the flow of pedestrian and vehicular traffic through a city. If you apply the aforementioned idea of familiarity to this graphic only the zones adjacent to these routes would be marked as “Familiar” by the public. If we could somehow redirect urban circulation into more zones, or just incentivize a small detour you could drastically increase the publics knowledge of a city. At least that’s the idea.
Gamification
Games are something I know very well, and I think they’re an excellent way to excite what is an ordinary concept to something receivable to the public. Capture nodes could be interesting, redirecting traffic to specific areas through the city, incentivizing their capture and so on.
This is a quick graphic of Charlotte North Carolina, where I’ve marked with different graphics the most common routes throughout the city. In green, is an area that doesn’t see much foot traffic (In comparison to the rest)*.
With the yellow nodes incentivized for exploration, maybe the area of charlotte could see a wider range of pedestrian and vehicular traffic.
There were a lot of errors in the concept of my previous posts, both in the narrative direction and the technical application. When it comes to dealing with concepts like this, it’s very important to root your main idea in the technical. Go wild with the concept, but then try to see if it’s accomplishable within reason given a technical solution.
About three weeks ago I had driven down a road I believed I was very familiar with in the opposite direction, a way I have never gone on this particular route. And this idea of perceptual unfamiliarity became the catalyst for a train of thought that would later develop into my main project for the semester.
Above and on the left is the route that I traditionally took when driving back and forth from home to school. Then when I moved closer to school I took the same route in the opposite direction and had the strangest sensation of the unfamiliar. I wondered how the idea of familiarity really applied to people within urban areas. This was a small scale experience but an interesting one that I think is worth pursuing.
I wanted to do some research on this topic of unfamiliarity and found a very strong correlation between our familiarity with our environment and what’s known as Sense of Space. Further research suggested that Sense of Space as a phenomena was a prerequisite for a more collective idea, Sense of Community.
This posed a question, if the routes we take and our experience of the familiar is a fundamental phenomena to the our sense of community how is design and architecture related to this?
Just for some further clarification, to make sure that this idea wasn’t completely foreign, I reached out online to see what other people thought. Asking them if they felt truly familiar with their environment, in this case an Urban Environment. The vast majority (of a relatively small sample size) states that there was a large part of their hometown or city that for the most case felt unexplored and uninviting.
I’ve been working on an idea to create a connection between people surrounding the difficult topic of death. There is a desire of comfort or consolation in a time of distress or sadness, and it could be an opportunity to establish a connection between others. With the recent and ongoing devastation surrounding Covid-19, now more than ever are people aware of their mortality. From a state where our culture adhered to a sense of naivety to death, to now being surrounded by symbols of it. To quote Fredrich Nietzsche “How strange that this sole thing that is certain and common to all, exercises almost no influence on men, and that they are the furthest from regarding themselves as the brotherhood of death”.
The topic of memory and imprinting has been on my mind this semester, and I think memory plays a dramatic role within our lives regarding death. The event itself can be traumatic, the passing of those around us can leave memories that we either cherish or dread. To keep the memory of those who impacted us alive, we have to practice or engage in thoughtful remembrance. Many writers have described death as an absence of light. Phrases like “The light of my life has blown away” “The brightness once surrounding him has faded”, to be alive is to be full of energy, to be dead is to decay.
Project Narrative
Death has become part of the zeitgeist in our culture over the past year, mostly due to wide-spreading Coronavirus threat. For a culture that so willingly pushes away any reminder of our finite commonality, we are now inundated with reminders of it. As a community and a culture, we need to not fear but embrace this aspect of our lives, and find solace through connection with each other. We don’t get through life alone, we need the connection of others for comfort and strength. Solace together is an interactive architectural display that reminds us to engage with keeping the memory of those who have passed alive.
Who is the targeted audience/participants? Anyone, the project is simplified enough that the concept aforementioned may even be lost to one who doesn’t take careful consideration of the visuals. Specifically, I think it should be presented in places where remembrance are valued
What type of connection is manifested? This has been the most difficult question to answer. The end goal should be some form of solace, solace formed by the connection of people who have come together in remembrance of those who have fallen. At the minimum, it’s an engaging interaction with a goal to make the light as bright as possible.
What technology or interactive method best fits the narrative? Engaging presence. The idea that people are coming together doesn't mean that they need to be pressing buttons or using their hands, it’s simply their thoughtful presence that engages with the interactive display.
In order to create a truly successful interactive installation, one needs to consider the emotional effect that the piece may have, a truly successful designer would design the piece to create a specific emotional environment. For my project, the intention is to generate feelings of joy as well as staving to create a form of trust between the controller and the participant. The best way to achieve this goal is to incorporate a level of Gamification within the piece, creating a goal to be reached within the piece, while also providing positive feedback for a successful run, and providing negative feedback for a fail state. By doing this, the piece starts to become a game and attracts people to use it in its intended way.
Gamification
In essence, Gamification is the process of adding game-design elements to non-game contexts in order to improve user engagement and in a way, make theses contexts more fun to use or interact with. The concept itself is closely related to the field of video games, this is because video games are extremely engaging thus, one should be able to utilize some elements from game design in order to craft a more engaging context for things outside of video gaming. When incorporating gamification into a project one can start by identifying the three elements that a gamified system must engage, the motivation to do an action, the ability to carry out the action, and a trigger to complete the action. Certain motivators can be used to help reinforce these elements, motivators such as: rewards, loss aversion, status, competition, reputation, and feedback.
Trust
Another key aspect of my design is the idea of trust between participants. In many ways, trust is the most successful form of understanding between people, if you can rely on other people this means that you have a deeper understanding of those people. This concept plays a large role in businesses and workplaces as a means of creating a more efficient and pleasant working environment. There are certain activities that these companies use in order to build trust within their workers, my intention is to include aspects of theses exercises within my piece in order to create a feeling of trust between the participants. One of these exercises is called “Minefield”, in this exercise a field of obstacles is layer out and one participant is tasked with walking through this course while blindfolded, the role of the other participants is to lead this person through the course verbally. By doing this, the blindfolded participant must rely on the other participants in order to succeed.
In doing research for assignment 4, I came across a few projects that were quite inspirational. I’m going to go into some detail on them to explain why they may become useful to me while I continue working on this project.
Project 1:
White Noise White Light - Höweler + Yoon
This project consists of a 50′ x 50′ field of fiber optic lights as well as speakers. The intention of the design is to respond to the movement of people through the space. At first glance it appears to be a static field of lights, once people start to move through it, the appearance begins to change as the fiber optics move around and make light trails through the sky. Alongside the movement of the lights, each node has a speaker which plays white noise when interacted with. The combination of both of these elements makes a dynamic environment that changes based on the amount of people as well as the type of movement within the space.
Project 2:
Dune - Studio Roosegaarde
This project similarly consists of a field of lights which are designed to be interacted with. The difference is that these are designed to be placed along existing paths and corridors, attempting to have a dialogue with nature and context. Through a combination of lights and soft sounds, this project creates a certain emotional atmosphere, a certain serenity and peacefulness. When creating a project so ingrained with the human experience, one needs to be aware of the emotional quality that is created and the emotional quality that they intended to create.
Continuing with the last post on the Doomsday Gate Design. I believe I have narrowed down the narrative with a stronger correlation between Climate Change and the precedent of the Doomsday Clock.
Using a binary clock as a way of adding up incremental change in water levels, the Climate Doomsday clock & gate operates as a visual display, in grandiose style of the rise of water levels. It’s set within a large valley, the gate signaling retreat into a higher elevation land.
Above is an illustration of how a Binary Adding system calculates the total increase.
Above is an illustration of the mechanism of input and the release from 1 chamber to another.
Western Culture has an aversion to the death, we bury it and move on in all aspects related to it. We do our best to conceal grief, theres a social pressure to move on, and our culture does its best to defy anything related to the inevitable.
The concept of memory has been important to me throughout this entire Class. The idea that an event occurs, and imprints itself amongst a canvas. The canvas could be anything from cotton, to an old floor, or the lives of people. There is a compounding effect of that memory and how it influences objects, space, and people. As that relates to death, our culture wants the memory gone, "Get over it", "use this miracle cream to get rid of wrinkles".
I've been working heavily on a concept related to death and lights, and the initial project proposal that I suggested in class was semi-well recieved as a concept but there were many factors that I had not considered.
Above is a page in a powerpoint that I delivered to the class. Where the project examined opportunities for Interconnectivity at a Global and Neighborhood Scale. However, as some of my peers suggested, because of the personal relationship we have with death maybe it makes more sense to explore in greater detail that relationship above the scales aforementioned.
Above is the Veitnam Memorial. The writing of which is so small, and the surface so reflective that it forced people to get up and close to read the names of the deceased. In the process the user interacting has to reconcile with their reflection. A mirror involving the person, tying them together with the surface.
The above interaction is personal, its A PERSON interacting with the MEMORY of PERSONS.
^The above relationship could be encapsulated in a different form, one that uses the robotic visualization technology that we're working with for Assignment 4.
Based on some of the insights gained from our history with computational machinery, there needed to be a narrative that evoked a worthwhile exploration. Contemporary issues like Climate Change, and Foreign affairs began to spark an interest because of their immediacy. In 1947 members of the Bulletin of the Atomic Scientists, developed a rule set that could be applied to world events to determine with some degree accuracy the likelyhood of a nuclear holocaust. Using the clock as illustration, with the beginning of human History at 0 , and the devastation from our own species at 12.
This made me think about contemporary societies intrigue with climate change, and how in a similar sense the idea of the END OF HUMANITY as we know it is part of that equation.
Above is an image of the Doomsday Clock's progression. It's a non-linear representation of our relationship with nuclear devastation. Currently, the board has recognized that because of issues like Climate, Nuclear, and cyber Warfare concerns we are closer than we have ever been to destroying ourselves.
While this is taken very seriously by the board, it's much like any other doomsday prophecy, full of holes. The concept is interesting, and I wanted to explore this with a variation related solely to Climate Change.
Above is an illustration of what that might look like, using the logarithmic and exponential logic. Naming this the Doomsday gate it calculates changes in some field or another and then relates that information into bits and slowly unlocks/opens when the event is completed.
Above is a plan view of the opening in relationship to input.
Researching into the history of Computers, I found a long list of notable figures and their inventions. At the very beginning of this list is a man named John Napier, who invented a system of moveable rods (Napier’s Rods) based on logarithms. A system that allowed him to multiply, divide and calculate square and cube roots. He had a need to calculate large numbers and decided use exponential form to make this possible. I.E 2^3 = 8, 2^4 = 16. This is before electricity became part of the toolkit of man, so it had to be a physical object that would allow him to operate.
Above is the original 1614 Napier’s Rods. You can see an inkling of how this form has impacted the various examples we were given in class, and how fundamentally the mechanical operation remains similar.
To give an idea of how Napier’s Rods works, there are numbers on the Left and Right, and Rods that move vertically. These rods allow you to calculate the solution by reading them in totality in binary. Once the rods have been used to add, divide, or multiply you can read off the end result with the toolkit delivered.
Above is a picture from a youtube video that explains how this system can be used to calculate large numbers.
CONCLUSION
The main thing that I’ve learned by looking into John Napier’s Rods is that large figures can be represented in simple terms using logarithms and exponential form. An astronomical event could be illustrated in 10 panels, or the total time of the universe in 50 (An Exaggeration). This could be something worth investing time into for Assignment 2.
The main crux of my project is the process of audio visualization. By utilizing audio visualization form multiple points within an urban environment while also displaying each location in conjunction with one another. By placing monitoring stations at multiple points in a city, each with its own specific audio signature the display will provide viewers with an understanding of the sound quality of the environment that they are in as well as the sound quality of the rest of the city.
Context
The premise is to place the monitoring stations and displays in multiple area within a city, each with differing audio qualities. This could mean that they could be placed at high and low density streets, public park spaces and open spaces, even within interiors of transit hubs or commercial buildings.
These locations would be decided by referencing noise density maps of the city, allowing for the systems to be placed at the most effective locations in terms of providing the greatest possible comparison and understanding of the sound landscape of the city.
Visualization
The choice to display audio in the form of a graph came both from technical considerations as well as from the desire to make the display as simple and understandable as possible. By being able to picture the sound as a graph as well as be listening to the sound, I feel that a comprehension is achieved. With this comprehension, one can start to imagine the sound quality of other locations by viewing the graphs created by those sounds.
The main feature of my project is the concept of audio visualization. There are many ways to go about the process of visualizing audio, so I feel that its important to understand them, therefore one can choose to most successful method.
Audio Equalization
One of the most common types of audio visualization is the equalizer. This type of visualization comes as a result of a tool used in music production. The basic premise is to take in the frequency of sound and separate it into linear “bands’. The purpose being to adjust the amplitude of audio signals at particular frequencies.
Spectrogram
The spectrogram is a visual representation of the range of frequencies of a signal as it varies over time. This mostly takes the form of a graph with two axis, one representing time with the other representing frequency, the third measured dimension of amplitude is represented by the color of the graph. This description is rather loose, meaning that by just changing the axis or using either 2D or 3D display has the potential to change the representation in many ways.
Milkdrop
Milkdrop is a program that creates a constantly shifting visual environment that reacts to audio input by utilizing beat detection and interpellation. By cycling through multiple presets, the environment created is always in a state of flux.
In doing research for the start of this assignment, I've come across a few examples that I feel might be of some use. In this post I will go into detail on some of them.
Project 1: Reactive Sparks
This is a project located in Germany, it consists of a series of screens situated along a popular roadway. By using camera tracking, the screens are able to display the movement energy of passing cars visually as horizontal lines on the screen. As the car moves past it individually triggers each screen in sequence. The light produced by the strips is dependent on the amount of cars on the road, meaning that early mornings with minimal traffic will produce a dim light, while the high traffic of the afternoon and night will produce a bright light.
Project 2: In Order to Control
This project consists of two parts, a projection on the ground which is meant to be interrupted by the participants, and a projection on the wall that displays the interruption of the participants. The projection takes the form of a series of text that is a discussion of ethics and morality. This allows it to combine an interactive experience with a deeper understanding of the meaning behind the art.
Project 3: Natures Rhythm
This project is part of a larger installation called the Digital Light Canvas, which is a large scale screen and sculptural piece situated within a public space. This projects consists of a collection of lights acting as if they are fluid, these lights can be impacted by the movement of the people through the space. This movement is also translated to the hanging sculptural piece in the form of color changing lights, this provides opportunities for people adjacent to the space to read the movement of people moving through the space.
How can people have an impact on the spaces which they inhabit? This is the question that I wanted to ask with this assignment. By creating a means of interaction with the people in the space, my project intends to essentially count the amount of people in a space, which could then be translated into a change in the environment. That change could be physical or ephemeral, or maybe even emotional. In this case, I wanted this change to be auditory.
Step 1: Switch and Relay
What do people do in a space and how can we use this as an input? I was working with the assumption that people will want to sit when they’re in this space, I think that’s a pretty safe bet, I know that I like to sit sometimes, The question then becomes, how do we record this input? The switch and relay that i designed would utilize the pressure created by the action of sitting, basically the seat would compress as a result of sitting, this compression would be translated via a plunger which would attach to a lever. When the input moves down the output will move up.
Step 2: Logic Gates
Now that we have an output, we need a way to combine a multitude of these outputs to produce specific results, this is where the gates come in. The first gate on the chopping block is the AND gate, a gate where and output is only created when both the inputs are 1. My and gate uses a similar system to the relay, utilizing a lever, this lever can rotate based on the inputs, but if both are 1 then the lever will move upwards on a track which would then create the desired result.
The next gate on deck is the OR gate, wherein an output of 1 is created if any or both of the inputs are 1. My OR gate uses a bar on tracks with inputs on both sides. As one input moves upward, the bar moves along with it, this works for either side and it will also function with both sides activated.
The final gate I designed was the XOR gate, where the output is 1 if any of the inputs are 1 but the output is 0 when both inputs are one. The XOR gate is an essential piece in a binary adder which is why I decided to design one, in hindsight this may have been a fruitless endeavor seeing that an adder isn't specifically necessary for what I was trying to see, nevertheless I designed one. The concept works as a combination of the two previous gates, the two inputs are attached to a bar with rotating joints, this means that one positive input would result in the bar rotating, but with two positive inputs the bar moves upward rather than rotating. This bar is designed to interact with another bar situated above it which controls the output, So by having the input bar rotate, the ends will start to push the output bar upward. The space between the bars is specified so that if the bar moves upward without rotation it will not interact with the output bar, instead stopping just below therefore not activating the output.
Step 3: Changing the Space
My intention with this project is to use the amount of people to effect a change in the auditory condition of the space The way I imagined this happening was that the inputs of people would interact with a wind organ by opening and closing valves to allow or prohibit air flow. In all honesty this ended up being rather weak and unresolved, the mechanisms I designed did not effectively interact with this system. If I were to move forward with this project I would definitely try and dive deeper into how these systems can interact and what they can interact with in order to achieve my goal.
I’ve set the goal of this piece as counting the people existing in a space. The intention being that the people would provide the input of the device simply by sitting or standing in the space. The device would then take these inputs into account and add them all together, which would subsequently produce a result specific to the amount. This result may have a visual representation or an auditory representation.
Switch
The fist step in the design process is to create the switch which will respond to the presence of a human. The switch I designed responds to pressure exerted by the weight of the person. A plate would that can either be sat upon or stood upon would be connected to a spring and plunger system which would move in the vertical direction. The system at rest would be in the up position, this would qualify as the 0, the system, when acted upon, would be in the down position, this would qualify as the 1.
Relay
The next step would be to incorporate the switch into a relay. The relay I designed would use a lever. The switch would provide the input to one side, while the other side would be connected to another plunger. Each would incorporate a spring, which would allow it to move back to the rest position when the person stops providing the input. In simple terms, as one side goes down the other side goes up. When the output plunger goes up it could then interact with another lever which provides opportunity for compounding
In doing research on the topic and application of mechanical computing I came across an interesting video. This video is a military training video from 1953, its purpose: to explain the systems that make a naval fire control mechanism work. Naval Fire Control meaning the system which controls the guns on board a battleship to accurately hit specified targets. The video starts with basics such as addition and multiplication by a constant, then moves into more complex and specific calculations taking into account speed, direction, line of sight, range rate, and bearing rate. I’ll include a link to the video in this post, then ill go into a bit more detail about the systems.
Shafts and Gears
The first system discussed is shafts and gears. This system is able to perform multiplications by a constant by varying the size of the gears in sequence. For example, a gear size ratio of 2 to 1 would result in one revolution of the driving shaft being converted to two revolutions of the output shaft, and so on and so forth. This is one of the most basic of mechanical functions.
Cams
The next system discussed is cams, cams convert rotary input to linear output, cams consist of two pieces, a working surface and a follower. The working surface is the rotary component while the follower is usually a pin that rests along the working surface and moves in response to the form of the surface. This means that by manipulating the form of the working surface one can generate multiple mathematical functions. A constant lead cam will function as a 1 to 1 representation of the rotary motion (used in this case for ship speed). A reciprocal cam will represent 1/input, a square cam represents the square of the input, and a tangent cam represents the tangent of the input. Cams can also function with two inputs and one output, this would be a barrel cam (in this case these produce super elevation which is a naval combat function and not necessarily relevant).
Differentials
The final of the more simple systems is the differential, this is a system of gears that can be used to generate the sum of specific quantities, an adding machine basically. In the simplest of terms, a differential consists of 3 gears, two act as inputs and one to act as the output. A simple diagram would be two linear racks to act as the inputs with a circular gear in between acting as the resultant out put. If assigned a measurement scale along each axis, one could start to see that by moving the two racks in specific numerals, the central gear would be situated at exactly half of the sum of the input numerals. From there, one could set the output scale to double that of the input which would result in the accurate sum of the inputs (if that is unclear, I’m including a visual diagram which will explain this better).
Component Solver
Here is where we start to look at the more complex and context specific systems at play in this case study. The first system would be the component solver, which is used to calculate and display 3 vectors: Ship Speed/Direction, Range Rate, and Bearing Rate. Basically, these 3 vectors make up a triangle which is integral to the aiming and targeting of naval guns. The system is a combination of multiple smaller systems. For speed and direction, the system uses a combined gear and cam, the ships direction relative to the line of sight to the target is plotted by a gear within which lies a slot which displays the direction. Integrated below this gear is a cam system which takes in the ship speed as an input and moves a pin within the slot on the gear, further to the end representing high speed and the center representing a zero speed. This pin then interacts with 2 perpendicular racks which represent range rate and bearing rate respectively. Since they are connected with the pin they will move along with it thus calculating and plotting the data.
Integrator
Another one of the context specific systems is the Integrator, its primary function was as a range keeper. By utilizing a rotating disc, two balls, and a roller, it was able to calculate the change in range from a target in real time. The disc would be representing the ships speed by rotating at a specific rate. The two balls would represent range rate through linear movement across the face of the disc. The movement of the balls would then move the roller which would calculate and display the range change. This range change could then be used to calculate the present range from the target. This system could be used to calculate both positive and negative range change as a result of the position of the balls, if they were on one half of then disc then the result would be positive, if they were on the other the result would be negative.
Conclusion
Through the combination and variation of simple systems, the amount of calculations possible is seemingly endless, provided that you have infinite time, space, creativity, and resources to achieve it. Although these systems are most definitely outdated, so much useful information can be gleaned through the observation of them in action. If nothing else, they certainly do provide some infinitely intriguing and mesmerizing visuals.
Limiting Systems - Material Experiments - Synthesis
heThis week’s post is a continuation of the fundamental ideas discussed last week on “Physical Imprint - Stored Data/Memory -. We will be looking at system complexity, how to simplify, material experiments, and synthesis.
This was the initial concept and continuation of an analysis of Floor Mats and Memory. A Wooden Pallet supported a series of Pneumatic Tubes that were located underneath a malleable mat. The concept was to utilize the compression of the mat underneath the feet of users to deliver a signal to a mechanical system that would then alter the surrounding environment. In this particular case, mechanical rods connected to gears would cause a shift in a fabric or similar material as a user moved passively through the space.
Rhino Model - 9-16-2020
System Diagram - 9-16-2020
Under review this system brought forth some interesting questions and a wide variety of technical problems.
What other materials could be used to transfer vertical force?
What types of systems transfer vertical force and maintain compression?
What Proximity does this system have to have with the the mechanism?5′,10′,50′,100′? As the distance increases how does the system evolve?
Technical Problems.
This particular design uses far too many different types of systems, from pneumatic, to gears, to levers. I think there are a lot of potential ways to simplify the system to one major or two major types. For example, if Pneumatic Systems were used throughout the entire design what would be constraints, and what would be the advantages?
Pneumatic Design Ideas -
Pneumatic soft composites, and specifically Height Changing Tangible Phicons (Study by MITMedia Lab “PneUI....”) could offer a way to maintain some type of Pneumatic system throughout the entire design. There are a few major issues that have occured to me though. Inflatable technology requires a specific amount of air to inflate to max capacity, meaning that there needs to either be the same amount of air activated by the motion of users, or a pump that activates based on the movement of users.
Project 1 prompted us to design objects are spaces that had the ability to encode traces of human interaction, which could subsequently be comprehended by others. In my previous post, I discussed the idea of Emotional Traces, or the physical manifestations of a persons emotional state. With that in mind I tasked myself with creating a device which would act as a medium of communication utilizing these phenomena.
Prevailing Theory
The object I designed was focused on the effects on breathing that certain emotional states have. Breathing patterns are an intriguing means of transcribing ones emotions due to the fact that emotions have specific effects on the way one breathes, examples of which are...
Anger: Forceful breathing, longer and deeper breaths
Sadness: Softer, drawn out, comparable to a sigh
Nervousness: Short, quick, and occasionally faltering breaths
Fear: Forceful and quick, often times very unstable breaths
Happiness: Clear and steady breaths, maybe at a higher register
Function
The object is designed to be worn on the face with, additional pieces resting on the shoulder. The device would intake breaths from the nose and transfer them into a whistle, thereby producing a sound. These sounds could then be interpreted by another party, either displaying ones current emotional state, or used in the place of standard communication.
Context
The device was designed to be a companion piece to a standard conversation, indicating less apparent emotional phenomena to the persons on the receiving end. Upon further analysis, this object could start to take the place of standard communication, only permitting the communication of information to the limited palette of sounds that could be produced. When used in this way, participants are forced to find the simplest way to communicate the information that they wish to convey, by doing this it could start to help gain a better understanding of what is necessary and unnecessary in the pursuit of communication.
Reflection
This project is situated firmly in the medium of immediacy, meaning that in order to gain from it one has to be within its immediate context, there is no potential for storage or delayed release. I feel like this is an important avenue to address within the context of communicating emotions due to the fact that sometimes, as people, we wish to hide our emotions from others, or we wish for a means to release our pent up emotions in private. The immediacy in which this project functions limits ones options when it comes to portraying emotions.