Category Archives: Final

Innovation That Would Be Pretty Neat

Imagine you are writing a story longhand. The pen hits the paper and you’re just going. Not every word is perfect, the phrasing isn’t on point, and you’re not sure how to spell every word. But it’s not about that. It’s about getting it on the page. Once your done, you have all these marks and scratches and weird stuff that doesn’t make a whole lot of sense. But it’s there. Why can’t we get that satisfaction on a computer? We have to go to a tab to figure out the changes we’ve made along the way. Even then, there’s no emotion to it. It just outlines when you made changes. Why can’t the way we write be like the way we write? So here’s the pitch: an interface that mimics the visualization of an artist going insane. Actual marks on the page. Imagine microsoft word, but every time you hit the backspace, the letter doesn’t go away. A line just goes through it. You see the changes you’ve made right there as though you have written it longhand, except for it’s accessible to everyone. You don’t have to deal with your own garbage penmanship. All that chicken scratch is right there for you.

This inkling first came about while we were reading something I’m not allowed to talk about on the internet, but those in the know will know what that is.

But this really relates to the Kari Kraus reading. That was all about how the way we’ve read in the past and the way we read now and the way we will read in the future are all connected. In order to innovate, we have to manipulate, make new things happen. But what of the old way? One could argue the way we track changes in word processors is more efficient and less messy. But what happens to creativity? Isn’t that supposed to be messy? What I’m trying to do with this idea is make computing less robotic and more human. We don’t think by separating our mistakes and our final outcome. We think about all of the at the same time. Whether it be for research or the next young adult novel, the most important part of writing is rewriting. With the system we have now of looking at revision, there’s no soul. The objective is to hide the mistakes and provide a perfect piece. But the problem is in our mistakes we find the best work. Young writers have a tough time with editing themselves. This new system would make it easier to visualize the editing process and learn from the natural cutting and adding that happens in writing. The current system is taking away from the old system of editing effectively. Learning from our mistakes rather than getting rid of them. Nothing shows that humanity isn’t perfect like chicken scratch in a moleskin. Why are we going away from that?

The United Senses Project

Education is in need of and always will be ready for positive changes. All too often do we find young children struggling to grasp the most basic material, and once they’ve fallen behind they end up staying behind and below for no good reason. In recent times, focusing on one sense and one task at a time has become so very difficult for the general populace: no longer can we sit quietly to work… We must be relaxed in some ‘calm’ setting while music blares from within our headphones and we simultaneously attempt to read, write, and browse the internet on our computers. The best way to fight this collective jumbling of the senses is simple: if you can’t beat it, encourage it and develop it in a beneficial way. I present to you the brand new Synesthizer and with it I hope to cure the population of human beings with attention deficiency by discombobulating you all even further than ever before imagined!

Essentially the device is a learning tool for young children and even adults. We hope to cater to schools around the world, parents with children who are particularly in need of assistance with schoolwork, and any adults who wish to have the experience of synesthesia. It serves to grant one with the bewildering neurological phenomena of synesthesia in any of its forms. Many studies have shown that multiple types of synesthesia (rightly named ‘union of the senses’) can produce helpful responses in cognitive and perceptual processes of the mind. The device aims to provide one with access to 7 basic forms of synesthesia including:

  • Grapheme-color – Though it is already one of the most common types of synesthesia, it involves the association of certain letters or numbers (any character) with a particular color. Grapheme-color synesthesia is most often conducive to the learning of reading and writing, allowing children to more easily spell and put together words.
Synaesthesiatest
Figure 1 – For someone with Grapheme – color synesthesia this can be automatic.
  • Chromesthesia – Also quite common today, chromesthesia is defined as the linkage of sounds and colors or distinct visual experiences. This form of synesthesia is most capable of producing stronger musicians as many individuals who already have it are reported to more easily discern musical notes and pitch.
  • Spatial Sequence Synesthesia (SSS) – SSS creates a bond between numerical sequences and points in space and time. Though every case varies, often people with SSS have stronger and more detailed memories of specific events.
  • Number form – Allows one to view numbers as a mental visual map.
  • Auditory-tactile – Sounds produce kinesthetic responses by the brain and body.
  • Mirror-touch – An odd form of synesthesia in which one experiences the same sensation that another noticeable human being is feeling. This can be quite conducive to the empathy levels of young children.
  • Lexical-gustatory – When one experiences certain tastes in association with a word.

These sensations (or mixing of) range from associating letters, numbers or other characters with a color to feeling a mirrored sensation of what one views another human experiencing. All of these may not be quite as accommodating to adults as they would be to children. According to Vannevar Bush, “every time one combines and records facts in accordance with established logical processes, the creative aspect of thinking is concerned only with the selection of the date and the process to be employed and the manipulation thereafter is repetitive in nature” (4). I don’t suggest we relegate all tedious tasks to machines, rather I believe it would be more beneficial to the human race if we could make the mundane interesting and creative just by changing our own train of thought. Fortunately,it is known that after enough usage of the device, young minds will continue to have these combinations of the senses on their own, which isn’t exactly a bad thing. Considering that the entire point of this device is to establish a simpler blend of senses that allows children to ease into and develop sturdier methods for going about daily tasks with less confusion, it may in fact be a very good thing that the brain will take on the forms of synesthesia after a month long period of activity. Most studies find that synesthetes consistently score better in experiments testing one’s reliability of associations. With this in mind and the knowledge that most people already experiencing synesthesia view it as an at least somewhat pleasant quality, it only makes sense that this phenomena should be (carefully) taken advantage of.

In reference to the physicality and materiality of the Synesthizer, it solely a tiny computer chip which can do a multitude of things. For production it requires a quite complicated interior of computer programming and the works, yet it’s a simple rectangular figure made mostly of copper wiring, integrated circuits, and a plastic covering (‘Made In China’ is sure to be engraved upon every single one of them). The petite nature of the device is in part due to the fact that much of what it does is immaterial (i.e. a reaction in the human body). In this case, Jussi Parikka was correct with his definition of digital culture “as an immaterial sphere of information where ideas become coded into zeroes and ones, independent of material substrate,” though this device specifically is not linked with the internet and really has no reason to be at the moment. We plan to distribute the technology as either an attachment for devices that already exist worldwide such as the Oculus Rift, Google Glass, Android Wear, and even for smart phones in general (with an app). To get the most out of the technology it’s recommended that you purchase the entire set that comes along with the Synesthizer, which will include a custom fit virtual goggle set of our own craft (with attachable scent chamber), a body suit for tactile response (optional), and a state of the art headset for all intensive listening purposes.

In the end, we here at Go-Bod Productions hope our device shall aid anyone willing to utilize it. For educational purposes and for the future health of our children, we ask you to please use this device wisely.

 

goggles

 

 

 

 

 

Slogans and Mottos:

The Synesthizer – Working today for a united tomorrow!

The United Senses Project – Synthesis is what we hope to achieve!

 

Works Cited

Parikka, Jussi. “The Geology of Media.” (n.d.): n. pag. The Atlantic. Atlantic Media Company, 11 Oct. 2013. Web. 16 Nov. 2014.

Bush, Vannevar. “As We May Think.” The Atlantic. Atlantic Media Company, 01 July 1945. Web. 16 Nov. 2014.

virtUoso: Bringing the Festival Experience to U!

Virtuoso logo

In recent years, the act of live-streaming festivals has become increasingly popular at large festivals such as Bonnaroo and Coachella. For the most part, large festivals delegate a sizeable budget to hiring out a live-streaming production company like Bulldog Digital Media for promotional purposes (Knopper, “Why Live Concert Streaming Has Yet To Take Off”). Ultimately what a company like Bulldog Digital Media does is bring their live video-streaming production expertise to a festival by advising them on how to go about streaming the festival in the most promotionally effective manner possible. For example, Bulldog Digital Media advertises on their website that the webcast of Bonnaroo 2013, which they were hired out for, attracted over 11 million viewers who watched the festival via the interactive live broadcasting service USTREAM. Unfortunately, most stream events don’t generate revenue from the streams themselves as indicated by Alex Pham, a senior correspondent at Billboard (Hjelmgaard, “Live and not near you: The streamed concert). Also, due to how new the phenomenon of live video-streaming is, there currently is not an established business model in place with a clear source of revenue to draw upon according to Mark Mulligan, a consultant and adviser to the music industry (Hjelmgaard, “Live and not near you: The streamed concert). Essentially, although a ton of people around the world are tuning in from the comfort of their homes, there really is no payout, and despite viewing the concert, it’s really not the same as actually being there at the concert itself. Herein lies the need for a technological device like virtUoso.

 

VirtUoso is a multi-modal virtual-reality headset, auditory device, and live video-streaming system that effectively renders the experience of being at a live concert all while being in the confines of your home. Building upon the camera systems that are utilized by music festivals for live-streaming purposes, virtUoso is capable of rendering the live environment of a music festival via its headset. This feat is accomplished through virtUoso’s live-streaming production system that boasts the means of supplying festival promoters with virtual reality image capturing cameras, which are able to render a virtual image perception, which can best be compared to the visuals one perceives naturally from standing in the crowd at a festival. That data is sent wirelessly to virtUoso’s server which disseminates the data to all virtUoso users’ head-sets. Now you’re probably thinking, what if I don’t like standing in a certain spot for the entirety of a festival? VirtUoso’s system caters to individuals that desire experiencing a wide array of vantage points by reappropriating the current camera system used to live video streaming festivals today. For example, as opposed to having a video editor compose various video sequences recorded by moving cameras positioned throughout the venue, which is best exemplified by the live video stream, virtUoso offers you the capability to switch between different virtual reality vantage points that are rendered by cameras planted throughout the festival. With virtUoso you can toggle from being in several places throughout the crowd which ranges from the front row to all the way to the back of the crowd (if you are into that scene), to having a bird’s-eye view via a camera-equipped drone, and to even experiencing the concert through the perspective of the performer. VirtUoso does all this on top of mimicking the auditory acoustics of said music festival, which varies with the position you choose within the crowd. If you enjoy the view from the front row but prefer the sound level you get from being in the back row, with virtUoso you can mix and match your auditory and visual landscape position to your heart’s desire. With virtUoso you get your own perfect personal concert experience all from the confines of your household.

To give you an idea what it is like to see things through virtUoso, watch the following pre-performance trailer, which through the usage of virtUoso, whisks you away from your home and into the Upper West Side loft where Ransom himself resides. Video.

In his book, What Technology Wants, Kevin Kelly states the following: “We know that genetically our bodies are changing faster now than at any time in the past million years. Our minds are being rewired by culture” (Kraus, 235). Kraus’s opinion that we as humans “are being rewired by culture” lends itself to Katherine Hayles’ concept of technogenesis—the idea that humans and technology effectively evolve and develop together. Currently, we live in a society that demands that the technology we utilize to interact with digital media be what Hayles terms as “multimodal,” meaning that the technology provides the user with the capability to interact with new media in a multitude of different ways. She provides evidence that corroborates the claim that a multimodal-obsessed culture exists today by drawing on the “Generation M” report conducted by the Kaiser Family Foundation whose findings she paraphrases in the following statement: “[The report] indicate[s] that young people (ages eight to eighteen in their survey) spend, on average, an astonishing six hours per day consuming some form of media and often multiple forms at once…Going along with the shift is a general increase in information intensity, with more and more information available with less and less effort” (99). VirtUoso caters to just this young media-obsessed demographic, specifically that of 13-18 year olds, the age range at which most kids become interested in attending a music festival, with its multi-faceted, versatile heads-up display (HUD), which allows for kids to view all the settings that virtUoso offers including one’s preferred angle of view, acoustic environment, and vantage point—all without infringing on the visual and auditory virtual festival experience virtUoso renders for the user. Based off the findings of the “Generation M” report, the virtUoso HUD takes into consideration the current generational shift of accessing a wide array of information with little to no effort by making so that users can trigger commands and change settings displayed via virtUoso’s HUD all through the use of one’s voice. No need to exhaust oneself with the use of a mouse or controller to bring up and navigate the virtual map of various vantage points that the virtUoso headset can display for a user when you can just articulate with the use of your voice the action that you wish virtUoso to enact. There is a general consensus amongst educators in the UK that the attention spans of children are becoming increasingly shorter as they opt for screen-based activities over conventional reading (Brech, “Shorter attention span: The impact of technology on our brains”). Therefore, as the attention span of children shortens ,they are less likely to interact with a media device that doesn’t provide a high degree of stimulation of multiple senses for a long period of time. Many children consider an hour as a long period of time so with that in mind most children would consider five hours, the usual length of a day at a music festival, as an eternity. That is why the virtual reality festival environment that virtUoso renders perfectly for its users brings the intense visual and auditory stimulation that music festivals have become known for to virtUoso users, effectively captivating their attention for an extended period of time.

Here is a video that showcases one of the various vantage points virtUoso users can toggle within the virtUoso HUD.

 

The distribution model that virtUoso builds upon is that of its video game counterpart, the Oculus Rift. We are in the process of creating development kits for festival promoters to test out for themselves in the hope that they will elect to reallocate their live video-streaming production budget to that of the virtual reality services virtUoso provides for its users. This reallocation of said festival’s budget is promoted further by virtUoso’s business model which charges its user the 30% off the value of a festival pass to access the festival via virtUoso on top of the one time charge of $200 dollars for the purchase of the combined audio/visual virtUoso headset. The company that is virtUoso takes a 20% cut of all virtUoso access pass profits with the other 80% going toward the festival promoter. This business model is way more financially beneficial to that of live video-streaming in that the festival promoter is able to generate a revenue stream similar to that generated by ticket sales through the use of virtUoso’s services, wherein the ad generated revenue stream that promoters make off live video-streaming is next to nothing.

Ultimately with virtUoso, festivals are going to bring in more festival-goers than ever before in the form of virtual reality viewers. Teenagers who don’t have the money or time to fly out to Tennessee for Bonnaroo or California for Coachella can now effectively, with very little effort, transport themselves virtually to the festival all while remaining in the confines of their own homes. Children are evolving with the current technological trends, and it’s time for the technology to adapt to them. VirtUoso is that technological adaptation to the current generation’s needs and desires.

Works Cited:

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Hjelmgaard, Kim. “Live and Not near You: The Streamed Concert.” USA TODAY. N.p., 13 Sept. 2013. Web. 8 Nov. 2014.

Kelly, Kevin. What Technology Wants. New York: Viking, 2010. Print.

Knopper, Steve. “Why Live Concert Streaming Has Yet To Take Off.”Billboard. N.p., 21 Feb. 2014. Web. 10 Nov. 2014.

WriterCreator

Imagine a piece of technology that would make it easy for writers to experimentally yield different versions of their work. Writers would no longer struggle as they become uninhibited in their creativity. Behold the revolutionary “WriterCreator”. It is an application that assists a person in producing their work in different forms of writing, for example, poems, prose, plays, songs, and even pictorial representations of their work. But this software would not only be limited to just writing forms. Writers could also use the software to experiment with multitudes of writing styles. The styles would not only include the traditional ones such as rhetoric, persuasive as so forth, but also new, evolving styles such as the Twitter style of writing that motivates the writer to be succinct and avoid verbosity. Assist is the operative word. The application would not serve to do the work for the writer and subsequently allow laziness on their part, but merely help by providing advice and lessen the struggle some writers may experience when experimenting with different writing forms and styles.

My idea is inspired from the works of David Foster Wallace, Nicholas Baker and Jennifer Egan, authors who have experimented with different styles and forms of writing, as discussed by Jason Pontin in “How Authors Write”. As Pontin points out, Wallace and Baker are known for their use of footnotes in their writings such as the “Host” and “The Mezzanine” respectively. Additionally, Egan has also approached a different way of storytelling by using PowerPoint slides in “A Visit from the Goon Squad” (Pontin).

Such creative attempts to attract and enrich the readers’ reading experience not only triggered my idea, but also encouraged me to enhance it by introducing improvements upon current technologies that somehow limit or make it difficult for authors to creatively manipulate their writing. Thus, my product also features an improvement on the footnotes technology implemented in word processors such as Microsoft Word. In my opinion, the tool in Word is very cumbersome to use. So, my software would also consist of a footnotes system that does not automatically place the note at the end of the page, but instead initially is in the shape of a bubble above the text that is being footnoted. As soon as the writer has finished typing his footnote, they can double-click on it and the note would be allocated to its rightful position. I think this would be a great help to anyone who writes because it makes it easier to refer to the text that is being footnoted while writing the note. Even though it would not be of much help when footnoting a citation, but people who use footnotes to convey extra information apart from the story could find it very convenient and helpful.

Nonetheless, this technology would be created to address the absence of a tool that allows such a writing experiments. Of course, there are websites and media that help writers write in different forms and styles. Searching Google would easily yield websites that provide templates and even an automatic poem generator for the purpose of writers:

random poem generator

screenplay_format_sm

 

However, my software intends to be broader and more encompassing of all multitudes of forms and styles and thus act as a hub for all writers to attempt creative formats of writing and reaching. The new media technology is therefore, a build up on previous technologies. As authors such as Kevin Kelly and Lev Manovich in “What Technology Wants” and “The Language of New Media” respectively, state, much of today’s technology is derived from previous inventions in an attempt to improve upon the flaws and provide a better product enhanced with new features and conveniences. Furthermore, the software is a speculative or reflective design that isn’t simply restricted to improvements; it is also an attempt to transcend the technologies of the present like in Margaret Atwood’s “Oryx and Crake” and contemplate on technological fluency (Kraus 76).

Moreover, I want to implement this idea in the form of software rather than a device in order to avoid the use of materials that are harmful to the environment. Creating a physical device would mean an accumulation of poisonous chemicals such as Benzene and trichloroethylene that cause health hazards (Parikka). Yet, the larger goal is to easily distribute the software to the masses of aspiring and professional writers. The product would be a cloud-based software available on all platforms like Mac, Android, Windows and on devices such as the iPhone, iPad, PCs, MacBook etc., that would allow users to synchronize it with all their devices and work on the go. The application would be a paid one, but will have a reasonable price in order to maintain a large consumer base.

The software would be created with the help of a software developer that would make it multiplatform. The crux of the tool, the advice feature, would be designed with the help of experts in various fields of poetry, playwriting and so forth as well as scholarly English professors with regards to writing styles. As mentioned earlier, the application is not intended as a replacement for the entire writing process of the writer. They will always possess complete creative liberty and the technology would by no means deprive them of such powers.

In addition, there would be a global advertising campaign for this product. Since the target audience is the writer, it should thus be catered to writers from all parts of the world. Television advertisements would show the results of using this product and how it positively enriches the creative talents of writers and appeal to their readers in unique ways. Also, social media advertising would be vital to the promotion campaign and I would hire people who would be marketing ambassadors to spread the message about this application. Plus, to attract potential customers, I would initially provide free 30-day trials.

Works Cited
Atwood, Margaret. Oryx & Crake. Bloomsbury: London, 2003. Print.
Format of a screenplay. Digital image. Filmmaker IQ. N.p., n.d. Web. 14 Nov. 2014. <http://filmmakeriq.com/wp-content/uploads/2013/06/screenplay_format_sm.png>.
Kelly, Kevin. What Technology Wants. New York: Viking, 2010. Print.
Kraus, Kari, and Charity Hancock. “Bibliocircuitry and the Design of the Alien Everyday.” Textual Cultures 8.1 (2013): 72-100. Print.
Manovich, Lev. The Language of New Media. Cambridge, MA: MIT, 2002. Print.
Parikka, Jussi. “The Geology of Media.” The Atlantic. Atlantic Media Company, 11 Oct. 2013. Web. 13 Nov. 2014.
<http://www.theatlantic.com/technology/archive/2013/10/the-geology-of-media/280523/>.
Pontin, Jason. “How Authors Write | MIT Technology Review.” MIT Technology Review. MIT Technology Review, 24 Oct. 2012. Web. 16 Nov. 2014. <http://www.technologyreview.com/review/429654/how-authors-write/>.
A Random Poem Generator. Digital image. DE Tools of the Trade. N.p., n.d. Web. 14 Nov. 2014. <http://www.detools.ca/wp-content/2011/06/poetry3.jpg>.

White Space

 Screen Shot 2014-11-16 at 9.22.05 PM

Lev Manovich, expert in new media theory, once wrote that “new media technology acts as the most perfect realization of the utopia of an ideal society composed of unique individuals” (Manovich).  White Space aims to extend that idea to the word processor.  Over the years since its origin in the 1960s there have been innumerable features that have come and gone from word processing, many of which have been lost over time due to either non-use, user preference, or simply because of new technology.  With White Space, the user can bring them all back, or keep them all gone.  In recent years there has been a trend towards spartan, disconnected devices that allow for keys to make letters appear on a screen and nothing else, White Space will afford the user the ability to turn their own computer into such a device as well.  Through an initial setup that requires the user to select or deselect a number of features, anything from spell-check to condition-based internet connection, White Space will be fully programmable in an extremely user friendly and intuitive manner. 

Not only will users be able to essentially custom design a word processor of their own, but they will be able to save any number of these presets for use on a range of documents or projects; document specific presets and configurations will also be available for those that would rather not set up their own.  To bring this image to life, the software may appear in a variety of different manners, again depending on user preference; anything from a spare white screen with black text or white text on a black screen, to text editor formatting, to a traditional wordesque look, White Space aims to accommodate any and all users of word processors, even the notoriously stubborn George R.R. Martin.  Numerous fonts will also be available, and downloading new ones from the internet will be made as simple as possible by integrating online databases of fonts into the system’s user interface.  With the ability to redesign the way the toolbars and features work and look, White Space will be able to serve as a way to recreate word processors of the past while at the same time allowing for new user-generated creations to take hold.  In regards to internet connectivity, one of White Space’s unique features is the ability for the user to allow the program to control the computer’s online access.  For writers who wish to remain distraction-free but need to write on their computers, White Space will have the ability to restrict internet access unless certain conditions are met.  These conditions may range from needing to reach a specific word or page count to password protection (theoretically generated by someone else, a friend perhaps).  

wordstar.jpg.CROP.promovar-mediumlarge
The WordStar startup page. With White Space, users would be able to essentially recreate any past word processor in image and functionality.

 As Matthew Kirschenbaum explains in the opening paragraph of his upcoming work  Track Changes, a book dedicated to the word processor, there are already a number of word processors on the market, however I believe that White Space’s elegant design and ability to cater to both casual and deep users will make it popular among a very wide range of demographics.  Not only will users be able to to have their word processor look and act the way they want it to, but White Space will play nicely with other existing software including cloud-based systems.  This means that anyone who currently uses Pages, for example, will be able to easily convert all of their documents into  White Space documents, and anyone who has White Space as their default word processor will be able to automatically open any document sent to them, no matter the format.  In this way White Space is universal in both user interface and in the realm of document sharing.

If an ad campaign for white space were to be launched it would revolve around the overall simplicity of the software while at the same time conveying to consumers the wide range of customizable features.  The title at the top of the first page would be more or less what the add consisted of, with the right side a black background with white text.  The letters themselves, however, would be made up of interconnecting designs and formatting icons, speaking to the underlaying complexity of the program.  Other ads might also feature the two-tone layout, however rather than the patterns existing within the letters, the white half would be filled with black designs and symbols around the text while the black side simply displayed the white text, or vice versa.  The initial word, “w  i t e” also allows for intentional misinterpretation in that it may be read as both “white”, speaking towards the programs default layout and overall simplicity, or “write” an equally descriptive word. On this note, great efforts would be made to have a strong online presence in both ads and in google searches.  I understand the risk involved with having a name that may be easily misread, and therefore searches for “white space”, “write space”, and “wite spce” would lead to the website. Thinking past the initial launch, the program would be kept in order as bugs are discovered via online patches and updates.  A user help line, or online chatroom connecting users with those who understand the software deeply would allow for streamlined and efficient trouble-shooting.  Lastly, in addition to these updates, new suites of features or crafty user-generated preset combinations would become available as they came to the surface. 

Screen Shot 2014-11-16 at 9.48.17 PM

At the same time the PC, Mac, and Linux versions of the program go live, there will be an accompanying app on both iOS and Android dubbed White Space Mobile.  Download codes would be included for any who purchased the parent program, and others would be able to buy the mobile version on its own.  The app will also support the same simple programmability as the the parent version, but with features catering towards hand-held devices.  The key aspect of this mobile version will be the option to have an extremely fast start-up, putting the user directly into a new document, enabling them to get ideas down as quickly as possible, no matter the situation.  Ideally, iPhone users will be able to affix Word Space Mobile to the lock screen along side or replacing the camera function, thereby getting them into a document with one swipe without ever even entering the home screen, though if the user has a passcode on their phone they would remain locked out of the rest of their documents until they input their device’s code for safety purposes.  The app will likewise have the ability to disconnect the device entirely from the grid, blocking phone calls, alarms, text messages, or any number of other distractions one might encounter, all at the user’s discretion. 

White Space Mobile is a perfect example of the idea at the core of what White Space does: it facilitates writing in as many ways as possible.  By removing any friction a normal word processor might create during the writing process the product allows the user to focus on creating alone.  This principle is reflected in the design of both products, as each of them aim to get as many words on the page as possible in a shortest, most natural amount of time.

Though White Space would undoubtedly be an online download, available via a website, there would naturally be physical and environmental impacts of its creation.  As Jussi Parikka writes in his article entitled “The Geology of Media”, it is a “fallacy that media is increasingly immaterial, wireless, and smoothly clouded by data services” and in regard to this need for sustainability-focused software products, any discs, packaging, or transportation of materials would have an inherent effect on the environment.  In balancing this impact, White Space would be developed using as much renewable energy as possible, and any internal waste created would be disposed of in an environmentally sound way.  When searching for a company to mass produce physical copies, (if needed) I would endeavor to find the most earth-friendly and ethical company possible. 

In summation, White Space is simply something I have always wanted.  I myself  am easily distracted and appreciate the simplicity some word processors present, but buying a machine simply to run a word processor is extremely inconvenient as well as cost prohibitive, and many other word processors either lack features I want or have features I don’t and can’t turn off.  After asking around I know I am not the only one who is dissatisfied.  Being able to force oneself to write, regardless of the quality of the writing is always important in getting started; once the ball is rolling, writing only becomes easier, and that’s what White Space will do, make writing and sharing easier than ever.

W  r k s   C i t  d :

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Manovich, Lev. The Language of New Media. Cambridge, MA: MIT, 2001. Print.

Parikka, Jussi. “The Geology of Media.” The Atlantic. Atlantic Media Company, 11 Oct. 2013. Web. 13 Sept. 2014.

Storch® Pitch

Storch® is a plug-in for search engines that filters through social media hash tags, users and trending content to provide results relating to inputted key words. The purpose of this function that will be incorporated into search engines is to supply researchers of any academic range with up-to-date information happening on the Internet. It is a way to supplement the articles, journals, images and websites that appear when one hits the magnifying glass icon or the enter key, with the immediate feed of Twitter, Facebook, Reddit, Youtube and more social media sources. Through Storch® people will be able to have a notion of the web’s opinion on certain topics, which will be helpful if someone is looking into a current and controversial issues as primary sources social to include in their citations. Christina Hass and Daniel Chandler, who are composition researchers, outline that “technologies cannot be experienced in isolation for each other, or from their social functions” (Kirschenbaum, 13). Storch® makes searchers more complete, as it includes the instant social relationships with that topic. The plug-in could also be helpful in understanding texts, as the questions raised and answered on social media on a specific work can be a collaborative manner to grasp literary concepts – essentially an enormous study group.

Storch® definitely has a market gap as it will ease the process that researchers and analysts have to go through to gain information from social media. Social media is valuable for research because it is the “raw data of history”  (Ems, 723), allowing researchers to interpret issues without previous analysis. Students will also have a chance “construct an interpretation of [their] own unhindered by the story’s original trajectory” (Kraus, 95), which will mimic annotating but one will have the contribution of other readers. Kari Kraus outlines how one of her design fiction pupils created a way to incorporate social media whilst reading Edgar Allan Poe’s The Fall of the House of Usher to deconstruct a “text’s fundamental framework of meaning, however, one can begin both to deform and perform a work as a text that is alive and mutable, rather than a static work with a fixed arrangement” (Kraus, 94).  In essence, social media adds a layer of reality with people’s direct reactions to content and it is a more organic comprehension of information, with access to common knowledge.

The search function that Storch® appropriates is much more influential than its educational purposes, as it can be used for extensive research. In a sense, the plug-in goes in a way to extend the “engagement [that] comes with conceptualizing and implementing research projects in digital media” (Hayles, 4). Katherine Hayles explains that scholars build their own databases as a means to record their works but beyond that it allows them “to create different front-eds for the same data, thus encouraging collaboration in data collection, storing and analysis” (Hayles, 4). The possibilities with Storch ® to have live feedback and review on the process through consistent thought sharing, would benefit both the scholars within themselves and the public. This tool is software to help identify sources, demonstrating the evolution of “bibliotextual studies [and how sources have] partially overcome [the] limitation of the book [due to] the myriad forms it has assumed …  radically de-familiariz[ing] it” (Kraus, 74). Bibliographies do not have to be confined to printed material and the fact that there are recurrent MLA formatting conferences every year proves how versatile researching can be by using multiple source types, including social media.

The target audience includes researchers and students of a new generation, who use social media as an extension of their own stream of consciousness. Social media users can articulate ideas well, since they have the “tacit knowledge” (Kirschenbaum, 13) of using such technologies to write down their ideas.  Using Storch ® will not be odd to this target audience and it will easily fit into the everyday of scholars and search engine consumers.

Storch® is a unique add-on to today’s dynamic technology, as it will give more comprehensive results to searches. Social media is intrinsic to people’s lives, therefore it would not be a frivolous endeavor but a crucial one within the interconnected climate that the web is in the 21st century.

Works Cited:

Ems, Lindsay. “Twitter’s Place in the Tussle: How Old Power Struggles Play out on a New Stage.” Sage Publication (2014): 720-31. Sagepub.com. 4 June 2014. Web. 14 Oct. 2014. <http://mcs.sagepub.com/content/36/5/720.full.pdf>.

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Kirschenbaum, Matthew. Track Changes, A Literary History of Word Processing. N.p.: Harvard UP, 2014. Print.

Kraus, Kari, and Charity Hancock. “Bibliocircuitry and the Design of the Alien Everyday.” Textual Cultures 8.1 (2013): 72-100. Print.

The Comprehension Coach

As students progress in the education system, they are faced with complicated, lengthy texts that they often have trouble comprehending. Students find themselves reading these complex academic texts and realize that, without knowing it, they have sped through four pages and did not absorb any of the information. As digital technologies have started to overtake print, our attention spans have shrunk and become “a limiting, scarce resource” (Hayles 16). Everyday we read and write in short-form through digital technologies, like texting, tweeting, etc. We no longer have the attentiveness to read and comprehend extensive texts (Kirschenbaum 6). Because of this, I am proposing an application that connects to e-readers to reduce distraction and encourage focus and comprehension while reading, called the Comprehension Coach. When opening an academic text on the Comprehension Coach, all that can be seen is the first chapter. In order to see the next chapter, the reader must “unlock” it by answering critical questions about the content of the first chapter. The application will be accessible through students and teachers. This way, the teachers can compose the questions and guide them toward the information or topics most relevant to what they are teaching in class. The questions would be answered in short sentences and would be gaged correct or incorrect by if they include key phrases originally input by the teacher. If a student answers incorrectly, a summary of the chapter, also inputted by the teacher, will pop up. The student must verbatim type this summary to unlock the next chapter. In order for students to be sure they have the questions that correlate to their teacher, there would be a drop down menu on the homepage that have them put in the name of their school and then gives them a list of teachers.

Much of this application is built upon the current technologies of gaming and Quizlet. In video games and smartphone game applications, the next level is not accessible until you get through the current level. Why should reading be different than this? If a student cannot get through to the next chapter without finishing the current chapter, this forces them to fully focus their attention so that they can completely understand the content of what they are reading. Although it is common for authors to have critical thinking questions at the end of a book or text and for teachers to hold class discussions, these questions and discussions always come after the completion of reading. These questions and discussions would be much more beneficial if students had something of the like while actually working on the reading. Having questions at the end of a chapter not only focuses the student, but further engages them in the reading. The Comprehension Coach is also built upon Quizlet in how it gages whether an answer is correct or incorrect. In the “learn” function on Quizlet, students type the answer that they think is correct and if they get part of the definition, or a key phrase, correct, Quizlet highlights that phrase. If they get it wrong, the website has them type the definition word for word before they can move on. This heavily inspired the logistics of how to unlock the next chapter.

The Comprehension Coach would be useful for students and teacher starting in elementary school, however it would be extremely useful for university students and professors. In this day and age, university students have many other time commitments besides their classes and often try to equally focus their attention on all of them. This application would compel them to comprehend and concentrate on what they are actually meant to be reading, rather than allowing them to skim through it. It would also let professors guide the reading in the direction most suitable for what they are teaching.

While this application could be beneficial to all students, it would be particularly beneficial to students with attention problems, whether this means an actual learning disability or just someone who gets distracted easily. Because our society has become so technical, the products of our society need to recognize the way this changes human cognition and makes us less attentive (Hayles 86).The application has the text and questions in one place so that there is no need to turn from the text, creating distractions. Because it makes you think about what you are reading while you are actually reading the text, rather than completely after the fact, you are more likely to absorb the material.

Logistically, the Comprehension Coach would connect to e-readers through an email account. The application would be downloaded on a smartphone, tablet, or laptop and you would need to create an account through an email address. The e-reader would have a login section that makes the application directly accessible. In order for this to work, either Amazon, Barnes and Noble, or Apple would have to be willing to collaborate to use the application on either the Kindle, Nook, or iBooks. Then, a technician from one of those companies will embed two versions of the application into the e-reader: one for educators and one for students. The one for educators will allow them to simply upload questions and key terms for each chapter while the one for students will just allow them to answer the questions.

This product would be marketed towards students, teachers, parents, schools, and any other institute of learning or education. Since the point of this application is to promote attentiveness and it does this through “locking” chapters of a text, I have come up with the slogan of “unlock your attention”.

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Advertisements will be placed on websites catered towards students, like Sparknotes, Schmoop, and Gradesaver. Students gravitate toward these websites when they do not understand what their reading, but with the Comprehension Coach they will not need these websites.

Works Cited

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Kirschenbaum, Matthew. Track Changes, A Literary History of Word Processing. N.p.: Harvard                       UP, 2014. Print.

Cartoonclopedia

Learning disabilities affect many students in the United States – 5% of the students enrolled in public schools have been officially diagnosed with at least one LD while many more go undiagnosed. There is a certain amount of stigma attached to this label with many individuals mistakenly linking learning disabilities to a lack of intellect or a manifestation of autism (NCLD). In reality, students with LD’s are of normal or above-average intelligence, they simply have trouble receiving, processing and storing information that other people do naturally. While some schools, mostly private and charter, attempt to address these disabilities by varying the teaching methods in the classroom, public schools make little effort in mitigating the struggle that these students face. Standards and test-based pedagogy dominates the public system, leaving little room for alternative methods including visual and oral teaching. In order to assist this under-represented demographic, and to make reading more fun, I’d like to propose a new web and app-based tool to improve youth literacy. Cartoonclopedia would bring together illustrators, artists and cartoonists from around the world in order to build a database of drawings for as many words in the English language as possible.

When a student encounters a word they don’t understand while reading, they’re expected to go look it up in a dictionary. In our current era of ubiquitous tech use, it’s much more likely that the student will look up the word online. If you Google a word with the term “define” in front of it, the first search result is a definition. Furthermore, resources such as Dictionary.com and Thesaurus.com offer free definitions for anyone seeking them. Unfortunately, these sites require a revenue stream of some sort, so students get advertised to in exchange for finding a definition for a word. Additionally, both dictionaries and online databases rarely offer context for the definition. Occasionally the definition is followed by a sentence with the word in it, but at least in my experience, I’ve found that the sentences have obscure references and would certainly be difficult for a younger student to understand. Visual learning is a vital tool in children’s pedagogy; children’s books, computer games and instructional toys all illustrate the importance of a visual aspect in apprehending basic reading and writing skills. Even Vannevar Bush states that the human mind “operates by association,” and by offering an image for students to refer to when thinking of a word, we’d create a link to make comprehension easier. Few of these tools for improving a child’s literacy are free, so this restricts their usage to children of middle and upper-class families. Hence, students with LD’s tend to be from lower-income families. This is due to the fact that it is possible to substantially mitigate the effects of LD’s with instruction, but this requires equally substantial time and financial resources from the parents or school. What is missing in this market for instructional tools is a free resource to be used both at home and in school that would help all students with different learning types understand new terminology: Cartoonclopedia.

Cartoonclopedia would be a prime example of what can be achieved through crowd-sourcing in our constantly more connected and globalized world. The Oxford dictionary has about 170,000 words in it and it is generally assumed that our language uses about 250,000 words, so this would have to be a globally collaborative project. I’d aim to begin the project with an educational grant of some sort, whether it be from the government or a foundation which would allow the project to pay the first illustrators to contribute substantial amounts of drawings to the database. The framework for the website and mobile app would be relatively simple and cheap to construct, it wouldn’t need complicated user interfaces nor functionality. In the long run, it’d be ideal to have user accounts so that instructors and students alike could build their own lists of words. Teachers could compile a list of illustrations for the words they thought were the most challenging or recurring in a text which then students would look over before and while reading. Students could save the words that gave them the most trouble in order to return to them later and consign them to memory. In the short run, however, simple access to the database would be more than substantial. We would conduct studies including both surveys to teachers about what terminology their students found most challenging as well as usage of scholarly tools to identify the most commonly used words in school texts to base the beginnings of our database from.

One of the most exciting aspects of Cartoonclopedia is that, since it’s a global collaboration, the illustrations will be from artists with all different types of cultural backgrounds. The project won’t attempt to standardize the type of illustration, we’ll only check to make sure the content is both appropriate and intelligible to younger students. This will result in the proliferation of many different cultural values and traditions: the New Yorker-style illustration about what the word “chore” means might be contrasted with a South American or Indian illustrator’s interpretation of the word “work.” The individuals portrayed in the cartoons will often wear the garb of their own country and reflect their own traditions, as the illustrator won’t necessarily be American at all. In a world where many cultures are being forced to collide at a rapid pace, this would aid the new generation’s understanding and acceptance of the diverse population around them. It will help guarantee that cultural “knowledge evolves and endures throughout the life of a race rather than that of an individual,” (Bush). Cartoonclopedia would both help students with disabilities have a visual resource to understand what they’re reading, as well as give all students a break from reading to look at something fun (and often funny) while still instructive.

While some picture dictionaries do exist, they’re not widely used, and Cartoonclopedia would work to bring the resource to any individual’s fingertips. The concept behind an illustrated word bank is reflective design, where we see vocabulary, “as alterable rather than immutable.”(Kraus) The images we associate with certain words come from our surroundings: social and media inputs. Cartoonclopedia seeks to furnish students (and all users) with a range of worldly perspectives about what words mean, allowing them more breadth of understanding. Let’s learn and laugh together!

vocabulary_cartoon_demo-1

 

Works Cited:

“What Are Learning Disabilities? | Learning Difficulties.” National Center for Learning Disabilities. N.p., n.d. Web. 13 Nov. 2014.

Bush, Vannevar. “As We May Think.” The Atlantic. Atlantic Media Company, 01 July 1945. Web. 09 Nov. 2014.

Kraus, Kari. 2013. Bibliocircuitry and the Design of the Alien Everyday (2013), The New Everyday, Textual Cultures.

Stacks

Stacks is an application for mobile devices and computers that allows users to stream audiobooks. Users can stream any audiobook from an in-app library of content. Each book stream consists of audio, which is the reading of the text, and a visual component created by the app. While users listen to the audiobook they view a computer-generated animation that matches and complements the story. This animation is made by a computer’s analysis of the pitches, tones, and frequencies of the reader’s voice transferred into animated fractal art with a multitude of textures and colors. Through this audiovisual presentation of a book, reading novels becomes a social experience. People can “watch” books together the way they watch television shows or movies. In an academic application of the program, using two senses to experience reading a book increases attention rate during reading and results in a better absorption of the text. The application is therefore appealing to students as well as book clubs, friends, or families looking to experience reading together. Stacks makes reading a more social, more engrossing experience for users while still conveying the entirety of the original text.

The visual aspect of Stacks is a defining characteristic of the application. Fractal art, very aesthetically pleasing and specific to the text, is the backbone of the visual component to Stacks streaming. Made by computer software, it is essentially the visual representations of math equations. Because fractal art is made using specific mathematic formulas, the exact ratios and intricate detailing of the pieces are very pleasing to the eye. Fractals, while formulaic, can be presented in an infinite number of ways through variations in color, texture, and equations used in the software. Stacks uses the sounds of the audiobook to create an animated fractal that matches the verbal variations of the reader, complementing the text. While there are already programs that use sound to create visual animation, such as the Visualizer option on iTunes, these are often comprised of just flashing lights on a black background and are of little variation. In order to create Stacks, we would need to make a software that uses audio to create fractal animation. Once this software is created, Stacks will be easily made using streaming technology already present in Netflix and Spotify and distributed on the Apple and Android App Stores and Google Play, as well as downloadable for computers through a website.

I recognize that a number of books have already been brought to life through a combination of audio and visual aspects for audiences to enjoy. These take the form of movies or television shows based on stories from books. While these do share Stacks’s goal of bringing books to a wider audience in a new format, there are drawbacks to Hollywood interpretations of books that Stacks solves. First of all, movies are expensive to go see or buy. Users may stream any book for free with their monthly Stacks subscription, making it an economically smart alternative to seeing a film interpretation in theaters or even buying a physical copy of the book. Second, only a very slim percentage of books get made into movies, and almost all of the ones that get theatrically produced are fiction novels. If a reader wants to visually experience a little-known book of poetry, they are not going to find a film version of the book to enjoy. Even if the desired book does get made into a film, it takes at least a year and a half to produce and release a film before a viewer can pay up to fifteen dollars to see it in theaters. Stacks can quickly generate fractal animations for audiobook files, which accompany most books very soon after the print edition is released. Lev Manovich discusses automation of new media in his book The Language of New Media. He names the many talents of computer programming today, such as the ability to “automatically generate 3-D objects such as […] ready-to-use animations of complex natural phenomena” in support of the idea that automated creation means “human intentionality can be removed from the creative process, at least in part” (32). By taking away the human element of the visual creation the animation is left to work with the creative piece that is the book itself, and allows for a much quicker turn around of products than if someone made a film for every book ever made.

The element of discussion surrounding texts is often dropped after a person graduates from high school or college and stops reading books for academic purposes. Stacks introduces a social element to books that will make their experience much more appealing to the masses.  When a person reads a physical book or an ebook, it is a quiet solitary experience that is very individualized. When the book is taken out of the inside of one reader’s head and projected onto a screen with an audio component, reading a book becomes a social activity. Stacks allows people to hear stories together the way they bond over television shows. With the opportunity to pause between chapters or at any time during the text, Stacks creates collaborative discussion. Everyone is on the same page, or rather, at the same part of the Stacks stream. By bringing back this discussion-provoking reading environment, people get much more from the texts than if they had read it alone.

According to Hayles’s How We Think, “the sheer onslaught of information has created a situation in which the limiting factor is human attention” (12). Students of all education levels, from elementary school to college level and beyond, have a difficult time focusing on reading texts due to the stillness of the activity, the need for a quiet setting and the act of thinking only about what they see on the page, ignoring all other senses. Stacks focuses the user’s attention and makes any text easier to absorb by utilizing two senses: sight and hearing. With two senses working at once the brain processes the text in two different formats, which develops stronger connections in the brain and makes the text easier to absorb. This creates an experience that fits Hayles’s definition of a “close reading,” which “correlates with deep attention, the cognitive mode traditionally associated with the humanities that prefers a single information stream, focuses on a single cultural object for a relatively long time” (12). Close readings and deep attention are brain functions that are being used less and less in our daily lives, but Stacks brings it back to the surface by incorporating it into our already technology-driven lives.

As far as marketing goes, Stacks would benefit most fro advertisements on websites like SparkNotes or Shmoop, which are centered around reading and literature analysis, as well as websites like College Prowler and Rate My Professors, where high school and college students are always online. The logo is the word “Stacks” in bold lettering, with the vertically straight part of the “k” made of a pile of books and a fractal web of lines inside the “a.” Advertisements will read: “Stacks: Stories for the Senses.”

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Works Cited

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Manovich, Lev. The Language of New Media. Cambridge, MA: MIT, 2002. Print.

Mirrors

The product that I would like to propose to the class is one that prizes versatility. It does not serve just one purpose. Its functions are so vast that it becomes a Swiss army knife for readers and writers. It can help organize, clarify, correct and inspire those who use it. What makes this possible is an intelligence that is ever growing and can adapt to one’s needs as a writer. I am talking of course about using AI technology to the best of its ability. It will act within the word processor itself making the writing process more efficient. The actual product though will take the form of both a software program containing the AI and will hook up directly to a pair of glasses that will aid the writer’s efforts. I will call this new invention “Mirrors” because it is a reflection of the individual’s thoughts during his or her writing process.

Much of this product is inspired by tools that already exist. Search engines always put the most relevant and popular searches at the top of the list. Google even makes recommendations for what the user wants with the “I’m Feeling Lucky” button. Typing in key words also triggers a drop down with a variety of options for other popular searches involving those words. The AI in my device will act in a similar manner. As the user writes, the AI will provide a number of references and sources for the writer to utilize if he or she wishes. The writer may incorporate quotes from well-known books or movies. In these instances the program will automatically recognize the words and provide quick references from the internet for the writer to use so that the writer does not have to search for the reference him/herself. In addition, the program will also pickup on the subjects that the writer discusses. Sensing key words like “pharaoh” or “pyramids” will result in a dropdown list of available resources that have information on Ancient Egypt. Kirschenbaum criticizes that some technologies force the user to switch between “different screens or interfaces” which he calls “modes” but as technology increases, these transitions are made “as invisible and seamless as possible” (Kirschenbaum, 8). Although these technologies exist, the program streamlines the process by making the searches by itself while the writer is still in the word processor. Hayle makes claims that the research process for scholars has changed due to the inclusion of digital media and states that “the main advantages are worldwide dissemination to a wide variety of audiences, in many cases far beyond what print can reach” (Hayle, 3). Similar to how the efficiency of digital media expedites the research process by eliminating manual searches through book shelves, the AI removes the manual search on the internet.

The real innovation here, however, is the AI’s ability to predict and think about the content of what the writer is expressing. As the user continues to write, the AI will also sense writer’s block if the computer experiences little activity. At this point, the AI will attempt to make sense of the writer’s thought process and come up with a number of words that can best complete sentences if the writer stops midway in a sentence. Technology these days are “a material matrix against which we manufacture an ongoing array of haptic, affective, and cognitive engagements” (Kirschenbaum, 10). Essentially, the tools a writer uses should be just as engaged in the writing process as the writer. If the writer stops after a complete thought, the AI will even give suggestions and comments on the flow of the paper as well as make valid recommendations on the possible next step by searching for content relevant to the paper on the internet. It is important to note though that the AI is not attempting to replace the writer but simply give inspiration for the writer’s next move.

While the AI helps with the cognitive side of the writing process, the glasses serve a more physical use. While I already see the connection between computer screens and eyewear in the form of Google Glasses, my glasses will specialize in the writing process by utilizing scanners. The glasses will scan the user’s pupils and sense their movements. Through this, the glasses can detect what lines the user is reading. I often sometimes lose my place while reading or reread what I just read to help get a better understanding. The glasses will sense perplexity or confusion if my eyes dart up and down trying to find the previous line. The lenses in my glasses will act as an additional screen that will highlight what I have already read using a yellow tint and use a green line to highlight the last line I just read. If it senses that I am reading the same lines over and over again, the AI that is connected to both the computer and the glasses will kick in. At this point the AI will attempt to reword or restructure the sentences to better help the user’s understanding.  If the reworded sentence is still awkward, the writer can always refresh for more options that the AI came up with. At the same time, the glasses are a form of engagement for the user making the writing experience so immersive that they do not lose focus or concentration. Because the scanners are constantly fixated on the user’s eyes and need to correlate the eye movement to the words on the screen, there is almost no room for distraction for the user. The document and the user become one blocking out any outside distractions. When the user turns his or head away from the screen, the lenses in the glass disengage and wait to be reconnected. In a similar manner, George R.R. Martin claims that his “secret weapon” for combatting distraction was WordStar, a basic and archaic program that “accounted for his long-running productivity” (Kirschenbaum, 6). Although Martin’s method was to utilize a basic program to block out his environment, I want to have the same effect but move forward with technology in the form of Mirrors’ glasses.

These tools can be used by both professional writers and the everyday user. Due to its simple user interface, it is easy to use and learn by all. In fact, there is very little to learn as the AI does not need commands to function. Therefore, the AI will take care of the processes by itself resulting in a practically non-existent learning curve for this product. All the user needs to do is connect the glasses so that the user’s computer recognizes the device and follows the guided installation for the program. After these simple steps are completed, the user will be utilizing the program with quick succession. With its user-friendly interface, I plan for my product to target a multitude of different customers. The main consumer base will be comprised of students ranging all the way from elementary to college level. This tool would also be effective for businessmen and white-collar workers in general. While its functions serve many purposes, I intend to market the product for educational or work-related uses.

Because this product is both software and a physical object, there will be two different processes for manufacturing. The program will obviously be worked on by computer science professionals who will code and distribute it digitally or put the data on discs for those that want a physical copy. The glasses, on the other hand, will be manufactured by a number of engineers who will carefully put the lenses that will act similarly to a computer monitor. While the majority of the glasses will be made of simple plastic materials, the engineers would have to incorporate putting in certain technology that will help the glasses connect to a computer wirelessly as well as scan the user’s eyes to detect movement.

As with most other products, much of the success can be attributed by the marketing. Wanting to associate my product directly to writing, my catchphrase will be “Mirror, mirror on the wall, who will answer the writer’s call?” Going back to the meaning behind its name “Mirrors”, the logo will be comprised of the famous statue of “The Thinking Man” inside a mirror. This will further enforce the idea that Mirrors is supposed to help guide the thinking and writing process. Advertising will be restricted to a few TV commercials but will not involve anything too elaborate. I believe hearsay and good critic/customer reviews will be enough publicity. That being said, the commercials will be strictly informative and will rarely utilize humor or other methods of marketing. A website will launch explaining the key features and give examples of its usage. I would rather the consumer research and evaluate the product themselves because the ones giving the time to do so will be the kind of people interested in buying my product. Any other marketing would be unnecessary expenses. Because of its technological nature, it would only make sense to have this product be found in stores such as Best Buy. Another outlet would be Staples because it stresses work and school related usage.

mirrors

As the consumers will soon see, Mirrors is a product that values professionalism while still maintaining a certain openness through simple user interface. Just as Microsoft Office is a staple product used by millions, I want the same for Mirrors. A couple years after its initial release, I would hope that Mirrors finds itself on every home computer or school/work environment.

 

 

 

 

 

 

 

 

 

 

 

 

Works Cited

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago:         U of Chicago, 2012. Print.

Kirschenbaum, Matthew. Track Changes, A Literary History of Word Processing. N.p.: Harvard                       UP, 2014. Print.