How is our idea derived?
(My contributions along the way are bolded for clarity)
We took the original idea from Ricci’s proposal. She proposed an artifact, based on the story of Omelas, that involves an ice little boy statue standing in the middle of a circle, and an outer ring where visitors can stand. The statue resembles the poor little boy in Omelas. The artifact works by distributing temperature to the ring and the circle, so that the less heat visitors experience,
the more heat goes to the boy that it melts and vice versa. I summarize the general principle of the artifact is like a zero-sum game so that
“the more you suffer,
the less I suffer.”
So, we settled down on the idea. But after a while of contemplation, I found that feeling of hot and cold may not be the easiest thing to act out and demonstrate, so that I proposed using electricity shock instead, which logically should take less effort to present. The underlying mechanism is that the more people press on the outside, the more current goes into the person in the middle and the less current goes into the outsides, so that they suffer less but the middle one sufferes more; reversedly the less pressure is applied on the outside, the more current goes into the outsides and less for the inside. If there’s no pressure, there will be no electricity passing through. If the pressure goes to maximum, the least outsiders suffer but the most the insider undertakes.
How did the idea turn into sketch?
The original idea is to place an inanimate sculpture in the middle, whose melting may give a visual response to the visitor.
Somehow I found it not that interactive since we are simply dealing with something that could only show two status, melting or not melting. From what I learnt from Crawford’s the Art of Interactive Design, this provides a limited level of interactivity. So, Melissa suggested that we may substitute the fake boy with a real boy-which was me. It’s a great improvement because now it’s an interactivity between people only mediated by machines and electronics.
How did we plan the stage play?
I am greatly inspired by Tom Igoe’s Making Interactive Art: Set the Stage, Then Shut Up and Listen by, where he talks about the concept of perceiving the interactive artifact as a stage play with viewers being the actors. Also, Rainroom-by rAndom international gave me a hint in the way of performance. Apart from the direction interaction with the installation, Rainroom also features the experience of spectators, namely those who are watching other’s interaction. So, I came up with the idea of putting up a life drama, in which all of us pretend to be a group of tourists in a museum who have not seen the artifact before, and manifest how they may react towards such an artifact. In this fashion, I thought that we should be capable of revealing not only the human-machine interaction but also constructing a meaga space for performance from which spectators can see the whole installation as an ongoing show.
We agreed on the primary and immediately started to brainstorm how the artifact should be built to facilitate our performance. Melissa, Shelly, and I met on the day before holiday and checked the materials that we may get use of. Unfortunately, the largest cardboard available wasn’t large enough to support the possibility of letting everyone stand on the circle simultaneously. So, we turned to handprints instead. Shelly suggested that we should separate the handprint parts away from the major circle component in the middle, which extends the space and makes everything clearer for the audience as well.
Once the basic design had been settled, we set for building the artifact. We took turns to cut out the circle, the most critical component of the artifact, which symbolized the start and our cohesion as a team.
I found the circle vulgar with the raw material exposing. Seeing sheets of black paper around, I came up with the idea to cover the circle in black. And we did it. I coated the four legs with black sheet paper and Shelly painted the circle.
Afterward I suggested we should divde the labor so that it could be more efficient. Consequently, Ricci and me were assigned to make the supporting structures under handprints. Ricci and I did a quick discussion and decided to build four columns with wasted water bottles. How did we find the bottles needed? We became bin boy and bin girl, namely digging bottles from the trash bins. It’s not the most glamorous job to do of course. Luckily, shifu and ayi helped us and guided us to B1 to the bottle mountains, where we quickly gather the bottles we wanted.
We moved on to build the column. I worked with Shelly to build the first prototype of the column, namely the prototype within prototype. We cut the bottles at bottem and neck alternatively to fit them together into a tower and used the glue gun to keep them connected. After completing the first prototype, I ran reliability verification, in which I kicked the bottle tower around and punched it real hard, but the bottle tower stood the adversary so that we decided also to involve the prototype tower into our final play. Eventually, we filled the bottom bottles with water to increase the stability.
The final artifact looks like this. Our script is attached here.
Critical analysis and assessment
I personally favor the project presented by Group 5. Their project is a suit of wearable device, including a VR google and a pair of gloves, which are connected to each other using cables. If I understand their play correctly, the suit constructs a virtual space for the user, through authentically mimic the five senses excluding the taste, to relieve one’s stress. The interactive artifact is designed in accordance with the nursery room in The Veldet. And their design has taken a step even further that by adopting the pair of gloves, the suit can even produce touch feelings. Adding on to that, using virtual reality google, comparing to a huge room, prevents the potential danger of running into a real lion (if there may be one).
Their artifact is definitely highly interactive and interesting, but I would take a slight grain of salt in terms of its uniqueness and originality since we have seen a lot of similar devices in movies (e.g. Ready Player One elaborates perfectly on the interactive virtual world). Though I would argue the defects here cannot obscure their virtues. Their presentation is exceptional. The formation is clear and focused. We know exactly what is going on on the stage. The play is engaging and really funny, especially how they reify what Lesley (the man in blue) sees. Also, Lesley acts out the whole scene in a natural and unmannered way. And I think the performance part has been good enough.