THE PRESENTATION POST

This post's privacy is set to Everyone. This post showcases your final design by telling the comprehensive story of how your idea was born, developed, and manifested. The arc of the story should encompass the, How of your project in a compelling narrative. It showcases your design process including your brainstorming, each of your iterations, and your final prototype. It allows the viewer to delve deeply into your process.

  • Every Slide should have a Title and Caption.
    The body of this post is The Brief. You should include a version of the Brief for each collaborator in the project.
  • This post will be used in your review presentation at the end of the session.

You are encouraged to make your narrative as compelling as possible. All of the content below should be included, but if you would like to rearrange the material in order to tell your story differently, work with your coach.


INTRODUCTION PORTION

Your presentation is a narrative, and the introduction sets up the scene for that story. Here you introduce the project, say why it is important, and summarize what you did.

TITLE WITH TAGLINE: This slides shows a crisp, clear final image and the title of your project. with a pithy blurb describing the project. The image, name, and tagline should draw a viewer in. 

Examples:

  • The Fruit - A line following, light tracking robot
  • Segmented Vehicle - A vehicle that conforms to the landscape
  • Cacoon - Wearable sculpture exploring the concept of transformation and death

EVOCATIVE  IMAGE: This is a single image that shows a clear image that evokes the soul of your project. This image helps set up the why in a compelling way, sets the stage for your narrative, and will help frame the entire presentation. The caption of this slide (set with the Edit Captions button when editing your post) should discuss the context of your project. No Text on the slide.

THESIS STATEMENT: This is a TEXT ONLY slide for which briefly describes the Soul and Body of your project. You can use the project description from your Brief or write something new. This statement ties together your narrative.

Examples:

  • The Cocoon:  A wearable sculpture that explores the concept of transformations and death. The Cocoon explores the spiritual journey beyond the human experience; what it means to be human, how wonder effects us, and the concept of what happens after death.
  • Body Accordion: A musical prosthetic that translates the wearer’s body movements into a dynamic multimedia performance. The Body Accordion converts flex sensor input to sound through Arduino, MaxMSP, and Ableton Live. 
  • Seed to Soup Animation: A whimsical animation about the slow food movement. Seed to Soup showcases a holistic method of cooking. From garden, to kitchen, to dinner table.
  • Antlers: A wearable sculpture inspired by antlers found in the deer and antelope family. "Antlers" explores the comparison between armor and attraction. 

PROCESS PORTION

The Process Portion of your presentation tells the story of how you iteratively developed your project. Somewhere in that story you should include conceptual and technical precedents that guided you at each stage as well as brainstorming and process sketches and clear photo booth imagery for 3-4 stages of your process.

This portion is made up of three types of slides repeated 3-4 times. Each iteration in your process should include:

  • PRECEDENTS:  Precedents are any projects that inspired you creatively or gave you technical guidance. These can include conceptual precedents and technical precedents. No Text.
  • SKETCHES/SKETCH CONCEPT DIAGRAMS: These slides show your generative ideas in sketch form. These should clean, clear drawings. A sketch should show a clear idea. Do not simply scan a messy sketchbook page and expect that people will understand. If you do not have a clear concept or working sketches it is fine to make them after the fact. No Text.
  • PROTOTYPE IMAGES:  These are actual images of the prototypes  you documented in your daily posts. These images illustrate your design decisions and how your project changed at each step. No Text.

FINAL PORTION

The Final stage of your presentation is the resolution of your narrative and shows your completed work. The use diagram shows how your project works and the construction diagram shows how it is assembled. Final photos show the project both in action and at rest. The imagery captures your final built design.

USE DIAGRAM: A diagram showing some aspect of the functionality. These can include:

  • How one uses or interacts with the project
  • The overall behavior of the project over time
  • For a complex interactive project, this can be a clear diagram of the software behavior

MECHANICAL DIAGRAM:  A diagram offering insight on how the project is put together and functions technically.

  • Ideally, this will be an exploded axonometric
  • At minimum this can be a labeled disassembled photo  

ELECTRONICS or OTHER DIAGRAM: Additional diagrams showing some important aspect of your design. 

IMAGERY: The last slides should have an images of the final project. These images should be taken in the photo booth, cropped, and adjusted for contrast, brightness, etc. Images should include:

  • An image of the project in use (taken in the booth or at large). This should include a human interacting with the project.
  • Images of project alone. Include at least one overall image and one detail image.
  • You can also use an image In-Use. 
  • Consider using a GIF to show how the project works. 

 

Dispatch

Declan McEnerney

Presentation

M Paul and 2 OthersAmiyr Ahmad
Thomas Galletti

The Grocery Store is a game simulating the struggle that many business owners are facing this pandemic. The player must design a grocery store in a way that is profitable and doesn't cause infections in their store. They must also deal with uncooperative customers who refuse to follow pandemic guidelines.

The Grocery Store is designed to help the general public understand the many challenges that small business owners are facing during the pandemic. It can also be played by small business owners to help them experiment with the new ways that stores must be designed and operated. The game uses the p5.play library to create a browser game with a drag-and-drop interface. The player can design their store using the built in assets and then run a simulation that will end with a breakdown of the profits made, % chance of infection and the areas in the store that are of the biggest risk. During the simulation, there is a chance that customers can come in that aren't following pandemic guidelines, such as not wearing a mask or distancing themselves from the other customers, and the player will be given choices on how to handle these customers.

VirUs

Anara Magavi and Rowan McCrea

Anara's brief

VirUs is a game designed to bring awareness to the challenges of reopening businesses during the pandemic. The player must navigate through a small office space, completing tasks while avoiding infection. As the player moves up in levels, the area expands and characters are added. This mirrors the progressive opening and return to “business as usual” despite remaining dangers.

Each stage of the game requires players to complete location specific tasks. For example, in an office space, the player completes tasks like getting papers and organizing shelves. The game can be won by finishing the tasks, without getting infected, before the timer runs out. Players get infected by touching an infected surface, but they cannot be infected directly from the virus. The virus bounces around the space and infects anything it touches, infected objects glow for a few seconds to signify that the virus has touched it and then fades back to normal so that the player can identify it. There are a few ways to avoid the infection, hand sanitizer and hand washing. Hand sanitizer takes no time to apply, after you have touched an infected surface, but there is a limited supply so the player cannot solely rely on it. Hand washing has an unlimited supply, but it unfortunately takes up time. The game is designed for children and teenagers to teach them that even if they are unable to see, or have not yet been directly impacted by this virus doesn't mean they are safe. The goal is to make people aware of the severity of the pandemic, and the risks of everyday tasks in an entertaining way.

Studio Brief

Keenan Gray

Recorded in the histories of Herodotus, the Ancient Kingdom of Lydia faced a famine. To survive this hardship King Atys declared they would only eat eat every other day. To cope with the hunger, the Lydians would play games on days without food. Games would evolve over centuries, eventually becoming the digital games we play today.  In "Role We Play" students will explore the meaning behind different game mechanics, and leverage this knowledge to provide gamified experiences that serve as more than escapism. 

Games allow players to step into new roles, where players act and think according to a series of well-defined rules. At their core, games are abstractions of the larger systems at play in our society, and gamifying these difficult concepts can be a useful tool towards understanding our world.

In this studio students will tackle game design as a tool to study the rules built into our social systems (lawmaking, balance of power, elections).  They will use programming to simulate or gamify these systems. Sid Meier called games "a series of interesting choices”; the games built in this studio will task players with assuming new roles, seeking to understand and explain these choices from different perspectives.  


2.0 - Open Innovation / Continuation of Projects

Revisit the research period of the game development phase. Connect the project to some of the real-world topics you identified by creating a webpage that acts as a guide, blog or resource for your audience. The goal of your updated project should be to create and test the potential for real world impact or changes in behavior from those who play your games.

Dispatch project board

Declan McEnerney

Dispatch

Declan McEnerney and Declan McEnerney

DISPATCH: Is an interactive audio and text-based game to give insight into the call to action  “defund the police”.The player is put in the role of an emergency services call dispatcher.  


Dispatch is created to combat the misunderstanding of the phrase "defund the police". This misunderstanding causes people to be instantly turned off from the idea, instead of looking into it. Dispatch is aiming to make this information more palatable and in a more interactive format for people who are not willing to do this research themselves. The player's task is to send the correct response to each situation they face. Emergency scenarios range from petty theft to psychotic episodes. The game envisions a future where emergency specific response services replace law enforcement. Dispatch is a javascript based game, which will be played in a browser, making the game accessible to a wide audience.