Creative Tech. Sprints

Max Stockdale
3 min readSep 5, 2023

notes, readings, process | max stockdale

Sep. 4

“Designing Interactions”; Digital Grounds Ch. 7

Sep. 14

reflection:

Moggridge uses this concept of “digital grounds” as the foundation for digital interactions. He sees design as a continual conversation, where designers must constantly adapt to changing contexts, user needs, and tech advances. This means putting users at the center, listening to feedback, and being flexible in the design process. Designers need to be aware of the broader environment in which interactions occur, considering hardware, software, networks, and physical surroundings. It’s a process of ongoing refinement, requiring cultural sensitivity and a long-term perspective for sustainable, user-centered design.

In recent projects, outside perspectives continue to drive my approach + process. Recently, I’ve been spending a lot of time scrolling through “reddit” due to its extensive variety of opinion. In order to design for people, you must figure out their habits, needs, and why they want to use your solution. My studio project this semester is focused on airport design. With such a wide-ranging group of stakeholders, a space like this can be overwhelming to design. Not only that, but we must also account for the variety of experiences + passenger journeys. As we continue to progress on our research, I will use the combination of “big data” to find areas or interest and “thick data” to really find out what’s going on.

usability || identity || desire || intent

appreciation || experience || usability || desire

Hadestown Research

The Art of Stage Design: Es Devlin
-how to design work that can be seen from every angle
-play with scale + time
-what are symbols that everyone recognizes? -shared meaning

Hadestown research:
-myths are malleable stories, “living artifacts”
-Orpheus: greatest musician who ever lived
-themes: music + togetherness + hope
-morals: how to treat others
-lots of different artist spin offs of the classic myth
-Anaïs Mitchell wrote the album of the music that turned into this play; hoped to teach lessons of the modern age

  • reviews: Act II was slow, Persephone + Hades storylines could be revised; “it grow on you the more you listen to the soundtrack”
    -environment: Jazz Club vibes + music
    contrast + duality; realist(Eurydice) vs. optimistic(Orpheus)
    alternating perspectives; apocalyptic great depression shaped characters like Hades
    -overarching themes: duality, overthinking + doubt
  • -Yash: theatre wasn’t anything special, people should have some kind of background on the play + story before coming, “I had no idea what to expect.”

Sep. 20

“Actionable Gamification”

Octalysis framework

Feedback from Josh:

  • *Quupa(bluetooth to track whereabouts in space); could be used as a clip(leaves the visitor hands free)
  • more focused engagement points
  • system diagram, user diagram, + user flow
  • focus on one character for the experience
  • measure distance — real time particle system — flames enlarge when visitors get closer(focus on fully developing this prototype
  • fandom(how do fans get to participate)
  • benefits of our design: modular experience(diff. levels of interaction); adaptability for different lobby + theater experiences; could be used as a stand-alone social media moment(consider the marketing side)
  • prepare for questions

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