With the week 1 mind mapping activity in mind, I made a concerted effort to delve into the reasons behind my project and what truly resonates with me. As a designer, my primary objective is to produce work that encourages people to engage in conversations and gain insights into human behavior through storytelling. I believe that ideas and concepts have a more profound impact when there is an interactive element involved, as it taps into the idea of positive reinforcements – when you take action, you receive a corresponding reward.Therefore, I believe that my final year project gives me an opportunity work in areas I'm interested in!
During class, Andreas provided some intriguing strategies for initiating and structuring our research. Establishing my research pillars proved to be a good starting point, as it allowed me to gain a deeper understanding of distinct components or themes I wish to explore individually. Moreover, it helps me explore how I can effectively connect these pillars throughout the course of this project. Although my research pillars align with the three components identified in the first week, their broad nature encourages me to maintain an open mind, allowing for the possibility of exploring additional research areas that may best align with my project as the weeks progress.
My first research pillar would be Interactive Design and to get a better understanding of this topic I started looking for case studies, already existing projects and studios or agencies that work within this sector, at the same time to help with my RPO I also started looking for books within the same theme.
Aspect [white] by Random International explores the fusion of physical and digital realms in real-time by superimposing algorithmically generated shapes onto the moving visitor's shadow. The visitor's body serves as the projector, allowing them to control the visibility of geometric patterns through their movements. This interaction facilitates a kinetic dialogue, solely reliant on physical actions, offering a unique form of self-portrait or shadow projection. It's intriguing to me because it leverages real-time data to establish a dialogue between the viewer and screens, granting the user a sense of agency within this immersive interaction.
My second research pillar would be Narratives and Srorrytelling The concept of "narratives" is inherently expansive and subjective, and at this stage, I myself am uncertain about the specific type of narratives I intend to emphasise or how I define narratives within this context. What I am certain about is my interest in working with subjective narratives characterized by open-endedness, which can stimulate discussions. Consequently, I believed that examining existing works would aid in clarifying my project's direction and serve as a starting point for my research.
"Sleep No More" by Punchdrunk presents Shakespeare's Macbeth through a cinematic and immersive lens, allowing audiences to move freely through the narrative, crafting their unique journeys within a film noir-inspired world. I find this project pertinent to my research because it not only reinterprets the narrative from a distinct perspective but also provides an interactive and immersive experience, enabling individuals to explore the story freely and interpret it in their own unique way. It offers a personalized and engaging perspective on storytelling.
My third research pillar would be Behaviour and Psychology believe that our perception plays a significant role in how we consume various forms of content and media. Therefore, it is crucial to comprehend the psychology of design and aesthetics in connection with human behavior.
Design within psychology is indeed a broad field, and I'm particularly intrigued by the "Flow Theory" due to its applicability in immersive interactive experiences. This theory revolves around achieving a mental state in which an individual becomes fully engrossed and deeply focused on an activity. It aims to create an optimal experience in which time appears to pass swiftly, and individuals feel a sense of control and satisfaction. To achieve this, it's essential to align the level of challenge presented by an activity with the individual's perceived skills. By inducing a state where participants are less self-focused and more engrossed in the experience itself, we can foster an environment where they can explore and potentially redefine their narratives and subjective experiences.
Now that I've gained some clarity regarding my research areas, I've begun contemplating how I can apply these insights both in theory and practice within my project. During discussions with some classmates, they highlighted the importance of defining a specific target audience and setting clear goals or addressing particular problems through my project. So for the next week I would like to focus on these areas.
We were all tasked with delivering introductory presentations, essentially providing an overview of our projects and introducing ourselves as designers to the class. Through these presentations, I believe that all of us were able to shift our focus beyond the tangible outcomes of our projects and instead, going deeper into the realm of academic research, enabling us to ideate and approach our projects from a more comprehensive perspective.