ICM Week 2

I’m very interested in making games so I decided to focus my project on calls to action and level building. I used simple commands like dragging your cursor over an object, to get the user to trigger an action. I then wanted the game to call a new function to do something else. I made levels for this.

Here I built in the four stages of the project.

These are all the variables I defined
Here you can see I collected the amount of time the user has been clicking, then triggering the next level.


P Comp Blog 2

Getting started with breadboards was really exciting. I want to make hardware for musical applications eventually, so I decided to make a piano light switch.

The first thing I did was set up the connections on my breadboard. I used five lights, each using a 220 ohm resistor. I arranged everything in parallel so that I could close circuits separately.

To create the piano I wrapped a piece of aluminum around the side of a piece of cardboard. I connected that strip of aluminum to the breadboard’s ground. Then I separately connected each LED’s ground to the piece of cardboard, with an opening. This allowed me to use another piece of aluminum wrapped around my finger to close each circuit, when pressed.

ICM Blog #1

I am interested in all types of interaction design. And while I come from mainly a filmmaking background, I have had some experience in making VR, coding in C# for Unity and basic Arduino commands. I imagine myself building upon my knowledge and opening the doors for a lot of projects. This could include the making of devices that work with the internet of things, interactive art using Arduino and motors, and the opportunity to create my own tools for art.

For this week in Intro to Comp Media, I started working with basic shapes and colors in the P5.JS web editor. Once I got the hang of things I started thinking of Picasso as an inspiration, to make a simple abstract portrait. I began drawing on graph paper because I wanted to be able to think about which coordinates to use first when I started sketching.

These are some of the images I used for inspiration.

I began coding and filled in the specific shapes. For some of them, I defined integers in order to keep variables in relation to each other. This can be seen in my second screenshot where I refer to the coordinates in relation to smokex and smokey.

Also I had an RGB color picker on another tab so I was able to find the colors I needed with exact values. I tried to keep things minimal and abstract for the aesthetic. I also added smaller randomized ellipses inside of the smoke to resemble embers.

This is the code for how I made the facial outline.
This is the code for how I made the smoke.

Below is my final piece.

There is a link at the bottom to open it in the web editor, and see all the code there.


P-Comp Blog 1

“…good interactivity design integrates form with function.”

This quote from Chapter 1 of The Art of Interactivity Design perfectly sums up what I hope to bring to all of my designs in this class. As a cinematographer I find a great a parallel to this idea (ignore the fact film itself is not interactive for a second). Often I would see my peers, going after the prettiest shots they could. They would call out, “doing it for the reel” which consisted of potentially abandoning the director’s vision, so they could steal a few shots for their portfolio. And while I could do plenty of reel-hunting in my time, I always try and stick to the director’s vision. I stick to what is going to keep the viewer not only interested, but following the story arc/focusing on pivotal details/focusing on specific characters. I don’t care if there is a pretty shot with the sky outside, if it has nothing to do with the film. I spend my time trying to design an experience for the viewer. And while it might not be the prettiest, it keeps the audience engaged in the stories vision and point of view. And the greatest films in my opinion are those that focus on good form and function. We must understand the story we tell, the interaction we design, and everything around it. And if they service each other we can create real art that is meaningful and reaches its goal.

And while film might not reach the author’s definition of an interactive process, Virtual Reality and other mediums are opening the doors for us to tell stories in more immersive ways. These principles will be very important to telling those stories. Maybe, focusing less on the “awe” factor in VR and instead on the new ways users can now interact with character/plot/theme. Also the design should focus on using more than just hands and pointers.

Bret Victor poses the idea in The Future of Interaction Design, that we should not be limited to interacting with only our hands. And while it is number one way we interact with technology, we should be designing for new types of interaction. For example, recording spatial awareness and eye gazing.

Questions I have going forward:

How can virtual reality stories move us in ways that two dimensional screens cannot?