Collaborative Project at ACCAD (The Advanced Computing Center for the Arts and Design at OSU)
Darwin M / David M / Dr. Liz Sanders
This is the first phase of a collaborative project to develop a networked co-design virtual space prototype. We started with paper-based tools, where we asked participants to express their “present learning experience.” The paper-based tools informed the development of a virtual prototype in which participants were asked to do the same exercise. This Phase 1 project then informed the second phase of the collective dream prototype.
We started with trying to synthesize different ideas based on our theses. On the one hand, David McKenzie was interested in iterative prototyping, and on the other, I was pursuing the idea of an emergent system and human-centered design. These led to Dr. Liz Sander’s paper, called “Three Slices in Time”, where we borrowed the term, “Collective Dreaming”. Secondary research was also conducted by investigating current applications of similar fields we’re interested in and came up with a “Domain Mapping” to clearly state our goals.
Our design approach was and iterative process involving the experimentation of different toolkits and the observations and participants feedback, in which one stage informed the next. We started with paper-based tools and analyzed the behaviors and outcome of the participants work.
The framework we used, when we asked participants to express their “present learning experience”, is based on Dr. Sanders’ conceptual model of experience called “the path of expression.” The purpose of this framework is to guide participants’ awareness by thinking about present experiences and evoking past memories to eventually generate dreams for their future aspirations.
The next step, while we kept on researching with paper-based tool, we started to concept the user experience of the digital-tool and eventually developed a prototype using Unity game engine.
In the later part of Phase 1, the participants were not only asked to express their “present learning experiences” using the digital tool prototype, but they were also asked about the possibility of co-creating with other people in a digital networked space. The sentiments of the participants of the possibility to co-create with other people were overwhelmingly positive. The feedback and analysis we obtained from the Phase 1 research, led us to the development of Phase 2.