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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Thu, 31 May 2012 11:51:49 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>News</title><subtitle>News</subtitle><id>http://www.amyfindeiss.com/news/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.amyfindeiss.com/news/"/><link rel="self" type="application/atom+xml" href="http://www.amyfindeiss.com/news/atom.xml"/><updated>2012-05-23T13:48:05Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.81 (http://www.squarespace.com/)">Squarespace</generator><entry><title>Blank Plate Video</title><id>http://www.amyfindeiss.com/news/2012/5/23/blank-plate-video.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/5/23/blank-plate-video.html"/><author><name>Amy Findeiss</name></author><published>2012-05-23T13:47:44Z</published><updated>2012-05-23T13:47:44Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><iframe src="http://player.vimeo.com/video/40673809" width="500" height="283" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>]]></content></entry><entry><title>Illustration As Research Method</title><category term="Illustration"/><id>http://www.amyfindeiss.com/news/2012/5/15/illustration-as-research-method.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/5/15/illustration-as-research-method.html"/><author><name>Amy Findeiss</name></author><published>2012-05-15T19:30:05Z</published><updated>2012-05-15T19:30:05Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>I have been exploring the strength and capacity of using illustration as a research method through a case study about food equity in which myslef and two other graduate students in the MFA Transdisciplinary Design program have been organizing over the past four months. The thesis project is called Blabk Plate, and have mentioned it many times in previous posts, is in essence a creative culinary pilot program that is in part chef-led demonestrations and in part designer-led creative challenges. Blank Plate acts as a case study in which I begin to define the range of possibility in regards to authorship starting from myslef as a model of skilled creator to the teens involved in the project with whom I refer to as creative participants. My questions dance around where along this spectrum do different acitvities lie? And how much or little is needed to prompt these sort of activities? And what is the result both in content and aestetically at different points within this range?Here's the first <a href="http://www.amyfindeiss.com/storage/IllustrationAsResearchMethod.pdf">draft</a>&nbsp;of what I hope starts a conversation about the range of activity in this kind of practice.</p>
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<p>&nbsp;</p>]]></content></entry><entry><title>Blank Plate Thesis Available on Lulu</title><id>http://www.amyfindeiss.com/news/2012/5/15/blank-plate-thesis-available-on-lulu.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/5/15/blank-plate-thesis-available-on-lulu.html"/><author><name>Amy Findeiss</name></author><published>2012-05-15T19:24:55Z</published><updated>2012-05-15T19:24:55Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>The Blank Plate project documentation is available for purchase on lulu <a href="http://www.lulu.com/content/paperback-book/blank-plate/12860454">here</a>. We have captured the project and all of the behind the scenes detail from the inspiration and research into various fields of inquiry to the methods and scripting behind the course structures to some reflection on the process. All in all, one will get a first draft edition of the copy. We hope to have it edited for basic inconsistencies but in general it will remain as it is now.&nbsp;</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.amyfindeiss.com/storage/Picture 5.png?__SQUARESPACE_CACHEVERSION=1337110144002" alt="" /></span></span></p>]]></content></entry><entry><title>Collaborative Storytelling in Prototype</title><category term="collaborative"/><id>http://www.amyfindeiss.com/news/2012/4/17/collaborative-storytelling-in-prototype.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/4/17/collaborative-storytelling-in-prototype.html"/><author><name>Amy Findeiss</name></author><published>2012-04-18T01:51:29Z</published><updated>2012-04-18T01:51:29Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Early this year was spent focusing on an investigation into different ways one might organize collaborative storytelling activities. Using various participants, graduate students from the Transdisciplinary Design program and other graduate programs, I tested some rough storytelling systems. Here's some of what I found.</p>
<p><span class="full-image-block ssNonEditable"><span><a href="http://www.amyfindeiss.com/storage/Activity%20Prototype%20Cards.pdf"><img src="http://www.amyfindeiss.com/storage/Activity Prototype Cards.pdf?__SQUARESPACE_CACHEVERSION=1334714203152" alt="" /></a></span></span></p>
<p>&nbsp;</p>]]></content></entry><entry><title>Case Study: The Point CDC Cooking Class</title><category term="Blank Plate"/><category term="Food Justice"/><id>http://www.amyfindeiss.com/news/2012/3/3/case-study-the-point-cdc-cooking-class.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/3/3/case-study-the-point-cdc-cooking-class.html"/><author><name>Amy Findeiss</name></author><published>2012-03-03T23:02:23Z</published><updated>2012-03-03T23:02:23Z</updated><summary type="html" xml:lang="en-US"><![CDATA[During the spring of last year, I [2]spent a lot of time slowly working my way from the outside in, in regards to the small parcel of land that comprises the neighborhood of Hunt’s Point. This is a neighborhood dangling just outside of Manhattan and only a few miles away from Union Square, the informal campus of Parsons the New School for Design where I currently am a graduate student in the Transdisciplinary Design program. Looking at a map, one might notice that half of this peninsula is the home of one of the world’s largest food distribution centers, namely Hunt Point Food Food Distribution Center. This center serves 49 of the 50 states and over 55 countries.[3] Looking even closer at the map, one might also notice a relative lack of places to shop for food in the other half of the peninsula, the residential half. Any shops one might find are limited to a handful of bodegas, restaurants and one grocery store an Associated Market, which recently burned down due to fire.[4]]]></summary></entry><entry><title>Games As Rule Setting</title><category term="Game Design"/><id>http://www.amyfindeiss.com/news/2012/3/3/games-as-rule-setting.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/3/3/games-as-rule-setting.html"/><author><name>Amy Findeiss</name></author><published>2012-03-03T22:54:12Z</published><updated>2012-03-03T22:54:12Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>It seems to me that there is an intersection between prompts and props in participatory design and rule sets of game structures. Both attempt to orchestrate extraordinary events while suspending power structures in order to stimulate new ideas.[1] I have also found that through examining existing precedents of storytelling games, like Storymatic[2], Once Upon A Time[3] and Dixit[4], as well as testing my own exploratory story systems, that rule sets can be used to simulate narrative structure. Simulating narrative structure can be helpful in participatory design activities that use visual essay. Participants are able to focus on content generation instead of lessons about narrative arcs. Having the energy of the participants immersed in generating and developing personal content is the primary goal. Learning about narrative structure will be implied in the activities but is not primary. Rules, much like pre-designes prompts and props in preparation for participatory design workshops[5], define the inner formal structure of games [6]. Rules are typically defined by a list of characteristics that guide participant behavior. Game rules can also abstract and simulate complex systems, in this case, with regard to narrative structures. The simulations of narrative structures can be used to guide participants to experience something that could be outside their skill level, much like that of a non-designer participant in a participatory design workshop. An important element of discovery and experimentation through game rules is that of feeling a sense of safety and trust with the other participants. The experiential world created by rules is often referred to as the magic circle[7]. Both participatory design activities and games can amplify the effect of the magic circle by conventions like rules and pre-cooked props.</p>
<p>In Rules of Play, Katie Salen and Eric Zimmerman define rules as the inner formal structure of games.[8] All games have rules. Rules limit participant action by forcing players to take specific paths to reach goals and ensure that all players take the same paths.[9] Rules clearly mark what is and out of bounds.[10] Rules are explicit and unambiguous, as ambiguity will lead to the collapse of the game.[11] This can be explained by a participant or even a facilitator at the beginning, though the interpretation of those instructions must be shared by all participants. They are fixed and binding and are meant not to change.[12] They are to be followed, as they are an authority that exists beyond that of any participant [13], and important to subvert any existing power structures between participants.[14]</p>
<p>Rules also exist on three levels, as posited by Salen and Zimmerman: operational, constitutive and implicit.[15] Operational rules are those that the players follow during the game; they are the instructions.[16] Constitutive is the mathematical backbone of the play, what exists as logic and probabilities.[17] And implicit rules are the unwritten rules of etiquette and behavior that often go unstated when a game is played.[18] These rules contain the essential logic of a game and creates the formal (not aesthetic) quality exhibited in the game. For a participant, the translation that occurs across these types of rules is referred to as the magic circle[19] and is where meaning emerges as a participant processes these characteristics. For the sake of my investigation, I will focus on operational and implicit types of rules.</p>
<p>I want to pay special attention to games with rules that focus on the simulation of narrative arcs and narrative structures. As defined in Rules of Play, a simulation in regards to games, is an abstraction.[20] The game attempts to represent something that exists in reality in a simplified way. The game does not attempt to simulate every aspect of what it is referring to, but focuses on only the necessary elements. The game simulation not only includes the formal mechanisms of the system, but also the ways in which those mechanisms permit action. The rules never completely determine the play of the game, as one must consider the relationships that they set in motion. The experience of the participant will be based on their interest level, skills and expectations. Through procedural representation, or process-based dynamic forms of depiction, simulations can be a powerful way to depict storytelling that emphasizes the participants experience.[21] In many storytelling games, participants can adopt and experiment with possible characters[22], role-play their actions and script their plots through movement[23]. They can bring to life a protagonist as a persona through which they can adopt momentarily as themself and insert into an imaginary world. The participant can be aware through a double-consciousness of play both using the persona as a puppet or an object as to which they can interact through the game and at the same time knowing it is an artificial construct. There can be a &ldquo;&hellip;three-folding of player consciousness: as a character in a simulated world, as a player in the game and a s a person in a larger social setting. The player and the character frames both take place within the magic circle where as the person gains its primary meaning from the cultural context outside the immediate space of play.&rdquo; [24]</p>
<p>In one of the games I researched, The Storymatic[25], a narrative has been abstracted into two elements or represented as two kinds of cards. One set of cards represent the characters or protagonists and the other set of cards represent conflicts that point the direction of this story. Participants are required to draw cards to represent a beginning and an end state for your character and point the direction of your narrative. In addition to the cards, there are prompts constraining character development. Using both prompts and props, the rules and the cards, one can successfully construct a narrative. These prompts and props form the nodes, key points, or frames of the narrative arc. The action happens between these frames as the players or participants use their imagination to close the gaps.[26] It is not necessary to know the intricate structure of narrative arcs because the game has abstracted the main elements and provided that content on cards. Participants attempt to build relationships prompted by the cards, shaped through discovery and concluding in the delivery of a model of a narrative.</p>
<p>An important element of discovery and experimentation through game rules is that of feeling a sense of safety and trust with the other participants.[27] These elements rely on intimately on each other. Through testing storytelling activities, I have witnessed, that experimenting with identity can often feel vulnerable. Participants are expert consumers of narratives through many types of media, but less practiced at the formal creation of their own. In storytelling activities, game rules exist as a contract between participants to determine activity logic but also etiquette between participants. The rules imply a social contract that acts as a kind of psychological buffer against uncertainty, protecting players from the risk inherent in game play.[28] Sustaining the contract to the end of the game requires players to maintain the integrity of the magic circle so that this bounded community may share meanings and values that they have given life to through the play. The magic circle can be damaged by rule-breakers, disrupted by cheating and destroyed by spoil sports.[29] Players must enter into a social contract, a commitment to a shared set of behaviors and values. For story telling activities, this will be after the task of working through an uncertainty by way of narrative devices: characters, conflicts, plots, settings and resolutions or endings.</p>
<p>&ldquo;The safer we feel in a game we&rsquo;re playing, the more willing we are to play it. But, for this experience of safety. We cant rely solely on the game. We must also be able to believe that we are safe with each other. We need&hellip; some guarantee, somewhere, that no matter what happens in our pursuit of the well-played game, we will not be risking more than we are prepared to risk, Even though Im aware that I might die as a result of trying to climb this mountain with you, I can accept that as part of the game. On the other hand, when I discover that you&rsquo;re cutting my rope so that you can get to the top first, I find myself mush less willing to play.&rdquo;[30]</p>
<p>To conclude my inquiry into games as rule sets, it is important to be aware of all the elements one might be constructing to facilitate projects that solicit personal input from the participants. It seems to me that it is very important to social engagement that designers create activities that build trust.[31] Looking to the realm of games, it also seem to me that the construction of rule sets not only direct behavior in simplified ways to simulate experience but are also social contracts among members that create spaces for exploration and discovery.  ￼</p>
<p><span style="font-size: 90%;">[1] Penin. [2] Mooney. [3] Lambert. [4] John-Louis Roubira, &ldquo;Dixit&rdquo;. (Asmodee. 2009). Board Game. 17 November 2011. [5] Penin. [6] Katie Salen and Eric Zimmerman. Rules of Play: Game Design Fundamentals. (Cambridge: MIT Press, 2004) 121. [7] Salen, 139. [8] Salen, 121. [9] Salen, 122. [10] Salen, 122. [11] Salen, 122. [12] Salen, 123. [13] Salen, 123. [14] Penin. [15] Salen, 130. [16] Salen, 130. [17] Salen, 130. [18] Salen, 130. [19] Salen, 139. [20] Salen, 439. [21] Salen, 457. [22] Lambert. [23] Mooney. [24] Mark Prensky, &ldquo;Digital Game Based Learning&rdquo;. (New York: McGraw-Hill, 2001). [25] Mooney. [26] Mc Cloud, 80. [27] Salen, 473. [28] Salen, 473. [29] Salen, 275. [30] Bernard DeKoven, &ldquo;The Well-Played Game&rdquo;. (New York: Doubleday, 1978). [31] Gaspar.</span></p>]]></content></entry><entry><title>When I See it, I Am It.</title><category term="Visual Essay"/><id>http://www.amyfindeiss.com/news/2012/3/3/when-i-see-it-i-am-it.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/3/3/when-i-see-it-i-am-it.html"/><author><name>Amy Findeiss</name></author><published>2012-03-03T22:42:29Z</published><updated>2012-03-03T22:42:29Z</updated><summary type="html" xml:lang="en-US"><![CDATA[Both tactics used in visual essay, the tactic of closure and the tactic of empathy, seem to me to create a more participatory reading experience than just text or images alone could convey. Because of the interplay and exchange between the images and words, a reader develops a deeper relationship with story. Through the use of these tactics, I demonstrated that participants can engage in visual essay as a means to demonstrate a personal experience that has the potential to be transformational. Designers using visual essay as a participatory method may also obtain insights into the desires, beliefs, habits, motivations, and understandings of participant behavior in a given context.]]></summary></entry><entry><title>Participatory Design: Unpacking Culture</title><category term="Participatory Design"/><id>http://www.amyfindeiss.com/news/2012/3/3/participatory-design-unpacking-culture.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/3/3/participatory-design-unpacking-culture.html"/><author><name>Amy Findeiss</name></author><published>2012-03-03T22:35:31Z</published><updated>2012-03-03T22:35:31Z</updated><summary type="html" xml:lang="en-US"><![CDATA[Participatory design abstracts design processes in a way that can have a democratizing and empowering effect on the participants. The aim is two-fold: participants may engage in an experience that is transformational and designers may obtain deeper insights into the desires, beliefs, habits, motivations, and understandings of participant behavior in a given context.⁠2 This experience can have outcomes that have a radicalizing effect on aspects of the design profession. It is critical for designers to gain insights derived from the community’s needs so that the project will be adopted in a way that will succeed.⁠3  I suggest that the system of immersion tactics used in visual essay can be simplified into rule sets that facilitate collaborative activities that can draw out transformative experiences.]]></summary></entry><entry><title>Amplifying Creative Communities</title><category term="Amplify"/><category term="creative ideation"/><category term="experiential research"/><category term="prototyping"/><category term="scenario storytelling"/><category term="social design"/><category term="social innovation"/><id>http://www.amyfindeiss.com/news/2012/1/29/amplifying-creative-communities.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2012/1/29/amplifying-creative-communities.html"/><author><name>Amy Findeiss</name></author><published>2012-01-29T22:48:50Z</published><updated>2012-01-29T22:48:50Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-block ssNonEditable"><img src="http://www.amyfindeiss.com/storage/amplify3_2.png?__SQUARESPACE_CACHEVERSION=1327877424257" alt="" /></span></p>
<p><em><small style="font-size: 80%;">A project proposing to reinforce distinct aspects of alternative food systems through staged interactions: Aaron Cansler, Amy Findeiss, Mai Kobori, Anke Riemer, Grace Tuttle</small></em></p>
<p>This past Fall, myself and 18 other graduate students of the MFA in Transdisciplinary Design program at Parsons The New School for Design partnered with the DESIS Lab (Design, Social Innovation and Sustainability) in a week long charette led by IDEO focusing our efforts on the community of Williamsburg's priorities around&nbsp;Healthy and Local Food Initiatives,&nbsp;Sharing Economies,&nbsp;Environmental Wellbeing (the waterfront) and&nbsp;Alternative Transportation. I participated in two themes that created propositions around alternative food systems and alternative transportation. Read <a href="http://www.core77.com/blog/social_design/amplifying_creative_communities_2011_northwest_brooklyn_kinds_and_products_of_social_design_part_2_21392.asp">this</a> full article on Core77.&nbsp;</p>
<p>&nbsp;<span class="full-image-block ssNonEditable"><span><img src="http://www.amyfindeiss.com/storage/amplify3_4.png?__SQUARESPACE_CACHEVERSION=1327878161492" alt="" /></span></span></p>
<p><em style="font-size: 80%;">Propositions from the Transport Platform for Slowscaping, including playful temporary signs and 'paper, rock, scissors' intersections: Elie Kahwaji, Aabhira Aditya, Ben Winter, Bland Hoke, Jayson Rupert.</em></p>]]></content></entry><entry><title>Check back soon for Thesis updates!</title><id>http://www.amyfindeiss.com/news/2011/12/23/check-back-soon-for-thesis-updates.html</id><link rel="alternate" type="text/html" href="http://www.amyfindeiss.com/news/2011/12/23/check-back-soon-for-thesis-updates.html"/><author><name>Amy Findeiss</name></author><published>2011-12-23T16:23:49Z</published><updated>2011-12-23T16:23:49Z</updated><content type="html" xml:lang="en-US"><![CDATA[]]></content></entry></feed>
