Monday, February 22, 2010

Round 01: Connie

Archive consumption is still puzzling for me. From the mission statement there were two things: how does one consume, and what is the meaning or purpose of this consumption? Where does an idea fall in the experience of archive consumption?

Who is the chef?
Who is curating this information? Is this a dinner party? A potluck of Web 2.0?

Are you dining alone?
Is this a group experience? How does one change the "TV channel changer" interaction? (One person in charge, the others watch.) To better fit this metaphor, how can the overall experience be satisfying, while the individuals have what they ordered?

Is there a kid’s menu?
How does this experience change when it is targeted towards kids (or another group)? Should it be? Are there fun goodies that would also be appreciated by adults?

Dining out?
Going to the restaurant is akin to attending an event. This leaves the opportunity for storytelling, but this means more time. This is opposite to browsing. When you have a group experience of a performance, this is typically a batch procedure, unless you are at a cafeteria.

Do I get to consume in my pajamas? At my leisure? Will I be judged for ordering the same thing over and over again?

Is there 24-hour service? How often should I cook over eating out?
Sometimes you don't need a 3-course meal on demand all day. While the past is the means by which we rationalize the present, it doesn't mean it is accessed all the time. How close is the present experience with the past, and how can this factor change with incorporation of technology (on-demand = snacking)?

Idea dump:
  • running through time: scrolling and browsing by means of a treadmill
  • sailing a ship: cooperate with the crew to navigate to different areas of interest (in the sea of knowledge and history!)
  • align the stars: see how different factors affect important events in history? Has anyone else experienced "The Fable Game" by Enzo Mari? Through different combinations of images on cards, a different story is told.
  • historic farts: inspired by the audio capture and retrieval in the 3-d space. Can someone go through a space and leave something invisible to be discovered by the next person? (Enjoyability not addressed)
  • spy game: you are kidnapped and when you awaken, you are in some reality that is not the current one
  • RISK: mission-based gaming, promote the propaganda message
  • ritualistic invocation of the past: now that technology presents the same image to multiple (whereas before it was personal, individual visions), how can this relate to storytelling?

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