Chan's proposal for a project that may or may not be made: Difference between revisions

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(Created page with " ''What will it be? '' Making a Card Board game ! . Five everyday electronic devices. . A card with five multi-outlet plugs. . A mix of multiple chargers and cables. The challenge is to see who can successfully charge all the devices first. The participant who accomplishes this task first will be declared the winner. ''Why do you want to make it?'' Creating a board game reminds us of daily life, as life itself can often feel like a battlefield. I have also expe...")
 
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[[File:Screenshot 2023-11-22 at 15.59.56.png|thumb|sketch for "MAY or MAY NOT be made" project]]
''What will it be? ''
Making a Card Board game
- Five everyday electronic devices. ( phone, laptop, tablet, headset, smart watch etc,,)


''What will it be? ''
- A card with five multi-outlet plugs.


Making a Card Board game !
- A mix of multiple chargers and cables.
. Five everyday electronic devices.
. A card with five multi-outlet plugs.
. A mix of multiple chargers and cables.


The challenge is to see who can successfully charge all the devices first. The participant who accomplishes this task first will be declared the winner.
The challenge is to see who can successfully charge all the devices first. The participant who accomplishes this task first will be declared the winner.
(+)
To create a more immersive gaming experience, it's important to draw inspiration from real-life situations, such as dealing with water damage or faulty cables.
These scenarios can add depth and challenge to the game, making it more engaging for players.  Additionally, incorporating physical objects into gameplay, such as game counters or actual devices, can further enhance the connection between the virtual world and real-life experiences.
This approach not only adds interactivity but also bridges the gap between the gaming world and our everyday lives.




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Creating a board game reminds us of daily life, as life itself can often feel like a battlefield. I have also experienced the frustration of not having my charger or struggling to find an outlet in certain situations. It makes me wonder about conducting a small psychological experiment to measure the level of dependence that humans have on their devices.
Creating a board game reminds us of daily life, as life itself can often feel like a battlefield. I have also experienced the frustration of not having my charger or struggling to find an outlet in certain situations. It makes me wonder about conducting a small psychological experiment to measure the level of dependence that humans have on their devices.
(+)
It is a proposal to take a moment to consider the profound influences on our lives at present. Everything tends to be interconnected and intertwined.
I would like to take a step towards visualizing our psychological states through the use of simple gestures and playful activities.

Latest revision as of 17:20, 22 November 2023

sketch for "MAY or MAY NOT be made" project

What will it be?

Making a Card Board game

- Five everyday electronic devices. ( phone, laptop, tablet, headset, smart watch etc,,)

- A card with five multi-outlet plugs.

- A mix of multiple chargers and cables.

The challenge is to see who can successfully charge all the devices first. The participant who accomplishes this task first will be declared the winner.


(+)

To create a more immersive gaming experience, it's important to draw inspiration from real-life situations, such as dealing with water damage or faulty cables.


These scenarios can add depth and challenge to the game, making it more engaging for players. Additionally, incorporating physical objects into gameplay, such as game counters or actual devices, can further enhance the connection between the virtual world and real-life experiences.


This approach not only adds interactivity but also bridges the gap between the gaming world and our everyday lives.


Why do you want to make it?

Creating a board game reminds us of daily life, as life itself can often feel like a battlefield. I have also experienced the frustration of not having my charger or struggling to find an outlet in certain situations. It makes me wonder about conducting a small psychological experiment to measure the level of dependence that humans have on their devices.


(+)

It is a proposal to take a moment to consider the profound influences on our lives at present. Everything tends to be interconnected and intertwined.

I would like to take a step towards visualizing our psychological states through the use of simple gestures and playful activities.