User:Naaami/Final presentation: Difference between revisions

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The special issue 13 was our first collaborative publishing project <i>The World(s) of The Future</i>.
The special issue 13 was our first collaborative publishing project <i>The World(s) of The Future</i>.
[[File:13 landing.png|300px|thumb|none|A landing page of Wor(l)ds for the Future]]
[[File:13 landing.png|500px|thumb|none|A landing page of Wor(l)ds for the Future]]
[[File:Nami 13.png|300px|thumb|none|My individual page for 'Undecidability']]
[[File:Nami 13.png|500px|thumb|none|My individual page for 'Undecidability']]
All of us explored the possibilities of reinterpretation and republishing essays written by multiple artists.<br>  
All of us explored the possibilities of reinterpretation and republishing essays written by multiple artists.<br>  
The essay that I worked on as <i>Undecidability</i>, written by Silvia Bottiroli and Jozef Wouters.<br>  
The essay that I worked on as <i>Undecidability</i>, written by Silvia Bottiroli and Jozef Wouters.<br>  

Revision as of 22:40, 11 June 2022

your individual contributions to the special issues, the development of your reading/writing practice across the 2 years, the development of your prototyping practice across the 2 years, your thesis (only a brief overview for context, as this has been assessed separately in depth), your final work and research in the second year, plans for final publication and grad show (with the understanding that you will continue to work on this after the assessment)

First Year

Special Issue 13: The World(s) of The Future

The special issue 13 was our first collaborative publishing project The World(s) of The Future.

A landing page of Wor(l)ds for the Future
My individual page for 'Undecidability'

All of us explored the possibilities of reinterpretation and republishing essays written by multiple artists.
The essay that I worked on as Undecidability, written by Silvia Bottiroli and Jozef Wouters.
The authors explained the Undecidability as multiplicity and openness of art to be interpreted.
I made an attempt to link it with the immaterial labour of artists.

This has naturally led me to work for the licensing team. I discussed how each of us perceive our authorship and in which way we want to make our works to be circulated/reused/edited, etc. In the end had a lot of discussion with Nienke (who is a host of the Special Issue 13).

Individually I created a single webpage for Undecidability, as all of my classmates did. I explored how to represent personal narratives in the web context for the first time. Looking at classmates' pages was super intriguing to imagine how different voices(narrratives) can be spread on the screen: The page of undecidability

Special Issue 14: I don't know where we're going, but...

In the Special Issue 14 we investigated Situationism. During the Research Seminar session, we learned the theory through various layers such as Urbanism & Feminism & Anti-capitalism, etc. I found the culture of city advertisement an interesting link to it, thus I was sketching an idea to make a game exploring a city with full advertisements.
During the prototyping session, we learned a game-making program called TIC-80 (with lua language).
Since then I was sketching some ideas.

My game 'Savior' interface (sketch + final version)

Our (collective) idea for the issue14 was to create a participatory city exploration game. We launched it at PNF in Den Haag. I worked in the design team, being in charge of sketching various sketch for our main page interface, as well as printing booklets.

Interface sketch1

The interface sketch was inspired by a pinball game.

Collective booklet

The issue 14 gave me so much inspiration and motivation to explore 'web as a theater, a stage for storytelling' -> I created my personal website textyours.world. In Textyours, I started to create my own hand-written web pages, aiming to embrace writing and (web)designing practice together.

my platform: Textyours.world

Special Issue 15

- Radio Implicancies: Mother Nature.
- Each radio show I again explored the possibilities of the web as a story-telling context.

A webpage for the radio show

Second Year

Starting point

- Fascinated by making a web page but then most of the websites today are not enjoyable today. - I as user don't really enjoy them. Not a lot of diversity enough - In the job market there is certain standardisation about what 'good' web design is supposed to be. - There are particular ways how 'user experience' is defined and appreciated. - Designers are easily judged by specific technical conditions. - So many labels on professions in the web design industry - Professional vs Amatuer?

Research and Thesis

- The uniformity of web today _ In which ways could diversity be brought to the web? - Any wiggle rooms for artists/designers to create some experiments? (Balancing usability and pleasuarbility) - What user experience is...?

Method1) Books:

Main references for my thesis and proejct

(Interface Culture by Steven Johnson, Turing Complete User and Digital Folklore by Olia Lialina, Windows and Mirrors by Jay David Bolter, Computer as Theatre by Brenda Laurel)


Method2) Interviews:
Method3) My personal experiences of traveling

Exploration: Sketches & weird attempts during the process

I've been making some weird sketches whenever I've got some idea...

I often wish I'll stay on the web, as if I walk on the street.

Web is a walking road


I think a small elements such as mouse cursor can bring more emotional experiences on the web.

Hand scanned cursors


Then I kinda wanted to apply these cursors somehow... I didn't really like the aesthetic I was working with, so it's withheld at the moment :p

a sketch for the hand cursors


I wrote a letter to my classmate Martin.

A letter to my classmate Martin

In order to create a collective publication for the graduation, we've been taking care of each other, asking how he/she is doing and her project is going on...
In the first week I had Martin. I knew that he's interested in the console.log inspection in the web browser, so I wrote a letter to him.
This attempt was for a fun in the beginning, but then became a good inspiration for my 3rd issue 'Console your self: a chocolate box'.

Finally: User Sentimental eXperience

URL: https://hub.xpub.nl/sandbot/Nami_Researchlog/

A landing page User Sentimental eXperience
1st issue: A zoon out room (12th of May 2022)
2nd issue: Be a fish manager (27th of May 2022)
Print your bowl in the end of your day
3rd issue: Console yourself (10th of June 2022)


Circulation! Let's really publish!

I've been making something all the time but I barely presented my works to people outside. (Nor to people around me even...)
But through the User Sentimental eXperience project, I wanted to get over my shyness, as well as explore the user experience.
Thus from the 12th May 2022, I finally published my first issue!!! After two weeks I also published my 2nd one.
Unexpectedly I've got some messages and reactions. These feedback has made me to realise that there are many aspects for me to explore and learn.
I feel like true learning has begun from the action of publishing.

Circulation through mailing list and Mastodon


'Readers' reactions: Points that I can think more'

- The meaning and impact of 'publishing' activity
- Various feedback from people (unexpected but very grateful)

(e.g. 'What is user? How do you define?' 'User autonomy'
Olia's critique
Francesco's feedback
Zach(from solarpunk.cool)'s feedback and critique
Lisa's question about taking code

To be continued....

- It's going to be a continiual practice of mine.