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#ctec503signal â Final Entry â Denver Jones â âChild labour in a bagâ
Throughout this semester I have lacked in posting regular blogs however this does not mean that I have not contributed. But a recap over the last five weeks was that every week was allocated a different leader so that we could all take on the responsibility of making the more important decisions. Through these past weeks I have also learnt that the more creating prototypes the more feedback to receive which means more ways of improving our work. This was a crucial part of our process as I noticed as soon as we started to create our bags we came up with solutions for problems we never knew existed. But because we had physical prototypes rather then great ideas sketched on paper we were able to see some of the realities of the issues through our designs. All of our team had parts in creating our bags in the beginning we collectively made the bags but found that it took too much time so we ended up creating seperate bags in our own time.Â
Through our project we hope to have communicated some issues of child labor in a different way by designing different sets of bags representing our data sets. We chose to go with the tangible data set brief as we all saw from our past project many ways to improve past artefacts. Personally I enjoyed how data could have its own say on the design process and on how something is made it brought more meaning to numbers and measurements of our artefact.
Reflecting back I would have tried to post more on my blog also I would have tried to make more prototypes as soon as we had our idea down as it allowed more time for improvement instead of discussion. But together as a team I feel that we worked well collaboratively distributing different responsibilities every week.
Today we thought of other objects that could relate towards child labour, we came up with a teddy bear as we believe it represents childhood and we thought of how a teddy bear is meant to be to comfort a child and feel soft. Brainstorming ideas of different ways of showing the data set through its feel with the material and the lims being shorter and detatchable along with a teddy bear having patches and a missing eye. Also we thought about the inside of a teddy bear and how it is filled with cotton and a possible pathway of maybe focusing our data set on children in the cotton industry from picking the crop to threading. Receiving feedback that we should try to represent the data not from one side as our topic can be controversial in the sense of views of child labour having benefits while others may see it as a disadvantage. We thought of maybe narrowing our data so that it would be specific, we also realised that a teddy bear represents not only childhood but other topics to do with the mistreatment that children go through, which may be difficult to put together in one project so we have taken this into consideration after feedback and will hopefully figure out what exactly we want to focus on and represent through our project also while making our project specific to the data.
Low Fidelity Models
Throughout this week I have tried to think hard about what data I want to focus on, as many of the topics chosen I find significant to today's society and important to me. This project, I feel is very useful and beneficial for future tasks or project. I like that the project forces us to create something that will end up being useful no matter what, not only with an objects initial function but with the use of informing an individual. This project is a way of making individuals more knowledgeable in everyday life situations. I have also understood that through creating a model through this brief will not only inform but it will leave people thinking on what is fair on chosen topics and why certain statistics should or shouldnât be. Therefore, I am excited to create something that will do so however I have found it difficult to focus on one topic and choose what exactly interests me more than other topics. One of my classmates' ideas did interest me with the idea of creating a cup that could fill 91% of a cup while it could also fill 80% if flipped the amount would change. I liked this idea because the cup would not be translucent so when a person would ask for a cup of hot chocolate and they got less than what was expected they would question why, by adding statistics maybe at the bottom of the cup may give them the idea, and because the statistics are 20% of young girls have been reported (why one side is 80% so %20 is taken off the cups amount)to having unwanted sexual touching opposed to boys being %9 both the idea of having less liquid in a cup seems unjustified and why shouldnât you receive 100% of the cups liquid, how to can we create a safer environment for young people for better statistics where there are no children at risk. However, I did see flaws being that maybe this object may not have as much of an impact as other objects that I could use for maybe a metaphor that relates to this issue. I also have an interest in the statistics of Diabetes in New Zealand as many of my family members have diabetes, and are coincidentally good bakers. I thought of creating cupcakes that when biting into one you would see an amount of a different colored cake inside representing the statistics of diabetes, or some cupcakes having less sugar in them where you could taste the difference or testing on the difference between how rich or sweet a cupcake was either relating to the statistics with New Zealand and other countries or cultures in New Zealand that suffer with diabetes. But I have not discussed this topic with the Lecturers as I am not sure if I am going to follow this topic through. While thinking of ways to show data through baking I thought of maybe creating just layered cakes in the shape of the percentages, even though it does lean towards the side of showcasing data instead of having it being used I am still thinking of a different way to improve that idea. Another idea that was created through models this week was slime, I recognized that slime is popular within today's youth and thought maybe focusing on statistics that would interest young people. Also my sister has tones at home and hence was a cheap resource. But on a serious note the statistics I wanted to focus on had little data being how much privacy different social media networks provide. This topic holds big importance to me as I am strongly against one social media page and also why my representations are bias, as I am not a big fan of Facebook having multiple negative occurrences so much that I wrote a speech on âWhy you should delete your Facebookâ in my previous school. As the social media pages like Facebook do not hold as much privacy or security as Outlook the âFacebookâ Slime would have a much sticky/watery feel while the Hotmail slime will have a more similar feeling to puttie(a stronger/dry/grippy slime) representing that you have more of a stronger hold on social mediaâs that provide more privacy than others, while some have more grime and can absorb more dirt like the sticky slime relating it to Facebook. Also an idea was to not only create the slime but create slime packs where it would be named after a morphed social media platform such as  âFakebookâ obviously representing Facebook, but within the pack would include the ingredients and measurements for the slime so that the individual would have to make the slime themselves and see the end result and recognize or think âoh Fakebook makes a sticky slimeâ and compare, also creating a different way of how young people receive slime instead they are to discover the slime like discovering the unknown. But from just reading the previous sentences proves that the data is not specific and very little to base my project off but it is one of the models tested this week that had data that interested me. But excluding my thoughts on Facebook the idea of maybe incorporating the statistics of the 20%or girls with 9% of boys may be able to work with the representation on having a slime with 20% of glue (as it makes the slime stickier) while the other slime has 9% of glue, this was an improvised idea from the previous. As it would still relate with both slimes being an unpleasant and a disturbing material to touch the actual act relates to the statistics itself but I do fear that the action relates too much to the statistics with an actual disturbing topic, however these statistics need to be talked about, but the fact that slime is an object that are mostly used by the age group that the statistics focus on I question if that is my targeted audience. Is that who I am trying to inform? Children to be safe and aware? Or should i focus on an Older audience so that they can try to change these statistics?...

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Final Blog post
Yukadis- an interactive card game designed to encourage players to reach outside their comfort zone in a humorous and enjoyable atmosphere.
Academic description
One of the underlying messages we want to bring forward through our game project is to bring awareness towards the pressure of social normalityâs. All of our cards individually challenge at least one belief that society has weather it is interacting with a stranger or taking risks publicly. Our game encourages these behaviors to occur more and therefore become a normality. Our game may not have been risky in the 90âs before social media and technology was a big part of society. For example, one of our cards require a player to ask for a strangerâs number (or email), this would not have been so hard because people already did these tasks. Communicating with people face to face was a norm oppose to todayâs society where most interactions are done online through social platforms. We also noticed that card games do not get as much recognition as game apps/console games, which also contributes to our project of changing social norms. Â
Reflective statement
Reflecting back on day 1, we have come a long way from our first intentions. Our first intentions being inspired from Fortnite emotes/dances as we wanted to focus on a game that is immensely successful today. We then started to stray away from the actual Fortnite dance itself and focus on one of the systems that play a huge part in Fortnite, proximity. From this point on we started prototyping and playtesting learning that these two processes were crucial to improving our game. Finding that our game needed players to have a motivation to win after realising during playtesting that our players sometimes lost focus while playing. We also started to think about the different elements each of us liked about playing card games and relating it to the play aesthetics. Personally, I enjoy challenging games and I am a very competitive player when playing any game, so I thought if we brought in a motivation for the players, our game would become more competitive which it did. The motivation being that the loser of the round was punished by being forced to complete a challenge/dare that is chosen from the other players collaboratively. After bringing this rule a lot of our players had more motivation oppose to having no consequence from previous play testing with different groups, as the winner did not have a glorious win or âsafeâ victory with no consequence for the loser. We thought of other ways to improve our game and give our players more victory by bringing advantages and disadvantages for the different levels of our card. My initial idea was to bring in different colors to describe how extreme each challenge was associating the colors with a traffic light. As a red light means stop so it prevents a player from processing forward towards their goal or destination, while green cards meant go also known as our easy challenges that did not stop a player from coming closer to a victory. After creating this idea we also came up with different risks that the red cards could become a disadvantage to not only the player but also the opponents, with receiving an opportunity to place another player further away from the objective only after completing the task. However there is much I would have changed or added to our game such as adding maybe an analogy that relates to coming closer together and incorporating an illustration on the cards as we ended up not illustrating traffic lights on our cards. But an analogy of maybe the middle objects being an attic that protects that players from a tornado known as a dare card for the loser, and each of the cards illustrated as obstacles that one may find in the event of a tornado such as wind, flying objects etc. Also our games audience focuses towards 16-35+ with players that are in a public space as our challenges require a lot of interactions with strangers. So maybe creating another rendition of stack of cards that can be played in a home. But overall looking back on our play testing systems  process I believe we have succeeded at understanding how to create and improve a game and focus on systems in depth.
Play Experience Description
Tagline
Yukadis is an interactive card game designed to encourage players to reach outside their comfort zone in a humorous and enjoyable atmosphere.
Rules of play
Start with having each player located at a fair distance away from the centre and from other players. Forming a circle around the centre, where the objects are placed (Objects = Players - 1)
Evenly distribute 3-4 (cards vary depending on the amount of players) random cards from the deck, to each player, choose a starting player to start the round.
At the start of the round, each player passes (switches) a card to the player on their left, when everyone gets a card the start player begins the round. The player is to read it aloud to the group. Â
He/she has a choice to do the dare on the card, if he/she doesnât, they must take a measurable step back and keep the card. If they successfully complete the challenge card, they stay in their position and that card is now dead. The player on the left is next and so on until it makes a full round.
Cards have different colours (Red, Green, Yellow) Red cards - hardest cards, If red cards have been completed the player that beholds the card has the power to send another player back TWO steps. Green - green cards have no ability, usually the easy card. Yellow - These cards are the medium level cards, when done you have the power to send a player back ONE step
When doing the challenges, players MUST NOT let other individuals know that you are apart of the game other than the players that are participating.
The person who hands you your card is the judge of deciding if you completed the task, this must be done wisely.
All challenges that do not have a timer on the card must stay until the game is completed.
Each round requires a âswitchâ and all previous rules abide, until a player has finished their cards, they have an immediate safe object, and once the player picks up an object from the centre, other players from their position can then attempt to grab an object.
The player left with no object must do an ultimate dare, from the deck of cards that is chosen from the other safe players collaboratively. This player has no choice, he/she MUST do the chosen card. Â
Players are influenced to use their phones to record anything they want!
Tips- Â
Players should look to give the hardest card over to the person beside them. This will force the other player to want to take a step back, however youâd be taking a risk if that person does decide to do so then you could be a target. Â
Also think about targeting the closest person to the circle, but also keep in mind that the player closest to the circle has the highest chance of winning and the object of the game is to secure safety, so choosing to put a player that is already far from winning to secure your spot is not a bad idea too.
Youtube Link
https://www.youtube.com/watch?v=NTF4LXydb4Q
#systemsexperineced #ctec #ctec503
Today we finalised the design and printed out our cards. From our we have reflected on the different systems that evolve around proximity. Inspired by a popular game called fortnite we focused on proximity as it plays a huge part in the game. From this we grew to create new rules and improvise through our play testing with seeing what audiences liked and disliked such as our game becoming more difficult having a positive outcome. We also realised that our game needed not only a fun factor for players wanting to play our game, but also adding a motive for players wanting to complete and compete in the game; our motive specifically being the consequence for the loser having to do a dare being a punishment while first place is safe, so the players had more focus and motivation when playing after we brought this specific rule. Also bringing in new obstacles and challenges while bringing opportunity for having advantages against other players and sort of ârevengeâ when getting a red card. As our red cards give a player the chance to put another player in a disadvantage. Hence the main observation from this project overall was that all systems and new rules should be tested as much as possible to bring out new paths for improving our project and also seeing what different audiences react to and why. Without testing many of our mistakes would not have been brought to light.
Fuzzy Footage of some of the play testing. When play testing today we received some similar feedback to the other days ;complimenting the dates and how you could choose someone to punish after finishing a challenge, also the players enjoyed watching their friends struggle. One of the players suggested that the green card should have some power to make a player step back and that it would make the game a bit harder which is what she liked(a challenge). We also started coming up with ideas to name our game and designing our final card, although we didnât get to decide on a design during class because we all had different ideas, we plan on designing tonight and possibly printing tomorrow what one we think is best.
One of our play testing groups attempting the 5 burpee challenge.

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Some footage of our play testing we also found that phones had a big impact on this group specifically, as some would not do the dare when their friends pulled out their phones.
A little collage of some of our drafts for the design.
Week 3 Day 3
Today we play tested more with the public(Uni students excluding our classmates). We tested different rules on each of the games learning that some were better left the same while others could be changed. Still needing to specify the cards and the rule guidelines was one of the comments that were common among the different groups that we tested. We did notice that when we tested on senior students they thought some of the challenges were too extreme. One being âLet one player draw on your face for 15 seconds, leave the drawings on your face until the game endsâ. We also received a lot of positive feedback being that the players liked how they had a choice to do the challenge instead of having to do it, and of course that the game was fun to play. We also noticed the players were more comfortable playing with their friends as me and Illy joined in on some of the games with the public, a group mentioned that it was because it was easier to pick on your friends and see them go out of their comfort zones rather then pick on strangers when playing with us. We also noticed what dares were easier for some groups of people while other found it more difficult. We also found that half of our cards were extreme cards(Red cards) these cards were suppose to be risky but extremely beneficial cards so we decided to decrease the number of red cards so that they would be more rare and the meaning of a red card would be more significant. Also one of the rules that we tried, being that the mild cards had power to make another player take a step back did not turn out as we hoped, as the players said the mild cards did not deserve that power because the challenges were not as hard, and it would also take away more significance from the red cards. We also quickly designed as much designs for our card as we could roughly, and we decided that tomorrow would be the day that we would finalise our design. Also tomorrow we plan on play testing with our finalised and updated rules and cards.
Final stage of the game while play testing.
Play testing with the other group.

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Week 3 Day 2
Today we finished adding more cards, and printed them. We started play testing receiving feedback that some of our challenges were a bit too hard. But we did notice that some of the players did not focus %100 on the game, so we thought of adding a way to motivate the players to play. However the last part of our game was positive as it showed otherwise, as the players dove for there safety in the game. An idea that was raised today was to add a consequence for the loser of the game in receiving an ultimate challenge from a seperate pile of cards specifically for the loser of the game. This way our players will be more motivated to win or stay âsafeâ in the game from the last ultimate challenge. We also found that the physical activities were more challenging for our group that we play tested on.
Week 3 Day 1
Today we reflected on our feedback from week 2. Me and Illy came up with new ideas to try while we play tested with other groups, being; The level of how extreme the task was on our cards determined what colour the card would be(Red,Yellow, or green) like a traffic light. Our red cards would be our most extreme and our green cards would be the easier challenges while yellow was the more in-between mild cards. Each of the colours having benefits and consequences. The red card having the benefit after attempting and succeeding at the task being the player could choose one other player to take a step back, or if the player failed while attempting the task they would have to take 2 steps back instead of one step back with not attempting. So we tried to make it more risky. We also started typing up new tasks, also realising that we had different types of challenges that could be categorised if we needed to; Physical challenges, Social challenges etc.