Instruction Sets For Strangers Prototype 1
“Role prototypes are those which are built primarily to investigate questions of what an artifact could do for a user. They describe the functionality that a user might benefit from, with little attention to how the artifact would look and feel, or how it could be made to actually work.”
An ode to consumerist culture
Removing ourselves from hyperactive space
Arcade game that subverts arcade game
Carnival ride that subverts carnival rides
“Look and feel prototypes are built primarily to explore and demonstrate options for the concrete experience of an artifact. They stimulate what it would be like to look at and interact with, without necessarily investigating the role it would play in the user’s life or how it would be made to work.”
Individualist tactics that promotes reward → i.e. testing strength, accuracy, etc.
Intuitive/self explanatory nature of games that are there
Allowing customers to take pleasure that’s typically un allowed (whack, ring my neck, shoot the clown in the mouth)
“Some prototypes are built primarily to answer technical questions about how a future artifact might actually be made to work. They are used to discover methods by which adequate specifications for the final artifact can be achieved - without having to define its look and feel or the role it will play for a user.”
We foresee implementation of these artifacts encouraging group activity due to the ambiguous nature of the affordances & familiarity.Â
Reward system that draws on systems of consumerist culture vs. an impossible game that you can’t win
What would the walkthrough look like?
How would we bring people in?
Location - middle or pushed to the sideline of the boardwalk?
Make it free so it’s more approachable.
What materials are we using?
Does it need to be multiple objects? How could it be successful as just one?