Dissertation structure:
Introduction
Chapter one: models of interaction 1, 2, 3
Chapter two: models of children's play a, b, c
Chapter three: Case studies eg fits models 1, b, c
Conclusion
Ways of interacting
Hungry Hungry Eat Head (Hudson-Powell) holding QR Code to a camera which changes a persons head into a cool character monster head
Way of interacting into a game
Give the game a graphical representation
Playful wayfinding - tunnels Virgin Media
Rudolph Steiner School - based on play
Match shoe/hand size to size on the floor
Take over a space
Joining places so kids want to walk between
Make supermarket a less dull experience - make places that aren't child friendly more fun
Making patterns to use on floor or wall physically to incorporate different kinds of learning eg counting, size, scale
Bus stop - where kids get bored
Colour coded shapes - type of food in supermarket - fun but helpful for parents
Patterns of behaviour and patterns in space - what patterns work better and why
Lava floor
Technology stops kids from being active
Using technology in a physical way - adapt technology to make it physical
Extreme iPhone case to make it physical - Friends With You
Patterned plates
Toothbrush tassels
People to look at:
Abake - Human type
Pae White - South London Gallery Type
Sol Le Witt
Daniel Buren - fitting shapes on wall
Letters on side have to move to read them (like in Knight and Day)
El Tono
Steal this poster
Dan Graham - film people - time delay - showed back people watching themselves
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