For one year, the project explore the creative potential for developing videogames for hospitalised children and gives us an amazing opportunity to collaborate with both academic and industry experts. The project focuses on how to integrate digital play in hospital context and includes the following key aspects:
- traditional and digital form of play
- free play activities
- multimodal communication practices
- visual expression of emotions
- graphic narratives
We will be meeting for four workshops day organised in Sheffield from March to September 2014:
- Hospital Perspectives (March 26th 2014)
- Academic Perspectives (May 9th 2014)
- Videogame Designers Perspectives (June 2nd 2014)
Each day will feature a mix of lecture, discussion and workshop. Our role will varie from documenting/recording/visualising the research to planning our own series of workshop on the following theme: “Information Experience Design of Emotion and Isolation”. Before starting the first workshop on March 26th, the team will take part in the AHRC showcase early March. This will be our first intervention as part of the project team. We have been asked to develop a 5mins screen-based presentation/movie on the following themes: isolation, inmobility and imagined space. Our work will be shown on an iPad alongside academic and industry experts’ presentation of the project.
Brainstorm with our tutor John Fass.
We have started brainstorming about how to create a narrative around the themes of isolation, inmobility and imagined spaces, and how imagined space could bring creative and playful aspects in both digital and physical contexts. Earlier this week we visited the Architecture Work in Progress show at the RCA which inspired us for some tactile explorations of materials and spaces.
- Research about physical and digital imagined space.
- Find more examples of play that bring digital and physical context together.
- Define some constraints and methodolgy for our research and intervention.
Sketch by our tutor John Fass.
Talking about An Evil Cradling, we started thinking about how the cell or the isolated space could unfold. In Bachelard’s ‘Poetic of Space’, House and Universe, the author mentions a house as diaphanous where walls contract, like a protective armore… A house that breathes, a house between security and adventure, both as a cell and world.
- Typology of dream and imagined space
- Dream analysis
- Existing vocabulary of dreams
- Real world research?
- To interpret play as playful rather than only game
- What are the limits of the imagined space, where are the boundaries
Reference and links:
- Gaston Bachelard, The poetic of Space. See House and Universe.
- The Diving Bell and the Butterfly, the book took about 200,000 blinks to write and an average word took approximately two minutes – stop motion (physical, laborious process).
- Bladerunner, chess game scene, telephone chess/e-mail chess.
- An Evil Cradling, the imagined world/the journey for the imprisoned + Alcatraz Island quarter.
- Friedrich Froebel’s education toys, traditional play. A lot of inspiration in using abstract patterns and objects that encourage creative thinking and experiential learning. See more here + see Play and Design
- The Science of Sleep (Michel Gondry), reality and fiction coming together.
- Windows 98 screen saver: maze, exploration of an imagined space from a fixed position.
- iPhone app helps people to communicate pain level and symptoms.