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Collective Play Spring 19 Syllabus

Resources

  • Class Google Group. I will be adding you after the first class.
  • Class Google Drive Folder. Resources from class, assignments.
  • All code examples will be pushed to this github repo.
  • Most code examples will also be available in the p5 web editor.

Tools

Design Strategy 1: Every man for himself

Week 1: Hello World: Real-time Inputs

Question(s)

  • What is collective play?
  • How is collective interaction different from individual interaction?
  • How do you know you've designed a successful interaction?
  • Is "willingness to participate" a personality trait?
  • Is this a programming class?

In-Class

Assignment: Hello World

  • Brainstorm Inputs
  • Sign-up to implement 2 inputs. Implement 2 inputs.
  • Bring 5 things to draw with next week.
  • Wear clothes you can get dirty...forever.

Week 2: Expressive Outputs

Question(s)

  • What does it mean to be expressive?
  • What are the parameters of expression in:
    • Painting
    • Spoken Word
    • Singing

In-Class

Assignment: Express yourself

  • Try your hand at diagramming the 3 examples in Github and drop them in my mailbox by Sunday evening. We will review them in class.
  • Re-work one of your hello world input examples to have a more expressive output
  • Please bring ear-bud headphones for your mobile device to class next week.

Week 3: Meaningful Outputs

Question(s)

  • What does it mean to be meaningful?
  • Semantics is the study of the meaning of words or lexical meaning. What about non-lexical semantics?

In-Class

Assignment: Say what you mean


Week 4: User-test / Crit Semantic Expression Assignment

Preview Partnering??

Assignment: Post-Mortem

  • Fill out this worksheet. Each team has a tab. Access with your NYU account.
  • What worked.
  • What didn't work.
  • Any surprises?
  • What could you have done differently? And what effect might it have had?
  • What turned out to be the most interesting inter-personal dynamic in your project? (e.g. trolling, feeling left out) How could you explore that further?


Design Strategy 2: Pairing

Week 5: Influence or Interference?

Question(s)

  • When does influence turn into interference?
  • Is it more fun to cooperate or undermine?

In-Class

  • Exercises:
    • Human Ouija Board
  • Mashing up inputs into pairs.
    • Examples
      • Ouija
      • Twist and Shake

Assignment: Mash-up

  • Groups of 2: Create a paired interaction that optimizes for how closely you have to be in sync with your partner.
  • Respond to comments on your post-mortem
  • Study the server.js code for private-room in 03_pairing. Make use of the copy-and-paste technique we did in class to unravel how it works. Make use of diagramming. Make use of whatever means you have to understand it.
    • Copy over the code you already know.
    • Identify the "core functionality" and find it in the code. (Hint: It's joining a room.)
    • Copy code over line by and line without the comments and write your own comments.
    • Hunt down all of the variables in the code you copied over to work your way through the rest of the code.

Week 6: User-test / Crit Mash-up Assignment

Preview Queuing

Assignment


Design Strategy 3: Queuing

Week 7: Waiting versus Anticipating

Question(s)

  • What's the difference between taking turns and having a conversation?

In-Class

  • Keeping track of who's turn it is
  • Example: Dear John
  • Taking turns drawing, writing text, making noise.

Assignment


Design Strategy 4: Group Effort

Week 8: Losing the Individual to the Group

Questions

  • Where is the line between groupthink and groupsync?

In-Class

Resources

Assignment

  • Fill out (in)visible worksheet. (I will send out link after class.)
  • Who do you want to work with for the final project?
  • (Due in 2 weeks) Design and run a human-only (no technology) group interaction that tries to get as many people on the 4th floor participating. Document the event. Post your documentation to your blog and link to it here Think of this as a way to explore final project ideas.
  • Take into consideration what we discussed in class

Week 9: Losing the Individual to the Group

Questions

  • When do you want to be (in)visible?

In-Class

Assignment

  • Continue working on your group interaction. Consider what kind of group dynamics you want to address.
  • Prepare a short presentation of your findings.
  • Include some early thoughts on how you might apply your findings to a digital expression of the ideas you're exploring.

Weeks 10-12: Final Project Development

  • Week 10 Present human play test results
  • Week 11 In-Class User Testing
  • Week 12 Final Presentations


Course description

Rules of play shape competitive games from checkers to football. But how do the rules of interaction shape non-competitive play? In this course, we will explore, code and test design strategies for playful group interactions while at the same time interrogating both what it means to play and how individual identities and group behaviors emerge.

Some of the questions we will ask and attempt to answer:

What motivates participation? What hinders it? When does participation become oppressive? What's the difference between self-consciousness and self-awareness? Who has power? Who doesn't? Are leaders necessary? What’s the difference between taking turns and engaging in conversation? What happens when the slowest person sets the pace?

Interaction inputs we will play with will include: mouse, keyboard, mobile device sensors, and microphone. Outputs will include, visuals, text and sound. We will use p5, websockets and node.js for real-time interaction. Class time will be split between group improvisation exercises, playing with and critiquing examples and translating design strategies into code and logic.

Pre-requisites

ICM or the equivalent.

Evaluation

  • 40% for showing up (on time!) and participating with curiosity and enthusiasm.
  • 40% for homework.
  • 20% for the final project.
  • More than 2 unexcused absences qualifies you for a failure.
  • 2 lateness of 15 minutes or more qualifies as 1 unexcused absence.

Please see ITP's statement on Pass/Fail which states that a "Pass" is equivalent to an "A" or a "B" while anything less would be considered a "Fail".

We will have weekly assignments that are relevant to material from the previous class. These assignments are required and you should be prepared to show/talk about them in class. It is expected that everyone in the class will create and maintain a blog for their assignments.

Attendance is mandatory. Please inform your teacher via email if you are going to miss a class. Two unexcused absences is cause for failing the class. (An unexcused lateness of 10 minutes or more is equivalent to 1/2 an absence.)

This class will be participatory, you are expected to participate in discussions and give feedback to other students both in class and participate with their projects. This (along with attendance) is 40% of your grade.

Class will culminate with final projects. You are expected to push your abilities to produce something that utilizes what you have learned in the class that is useful in some manner to yourself or the world. This will comprise 20% of your grade.

Statement of Academic Integrity

Plagiarism is presenting someone else’s work as though it were your own. More specifically, plagiarism is to present as your own: A sequence of words quoted without quotation marks from another writer or a paraphrased passage from another writer’s work or facts, ideas or images composed by someone else.

Statement of Principle

The core of the educational experience at the Tisch School of the Arts is the creation of original academic and artistic work by students for the critical review of faculty members. It is therefore of the utmost importance that students at all times provide their instructors with an accurate sense of their current abilities and knowledge in order to receive appropriate constructive criticism and advice. Any attempt to evade that essential, transparent transaction between instructor and student through plagiarism or cheating is educationally self-defeating and a grave violation of Tisch School of the Arts community standards. For all the details on plagiarism, please refer to page 10 of the Tisch School of the Arts, Policies and Procedures Handbook, which can be found online at: http://students.tisch.nyu.edu/page/home.html

Statement on Accessibility

Please feel free to make suggestions to your instructor about ways in which this class could become more accessible to you. Academic accommodations are available for students with documented disabilities. Please contact the Moses Center for Students with Disabilities at 212 998-4980 for further information.

Statement on Counseling and Wellness

Your health and safety are a priority at NYU. If you experience any health or mental health issues during this course, we encourage you to utilize the support services of the 24/7 NYU Wellness Exchange 212-443-9999. Also, all students who may require an academic accommodation due to a qualified disability, physical or mental, please register with the Moses Center 212-998-4980. Please let your instructor know if you need help connecting to these resources.

Statement on use of Electronic Devices

Laptops will be an essential part of the course and may be used in class during workshops and for taking notes in lecture. Laptops must be closed during class discussions and student presentations. Phone use in class is strictly prohibited unless

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