Game Design: The Game
The goal of the product is to inspire users to create their own board game. We deliver the packaging of a typical board game: a box, a quad-fold board, dice, spinner, playing pieces, etc. – except everything is blank. The board has no text or pictures, just a colorful path of squares that can be labeled with a pen. This ready-made kit allows users to immediately get to work creating rules and gameplay without having to assemble all the materials. It includes several blank dice (which can be drawn on with a sharpie marker), a spinner with blank fields, a notepad that says “Rules” and is otherwise blank, two sets of blank “pick” cards, generic game pieces, and polymer clay to make additional tokens and dice.
Art Cards for Interior Designers
Commissioned by ArtBarcs, the story of these cards is an interesting one. We were looking at algorithms and tools to help website visitors find art they “loved”. In an effort to improve the existing algorithm, I created a paper prototype tool in which we could establish the logic for a “version 2” algorithm of our art recommendation system. Unexpectedly, the paper prototype itself – which was only meant to be a visualization tool for internal use – was discovered to be a fast and highly effective way to find anyone’s art aesthetic (their visual preferences). The paper cards were then tweaked and we would perform “tarot card-style sessions” in which an interior designer could flip and sort laminated cards with their client, and, within minutes, the designers gained tremendous insight into the customer’s core visual aesthetic and help them narrow down choices of artwork for their home by 75%.
I still remain fascinated by algorithmic methods that could people find the cultural assets that appeal to them, and I’ve continued to sketch out software systems – not just in visual art, but with film, books and music.
Chicago Art Magazine
I’m listing this as a product because although it may appear as a typical online magazine, under the surface, it was an elaborate machine. We had a freakishly low budget in which to create original, quality content. Thus we developed a content system based on the level of effort needed to create a piece, and that became our rotation system. The content types were published with a formulaic way that appeared organic and spontaneous to our readers.
Doll STEM, Spy School for Girls, Quantum: The Puppet Show, and Barbie Shoe Design Challenge are the newest additions to the curricula I’ve been creating for the last few years. My teaching blog also describes and links to lesson plans and video tutorials for Minecraft, Scratch, Unity 3D, Tinkercad, Inkscape and Filmmaking.