Evocative Knowledge Object: Dancing
Check out my EKO: Dancing
this is a quick time lapse photography piece
Download file
Interactive design, production, prototyping and testing of projects developed in CTIN 532. Open to Interactive Media M.F.A. students only. Prerequisite: CTIN 532;corequisite: CTIN 544.
Check out my EKO: Dancing
this is a quick time lapse photography piece
Download file
Maya Churi displayed in rich, traditional Korean color of umber, commonly seen in charred wood-engravings from centuries bygone, the verb phrase in full 3D: 잘먹겠습니다. This is a short, highly formal sentence that I would analyze as (잘) "well" (먹) "eat" (겠) "will" (습니다) politely spoken to an honored person. A translation might be "Sir or madam, I will eat well." A phrase similar to this is commonly spoken when food is offered.
And that is why Maya is a genius. Her evocative knowledge object displayed traditional Korean grammar, stroke formation, color, and even on a wooden grain similar to the popular antique plaques in Korea, while the words themselves were made of brownies. The medium was the message, artfully executed. It was multisensory, with its primary sense, taste, being the salient verb 먹다. And its delicious taste lived up to the promise that it literally embodied. Maya: 잘먹었습니다 (잘) "well" (먹) "eat" (었) "did" (습니다) politely spoken to an honored person. "I ate well."
And so I'm led to I wonder about other graphical, object-construction, and multimedia techniques that I can employ to artfully compose the meaning of the words into their embodiment. Maya has gone beyond visual alphabet techniques that compose the shape of a letter in a word into an memorable object, which is a popular mnemonic for teaching alphabets of many languages. She has embedded the meaning, the intention, and even the affordances of how to use her evocative knowledge object into the medium. I'll have to digest this inspiration during the summer, and explore how I can emulate the perfection of this piece.
The class recognized the care and brilliance of the work, and they wanted very much to learn the language from the object itself, but as far as I could detect, even among those that asked to learn about the meaning or pronunciation, language learning was fleeting and the inspiration to practice was absent. So I'll also have to contemplate the additional requirement of inspiring the user to practice a language with which the user is not yet competent. Maya's work inspired me to redouble this pursuit. For that, Maya: 감사합니다 (There is humble appreciation).

Continuing my infatuation with the method of loci, I presented a walk around panorama that introduces the image schema for user interface design of videogames. Here are the slides for the 14-screen panorama. Compared to my previous panoramas, I think the parsominious and iconic content and black background avoided the problem of overloading the user with multimedia. As you might guess, all slides were composed of copy-and-pasted shapes from Pac-man and Ms Pac-man. 
If you are curious (and contact or comment), then I'll decipher the images by writing the verbal content of my talk. In any case, below are links that I found illuminating.
The term "image schema" itself makes more sense when an applicable etymology (or at least a mnemonic device) is teased out. Schema in psychology refers to plans derived from patterns that will lead to behavior. I suspect, but am not certain, that "image" in image schema most closely matches the meaning of image in mathematics, and has no other meaningful association with pictorial images. An image is the target of a function for mapping one domain to another. Domain mapping is one popular frame for discussing conceptual metaphors.
Last summer, while researching theoretical foundations for my thesis, I became introduced to image schemas in Jerome Feldman's excellent summary of the state of research in embodied cognitive linguistics, From Molecule to Metaphor. The notion of an image schema first became popular among cognitive linguists, for its nearly comprehensive ability to decipher how humans think about words. In the linguistic context an image schema explains how abstract concepts are mapped onto a template scenario that may be physically simulated. A handful of image schemas can explain how your mind processes much of the conversation that you listen to and generate.
But image schemas explain even more than language; they explain many kinds of symbolic behavior. Image schemas may be observed in the interface design of virtual reality and has framed the design of some tangible interaction. The artful application of appropriate image schemas can enhance concept communication in graphic design. Since I design games, I noticed a spooky parallel between image schemas and user interface design, such as the primacy of the source-path-goal in the level design of Super Mario Bros, the in-out schema in Go's territories and Diablo's health display and inventory system. I suspect that many effective user interfaces leverage image schemas to communicate efficiently to the user's subconscious mind.
Yet I'm a designer and not a cognitive scientist, so would appreciate your comments and corrections that lead to a more accurate understanding of how to apply image schemas to the design of interactive media.

Presenters: 2nd Year MFA students in CTIN 542, 544, 548
Time: Wednesday, March 12, 6pm-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)
Title: "Flying Off The Handle - CTIN 542, 544, 548 Second Year MFA Combined One-Week Interactive Design Project, Spring 2008"
Instructors/Jurors: Mark Bolas, Perry Hoberman, Michael Naimark, Peggy Weil
Project Description:
"In the center of the table in front of you is a pile of handles, knobs and pulls. These objects, specifically shaped for the human hand, can be attached to other objects or surfaces, allowing them to be pushed, pulled, grabbed, closed, opened, turned, twisted, switched, lifted, shifted, operated, poured, tossed, etc. Handles can be attached to either movable and immobile objects. Handles can have both symbolic and/or practical functions - a handle is a kind of affordance. Affordances provide clues to how an object can or should be used (clues that can be useful, but also misleading). Your assignment is to conceive of, design, and produce an interactive experience in which the operation of one or more of these handles by a human user is a central component. This experience should be one or more of the following: surprising, shocking, bewildering, addictive, amazing, exquisite, subtle, provocative."





