Tuesday, October 23, 2007

day 2 of producing 8 sec. for nrk.


Sickest thing I ever saw.    Why, oh why.. 
Look at how sleek and shiny and small it is.  Almost invisible! Very discreet.
It is also super-fancy, with as many as overseemingly possible buttons, but still amazingly few functions. And the users-manual seems to be missing. Doh.
Luckily, I'm having less problems with what it's gonna help me produce.

Monday, October 22, 2007

NRK3 :: storytelling x2 :: Cecilie Lyng

Task : Make films for NRK3
*NRKs total offer
*Perception of form and content 
*What is NRK3 their wish and our impression.
*Process and guidance.

NRK=noe for alle, alltid. 
3 tv-channels (4 offers)
13 radio-channel
Net nett.tv and nrk.no nett-radio.
MHP multimedia platform.  
Mobile-phone services.

NRK1=mangfold
NRK2= aktualitet og bakgrunn
NRK3= Entertainment
NRK super= Childrens television

-The need of the viewer change through-out the week.
-Visual identity of all the medias  are all based upon the same grid.
-viewers profile "usett"&"urørt"

8 sec. film 
openness and acceptance (humor, feel-good, poetic, raw, and make you think)
where I am, where I have been, where I'm going.
(Hilde Jørgenvåg -green paper-wrapping.)

Monday, October 15, 2007

Knut Sverre,+ Karl Petter Knutsen :: Viritual Garden

"People dont like ads but they crave for information ."
The user create the story as hey go.. Alternative ending in movies
A love-story on swedish television. The girls point of view, and the boys point of view in channel 1* and 2* 

Tools
Classic storytelling: Get people to believe in the story and get the feeling of beeing there.

Parallel storyteling (Infinite drive)
Multipath, the utopia of interactive story; you can always go everywhere and bee anyone.
(Feel the fredom but yet directed)
Multimodal:
Topographic: travelling-sites etc.
Algorythmic: self/user-generating storys.
 

Baard Enoksen :: notes, storytellling-intro

1. Branding: storytelling as designing the impression of a service. Ex Telebutiken "klar til jobb".
2. Learnig: SILDA saami game, 2005 ; about old saami culture and history for children in norwegian elementary-school. (though never completed.)
3. Interactive "påske-krim" solving the mystery of a murder in a flash-game.

Film has become the dominant media for storytelling. (also in news) What is the emotional effect? The camera is shaking=action. Games are judged by how it looks "real".

Perception :: Character :: Story

Shotgun storytelling (from Shindlers list) telling several things in different ways, and from MI 1 : manipulating the story where we pick up on small forecasting the story.

THE MONKY IN THE BRAIN. the subconsious and our understanding of the situation.
(we do the same thing with appearences ex. sandals and long hair. and people behave diffrently according to their perception.)

Lumumum-Takete the soft vs. the hard in the drama. 
ex: sadness will stand out where all the other people are happy.

Thursday, October 4, 2007

Larva.


Inside "Slalom". The general feel of the graphics have changed a bit.
Catch some of these fellows to gain life, if bitten by the evil tick.

Tuesday, October 2, 2007

Harald Sodemann :: Simulation. (notes)

A modelling framework

Make predictions from data.
EX: The relation between Coke and obesity. (Sugar=fat, due to human metabolism) (Weight *liters of Coke)

Real World > process > Abstraction model > modifying parameters > Simulation > data > compare/validate with the real world.

Abstract: Hypothesize  & Reduction. 
Take the real world apart (to the smallest components) and rebuild it.
Implementation: Feasability & Emphesize 
Descriptive / Physical model.
The application will determin the result of your prediction, safety, education, testing, and so on.

Sience > Politics > Engineering.
Conceptual Models; population growth > oil resources > social dynamics in solidarity networks (cooperative behaviour)

Interactions between different models and processes to understand  the whole.
EX: boxes from wether forecast : stratosphere to deep-sea level. (compare data to simulation)

Monday, October 1, 2007

Synne Skjulstad :: Research in practice (notes)

How research in practice might work. Concepts:
usability, experience, thoughtful interaction-design and communication-design.

Jacob Nielsen´s view of useability:
"The functionalists meaning of useability / "quality of use", often counts out all that is not purely functional to a product." (the artistic ideal of expressing yourself or the ability to preform tasks the most efficiently and soling a problem for the customer.) Is the highest goal of useability just to solve the consumers specific problem?  Useful for whom?
What are providing experiences?
Art as experience and acting with technology. (Mc Carthy & Wright)
Lövgren og Stolterman : introduce a design perspective on the creation and shaping of digital artefacts.  (Pliability.)
What is it that gives the experience? How is a digital artefact designed so as to communicate something? (relocates focus from experience to artefact)
The holistic view sees interaction as integral to designing artefacts for mediated communication. 
*Communicate as a whole. **Useability is not normative.

Branding as creating a image of yourself / your client. What image do you want the user to percive?
(Where do you stand? What do you focus on? 
How it works? How it communicates? What experience is given by the product?(and why?)
How was the artefact shaped to give the experience?)

::Guidelines::
Dare to disagree with influential theorists.. (use as starting-point.))
And acknowledge work others have done before you: Distinguish your own work!

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