| {Game 5} Superpower prototypes |
excerpts from the inspection
kit for the "second sense"
prototype |
'expert' inspection of
the prototype |
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groupwork in the city,
'treasure-hunt' format |
testing the prototypes in new contexts |
combining prototype 'powers' to enable
'problem' situations |
collaborative enactment
of new scenarios |
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Game 5 proposes a set of
interaction props for behaving and misbehaving in public space.
As prototype superpowers, the objects (accompanied by an inspection
kit) engage players in a product fiction about how mechanical,
aesthetic and electronic properties could support new social
engagement, self and community expression in the city.
The
game was enacted with 7 people (prototype inspectors)
in February 2003 in the streets of Göteborg. |
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| The seven interaction props
vary in size and shape and suggest powers and modes of use.
Endowing participants with the fictional role of 'prototype
inspectors' set the stage for suspension of disbelief by combining
an immersive narrative with game play and giving each player
a different set of concerns and expertise. The props were
first explored in a workshop context, where each participant
performs tasks and inspection tests on their objects,
each of which has a particular formal affordance (such as
sound projection through a physical form), mechanical or natural
property (such as magnetism or sound absorption), or low-fidelity
electronic behavior (such as modes of light projection). Second
Sense: prototype model no. Y19 size L : Durable & practical
for Invisible forces and yes or no answers
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| Once participants
are sufficiently invested and experts on their superpower
prototype, the second half of the workshop involves participants
in roving around the city in a team 'treasure hunt' for solving
problems collaboratively using the combined properties of
the props to solve problems. Coordinating individual invention,
imagination props, and a group treasure hunt format, Game
5 applied enactment to structure free improvisational prob
solving. This resulted in new and unimagined behaviors,
total group identity, personal investment in the story, and
advocacy of individual functions. |
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