| {Game 6}Becoming a Superhero |
map of located places informed
by games |
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investigation kit |
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introduction to mission |
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participant with investigation kit |
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'Windows that reflect things
remind me of another worl and that the future will come' |
'making sounds in the environment
helps to remind me of what has happened before' |
'when creating a border
i want to escape form everyday life and not be disturbed by the
rhythm of time' |
'I leave my stories everywhere I go so I will be remembered and noticed forever' |
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Game 6 investigates the union of local public places
with the desires and apirations generated on both a local
and global scale by the previous games in order to locate
potential qualities and materials that can be used in the
final design concept.
Game 6 is also a tool for designers to perform inside
of the experience they have been creating in order to better
understand the needs of the participants and formulate design
concepts that are truly informed by the a synthesis of the
materials collected in the first 5 games.
This conscious decision to have designers themselves participate
as the performers of the game, taking an active role in the
experience, was made in a hope to bridge the content generated
by public outside parties or participants in the first five
games with the concept generating brainstorming process.
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Four strong needs from
previous games are transformed into missions. These needs
are as follows:
protection
escape + respite
spectacle + identity
attention, attraction, + self expression
These missions are then located in the four regions of Göteborg
identified in {Game 3}. Over a series of four days 2 designers
on the Underdogs + Superheroes team enact eight different
characters identified on the basis of needs in the previous
games {1-5}. Each day is dedicated to a specific mission and
place.
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The eight characters are
sensitivo, here i am, time escaper, folklorical,
revolutionary, healer, psychic, and
lookie. Inside each of the missions, two of the eight
characters are connected to one of the four regions on the
map. Designers role-play with each of these characters in
the associated public space.
Each performance is initiated when the player receives an
investigation kit. This kit contains of a superhero diary
with instructions and a map, a camera, labeling tags, and
a pencil. The instructions introduce the character and mission
to the player. This also increases the suspension of disbelief
by building a world or stage for the player's performance
to occur within. |
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During each
mission the players must explain how their character satisfies
seven basic needs {outlined by the designers beforehand} for
survival in order to understand the chosen superhero in a
specific context.
The investigation kit provides a framework for the players
to openly express feelings and thoughts that occur when role-playing
each character. In this, the player can freely describe how
he or she satisfies the each of the seven needs by writing,
painting, collecting proofs and taking pictures.
These seven needs are driven by physiology, security, attachment, self-esteem, cognition. aesthetic, and self-actualization. |
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At the end
of each performance the two players evaluate each others
investigation kit in order to find out if the character seems
to be an underdog or a superhero. This provides a space for
addtional impressions and reflections of the experience.
The game results in many interesting experiences and ideas
expressed by stories, photos and objects that are related
to each other. These are used as materials for generated desgn
concepts. |
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