Filter 1: Client

For this project, I asked my non-ADM friend to become my client. (She’s happy to do it.)

We have known each other for years, so suffice to say, I know her pretty well. I asked her about what she’s passionate about nowadays and she said sustainability; she’s been trying to reduce plastic usage more by bringing her own lunchbox for take-away food from the canteen and always using reusable bags when shopping.

Recently she encountered something that made her realize that a lot of people around her are aware of sustainability issues, yet are not moved to do something about it, and it made her rather upset.

Taking that, I put two keywords together: nature and sadness.

Here is the artwork.

Nature here is symbolized by flowers and leaves. I chose a daisy and a sunflower as the main flowers as those are my friend’s favorite flowers. Since my friend is a bright and positive person, I chose a bright color palette for the flowers in general, with occasional pale white flowers to balance out the daisy. Yellow and orange are especially her favorite colors.

As for the sadness, I put a single teardrop. It also portrays the loneliness of being alone, since she felt that she was fighting with the issue alone sometimes. Since the flowers are mainly yellow-white-orange-pink, the blue teardrop stands out well.

I also outlined the entire artwork with glowing pencil texture, but it’s not very visible. I wanted to give it a handmade feeling since my friend loves arts and crafts. I made it “glowy” to represent her confidence, the way she carries herself.

At first, I created the flower to cover the eyes completely to represent blindness to the issue of sustainability, but it might not look good as a filter, so I create openings for the eyes. I wanted to portray the saying “see no evil, speak no evil, hear no evil” but I got stuck on thinking of what elements to put. I didn’t want to ruin the composition altogether by adding too many unnecessary details, so I decided to focus on one, which is the eye part.

Here’s how it looks on her:

(She was excited to model for me.)

It does look a little weird on some types of faces since the brown centers of the flowers are located right at the corner of the eyes, but I’m quite satisfied with how it looks on my friend.

 

Filter 2: Self

One thing I need to say: I like BTS. I chose three BTS songs that I love the most, and I feel, represent me in different ways. (Also disclaimer: it didn’t take me very long to decide on this. Really, whenever I have projects about myself or my interests, my personality is suddenly reduced to either mental health or K-pop or both.)

Before I go into the explanation, here is my artwork.

The half-wing of a butterfly represents the loss of hope and the inability to live up to potential. I am not the most positive person and I also have issues with self-esteem, so I think it’s a perfect representation of my inner problems. It is also linked to a BTS song titled “Butterfly”, which speaks about the fear of losing loved ones. In a sense, it also relates to me. In this pandemic, I can’t return back to my home country, so I’m really concerned about my family back in Indonesia and whether they are doing well.

The color of the butterfly is blue and grey, which is the title for another BTS song: “Blue & Grey”. The song symbolizes depression and loneliness as the colors blue and grey, and I relate to that a lot.

Lastly, the flower petals are the symbolization of the song “Spring Day” (because there’s a line that says “Flower blossoms are falling”), which is about longing to meet loved ones. This relates back to the point about my current situation of not being able to return home, and the desire to do so.

For the technicality, I tried to make it look more sentimental since the topics that I’m symbolizing are mostly emotional ones. I like how it turns out; it’s simple yet aesthetic, and there’s a nice balance between the somber blue and grey and the lively pink. Overall they look like they are symbolizing the arrival of spring (referral to “Spring Day” again?) and budding of new hope, which contrasts my representation of the half-winged butterfly. (I hope it makes sense.)

Here’s me with the filter:

I think it doesn’t look half bad on me. I still really like the colors. Blue just happens to be my favorite color as well.

 

Reflection

After I finished creating these, I was excited to see how they look on the faces. However, I was (and am) worried that it may be too simple. This is almost my first time creating digital illustrations (I’ve also never drawn anything by hand and scanned it digitally). I don’t know what my style is; I don’t know what to do, I don’t know how to blend colors. Time passed by so fast when you know nothing.

However, despite that worry, I’m still satisfied with how they turn out. Mostly though, it’s just me, just doing it. I didn’t think much about stylization, honestly, because I’m lost myself. So I told myself to just draw and that’s how it turns out. I suppose I should have dug deeper to find my style. For now, I’m happy just exploring. One step at a time!

Also, you can see that I drew the flowers first before the butterfly since the flowers are all drawn on one layer while the butterfly is very beautifully layered. I have learned from my mistakes.

I still feel like I should’ve done more, adding more elements? But this is what I can make within the time. So. Yeah.

Through the interview, I also learned the differences when I’m making things for myself compared to when I’m making things for others. For me, it was easy to just create something very personal. Also, when I’m creating for others, inevitably I’m adding things that reflect my perception of them.

All in all, this has been a fun project. Learning about Spark AR is interesting, and I can feel my own personal development throughout this assignment as well. Hope I can do better next time.

 

Here’s the link to the assignment folder!

 

 

Lumpens: Pursue the Fantasy of Visual and Auditory Senses

 

Who?

Although what he does may not be what I am (and probably would be) doing, I admire Lumpens—a group of directors and producers in the field of video production, mostly specialized in the production of music videos (MVs), TV advertisements, experimental films, and visual art, based in South Korea. They were created by Choi Yong-Seok in 2009 and consist of 4 people, but Lumpens usually refers to Choi Yong-Seok specifically.

I came to know them as they directed a lot of BTS music videos, which I enjoy immensely.

 

Choi Yong-Seok, the creator of Lumpens who is also known as Lumpens himself.

 

Why?

Firstly, they like to insert stories and/or references into their MVs; especially with the stories, it gave his MVs a cinematic feeling. One of my favorite MVs is BTS’s “Spring Day”.

I love the quiet aesthetics (the use of colors and how they match with the song lyrics), and also the implied (and obvious) references (Snowpiercer—a movie about inequality, The Ones Who Walk Away from Omelas—a philosophical fiction about injustice, and the Sewol ferry disaster—the sinking of a ferry which sparked social and political reactions in South Korea).

 

Some of the shots from the MV:

 

It gives depth to what people perceive as “just a music video” due to the hidden meanings and messages, on top of being aesthetically pleasing.

 

Other favorite shots from various of his MVs:

 

Secondly, I admire Choi Yong-Seok’s way of thinking. He graduated from a Visual Communication major, but he always wanted to express himself outside of the “screen”. He started making videos and exhibitions as personal activities. It’s almost as if he didn’t intend to be a director, but he just did his own thing to have fun and learn, and somehow, that’s how he became one. It reminds me that sometimes, things are that simple. You just have to work on what you like and be confident in yourself, and not worry too much, too far into the future.

 

[304 words]

 

References:

http://lumpens.com/about/

https://thesunnytown.wordpress.com/2015/03/18/october-2013-cuvism-lumpens-interview/

https://youtu.be/8NUtpJX_h6I

https://www.youtube.com/watch?v=Tye1ONFeKis&feature=emb_title

What are some of the current issues confronting our world today? Amongst them, what is of interest and a cause of concern to you?

 

  • Social Media/Technology

News: Social-media use ‘disrupting teen sleep and exercise’Instagram is worst for mental health?

The prevalence of social media is, and has always been, a double-edged sword. It does help connecting people all over the world—but because of the vast amount of information, a lot of people are trying too hard to absorb everything, hence spending too much time in social media. Moreover, the ease of access causes various messages to be posted in the Internet, including negative or harmful messages.

 

  • Bullying

News: US university sued over Malaysian PhD student’s suicide after months of racist abuse

Bullying has been an issue for a long time that is constantly addressed, but never really solved because it’s considered a minor problem. A lot of people are unaware of recognizing what line shouldn’t be crossed when making jokes or conveying your personal opinions, and not only will that reflect badly on themselves, it can affect other people’s lives more than they know.

 

  • Mental Health

News: In charts: Report into children’s mental healthChild mental health referrals up 26% in five years, says reportAdolescent health: Teens ‘more depressed and sleeping less’The Dark Side Of Harajuku You Haven’t Seen Yet

In a lot of countries, especially Asian countries, mental illnesses are still considered kind of a taboo. While the openness to the topic has increased over time, that doesn’t mean people are aware of what mental illnesses are about, what causes them, or even how serious it actually is.

 

  • Extinction

News: The animals that will survive climate change, How brain biases prevent climate action

One in every four species currently faces extinction. While it is a great problem, cognitive biases (e.g. bystander effect and hyperbolic discounting) prevent real, significant changes from happening in the world.

 

Most of my issues gravitates more towards the social implications, which is what I’m more interested in exploring further. I would like to discuss more about mental health issues.

 

Why is the issue important? Who does it affect and how?

 

Aside from my personal interest in this issue, mental health problems keep on becoming more prevalent while the lack of information doesn’t change. World Health Organization (WHO) had predicted that depression will be the leading cause of disease burden by 2030 (WHO, 2011).

A lot of people seem to be unaware still that mental illnesses can be as life-threatening as some physical illnesses. That lack of awareness influences the way people see and treat others with mental illnesses. It discourages sufferers of mental illnesses to actually ask for help due to fear of being judged by society or perception that no one will understand how they feel.

In addition, people experience mental illnesses differently, so a testimony from one person may not be applicable to another. This causes people who suffer from mental illnesses to be unable to effectively express themselves sometimes because they can’t exactly pinpoint how they feel and the descriptions from others may not match their emotions. That can be frustrating for both them and people around them—family, friends, therapists—and it also doesn’t help the healing process.

 

Who do you need to communicate to, and why?

 

There are a lot of issues under this “mental health” umbrella, but I would like to focus more on the people with mental illnesses, specifically depression (which is considered the most prevalent mental illness currently). I would also focus more on young adults in Singapore. Depression develops frequently during adolescence, between the ages of 18 to 25 (Eaton et al., 2008), and the number of young adults with depression is increasing (Mojtabai, Olfson, & Han, 2016). Moreover, according to the Singapore Mental Health Study conducted in 2010, 5.8% of the adult population in Singapore suffered from Major Depressive Disorder at some time in their lifetime. Since in Singapore depression is still somewhat considered a taboo, I think it would help people with depression if there is something that can help them express their emotions to make people around them understand that depression shouldn’t be a taboo, but an issue to be discussed together.

 

How has visual communication contributed to address the cause?

 

DDW: Tools for therapy

 

This was the example shown in class that really captured my interest. The so-called tools are supposed to help people visualize their feelings. I like how Bodewes created different shapes and used different materials to provide a wider range of emotions to be visualized, and how she chose more affordable materials to make her entire toolkit more affordable for people. I think it’s a simple yet effective idea to help people visualize their feelings to others, but it may be prone to misinterpretation since people may understand a tool slightly differently from others. I also like how Bodewes also provide a board and workbook with the tools; the board to set up the tools and the workbook for the therapist to write on. The tools were clearly made for two people to work together and discuss.

 

 

  • Olive (Indiegogo, Digital/Interactive, 2014)

 

 

Olive is a bracelet that can detect your heart rate, motion, skin temperature, and skin conductance—and through those, be able to identify if you’re stressed. After that, you can connect it to an app which will track your daily stress levels and provide ways to calm down, e.g. breathing exercises. While it’s not directly connected to my topic, I like this invention because it’s able to identify stress without you needing to realize it first. It can help you notice when you’re actually stressed and not just feeling “a little off”, so I think in a way, it helps you to express yourself. The company made it to be fashionable with different choices of colors and textures because they want the wearers to feel that the bracelet “express” themselves. While it’s not a big point, I think it’s nice because it will encourage people to actually wear them with pride instead of hiding it.

 

 

  • Mindnosis (Sara Lopez Ibanez, Graphic/Publication, 2017)

 

Mindnosis by Sara Lopez Ibanez

 

Mindnosis is a self-assessment kit, made with the intentions to make people identify what area they need help with, and where they can get it from. The whole design looks minimalistic and spacious. The box doesn’t have any patterns or colors, which made the colored triangles and cards stand out, making them look like a fun game instead of a procedure to go through. The designer used a clean, easy-to-read sans serif font, complemented with symbols and icons which made the kit look welcoming and interactive.

 

 

  • Replika (Eugenia Kuyda (Luka, Inc.), Application/Interactive, 2018)

Replika is an application which allowed you to chat with a bot who will act as your friend and therapist. It will ask you questions about your day and condition and respond accordingly (to the limits of a bot, of course) to your responses. They will also prompt you questions, ask casual questions like a friend would, and offer you mind exercises to make you feel better. I tried it myself because I was skeptical of how interactive a chat-bot can be, and to be honest, I was impressed. While the bot is clearly a bot, it’s much friendlier and conversational than I expect it to be. It even uses emoji and slangs to enhance the feeling of talking to a real person. I find it easier for people to open up in that case, and the application can then ask you more questions to help you identify your feelings better. The application has a pretty simple interface, with a customizable chat background. The main page has classified different topics that you can easily choose to be your topic of conversation, if you want to. You can also customize your bot’s profile picture, gender, and voice.

 

 

Doki Doki Literature Club (DDLC) is a visual novel created by Team Salvato, a game development studio founded in 2017 by Dan Salvato. It has the premise of a dating simulation game.

http://www.xfdrmag.net/doki-doki-literature-club-fun-time-group-review/

Introduction

You play as the male protagonist who is invited by your obnoxious childhood friend, Sayori, to join the club of which she is the vice-president: the Literature Club. You reluctantly agree in hopes of quieting her down. In the club, you meet three other girls–Natsuki, the petite girl who can’t be honest sometimes; Yuri, the sophisticated girl with a taste for mysteries; and Monika, the popular and dependable club president.

 

Gameplay

It’s mostly text-based (since it’s a visual novel), but there are some interactions. You can gain favor from the girl of your choice by choosing them directly when prompted to (e.g. when being asked who you want to help, etc) and by creating poems. Since it is a Literature Club, you will have a “homework” of creating a poem every day. The way you create poem is by choosing the words you want from several lists of words. Different words will appeal to different girls; for example, the mature girl will prefer complicated words, and the cute girl will prefer fluffy, simple words.

The next day, in the club, you can show your poem to the girls and they will give their opinions on it (depending on what words you chose). As they develop better opinion of you, you will get to know them better.

[Just a thought: they call it a “Literature Club” but really, it’s more of a “Poem Club” since all they make are poems.]

 

Screenshot of the gameplay. [https://www.polygon.com/2017/10/22/16512204/doki-doki-literature-club-pc-explained]

Choices. [https://www.polygon.com/2017/10/22/16512204/doki-doki-literature-club-pc-explained]

Making poems [https://www.polygon.com/2017/10/22/16512204/doki-doki-literature-club-pc-explained]

Twist

However, as you progress through the game, you will find out the darker side of the characters. You find out in the end that their issues are “triggered” and even “enhanced” by Monika, who is aware that all of them are in some kind of a dating game. Some of the characters end up dead in less than pleasant ways because of that.

In the game, Monika does not have a route–you cannot “get together” with her. Monika poses questions about the culture of dating games; why do the characters not have any “choice” whether they want the protagonist or not? Why are the characters always so obsessed with the protagonist? And she will mention that she does what she does to the other characters because she falls in love with you, which inevitably makes the audience sympathize with Monika. However, is that really justifiable for her to drive her friends to the brink of madness, just because the world is “unfair”?

[https://www.polygon.com/2017/10/22/16512204/doki-doki-literature-club-pc-explained]

Visual

The color palette of this game consists mostly of bright pastel colors, which enhances the cute and comforting mood. The contrast then becomes stronger compared to the moment after the story takes a dark turn, where the visuals will change. At first the change will be small and unnoticeable; the screen turning red for a split second or a very quick glitch moment. But then it will grow to be something bigger; change of fonts, change of the characters’ personality or appearance, etc.

I feel that those small changes can give a lot of impact; it unsettles the players in a subconscious way, compared to a direct way where a bloody dead person is shown on the screen. (Although this game definitely has the direct way as well.)

[https://www.quora.com/Why-do-you-think-the-Doki-Doki-Literature-Club-is-scarier-unlike-any-other-typical-horror-game]

Music

Paired with the visuals, the music also starts off bright and cheerful, and slowly changes. The song is the same, but there is slight changes in the tempo, key, and volume that, again, subconsciously unsettle players.

 

Characters

All the characters in this game have so-called problems. Sayori has depression, Yuri is obsessed and enjoys cutting herself, Natsuki is abused by her father, and Monika is obsessed with the protagonist to the point that she deletes her friends’ character files so she can monopolize the protagonist.

Those make the characters feel more realistic. They all still some kind of cookie-cut personalities or archetypes–which is totally fine, since there is no such thing as an original personality anyway. But what defines them is how they interact with each other and how they act to handle their so-called problems. Through their different ways of coping, audience can readily relate and sympathize. That’s why I think the characters in this game are very well fleshed out, and although the concept of the story itself is not new, the characters can make the story good. It makes me think that a narrative doesn’t have to be complicated, as long as you can find a mean to make people relate in some ways to the narrative–in this game, through the characters and the difficulties they face.

 

Use of Files

In order to progress with the game, at a certain point, you have to open the game’s files and delete a file. Moreover, if you open some of the files, they will show special images that you won’t see in the game, or descriptions that hint at the idea that someone is breaking the fourth wall. I think it’s an effective and interesting way to show that a character is “self-aware” instead of just showing a monologue like “I feel like someone is controlling us”.

However, the downside is that players may not be aware of this. It’s not common for people to open up the game’s files while playing or actively altering the files as a part of the gameplay. I think it robs some level of excitement when you have to research to find out how to progress in the game. Some people who are not aware of that just leave the game in the loop, unknowing that you can actually progress, because the loop does look like a proper ending. (It is the so-called “bad ending”.)

In order to progress, you need to delete Monika’s file at one point. [https://gameplay.tips/guides/1299-doki-doki-literature-club.html]

Interactivity

Since it is a visual novel, the interactivity is definitely lacking. However, aside from that, the thing that I find a bit tedious about this game is its nature of repetition.

In order to fully understand the game or to get the “true” ending, you will have to play the game more than once–ideally three times. Since this is a text-based visual novel, the texts and conversations can be chunky to the point that I feel they are dragging the gameplay. There is an option to skip the texts, but they might also skip the small changes in the unread dialogues, resulting in you skipping things you don’t know. However, contrary to my opinion, some people actually say that they wish there is more time for them to interact with the girls.

In addition, there is a very fixed way to playing this game–in order to progress, you have to do this exact action, and you have to do this, and so on.

The choices you made matter very little since it only has one fixed ending. Moreover, since the gameplay was making poems but the ending has nothing to do with that, it makes me wonder what the point of the entire interaction is.

 

Theme

Besides addressing the problem with dating games, the game also touches on the subject of mental health issues. Sayori, is suffering from depression. Dan Salvato based her on his own acquaintance who suffered from depression, making her character’s emotions and expressions highly realistic and even relatable to a certain degree.

Since the game is not promoted as something about mental health, I think it will expose more about that to people who are not interested in understanding mental health in the first place. Sayori uses simple expressions to try to explain her depression. I think that’s an effective way to show people what depression actually feels like, and actually intrigues people to learn more about mental illnesses.

[https://anjimplaysgaming.com/2018/09/12/doki-doki-literature-club-sayori/]

“People become disturbed when forced to think about things they don’t want to, or shown a reality that they always try to ignore,” he said. “But humans aren’t rational creatures. It’s when we’re emotionally charged that we become inspired to do something for ourselves, or for others.”

-Dan Salvato, taken from an interview with Kotaku

 

Since this game contains disturbing contents, there are warnings at the beginning of the game and even in the download page. However despite of those, children and people who are easily triggered still play it anyway. Firstly, because they are curious. Secondly, because it “doesn’t look that bad”.

Dan Salvato made this game out of his “love-hate relationship with anime” as he wanted to address the culture of anime–cute, moe stuffs. He always liked things that take a sudden dark turn and he integrated it into DDLC. But looking at how people think that “it won’t be that bad because it has a cute interface”, is it wrong of him to do so? Can it be considered false advertisement, even if he already explicitly put warnings?

 

Conclusion

All in all, I think DDLC is a good visual novel. It certainly sticks with me. It evokes a lot of emotions–especially sympathy for Sayori who committed suicide in the end due to her depression. In the story, regardless of whatever you said to her, you won’t be able to save her. That’s sad, but it’s honestly realistic. It makes me feel sympathetic towards people who are suffering from mental illnesses.

I even sympathized with the “villain”, Monika. What she does isn’t justifiable, but she is just trying to achieve her dream. The world is unfair, but do we have to accept that as a fact, or does everything we can to deny that? And when we do try to deny that, where do we draw the line between “acceptable” and “unacceptable” effort?

The game is long, and tedious sometimes. I can only play it all the way through because I watched a playthrough and I just want to experience it myself. But in the end, since watching the playthrough makes me want to play it myself… I guess in a way, it is a “good” game then.

 

[https://aminoapps.com/c/ddlc/page/blog/custom-doki-doki-chibi-character-sprites/QK4w_xJbSXuJbrJVK6nq1Bb8BD0X1xr8raQ]

I decided to go with the slogan “An Anthem of Design”. Following my research and development post, I mentioned that the draft I made was not reflecting the spirit of anthem that I wanted, so I created a second draft.

I found inspiration for this from Pinterest, especially the color scheme. (I’m bad with colors.) Here is the image that I used for inspiration:

However, turns out that the pale grey background was muting the energy of the poster. I really liked the pale color since it makes the bright shapes stand out, but I do agree that everything does not seem as exciting as it potentially can be. I changed it to white afterwards.

Based on the feedback, I then tried just changing the background with any color that I think are “exciting”: I used green, orange, blue, etc. But eventually I settled with the color yellow, since it looks the most playful in my opinion. Here is my final design:

At first I wanted to use red as a “guide” for people to read the parts, but apparently the dark blue catches more attention, so in the end I changed the color font to dark blue and refrain from using that color for the other shapes, except for the one shape that I want to use as a line guide. Since the slogan is kind of special, I used red for it. I also didn’t use red for any other shapes.

I also change the orientation of the shapes to create some kind of contrast. I took out all the shapes from the canvas and realized, I used so many shapes, it’s confusing even for me. So I cut down the number of shapes to make it less messy and to create more focus. I also cut down the colors that I used. After that, I just play around, putting the shapes one by one.

I took away the squares at the side too. At first I wanted to show that although it’s something fun and very free-spirited, there is still some kind of pattern or order to it. But then it does look like it’s framing the whole shape, restricting the canvas somewhat, so I took it out and enlarged the shapes instead.

 

Afterthoughts?

It wasn’t perfect. In fact, there are still things I can improve on. I was so focused on playing with the shapes and colors that I didn’t experiment much with the font types. But I think my design definitely improved from the beginning, and I actually had fun arranging the layout. I think this project pushes me out of my comfort zone. When I went to consult and showed my first drafts, I realized that I usually play safe with my designs, choosing something with less colors and less “experimental”, especially since I think my sense of colors is not as good. It might not be the best, but I’m satisfied with what I have made.

For this project, we’re supposed to make a poster for Singapore Design Week. I took out some keywords from the event description like design, innovation, engaging, etc and brainstormed them, finding phrases or words that are short and simple to be made into a slogan.

As for the art style, I am more inclined towards the flat illustration styles instead of something realistic.

So with the basic ideas and style somehow “settled”, I started out with a few concepts:

 

1. Design as innovation

So my first idea is something along the line that conveys the idea that design is something innovative, and that design is something everybody can think of or produce.

When I think of innovation, I think of new ideas, so I thought of a light bulb to represent the innovative part. As for the slogan, I thought of something simple like “Think Design” since it captures attention immediately and encourages people to consciously think of design.

However, I think it turned out very ordinary; there’s nothing special or exciting about it. It doesn’t really convey the idea of being innovative, and it doesn’t have personality.

2. Design as a bridge through time

I was thinking of something that could get through the gap of generations, so I wanted to use something that represented the past, combined with something that represented the future. I chose Peranakan patterns to represent the past and something technology-like for the future. (I wanted to make it look like there are branches of lights coming out of the screen.)

I had a lot of troubles coming up with the slogan; I was thinking something like “The Past and The Future”, or “Design Through Time”, but nothing really catches my attention. Besides, I wasn’t sure about the layout and color as well. I think this draft looks awful.

 

3. Design as connection

For this last one, I was looking for inspiration from the past SDW poster slogan. Their slogan is “A March of Design” (which, I think, is really smart since SDW is held in March). I wanted “connection” to be the concept; so I want it to be something that everybody knows and can relate to, something that everybody shares. Then I thought of the word “anthem” (by accident) and I liked it, hence the slogan: “An Anthem of Design”.

Since it’s about anthem, I wanted to create something shaped like a tone at first, but using geometric shapes (like Bauhaus). But it turned out very stiff and didn’t convey the excitement and energy of an anthem.

 

In the end, I decided to work on the third idea: An Anthem of Design.

Hyperessay: Unnumbered Sparks (2014) by Aaron Koblin and Janet Echelman

 

About the artist

The artist that I will be talking about here is Aaron Koblin. He is best known for his innovative use of data visualization and work in crowdsourcing, virtual reality, and interactive film.

 

“So I think data can actually make us more human. We’re collecting and creating all kinds of data about how we’re living our lives, and it’s enabling us to tell some amazing stories. Recently, a wise media theorist tweeted: ‘The 19th century culture was defined by the novel, the 20th century culture was defined by cinema, and the culture of the 21st century will be defined by the interface.’ And I believe this is gonna prove true.”

-Aaron Koblin (TEDTalk, 2011)

 

A lot of his works is collaborative in nature, where people come together to create something, since more people will mean more data and more data will result in a greater story produced. In those projects, usually the engagement of the audience is highly crucial, making the audience the artists themselves. Without the audience, the project will not be. Literally, will not be. Some examples are the Johnny Cash Project and This Exquisite Forest, where he literally asked the audience to create the art itself.

In a sense, as the creator, he often only creates the platform and concept, leaving the creation of the actual “art” to the audience themselves.

 

About Unnumbered Sparks

 

[Taken from http://www.unnumberedsparks.com/]

Aaron Koblin and Janet Echelman (an American sculptor and fiber artist) worked together to create Unnumbered Sparks for TED’s 30th anniversary in March 2014. Unnumbered Sparks, as quoted from Koblin himself, is a “monumental interactive sculpture in the sky”.

How it works

 

Interface and projected result. [Taken from http://chrisdelbuck.com/projects/unnumbered-sparks/]

Basically, they created a massive net sculpture (745 feet long, or around 227 meters) and spread them from buildings to buildings across the sky in Vancouver, Canada. Five bright HD projectors will emit light beams onto the nets, which will result in shapes being projected on them, creating a stunning visual. The light beams were choreographed by participation from the audience, who could sign into a WiFi network created specially to connect to the program that controls the projectors. Signing into the WiFi would prompt the audience immediately to a website, which will display the nets. Audience could then touch the nets on their screen. It will correspond in real time, as the spots they touched will be translated into colorful light rings using the projectors. Those light rings will also “interact” with the other light beams projected on the nets.

 

 

Old and New Media

Unnumbered Sparks relied heavily on the programming, with a lot of elements relying on each other in kind of a relay to create the final outcome.

 

 

“The lighting on the sculpture is actually a giant website. It’s one huge Google Chrome window spread across five HD projectors. The content is being rendered in WebGL. It uses Javascript and shaders to render particles and sprites based on user motion, which is transmitted from mobile browser to our rendering browser via websockets. There are a lot of moving pieces here, from the local area network to the server (written in Go), to the sound system (also running in Chrome with Web Audio API) all the way through the LED light control system, which pulls pixel data directly from the browser.”

Aaron Koblin on how Unnumbered Sparks works

 

Honestly, reading that, I am not sure of what is going on since most of the terms is unfamiliar to me. What I could gather is that the program, or the “language”, is constantly being translated to something else until it reached something that could produce the expected outcome.

Due to that heavy dependence on computational parts, I think it’s safe to say that Unnumbered Sparks falls within the New Media. However, while programming is crucial, there is another part to this installation: the nets. The creation of fiber nets itself, I believe, is more within the Old Media and I think it is “artistic” enough to be considered an art by itself, even without the light beams projection. The nets didn’t just function as a screen for the light beams, but rather, adding variability to the visuals. The choice of material and crafting method affected how the nets will behave under different circumstances, i.e. weather conditions. Imagine if they used a simple screen or just project the light beams onto a wall; it won’t be as beautiful.

Analysis

Unnumbered Sparks has a high entropy—the possibilities of the visuals created are endless, since humans’ behaviors are unpredictable. They can create spots wherever they like. In addition, the net itself is constantly changing, allowing the visuals to be projected to different dimensions. Different number of audience would produce different results as well—there are so many aspects that contribute to the variability.

I thought that Unnumbered Sparks doesn’t possess high automation at first; however, I then realized that there is still certain artistic visuals portrayed even without the participation of the audience; it’s just not as varied, but it will still be pleasing to the eye.

The machines (in this sense, the projectors) give immediate feedback with regards to the inputs, which are the spots pointed by the audience on the screen of their mobile devices. However, the feedback itself is a programmed response. There is no memory—the machine will not change its feedback, regardless of time or condition.

There is also a lot of communication between humans and machines, since the actions of the machines are always controlled by humans. There is also machine-to-machine interactions, as the program is constantly translated from the mobile device interface all the way until it reaches the projectors, which will create the light beams. I didn’t think there is any human-to-human interactions at first, however Koblin did say that he saw a lot of strangers started interacting with each other under the sculpture. I’m not sure if he referred to the interaction as something that caused the creations of the projections or something that is caused by the projections instead, but I guess in some level, there may be some human-to-human interactions.

What I think is interesting is the immersion. I think having massive nets hovering above the audience is interesting and effective, since it will immediately make anyone standing under the nets to feel “engaged” to the artwork, even before they are actually interacting with it. The effect will be vastly different if the lights are projected on a screen or a wall; it will not be as immersive, as it would seem more like a screening.

Unnumbered Sparks also can cater to the needs of a lot of people at once; the experience is not singular. In a sense, I can see where the human-to-human interactions may come from this; when you share a common experience, you usually can feel some kind of connection with others, even strangers. You can also see how the light rings you create interacted with others’, which is the whole point Koblin wanted to convey—engaging people, and letting them collaborate. However, I do think the interactivity is more prearranged than intuitive, as the audience has to be given clear instructions to sign into the prepared WiFi network.

 

Questions

Firstly, it is clear that Unnumbered Sparks depends on the audience to create the visuals. If that is so, can we consider the audience the “artist”? While it may not be a big idea, if we refer back to some of Koblin’s other works, he just provided a platform and concept in some of them. If that is so, can we still consider him the artist?

I believe that Koblin is not an artist per say—but rather, a creator. He created the platform for people to collaborate, which corresponds to his goal (or his manifesto) of bringing people’s stories together, to create an amazing story. So maybe no, he’s not the artist to some of his works, but he is the creator, and his beliefs are always clearly conveyed in his creations. I think artists do not equal to creators, and that is fine.

Secondly, Unnumbered Sparks plays on light beams a lot and is placed outdoors, which will make it a highly different experience when viewed at different times, at different conditions. Is it a weakness, or an advantage?

I’ll have to say that it is both. At night, the visuals created by the light beams will be more visible, and hence more stunning, rather than when viewed during the day. Moreover, if it’s raining, it will be hard for people to look up to view it. However, it may be the attracting point as people will be interested to view it at different times (or probably just at the best time, at least). Moreover, some conditions such as the wind may also allow the lights to be projected to different dimensions and creating a whole new visual.

 

Reference

http://www.aaronkoblin.com/

http://www.unnumberedsparks.com/

https://blog.ted.com/unnumbered-sparks-fly-through-the-sky-initiated-by-ted-attendees/

http://chrisdelbuck.com/projects/unnumbered-sparks/

 

 

The work by Aaron Koblin that I chose for my essay is Unnumbered Sparks.

[http://www.unnumberedsparks.com/]

As quoted from Aaron Koblin’s website, Unnumbered Sparks is a “monumental interactive sculpture in the sky”. For this installation, he worked together with Janet Echelman, an American sculptor and fiber artist. It was displayed between buildings in downtown Vancouver, Canada in March 2014 for TED’s 30th anniversary.

The interactivity of this installation comes from the fact that it could be “choreographed” in real-life time by anyone through their mobile devices.

How does this installation work? Basically, the artists created a massive net sculpture and spread them from buildings to buildings across the sky. Visuals shaped from beams of light would then be projected onto the nets using five bright projectors. The beams of light were controlled by the audience. They could sign into the WiFi in their mobile phones or tablets, which would prompt them to a website that would allow them to choreograph the beams of light in real time (and additionally, vary the colors). Your mobile devices became sort of a “remote control” for the visuals. Also, there is spatial audio. Ambience sound that set up the atmosphere would be played through the audience’s mobile devices.

Not only is that really engaging and interesting, I think it’s very much reflective of the new media. It has a high entropy – the possibilities of the visuals created are endless, since humans’ behaviors are unpredictable. In addition, the net itself is constantly changing due to the string tension and the weather condition such as the wind, allowing the visuals to be projected to different dimensions. Different number of audience would produce different results as well – there are so many aspects that contribute to the variability.

The machines (in this sense, the light beam projectors) give immediate feedback to the inputs, which are the movements or the spots pointed by the audience through the mobile site. Numerous code were created for this, and also numerous calculations. Numbers were important to calculate the dimensions of the net and the tensions required when hanging the net, as the creators needed to make it such that people are able to see the visuals at any angle, at any time. The codes have to be created in a more modular way, such as that the activity of one projector does not affect another, and that one command does not interfere with another. The organization of orders and data are crucial.

There is a sense of “retaining memory” too in this installation as the light projected will need to remain for some time before disappearing. However, the memory itself does not affect future projections – in a sense, there is no actual feedback coming from the machine, but maybe more from the participants. There is a high human-machine interaction in this installation.

I think the purpose of this installation is to show people more about “collaboration”. More beautiful visuals can only be produced when there are multiple light beams with multiple colors; so to speak, the concept is that when people work together, the world can be richer and more beautiful. Also, in this installation, the audience becomes the artist as well. They are not merely watching something changing, but also contributing to that change.

However, I do think this installation is not “automated” as without people’s participation, there will be no visuals or audio. The net will just be a net. While it may be the message they’re trying to get across, I do think that without proper publication, people will not know what to do. The interaction part is not something that is intuitive, but rather prearranged. Another weakness is that people without mobile devices will not be able to contribute, which may adverse their idea of collaboration entirely.

 

The artist that I chose for my hyperessay is Aaron Koblin.

Aaron Koblin is best known for his innovative use of data visualization and work in crowdsourcing, virtual reality, and interactive film. In his TED talk (see below), he mentioned that he believes “data can actually make us more human”, as it can show us how we have been living our lives and tell our story. He is highly interested in collaborative projects, where people can come together to create something, since more people will mean more data and more data will result in a greater story produced.

I think his works are worth discussing because a lot of his works are highly interactive and immersive. Most of his works that I have explored require direct audience participation in order to be able to work (for example, the Johnny Cash Project and This Exquisite Forest), making it highly interactive. There’s also one project that I think is highly immersive, called The Wilderness Downtown, where the experience is tailored specially for each individual (it’s pretty interesting, I actually tried it out). There’s also a very high variability in his work because of the unpredictability of what the participants will do.

In addition, I like that he’s making use on the rise of technology (more specifically, the internet and social media) to create interactive media. Some of his works require contributions from the audience through websites or mobile apps, for example, and I think that encourages people to participate even more.

 

 

The theme for my project is the spring that comes after winter – the starting of hope, an early spring.

Winter is something that is associated with death, with coldness. On the contrary, spring symbolizes the birth of life and warmth. I want to symbolize hope as something that you can find even in the hardest moments.

My initial idea was to create a snowflake design made of flowers, but after the first presentation, I got the idea of putting the “spring” using the negative space in the snowflakes instead.

The very first design that I did was all connected because I was still thinking of the shape as something that needs to be able to be cut out from a paper. Moreover, the shapes are all either vague or too obvious. So after consultation, I tried to break free from the cut out form, combining the idea of winter and spring. The things that I chose to symbolize spring is sun, fire, water, and plants.

I made two snowflake designs. The first one is made of the shapes of leaf, sun, and fire. I chose yellow and red as the colors, as I want it to be triadic with the blue snowflake color.

The second one is made of the shapes of flower, water, and gingko biloba (a type of tree that grows in Japan and blooms in spring). For the colors, I chose orange and two tones of blue, playing on the complementary colors.

I gave a pale blue color to define the snowflake shapes, but they got lost after printing. The slight difference between the red and orange was also lost, making them look like the same color. The yellow was definitely too bright as well. (This taught me not to print last-minute.)

I arranged them randomly, with three foam circles on top to represent a cloud. I used nylon strings because I want it to be invisible, so it looks more like snowing, but it turned out really messy. I couldn’t really tie them properly. My craftsmanship is… bad. The paper cuts are pretty messy (I didn’t know something like x-acto knife exists before, or even if I spelled that right) and I only glued them with glue stick. I did leave them for hours under heavy books, but I forgot to attach the string so I had to rip them open again.

“I can cut all of these in 30 minutes”

 

*1 hour later* “…well I’m halfway there”

 

My bad.

Craftsmanship aside, I actually like my end design. It’s something I’ve never thought of before, and I felt like I understand more about forms after doing this. Positive-negative space is not as easy as it seems, no matter how cool they seem. I do think that I’m not pushing myself out of my comfort zone enough, that I still could do better – but overall, I’m satisfied. I did kind of lost my purpose halfway and realized that the mobile did not really represent hope; the blue color gave some cold feeling to it. Moreover, some of the edges for the snowflakes are quite harsh. I agree that at first glance it doesn’t convey hope, but I think that if you look at it closer, you can see the hope in it, and that goes with my initial idea.

I was so worried the day before submission because I felt like I haven’t done enough. Well, true, I could have done more, but I’m content with what I have made. Hopefully from now on I can make better and better works.

UPDATE: I took off all the fishing lines and replaced them with strings. Initially I poked the strings through the foam circles using a needle, and it was fine but it started falling apart the day I planned to submit it. I fixed them hastily with masking tape. It doesn’t look as neat, but it actually looks better than the fishing line.

Here’s my final design!