Posts Tagged ‘collaborative design

PART 1 of ASSIGNMENT 1:

Improv Art is the conceptual idea that perpetuates the artistic and innovative design creations of Jason Eppink. Many of his projects including his Take A Seat campaign involve the New York City subway station as that is his main mode of transportation. Because he is always in the subway stations, he seeks to make the experience of waiting, boarding and passing through a subway station more enjoyable for the average American. Eppinks projects in general are focused around the concept of community involvement and bettermen; he seeks to create Universal Design that all experience and appreciate.

-organization: Jason Eppink is a communal designer and artist who’s goal is to design for the needs and appreciation of ALL rather then SOME. Eppink’s work is featured on Investing in Social Art Projects art blog.

-procedures He is spontaneous in nature who is inspired on a whim and acts on those points of inspiration instantly. Most of his designs have a ‘prankster’ attitude about them as well.

-the people involved Jason Eppink is the designer who creates universal design that is meant for all to utilize. To put the “take a seat” project in context the videos below are portrayal of several of this other projects.

http://friendswelove.com/blog/art-we-love-jason-eppink-pixelator/

-the situation within which it takes place Eppink’s designs happen many times in subway stations or just in natural city settings as well.

**ANALYSIS OF TAXONOMIES**

social design: the main focus of this design project is to provide seating/comfort to a wider audience range at any given time (to lessen the physical stress of traveling via subway)

community design: design that will benefit the entirety of the New York subway riding community regardless of age and socioeconomic status. (everyone can appreciate the comfort of sitting over standing for a long period of time)

innovative design: creative design, unique, while also aimed at solving a widely felt problem

environmental design: environmentally friendly design because it takes someone’s trash that would have been left to decay in the streets or to rot in the landfill and recycles it by reassigning its purpose/situation.

PART 2 of ASSIGNMENT 1

Previously, we identified several design negotiations in Eppink’s Take a Seat project

*Finalized Design Negotiations List as of November 17th:*

Comfort vs. Clutter- comfort of people in subway station vs chairs being clunky and taking up limited/valuable space

**REASSESSMENT as of November 20th: too broad/clutter is not really a pertinent issue just not aesthetically pleasing whereas some of the other negotiations are more pertinent in the safety/life of the person experiencing the subway space.

Flow of traffic vs. increase of sitting spaces- chairs limiting walkways for the cause of creating sitting spaces

**REASSESSMENT as of November 20th: too broad again-need a narrow and pertinent negotiation to further analyze.

Individual (introverted) experience vs. group (extroverted) experience- standing (annoyed, waiting for a bus, anxious, nervous, stressed) is more of an introverted experience while sitting and congregating comfortably is more of a group event in which dialogue is more likely to occur (breaks the tension/ice and is a stress reliever)

**REASSESSMENT as of November 20th: an abstract concept whose pertinence is diluted by more obvious design negotiations-possibly a final decicion

Timeliness vs. Friendliness- being on time for destination/job-being prompt and on time vs. sitting, relaxing, losing track of time, conversating

**REASSESSMENT as of November 20th: WE LIKE this one because it makes the abstract idea of the individual vs. group experience more tangible and easier to grasp. Standing and being frustrated allows people to think individually while also enabling them to complete the task that they set out to do in a timely manner where as sitting and being comfortable opens up dialogue and friendliness that could cause a detour from the original time itinerary.

Comfort vs. Safety- comfort of sitting vs. hazardous clunky objects in subway space

**REASSESSMENT as of November 20th: WE LIKE this concept because many of the previous concept related to this concept at their core, also it is referred to in the video posted on our initial site (it is listed below) as many people protested this design for safety measures-definately a FINAL

After a series of debates, trying to determine what would be the best and most important negotiation to mention, we concluded that the negotiations timeliness vs. friendliness as well as comfort vs. safety are the main points.

::FINAL Negotiation BreakDowns as of November 23rd::

TIMELINESS vs. FRIENDLINESS: this is the major design negotiation because people are in subway stations for timely and efficient purposes-to go from point A to point B in the most efficient way possible.The environment of standing and waiting passengers helps to perpetuate this timeliness. This chair project changes the level of time efficiency as people get more comfortable in the chairs and become increasingly more friendly with one another-as people talk more and become more friendly, the efficiency of the subway station changes. (people lose track of time in their comfortable state and negotiate their timeliness for their comfort-enables distraction)

COMFORT vs. SAFETY: Again the concept of comfort is key in these design negotiations as implementing a seating system is meant for the sole purpose of lessening the load of the people waiting in the subway stations. However, this argument is based on the fact that having extra chairs in the already small and limited space of an underground subway system is hazardous to people’s safety within the subway situation.

Jason Eppink Video Interview of Take a Seat (design negotiation reference)

x736bk_take-a-seat-project-on-ny1_news

Take a Seat

10, نوفمبر 2010

Take a Seat

Jason Eppink’s Creative Triumphs

Rooted in New York City subway station, Take a Seat is an ongoing social design project focused on the issue of available seating. By supplying used but perfectly functional chairs from dumpsters and piles of trash, the members of this project were able to reassign chair locations in areas of the station at which subway goers would usually have to stand for extended periods of time. The success of this project dwells on the fact that it makes someones trash another persons useful asset just by the simple idea of reassigning locations of the chairs.

notes: This design project was unique in the fact that it was more of a service then a design. Similar to Eppink’s project that we studied previously in 1060 (the portable wooden bridge built over a messy sidewalk leak), this design is meant for the purpose of serving others without much cost to either side. Specifically, Take A Seat takes used and disposed of chairs and assigns them to a new location and purpose for which they will be adopted and loved which is an awesome alternative to letting it end up in the landfills or to rot as pollution. Putting these used chairs in subway stations is a social design from which all can benefit.

Categories:

social design, community design, innovative design, environmental design

Negotiations:

Usability of chairs vs Aesthetics of chairs, Effective increase of sitting spaces vs. Clutter/hazardous, Spontaneous chair bringing (temporal chairs) vs issue of stealing and crime arising from chair mobility, desire for more seating vs surplus of seating (is there a cap on the number of chairs? who will enforce it?)

REWORKED Negotiations:

Comfort vs. Clutter

Flow of traffic vs. increase of sitting spaces

Individual (introverted) experience vs. group (extroverted) experience

Timeliness vs. Friendliness

Comfort vs. Safety

8bitpeoples and Google Buzz

10, نوفمبر 2010

8BitPeoples

Nullsleep – Supernova Kiss (http://www.8bitpeoples.com/discography/8BP088)

http://www.8bitpeoples.com/

“The 8bitpeoples first came together in 1999 as a collective of artists sharing a common love for classic videogames and an approach to music which reflected this obsession. Our primary interests were to provide quality music for free and most importantly to have fun. In the years since, we have grown in rank and expanded our goals.”(http://www.8bitpeoples.com/about/our_mission)

The 8bitpeoples is a web-based collaborative effort to produce, release, discuss, and enjoy 8-bit(‘chiptune’) music. It is the home of a number of artists, and also hosts many guest artists’ music. Almost every 8bitpeoples release is available to download for free on the website, though occasionally higher quality releases are available for purchase. It also hosts a listing of upcoming shows that the resident artists, as well as guests, are performing at. All of the music is registered under a CC by-NC-ND license(http://creativecommons.org/licenses/by-nc-nd/3.0/).

8-bit music(also known by other names such as ‘chiptune’ or ‘bitpop’) is one form of music that has become popular at least in part because of the power of the internet to bring people together to collaborate and support one another. This specific interest group is also made possible by the ease of access to recording equipment. As one article says, “Most artists working in the genre cherish a do-it-yourself aesthetic, have little or no musical training and say the programs they use are easy to learn, albeit hard to master. And the instruments are welcomingly cheap. When Game Boy was new in 1989, it retailed for $89. Today, you can buy one on eBay for $4.75.”(http://www.nytimes.com/2005/04/24/arts/music/24wein.html?_r=1) One similar musical movement that has emerged recently is Nerdcore:

Another example of a website or collaborative created on the internet(and in many ways for the internet) is Overclocked Remix( “a not-for-profit site that accepts high-quality submissions of arranged or “ReMixed” video game music from talented ReMixers the world over”). (http://ocremix.org/) Their mission, as stated from their website, is as follows:

  • Appreciate and honor video game composers and their music
  • Encourage artistic expression and development through fan arrangements
  • Preserve and promote video game music of the past and present
  • Provide resources and connections for the game composers of tomorrow
  • Distribute great, free music to the world

(http://ocremix.org/info/Mission)

The communities behind both of these related websites have the same goals: to promote their own interests and hobbies by showing off the sheer joy of creation for other people with similar interests, as well as the entire world.

Negotiations:

  • collaboration versus distance
  • enjoyment and capacity for sharing versus ownership
  • special interest and support within a community
  • the music itself: cheap and accessible versus professional and mainstream

Taxonomic Categories:

Community-Based Design, Design that Encourages Creativity, Collaborative Design

Google Buzz

http://www.google.com/buzz

http://www.youtube.com/watch?v=yi50KlsCBio

Google Buzz is one of Google’s newest creations. For those who use Facebook, its basic function is quite familiar. Buzz allows users to share updates, photos, videos, and more. It is built into Google’s Gmail UI, and boasts of many features, including being “photo friendly”; integrated with other websites such as Twitter, Picasa, Flickr, and Google Reader; real time updates; and the ability to recommend interesting posts and weed out others. It is also available on the phone, and allows users to post updates and “ideas”(as Google advertises) from anywhere.

Almost immediately after launch, Google received many complaints regarding the privacy, or supposed lack of, in Buzz. Google “automatically enrolled Gmail users in Buzz, and…publicly exposed data, including users’ most frequent Gmail contacts, without enough user consent.”(http://www.buzzclassaction.com/faq#Q1) Google is currently involved in a class-action lawsuit because of the alleged violation of the Electronic Communications Privacy Act, the Stored Communications Act, and others. Read more at: http://www.buzzclassaction.com/index

Negotiations:

  • privacy versus public information over the internet
  • communication(‘sharing’) in regards to ease of use
  • reach of users(who is this for) – perceived versus actual market

Taxonomic Categories:

Community Based Design, Online Social Framework Design

Valerie Reiss


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