Sunday, January 31, 2010

dp::revising the research question, experimentation





Initial Question:
How can an interactive web-based community experience inspire and assist in the creative/artistic endeavors of the Facebook generation for the purpose of promoting an independence from commercial mass production?


Revised question:
How can an interactive web-based community empower high school students to break from commercial mass production and develop their own unique visual / aesthetic / creative identities?



(While at the same time keeping in mind economic factors, potential for change?)



Some considerations:
  • discovering their own identity/political views/aesthetics/
  • identity/views - goals of the designer.
  • create their own identity.
  • empowering a group of non-designers.
  • creating a visual identity?
  • online spaces
  • price ranges/sustainability
  • economical factors
  • focus more towards younger side.
  • something that changes over time / grows along with the user



With these things in mind, I set to working up some experiments.
Oftentimes, one's visual identity is comprised of the objects that we collect and/or use. It is these little choices that we make (what accessories we carry, the color keychain we use, jewelry, etc) that add up to the whole. (I suppose kind of like Gestalt theory?)
I'm very interested in the DIY culture, and the adaptable nature of the projects that can be found on various online communities. With some of these things in mind:


  • How can an interactive activity facilitate dialogue between users?
  • How do the user's interests shape the creative outcome?
  • How can interactive design engage users in an activity?


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