“Through My Eyes” – Oculus Rift + interactive fiction (+ Harry Potter)

Created for:

Project length:

  • Medium-long (approx. last quarter of the term, final group project design document).

Team:

  • Diondra Arroyo
  • Enid Brown
  • Kelsey Buttendorf
  • Jullie Harten
  • Matt McGowan
    • my principle contributions: “Persona,” “Context Scenario” and “Narrative Flowchart”

Challenge:

  • As a group, produce a full, thorough design document on a project of mutual interest.

For our final project, my group came up with an Oculus Rift-driven, interactive fiction learning game experience titled “Through My Eyes.” Here’s the concept brief:

Through My Eyes - concept brief
(Layout by Jullie Harten)

The full design document is here:

“Through My Eyes” – full design document

and these are my principle contributions:

Persona:

TME - persona
(Layout by Jullie Harten)

Context scenario:

TME – context scenario (pdf)

Narrative flowchart:

(Page layout by Jullie Harten)
(Page layout by Jullie Harten)

“StoryPix” – a digital storytelling card game

StoryPix app - Interpret path - order images

Created for:

  • Digital Media Design for Learning (DMDL) degree; Cognitive Science and Educational Technology II course (Fall 2013).

Project length:

  • Medium-long (approx. last quarter of the term, final group project design document).

Team:

  • Robyn Berland
  • Heather Kim
  • Matt McGowan
    • my principle contributions: “Summary of Project,” “Points of Viewing Theory,” and “Wireframes.”
  • Cooper Wright

Challenge:

  • As a group, produce a full, thorough design document on a project of mutual interest.

The full design document for this project can be found here:

“StoryPix” design document (pdf)

But here’s an excerpt from the “Summary of Project”:

StoryPix is a platform-agnostic, digital card game designed for middle-school-age children and older. It is an image-based storytelling environment that both visualizes and verbalizes the multitude of ways that people interpret the world. Like other social media platforms, StoryPix users will share images with the intention of telling their “story.” Unlike other social media platforms, StoryPix users will be encouraged to present their images in a more deliberately sequential manner, to present them more like a story, and to create an interpretation of the visual stories of others.

The learning objective of the game is to encourage players to think about their own and others’ thinking. Players will create a story constructed from a series of “cards” or “frames,” static images being either self-created or found (photos or drawings). These images are then sequenced to tell a story (as do, for example, comic strips and photo essays). Players then add a title (of no more than three words) and a descriptive, narrative text (of no more than 200 characters) to accompany their picture sequence. Once a story is completed, the player “publishes” the story and shares it with another player. The recipient of the story, however, only sees the story’s title (not the original narrative text) and a “stack” of images/cards/frames that have been “shuffled” and placed in a random order. The recipient player must then guess the originating player’s story in the original order of the cards and send their guess back to the originating player, along with their own (under 200-character) narrative text. Recipient players are allowed three tries to “get it right.” Players also have the option of sharing one story with multiple recipients, allowing the creator of the visual story to view the multiple ways in which their story is being interpreted. Finally, the player has the option to publish their story, giving other friends or the community a chance to interpret the story as well.

and a few of of the wireframes we included:

Making art history come to life with “Frieze Tag”

Frieze Tag wireframe - Figures assembled

Created for:

Project length:

  • Short-medium (final two weeks of class, design document).

Team:

  • Matt McGowan (solo project/assignment).

Challenge:

  • Design a learning game; produce a design document that contains a detailed software analysis (or landscape audit), related classroom activities, and a mockup or prototype.

My response to this assignment was a design for a multimedia, augmented-reality learning game/app called “Frieze Tag!”

The full design document can be found here:

“Frieze Tag” design document (pdf)

These are a few screens from the mockup (or rigged-path prototype) I created for the prototype:

And here are some images from the “Klepsydra” segment of the 2004 Summer Olympics Opening Ceremony in Athens:

“OPEN: the Journal” – an app designed to help close the word gap

Created for:

  • Digital Media Design for Learning (DMDL) degree; Cognitive Science and Educational Technology I course (Spring 2014).

Project length:

  • Medium-long (approx. last quarter of the term, final group project design document).

Team:

  • Saira Mallick
  • Matt McGowan
    • my principle contributions: “Background,” “Problem Description,” “Delivery Platform” and “Project Narrative.”
  • Ruth Sherman
  • Shalini Shroff

Challenge:

  • As a group, produce a full, thorough design document on a project of mutual interest.

A few years ago, I read Maryanne Wolf’s Proust and the Squid (2007) and was floored to learn (amongst other things) that

[a] prominent [1995] study found that by kindergarten, a gap of 32 million words already separates some children in linguistically impoverished homes from their more stimulated peers. In other words, in some environments the average young middle-class child hears 32 million more spoken words than the young underprivileged child by age five. (p. 20)

In class, I was fortunate to have three other classmates become interested enough in this “word gap” to work on a project together. What we came up with was a mobile application titled “OPEN: the Journal.”

The main goals of this design are to:

  1. promote the sustainability of programs such as the Thirty Million Words Initiative, and
  2. support approaches learned in initial interventions–i.e. engaging in conversations with young children and speaking to children using a larger number and a greater variety of words.

The full design document can be found here:

“OPEN – the Journal” design document