White Box from makoto yabuki on Vimeo.
Wednesday, December 23, 2009
Thursday, December 17, 2009
Fall Final Evaluation Paper
Evaluation Paper
Download Here
Final Bibliography (above link includes bibliography. This is the bibliography alone)
Download Here
Download Here
Final Bibliography (above link includes bibliography. This is the bibliography alone)
Download Here
Wednesday, December 16, 2009
Final Final Domain Maps
The room represents my thesis as a comprehensive package, while the components within the room serve as the domains (figure 6). The bookshelf is linked with “cultural narratives,” while the small table represents “educational narratives.” The desk is “language reference,” which is positioned diagonally across the room from “language education,” which is in the form of a bed.
The two narrative-based domains are built from dark, natural wood, which is in contrast to the linguistic components that are painted white. Furthermore, the green rug lying under the bed and table signifies that these domains are related to the functionality of the concept and the actions of the user, while the remaining two domains are based mainly on influential media and precedents (figure 6). In figure 7, the breakdown and division of domains is organized within a Venn diagram. The three basic domain categories are “language,” “Japan,” and “narrative.”
Within these groupings, we find the aforementioned domains with additional notation to specify how these parts fit together. “Japanese language” and “cultural narratives” share common ground within the “Japan” classification, as do “cultural narrative” and “educational narrative.” This quality is also true for “reference” and “Japanese language.” “Educational narrative” and “reference” are two halves of a mini-category, which highlights the fact that both domains are based on learning.

The two narrative-based domains are built from dark, natural wood, which is in contrast to the linguistic components that are painted white. Furthermore, the green rug lying under the bed and table signifies that these domains are related to the functionality of the concept and the actions of the user, while the remaining two domains are based mainly on influential media and precedents (figure 6). In figure 7, the breakdown and division of domains is organized within a Venn diagram. The three basic domain categories are “language,” “Japan,” and “narrative.”
Within these groupings, we find the aforementioned domains with additional notation to specify how these parts fit together. “Japanese language” and “cultural narratives” share common ground within the “Japan” classification, as do “cultural narrative” and “educational narrative.” This quality is also true for “reference” and “Japanese language.” “Educational narrative” and “reference” are two halves of a mini-category, which highlights the fact that both domains are based on learning.

Domain Map - Draft 01

I have based my domain map on the “family tree” or “character map” found at the beginning of many Japanese comics books. The purpose of the character map is to explain to readers the relationships between all relevant characters. This variety of diagram is especially useful for readers who are continuing with a manga series after a considerable hiatus and need a refresher on the character dynamics.
The domains and subtopics related to my thesis concept stem from two sets of “Parent Domains.” The first of these two duos is composed of “Digital Platforms” and “Language Study.” “Digital Platforms” refers to the delivery of content by means of digital interfaces, specifically highlighting the use of interactive properties unique to this format.
As illustrated by figure 1, the aforementioned domain is “married” to “Language Study,” which embodies the dynamics, processes, and techniques comprising the study of a foreign language. The result of this combination yields the “Child Domain,” “Digital Language Reference,” which simply specifies linguistic reference material as the deliverable featured upon a digital device or application.
Shifting our focus to the adjacent set of parents, we find “Japan” and “Narrative” – two exceptionally broad domains. In an effort to narrow down the substantial components of these two areas, the child “Anime and Manga” is specified. This domain encompasses the aesthetics and themes found in anime and manga as well as the fan-base of said media both domestically and internationally.
The two families described above intersect with the marriage of “Anime and Manga” to “Digital Language Reference,” which yields “Educational Narrative.” At this juncture, an exterior bloodline is introduced with the interjection of “Personal Experience.” “Educational Narrative” and “Personal Experience” form the youngest merger of ideas, leading to three offspring domains: “Information Architecture,” “Narrative Immersion,” and “Personal Narrative.”
Sadly, these parents do not love their children equally. “Personal Narrative” is the clear favorite, while “Narrative Immersion” is dealt the most freedom and intellectual respect. This leaves “Information Architecture” with the dismal fate of frequent emotional abuse. Many falsely accuse him of being a bastard child – the result of a forbidden love affair between “Educational Narrative” and “Computer Science.” Both parties deny said claims.
Thursday, December 10, 2009
Sunday, December 6, 2009
OS Tans and Other Anthropomorphism/Personification
Among the anime-obsessed (Japanese and non-Japanese alike), the internet-specific fanatics form a specific group, whom collectively give substance to new trends, which find there way to mainstream otaku-cultural (otaku = anime obsessed)
Many of these trends born on the internet are anthropomorphism or personification of inanimate objects.
for example, someone, on the internet, began posting character designs for the various versions of Microsoft Windows.
Here we see Windows ME, Windows XP, and Windows 2000

Here's the most recent addition to the family, Windows 7

These characters do not have any other inherent narrative platform other than their specific character designs and illustrations of these characters...
Nevertheless, these characters generate a huge following...
Many of these trends born on the internet are anthropomorphism or personification of inanimate objects.
for example, someone, on the internet, began posting character designs for the various versions of Microsoft Windows.
Here we see Windows ME, Windows XP, and Windows 2000

Here's the most recent addition to the family, Windows 7

These characters do not have any other inherent narrative platform other than their specific character designs and illustrations of these characters...
Nevertheless, these characters generate a huge following...
Labels:
Iteration06+precedents,
personification,
precedents,
term:fall
Iteration 06 - Style Frames
Taking certain instances from the flowchart, I have created basic style frames of what the visuals would look like at that point in user interaction...




Labels:
Iteration06+prototypes,
prototypes,
styleframes,
term:fall
Iteration 06 - Axonometric Characters
Creating axonometric character, which match the perspective of the floor plan has proved difficult.
After having difficulty making progress on the computer, I moved back to paper and used tracing paper to build up the characters (or in this case "character" - singular - at this point I have only worked with Michiko's character design). I tried to reference a sculpting technique in working out the details given the drawings are meant to reference three dimensions, not two.

unfortunately, the resulting character was not axonometric-proper and I needed to start over, this time working digitally keeping in mind what I had learned from working by hand.

After having difficulty making progress on the computer, I moved back to paper and used tracing paper to build up the characters (or in this case "character" - singular - at this point I have only worked with Michiko's character design). I tried to reference a sculpting technique in working out the details given the drawings are meant to reference three dimensions, not two.

unfortunately, the resulting character was not axonometric-proper and I needed to start over, this time working digitally keeping in mind what I had learned from working by hand.

Labels:
characters,
Iteration06+prototypes,
prototypes,
term:fall
Iteration 06 - Floor Plan Drafting
With the wireframe completed, I've begun converting the hollow floor plan into an illustrated-style composition.
At this point, each room has been separated into its own folder of layers within a photoshop document for the sake of organization and streamlining the design process.

At this stage, as depicted above, only the bedroom portion of the floor plan is colored and edited so that objects are given a hierarchy of distance from the viewer.

At this point, each room has been separated into its own folder of layers within a photoshop document for the sake of organization and streamlining the design process.

At this stage, as depicted above, only the bedroom portion of the floor plan is colored and edited so that objects are given a hierarchy of distance from the viewer.

Labels:
floorplan,
Iteration06+prototypes,
prototypes,
term:fall
Iteration 06 - Character Design
The character design process for each of these characters started on paper and were later translated into vector graphics using Adobe Illustrator




Each character was given a 2D design in addition to a personal item with which the user interfaces with the character. Each of these items are presented within the above profiles with the character.




Each character was given a 2D design in addition to a personal item with which the user interfaces with the character. Each of these items are presented within the above profiles with the character.
Labels:
characters,
Iteration06+prototypes,
prototypes,
term:fall
Iteration 06 - Floor Plan 3D
In order to bring the floor plan into 3D, I used axonometric projection, which is a simple technique that takes a 2D shape gives it a 3D feel.

This is a wireframe version of the floor layout at a 45˚ rotation. From this point, I need to separate each room into a series of layers and reference which lines and surfaces block out ones behind them.

This is a wireframe version of the floor layout at a 45˚ rotation. From this point, I need to separate each room into a series of layers and reference which lines and surfaces block out ones behind them.
Labels:
floorplan,
Iteration06+prototypes,
prototypes,
term:fall
Current Iteration (iteration 06)
Initial Floor Plan

I began this iteration with a single floor plan, with unknown intentions, yet a keen interest in giving it functionality with a narrative bend.

I began this iteration with a single floor plan, with unknown intentions, yet a keen interest in giving it functionality with a narrative bend.
Labels:
floorplan,
Iteration06+prototypes,
prototypes,
term:fall
Iteration 05 - A Japanese Ghost Story
Iteration 05 - week 9-11 (early and mid November)
"A Japanese Ghost Story"



Brief:
This iteration took the form of a traditional, linear narrative, which told the story of a Japanese girl who dies at a young age and finds herself a wondering spirit who possesses an American boy. She influences the boy and imparts upon him the inclinations of a young Japanese girl. This piece was planned as an animated short done in a 2D anime style. The conceptual idea behind this narrative was to create a personal allegory, which offered an explanation as to why I am the way I am (obsessed with Japanese with an appreciation for the daily life of Japanese school students + "cute Japan")
Results:
After showing my first pass at story-boarding the entirety of the narrative arc, my feedback focused primarily on my lack of consideration regarding structure. According to my storyboards, the animation would follow a very literal path along each characters life - the girl dies, she is brought to the US via a Japanese traditional box, a boy receives the boy, he becomes possessed, he begins to love anime and study Japanese. These events lead to an ending, which deliver the girl's spirit back to Japan. The lack of structure hinted at a larger problem, which dealt my personal grasp on the story and my impetus for creating this animation in the first place. This prompted me to revisit my objectives and expectations for my work in a very general sense.
"A Japanese Ghost Story"



Brief:
This iteration took the form of a traditional, linear narrative, which told the story of a Japanese girl who dies at a young age and finds herself a wondering spirit who possesses an American boy. She influences the boy and imparts upon him the inclinations of a young Japanese girl. This piece was planned as an animated short done in a 2D anime style. The conceptual idea behind this narrative was to create a personal allegory, which offered an explanation as to why I am the way I am (obsessed with Japanese with an appreciation for the daily life of Japanese school students + "cute Japan")
Results:
After showing my first pass at story-boarding the entirety of the narrative arc, my feedback focused primarily on my lack of consideration regarding structure. According to my storyboards, the animation would follow a very literal path along each characters life - the girl dies, she is brought to the US via a Japanese traditional box, a boy receives the boy, he becomes possessed, he begins to love anime and study Japanese. These events lead to an ending, which deliver the girl's spirit back to Japan. The lack of structure hinted at a larger problem, which dealt my personal grasp on the story and my impetus for creating this animation in the first place. This prompted me to revisit my objectives and expectations for my work in a very general sense.
Iteration 04 - Experimentation...
Iteration 04 - week 8 (late October)
"Japan Room" - an exercise in something "completely different," but not completely...


Brief:
This iteration was based on a studio assignment, which asked the students to explore our ideas and concept in a form, would would be different than the work to date. I did so, by taking my interest in Japan and Japanese visual themes and creating a small room, which embodied a certain aspect of this passion of mine. The room held no specific functionality, other than its role as an enclosed space and the interior design being that of Japan.
Results:
At the time, this iteration allowed me to think in a different way, taking into considerations of physical production that I had not previously considered. Also, it brought to light my attention and appreciation for Japanese spaces and architectural design. Although I was confused at first, by the results and my personal inclinations following this mini-project, this exploration of design proved useful in creating my most current iteration (as have all my other previous iterations mentioned here). I realized the impact of creating a space or even referencing a Japanese inspired space, room, layout, home, etc...
"Japan Room" - an exercise in something "completely different," but not completely...


Brief:
This iteration was based on a studio assignment, which asked the students to explore our ideas and concept in a form, would would be different than the work to date. I did so, by taking my interest in Japan and Japanese visual themes and creating a small room, which embodied a certain aspect of this passion of mine. The room held no specific functionality, other than its role as an enclosed space and the interior design being that of Japan.
Results:
At the time, this iteration allowed me to think in a different way, taking into considerations of physical production that I had not previously considered. Also, it brought to light my attention and appreciation for Japanese spaces and architectural design. Although I was confused at first, by the results and my personal inclinations following this mini-project, this exploration of design proved useful in creating my most current iteration (as have all my other previous iterations mentioned here). I realized the impact of creating a space or even referencing a Japanese inspired space, room, layout, home, etc...
Iteration 03 - Narrative iPhone App
Iteration 03 - week 5-8 (early - mid October)
"Narrative iPhone App"



Brief:
A comic book inspired narrative iPhone application, which would feature two sets of written dialogue - one in English and the other in Japanese. The user could swap one dialogue file for the other at any point via a popup menu. My objective with this proposal was to combine narrative structure, with Japanese language text in a form, which would function as an opinionated and non-comprehensive guide to my experience in Japan. The guide-like qualities would be manifested within a transparent overlay, which would provide facts and data relating to settings and situations presented in the narrative.
Results:
This proposal reached a "paper" level of completion - the interactive properties were detailed in flow charts and schematic diagrams, while the visual form and information layout were conveyed through style-frames. My lack of programming skills proved to be an unavoidable obstacle at this stage, once again; however, my impetus posed far greater complications. I was in the market for an academically viable thesis project, yet personal motivation and creative output were not compatible elements within my current body of work.
an early demo animation of the basic concept
"Narrative iPhone App"



Brief:
A comic book inspired narrative iPhone application, which would feature two sets of written dialogue - one in English and the other in Japanese. The user could swap one dialogue file for the other at any point via a popup menu. My objective with this proposal was to combine narrative structure, with Japanese language text in a form, which would function as an opinionated and non-comprehensive guide to my experience in Japan. The guide-like qualities would be manifested within a transparent overlay, which would provide facts and data relating to settings and situations presented in the narrative.
Results:
This proposal reached a "paper" level of completion - the interactive properties were detailed in flow charts and schematic diagrams, while the visual form and information layout were conveyed through style-frames. My lack of programming skills proved to be an unavoidable obstacle at this stage, once again; however, my impetus posed far greater complications. I was in the market for an academically viable thesis project, yet personal motivation and creative output were not compatible elements within my current body of work.
an early demo animation of the basic concept
Iteration 02 - Typo Dict
Iteration 02 - week 3-4 (mid September)
"Typographical Dictionary"

Brief:
The unique qualities of this reference tool are found in its layout and presentation of information. Geared towards English-speaking students studying Japanese, not visa-versa, this dictionary would provide large, bold typography of the foreign spelling of the word to boost visual retention. Meanwhile, the English components would be smaller and less striking, given the user's preexisting ability to identify and comprehend English words. Lastly, the first three results from Google Image Search (provided the user is online) would be presented as thumbnails on the bottom left of the layout. Every property of this concept is designed to improve the visual retention of desirable information.
level of completion: style frame
Results:
Initial user testing yielded promising results; yet, given the level of completion consisted of a single style-frame, a genuine user-experience could not be determined. Thus, I met with a computation student to evaluate the programming and code libraries required to complete a working prototype. His outlook on this concept was promising and led me to explore the use of databases and PHP to create a usable form of this proposal.
"Typographical Dictionary"

Brief:
The unique qualities of this reference tool are found in its layout and presentation of information. Geared towards English-speaking students studying Japanese, not visa-versa, this dictionary would provide large, bold typography of the foreign spelling of the word to boost visual retention. Meanwhile, the English components would be smaller and less striking, given the user's preexisting ability to identify and comprehend English words. Lastly, the first three results from Google Image Search (provided the user is online) would be presented as thumbnails on the bottom left of the layout. Every property of this concept is designed to improve the visual retention of desirable information.
level of completion: style frame
Results:
Initial user testing yielded promising results; yet, given the level of completion consisted of a single style-frame, a genuine user-experience could not be determined. Thus, I met with a computation student to evaluate the programming and code libraries required to complete a working prototype. His outlook on this concept was promising and led me to explore the use of databases and PHP to create a usable form of this proposal.
Saturday, December 5, 2009
Iteration 01 - Folk Tales
Iteration 01 - week 2-3 (early September)
"Learning Through Folktales"


Brief:
"Learn Japanese by reading real Japanese texts."
This concept relies upon a preexisting tool called "Rikaichan," which is a plug-in for the Mozilla Firefox browser. This tool provides the user with a simple popup translation of any Japanese text the mouse cursor hovers over. Rikaichan's elegantly minimal presentation of material proves incredibly effective for anyone viewing Japanese language material on the web.
the idea at work here is to use rikai-chan as instant reference, while reading narrative Japanese texts, such as in the example, which is a transcription of one of Japan's most famous folk tales "Momotarou".
link to transcription can be found here
The objective was to learn and practice Japanese, while reading enjoyable, narrative forms of the language.
Results:
My users explained that any words translated by Rikaichan were then thought of in terms of English and the Japanese counterparts were forgotten. They remembered where the word was in the story and could, therefore, reread the word and translate it; however, if presented the Japanese word out of context, they could not recall its meaning. These results proved a valuable point concerning instant and effortless reference - it offers a drastically less substantial imprint on the student in comparison to laborious reference efforts, which involve multiple steps and interrupt workflow.
"Learning Through Folktales"


Brief:
"Learn Japanese by reading real Japanese texts."
This concept relies upon a preexisting tool called "Rikaichan," which is a plug-in for the Mozilla Firefox browser. This tool provides the user with a simple popup translation of any Japanese text the mouse cursor hovers over. Rikaichan's elegantly minimal presentation of material proves incredibly effective for anyone viewing Japanese language material on the web.
the idea at work here is to use rikai-chan as instant reference, while reading narrative Japanese texts, such as in the example, which is a transcription of one of Japan's most famous folk tales "Momotarou".
link to transcription can be found here
The objective was to learn and practice Japanese, while reading enjoyable, narrative forms of the language.
Results:
My users explained that any words translated by Rikaichan were then thought of in terms of English and the Japanese counterparts were forgotten. They remembered where the word was in the story and could, therefore, reread the word and translate it; however, if presented the Japanese word out of context, they could not recall its meaning. These results proved a valuable point concerning instant and effortless reference - it offers a drastically less substantial imprint on the student in comparison to laborious reference efforts, which involve multiple steps and interrupt workflow.
Thursday, December 3, 2009
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