Wednesday, November 11, 2009

Statement for nonlinear project




what music, voice, and sound effects bring to a narrative that is different from visual communication channels?
Well, I know that when I showed friends that don't know anything about this project, they did not get how cookies and ginger bread men related. After I explained the whole Cannibalism theory, they wanted more clarity, specifically sound. From creating this project from the ground up I realized that sound doesn't JUST attract a viewer/user, but it may ALSO clarify something visual.


the different communicative qualities of music, voice, and sound effects (compare and contrast)?
I've realized that music sets a mood for the user, voice is more personal and more informational, and sound effects may help tell the story or steer toward a different story. No matter what every person in the world (excluding the deaf) are reminded of something when they hear sound effects which encourages a whole new story.

the differences between simultaneous and sequential communication?
Simultaneous gives the user the right to select which direction (s)he wants. Multiple opportunities for a narrative.
Sequential communication is more like a linear way of communicating. The story is already chosen and the user is stuck with what (s)he is given



user vs designer control of your project?
I decided that i wanted to give the users as much freedom as they want. They have the ability to play 7 different scenes, one with a surprise sound effect. They can play any or all 7 scenes at once. They also have the ability to add music or stand up comedy to their story to make it a positive or a negative narrative.
However, although they can chose from 7 separate scenes, they cannot move the videos anywhere, and they cannot pause them. If they stop it it starts over from the beginning, which encourages the user to time the playing of the videos to make them sync. They also do not have the liberty to pause the sfx, whenever they would like to.




participants’ ability to discover relationships through interactive play
I believe that considering the sfx I gave my viewers to work with, they should discover both a positive and negative outlook on Candyland.

2 comments:

DUSTIN MABERRY said...

"statement on nonlinear project"

When we saw this in critique, I immediately was drawn to the simultaneaty and complexity of the narrative that could be developed through the feed of so many different videos at once.

Now, let's get down to business...
The sound buttons are nearly invisible, I would not have known they were there, if I were to experience this interactive piece on my own. Those need to stand out from the background and have more contrast like the watercolor paint palette buttons do.

Aside from that, your color is fairly unified as a whole, which is nice...

In terms of clarification of the information that you are organizing, I think it's a little odd that the only sound that is triggered by clicking on the watercolor palette ovals, is the one that plays when you click on the blue oval. It's the only visual that is accompanied by sound, and it just seems a little out of place... It also feels like you are trying to say something about photo development or light, but the sound is very metallic... I'm not quite sure what it is.

I don't know anything about the song that you included from the Cranberries, but do its lyrics relate contextually or thematically to your animation? Just something to think about.

The "You know what else is fun? ...Games..." quote is incredible. Perfect humor. I think it might be even more powerful if you cut out the candyland part, so there can be space for a pause and laughter directly after the word 'games'... Even though the name of the game is dropped, so, I suppose that is an important part that can't be removed.

Are the other audio tracks (the orchestral ones) supposed to set a dramatic tone? That's what I am getting from them.

Amanda Laffoon said...

Hi Kate.....Your project was a total hit! After playing with your interactive i really like the fact that your buttons on the right that activate the images are in color they are very easily recognizable against the dark background which is something that the sound buttons on the left are having trouble with. I also discovered that some of the buttons on the right activate an animation as to where others just pull up a still image. I think that this is a very effective approach with the user cause it gives me more control with the sound and image relationship connections.This is also a quick way to change the feel and meaning of things with out having to watch a whole animation that already tells a story and has connotations of its own. I semi question the background image in the way with out the context of the original story or animation it is a bit confusing and messy as to what you are seeing. But after you play the different buttons i think the viewer should be able to recognized it is the view from inside the box...i however already knew! So i wonder if a clearer image that is recognizable by the first time viewer is needed or if the ah ha moment is better..who knows. The dark background however does help to make the movie clips pop out at you and there is no interference. When you have all of the images up there is alot going on at once and moving around so i like that you can take some away at will. I also think that with your sounds you have even further information to your narrative by really enforcing again the serious nature of the game of candy land for the playing pieces. If you would have picked happy cheerful kid song, you would have lost the dark feeling you gained from the flip book and the eatting animations...so well done with the further clarification.......everything appears to be working so SUCESS! you the bomb girl!