Selected Projects from the DMI Archives

Creative Communities: Designing to Invite Participation in the Creative Process

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How do you define creativity?
Creativity is not defined by the best looking poster or slickest packaging. Creativity is the capacity to identify a problem and then move quickly to deliver a solution. I believe many people have this creative capacity within them, but not everyone is in a place to express it. My role as designer is to create conditions that invite people to explore this creative aspect of themselves.  read more »

MEMENTO

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In response to an assignment asking students to create an interactive interface to the movie Memento, I chose to experiment with the effect of discarding a linear timeline in favor of creating stories based on user interest and goals.  read more »

Memex & Facebook: Similar tools. Similar goals. Divergent paths.

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In comparing the features of Vannevar Bush’s mythical Memex and Mark Zuckerberg’s social network powerhouse Facebook, this paper highlights the similarities in each system’s lofty goals while pointing out differences in the paths taken to achieve them. Whereas both systems allow users to collect, consult, and share data, Bush’s focus is on introspection while Zuckerberg’s is on over sharing.  read more »

Mapping Narrative: La Jetée + Twelve Monkeys

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The goal of this project was to develop an interactive learning tool to compare the story and storytelling of two science fiction classics: the 1962 French movie La Jetée by Chris Marker, and the 1995 American movie Twelve Monkeys by Terry Gilliam, inspired by La Jetée.  read more »

forWordPlay: Experiential Learning of a Foreign Language via Interactive Play

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My thesis research investigates how play can influence learning a foreign language and how the interactive medium can serve as a bridge between the actions of learning and playing.  read more »

Untitled (Rope)

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An exploration of a piece of rope as an object and a material.

Each student was given a piece of rope, approximately four feet long. The assignment was to interact with the rope for fifteen minutes, every day, for fourteen days, and to document the interactions. The type of interaction was left up to the student, as was the medium of documentation.  read more »

Ancient Divination Parallels New Media: Cartomancy in an Interactive Context

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For centuries, the tarot has been an interactive narrative system employing such new media principles as nonlinearity, randomness, modularity, and algorithm.  read more »

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