Beta Release

Transit is the beta version of my remix hack game called Fuck The Meritocracy, which aims to make players consider all types of different privileges they have in life. There are a wide variety of privileges covered, from the college you attend to race to gender and sexuality. However, there is only one card that mentions transportation: “You do not have access to transportation to get things you want or need easily. Spin and move backward.” When trying to decide which hack to improve, I got stuck on the fact that such a major life hurdle only got one card, while things like housing insecurity or sexuality discrimination, for example, got 3 to 4 cards each. I realized that’s because I tended to highlight things that I’ve personally faced while giving other issues fewer cards. I’ve also always had transportation by car, and I think I assumed it was rare to not have a car. I shouldn’t have assumed that, given that many people on campus do not have cars. Given that fact, I decided shifting the context to transportation made perfect sense. Especially outside of colleges, where not having a reliable way to get around is one of the biggest roadblocks to survival. You couldn’t get to a doctor easily, or a food bank. Getting to work every day is a challenge in itself. 

I decided that the beta hack would focus on Charlotte. While the general nature of Fuck the Meritocracy was useful, there is a lesson to learn by focusing on an area near us. I chose to focus on the underdeveloped train system because when I think of public transportation, that’s what I think of: the subway, the tube, etc. I visited New York and was shocked at how many stops the subway has, allowing you to arrive at your actual destination within less than 10-15 minutes of walking. Of course, Charlotte has a robust bus system but there are too many routes to display in a board game with a 96-box grid system. That sounds like a lot, but to cover all the bus stops the boxes would need to be a lot smaller and the game would take forever. Additionally, the vastness of Charlotte does not always allow you to get off the bus and take a short walk to your final destination.

This version of my hack subverts Chutes and Ladders, the game I originally remixed. The board game is a map of Charlotte with each ladder roughly laid to mimic where the real train route goes. You will notice that a large part of the map has no train routes at all, and those areas correspond to either very poor or very rich areas of Charlotte. While the trains serve as ladders, they rarely provide an advantage. There are no chutes for that reason. Additionally, instead of using a spinner players move around based on what token they are: a car or a train. The cars signify that you have a car to get around in, while the train means you can only use public transportation and then walk the rest of the way. Subsequently, the drivers get to roll two dice to make their movement easier, and the train riders only get to roll one die. If one of the train riders makes it near their destination but not exactly to it, they have to “walk” the rest of the way by rolling their die however many times it takes to get to the area. This is meant to frustrate the player who doesn’t have a car, and their frustration is amplified when they see the other players breezing by them. 

My original remix was theoretically bolstered by Carl DiSalvo’s theory of agonism, but I didn’t detail how related it was because it almost made so much sense to me that I didn’t give it much description. However, the beta release is more concretely related to a case study he focuses on in “Design and Agonism” in Adversarial Design: Million Dollar Blocks. The project demonstrates how the bulk of prisoners come from specific areas in several cities across the country including New York, Phoenix, Wichita, and New Orleans. The data shows that prisoners come disproportionately from several of the same communities. This means that millions of dollars are being spent imprisoning people from those areas at higher rates than everywhere else in the city. 

Additionally, those people are reincarcerated after three years of being released back home, on average. DiSalvo says Million Dollar Blocks is an example of agonistic design because it meets these conditions: “The foundation of agonism is a commitment to contestation and dissensus as integral, productive, and meaningful aspects of democratic society.” Million Dollar Blocks highlights the issues within urban planning since a high percentage of prisoners come from specific areas. Similarly, my project also highlights issues where urban planning and transportation planning intersect. Charlotte has trains through the busier, desirable parts of town like Uptown with all its stadiums and venues or Noda and Plaza Midwood with their curated, young “vibes.” The city does not have the same types of trains throughout the lower-income, less-white areas. Instead, those areas only have bus systems. While I am sure that system is useful, it’s worth asking why the investment in Lynx trains hasn’t been made in those areas. They would certainly benefit from being connected to other areas of the city. My project advocates for building more public transportation to make access to it equitable for everyone in Charlotte.

Design Documents

I had a lot of trouble figuring out what size the grid should be for the game. I was using Canva, and the only good option for customizable square sizes was the table option. The tables were not convenient to use, and I couldn’t figure out how to make a table with more than four squares, so the grid is a 1×4 copied and pasted over and over again. You also can’t group tables, so I had to select them all each time I moved them. It wasn’t until the end that I realized when you select all of them you can change the size of the entire table instead of one box at a time. In the end, I realized it was smarter to take the map I wanted to use, insert it, and then overlay the grid.

My initial concept was drastically different from the final product. I was going to make the board look like a road, with recognizable colors like black and yellow. The grid was also going to be a curved path instead of squares. But I learned very quickly I could not draw symmetrical curves, and I couldn’t figure out how to make the game mean something. Each square was going to be numbered like the original Chutes and Ladders with a foot to represent those with no cars. That is when I decided to make it more specific. I figured a real map could provide structure.

The black lines made the words difficult to see, so I created a rectangular shape and edited the transparency and then placed it behind the grid. Still, the grid shape looked really awkward on the map:

I decided to make the map much bigger to reduce the whitespace on the sides, which naturally led to the grid getting wider and longer. Thankfully this is when I discovered you can change the width of all the tables when they are all selected.

The cars were not always on the side of the map, though. They came to me (with the token idea) when I was deciding what pictures to put on the cards. Players find out which token they are by drawing from a pile of four cards with pictures of the cars or train. I figured that each car could have different objectives to make the game interesting. Instead of everyone trying to reach the finish line like in the original Chutes and Ladders, they have different winning points. The game is never really won, I guess, unless someone completes all six of their cards. The person using public transportation wins if they can complete three of their many cards, since their task is far more difficult. The starting point is the same for everyone, but players could edit that starting point to make the game more challenging. For example, what if I was in University City and I needed to get to Noda?

I used the same card template I used for the alpha release, but I changed them to reflect the focus of the beta game: transportation.

Sources:

Carl DiSalvo, “Design and Agonism” from Adversarial Design (2012), 12.

“Million Dollar Blocks | Center for Spatial Research.” n.d. Accessed April 29, 2025. https://c4sr.columbia.edu/projects/million-dollar-blocks.

Flog #12

Because of the technical difficulty I experienced with Davidson Domains last weekend, I was not able to post my flog.

This flog is going to talk about my failures making the Remix hack. My remix focuses on comparing Luigi Mangione’s (proposed) sentence to the death penalty with the lack of the death penalty in other crimes like school shootings or police brutality.

My first major setback was trying to screen record videos from YouTube on my computer. It was very simple to crop the video into the size I wanted and remove the rest of the site from the screen recording, but the audio didn’t save with the screen recording no matter what I tried. I googled what to do and everyone on Reddit said that if you screen record on an iPhone in the YouTube app, it will capture the audio as well. This proved true, but it was a tedious task to start the screen recording at the right time on a small screen, since many of the videos did not have an ad, so they just started playing. After what felt like hours, I finally had clips with audio that didn’t cut out the beginning.

The second major issue I encountered was the quality of the Adobe video editing software. The college doesn’t pay for subscriptions on student laptops, so I went to the computer lab in the third floor of my building and logged in, except Adobe Premiere Pro would not open. The computer said that the file it was looking for was lost. That makes no sense. Instead, I opened a video editing software called Adobe Rush, which is meant for converting videos into reel or TikTok sizes after editing. I figured I would just choose not to do that when I saved the video and keep it at a regular size. That would have worked perfectly if Adobe Rush didn’t turn the quality of every clip I uploaded into -1080p. I decided to stop using Adobe Rush because when I tried to export what I had so far, the quality was still very bad and the videos were blurry. I then tried to reinstall Premiere Pro but I couldn’t because I didn’t have the administrator password.

Frustrated, but unwilling to walk to the library, I decided to use CapCut on my personal laptop. It ended up creating a much better product in the end because of the platform’s variety of free sound effects that I wouldn’t have thought to add if I used another software. CapCut also has a captioning feature which allowed me to make the video more accessible. I was looking for a way to add a scrolling screen with my statistics and sources, but CapCut didn’t have that native capability. Instead of using iMovie to add those features, I chose to create my informational elements in Google Slides and then add them as PNGs with background music. I chose to do this because I think it looked better than the iMovie scrolling and slideshow features because they wouldn’t format correctly, and they immediately scream “I USED iMOVIE!” with the identifiable style. Maybe that’s just a me thing.

Another big issue I grappled with was how to transition between clips. None of the platforms had appropriate transitions for the subject matter, so I chose to go without and try to move the clips as close together as possible to avoid long black screens.

Justice For All? Hack #4: Remix

The source material in my remix video titled “Justice for all?” is clips from news broadcasts where the news anchor explicitly states a criminal’s sentence. Since the crimes I chose were recent (past ten years) I broke the rule of including source material from three different time periods. My critique is based on current events such as the CEO assassination, so it was unnecessary to include footage from other periods. While I was certainly not the first person to realize the clear double standard here, my remix is original and creative because it is one of the first video form critiques on the matter. My main method is juxtaposition, so I started with a news segment that covers the news of United States Attorney General Pam Bondi recommending that Luigi Mangione get the death penalty. I then chose to keep a clip from that same newscast where a lawyer describes when the death penalty is an option in certain crimes. I chose to cut where she said “and when the crime is especially heinous” and add a record-scratching sound effect. The clips that follow afterward are newscasters describing crimes that the average person would generally find heinous: school shootings and police brutality. 

Those criminals, however, did not get the death penalty and in most cases received plea deals to avoid it. I also chose to not add transitions between the clips, because none of the transitions across editing platforms felt appropriate for the subject material. 

The abrupt cuts also serve to put the viewer on edge and force them to recontextualize each different news clip. The juxtaposition of the Luigi Mangione clips with the clips of the school shooters and Breonna Taylor is meant to make the viewer consider why a criminal who has killed far more people than Luigi Mangione isn’t subject to the same punishment. At the beginning of the video, I overlaid the audio of a correspondent saying “He’s facing the death penalty as a possible deterrent to putting other CEOs in danger like this…” onto a photo of the surveillance footage from the assassination. Later on, I overlaid that audio over a clip of newscasters saying the 2019 Walmart mass shooter avoided the death penalty. The clip is intended to make viewers consider that CEO safety is prioritized over the safety of everyday people. Additionally, I use a clip of a newscaster reading the words “as part of President Trump’s ‘Keep America Safe’ initiative” over the news clips of Breonna Taylor. 

My remix is a cultural commentary on who gets justice in our country. It is also a commentary on Donald Trump’s facade of keeping America safe. During the Walmart, UNCC, and Parkland mass shootings, Donald Trump was the president. That means he appointed the Attorney General, who could have recommended those punishments since those crimes are felonies. However, that never happened. None of the states where those shootings occurred, Texas, North Carolina, or Florida, have abolished the death penalty. Breonna Taylor was also murdered during the first Trump administration, when lockdown started on March 13th, 2020. Initially, Trump offered his condolences to Taylor’s family, before later praising the Kentucky Attorney General for “doing a terrific job” after the charges were dropped. A second officer did get charges for firing a stray shot into the next-door apartment, though. Derek Chauvin is the only police officer in my memory who received any charges, and Trump weighed in on the civil unrest by tweeting “When the looting starts, the shooting starts” encouraging more violence. Make no mistake, the Trump administration didn’t recommend the death penalty for Luigi Mangione out of empathy for Brian Thompson or his family, but because the crime threatened the social order in the United States. Namely, the wealthy social order many politicians find themselves part of. 

While I am not a proponent of the death penalty, many victims of mass crimes like shootings define justice as the shooter receiving the death penalty for the deaths they caused. I’d also venture to say that most Americans do not think the death penalty is an unreasonable punishment for school shooters, and some people may agree that it is appropriate for police officers who kill innocent people. My critique is that a victim of a crime must be a wealthy man in power to receive swift justice. Children who are murdered in school and black men and women killed by police officers do not get the same type of justice. When police officers stand trial for police brutality, the death penalty is rarely ever mentioned. No police officer has ever received capital punishment for murdering an innocent person. In fact, most police officers in those types of cases never get charged, as is the case with Breonna Taylor and Michael Brown’s killers, for example. The remix features a video where the officers involved in Breonna Taylor’s murder get all charges dropped, even though they murdered someone and falsified a warrant to come to her house. Not only is this country making a statement about who deserves justice, but they are also making an implicit statement about whose life has inherent value, and who the state views as expendable in the process of upholding the social order. To keep things “the way they’ve always been” where those in power are comfortable and don’t fear an uprising, unfavorable groups are subjugated in the process. For example, useful gun control is in the people’s best interest, but not in the politician’s best interest. Where else would they get millions of dollars if not for the gun lobby?

Sources:

ABC News, dir. 2023. School Shooter Ethan Crumbley Is Sentenced to Life without Parole. https://www.youtube.com/watch?v=h2bBOLeX2TY.

CBS Mornings, dir. 2025. AG Bondi Calls for Death Penalty for Luigi Mangione, Accused of UnitedHealthcare CEO Murder. https://www.youtube.com/watch?v=J_-fAw544k8.

CBS News, dir. 2025. DOJ Seeking Death Penalty in Luigi Mangione Case, Bondi Says. https://www.youtube.com/watch?v=yW4SYECj0hc.

“Everytown Research – EveryStat.” n.d. EveryStat.Org. Accessed April 8, 2025. https://everystat.org.

“Federal Judge Dismisses Felony Charges against Two Officers in Breonna Taylor Case – YouTube.” n.d. Accessed April 8, 2025. https://www.youtube.com/watch?v=vQuOX47efPI.

Inside Edition, dir. 2022. Parkland School Shooter Nikolas Cruz Gets Life Sentence. https://www.youtube.com/watch?v=NlbkIGxK_h8.

KTSM 9 NEWS, dir. 2025. Victims’ Family Reacts to Walmart Gunman Not Facing Death Penalty. https://www.youtube.com/watch?v=je0D5vaRp04.

“Luigi Mangione’s Hard Turn into a CEO Murder Suspect | AP News.” n.d. Accessed April 8, 2025. https://apnews.com/article/unitedhealthcare-ceo-brian-thompson-shooting-luigi-mangione-10ee2f70cd843a27940a9cf1a06edf55.

Song: 

Capcut song titled “News/Report/Serious 55(1531537)” by user Takashi 02:27

Flog #10

I’m finally up to date on my flogs, I apologize for having some late flogs but life has been crazy and I’ve finally got back on my feet. This week I am still having trouble coming up with ideas for the flog. I decided against doing the commentary on old diet culture vs. today’s diet culture. I found out that watching all of that content was really mentally taxing, and I’d still have hours of it to go if I wanted to put something good together. I also decided that potentially triggering someone else who has body image issues (statistically a lot of people) was not worth making a commentary. I wanted to potentially tie in the normalization of ozempic, but again a lot of people could be hurt by that and personally I already see advertisements for that enough. 

Instead, I might do something that compares political “scandals” from the early 2010s to the crap politicians can get away with 10 years later. For example, comparing the outrage from when Barack Obama wore a tan suit to the pretend outrage about Zelensky not wearing a suit to the white house and getting berated by the president and vice president on international television. And then we just… moved onto the next horrible thing. I’m also considering a project that compares the sentence Luigi Mangione is facing (death penalty) to the sentences faced by mass shooters to comment upon the value of life in America. For my video, I am going to try and use Adobe Rush or Adobe Final Cut Pro on one of the desktop Macs on campus.

Flog #9

I’m having a really hard time coming up with an idea for my next hack after it was released. I was thinking of doing a video comparing diet culture from the past to the more acceptable forms of diet culture today. Or, instead of diet culture, weight loss methods more broadly. There are plenty of old diet horrors and things we can all agree are outrageous, like when women used to eat boiled eggs and have wine for every meal. But today, I think the same attitude of starving yourself has been socialized and more accepted. I’m not sure if anyone else remembers, but Kim Kardashian released appetite suppressant lollipops probably like 10 or so years ago, and I remember seeing that as a kid and wondering if I should have those. They’re lollipops after all… right? I would like to possibly transform this idea into my hack, but I’m concerned I can’t do it in a way that wouldn’t be extremely triggering to some people. I’m going to think about ways where I can mitigate any potential harm from watching it and see if it is still a feasible idea I can feel good about putting into the world. I’m also concerned about making something like that without a clear message because things can quickly be taken out of their intended context on the internet. 

I have no other ideas right now so I’m going to keep thinking about alternatives if I don’t feel right about this one.

Flog #8

This week was not very eventful. I have been bad about staying up to date with the flogs, so that is my main failure. I am catching up with them now, and I should only have two more until I am fully caught up. The subject matter this week was interesting and engaging, and I had no problem reading the comic or the other readings. I will admit that I initially did not get that Lethem was plagiarizing other authors until I got to the end where he admitted it. Ever since our classes this week, I have been thinking a lot about music that sounds like other music. Each time I listen to a song I can’t stop thinking, “what do I know that sounds just like this?” I wouldn’t call this a fail, but I’m having a hard time completely agreeing that you can steal music. The comic really puts it into perspective that initially, music was not seen as property. I completely understand that stealing things is wrong, but who are we to own music? If nothing is original, how can anyone own anything? Kind of like how I can’t believe Radiohead sued Lana Del Ray over a melody they ALSO stole. It seems disingenuous to do something like that. Is anything ever yours and only yours?

Artist Statement #3

My project is an automated email generator that sends emails to the “Department” of Government Efficiency. A few weeks ago, Elon Musk, the person appointed to lead DOGE, sent out an email to all federal employees asking them to respond with five things they did in the last week. Musk later tweeted that failure to respond would be taken as resignation. Every federal employee is supposed to respond to the email each week before Monday at 11:59 PM. Soon after someone posted a screenshot of the email, people (non-government workers) took to social media to share their outrageous and hilarious responses to it. They inspired me to be a menace and send a few of my own outlandish emails. I wondered if there was a better and more streamlined way to send the emails, and this hack provided the perfect opportunity to make that possible. After all, people use templates all the time to email their representatives. I began designing by exploring the iPhone Shortcuts app on my iPhone, but I realized the app didn’t have any of the programming logic I needed, so I switched to coding it on the Mac version of shortcuts. The shortcuts app also allows me to share the code with any Apple users who can then run it on their devices. 

My design was guided by Dune and Raby’s principles of ‘B’ design. I wanted the work to be critical, problem finding, in the service of society, humorous, provocative, and most of all I wanted it to make people think. The humor component comes in with each of the possible list items the code picks from. Each list item falls under two general categories. The first is general time wasting actions anyone can do in the office setting. The second category is duplicitous or immoral things that DOGE and Donald Trump have done during the second administration, like cutting USAID contracts with private companies that manufacture food for starving children abroad. I will never forget when the owner of the company, Mana Nutrition, said that these were children at the “end of the rope.” Ending the contracts also meant none of the food with the USAID label could be distributed, meaning children would starve to death while the food goes to waste. A lot of things on the internet make me cry, but nothing has made me sob like this in a long time. Other items of the list are less heart-wrenching, but alarming nonetheless. For example, “helped move confiscated documents onto the plane back to Mar-A-Lago.” Even though these list items might get a chuckle and the idea of sending loads of emails to the DOGE inbox is hilarious, none of what is happening is funny. My goal is that the generated “5 things” lists make people stop and think about what is happening in the federal government, primarily the oligarchy unfolding before our eyes as the richest, unelected man in the world runs the government. I acknowledge that an assemblage of this project is that you have to be fine-tuned into current events, so it may not be as provocative or humorous to someone who is not. 

Another framework that shaped the idea of this generator is Balsamo’s idea that “through the practices of designing, cultural beliefs are materially reproduced, identities are established, and social relations are codified” (3). I’d argue that the final iteration of my hack functions to ensure that oligarchy doesn’t become a regular part of our culture or something that we reproduce over and over again with different leaders. It also works to make sure we don’t codify a micro-managing social relationship between oligarchs and the federal employees who make the government run. This project also highlights the importance of ‘B’ design as material evidence of resistance to an executive branch that is inherently anti-American and unconstitutional. 

Sources

Anne Balsamo, “Design” from International Journal of Learning and Media (2009), pages 1–10

Anthony Dunne and Fiona Raby, “A/B” and “Design as Critique” from Speculative Everything: Design Fiction and Social Dreaming (2013), pages vii and 33-45

Flog #5

This Tuesday we presented our second hack. I mainly struggled with two things when it came to developing this hack. First, I had a really hard time figuring out which board game was best to convey the idea because I actually never played chutes and ladders as a child. I thought of all the board games I knew, and none of them had the correct set up for the upward mobility I was trying to convey. I was in Target in the board game section, and I noticed chutes and ladders, and that it was the only board game that wasn’t like $25. It literally had the perfect set up, so I bought it and didn’t need to make physical changes to the game board. Designing the cards was very simple to do, and I did it using Canva. However, printing the cards in color was almost an epic fail. I tried on two different computers and neither of them had the software that T&I made their tutorial with. After playing around with a lot of settings and pressing a lot of buttons, I sent it to print in color. And then the printer told me I didn’t have enough declining balance, so I had to stop again and reload it. Luckily, the printer I chose also had a backlog and hadn’t printed anything since the night before at 10 PM. So it printed hundreds of pages before finally printing my puny four pages in color. 

My last artist statement finally uploaded to Dr. Sample’s site, but my flogs still won’t appear as of Feb. 21st. 

Flog #4

My main failure for this week was in my brainstorming for Hack #2. At first, I wanted to make a statement about the United States’ “Prevention Through Deterrence” immigration policy. This is a policy that essentially forces migrants through the Sonoran Desert by increasing the number of border patrol officers at checkpoints. The idea is that more patrolling will make people less likely to try and enter the country illegally. It actually doesn’t stop anybody, though. It just causes people to go through the desert and they often die due to the brutal desert conditions before they can reach America. The United States Government then gets to skirt the blame for their deaths and blame it on the environment. This is something I think about a lot because it is just so cruel. I thought about making a game intervention to bring awareness to this policy, but I just couldn’t think of a truly thoughtful and respectful way to do that through a game. The brutal dying doesn’t make for a very respectful game. I couldn’t think of a way to honor real people’s horror stories in a way that made me feel genuine. So, I decided to go with reskinning Chutes and Ladders. I had to be very intentional and thoughtful to consider a multitude of privileges and lack of privileges. I think the 32 cards I came up with do a decent job, but I’m always thinking of new cards I could add if I decided to expand on this project for my final.

Another failure I am having is that I can’t get my posts to get picked up by the website even if I’m categorizing them. 

Artist Statement #2

For my second hack, I chose to redress the popular children’s game “Chutes and Ladders” to a game called “Fuck the Meritocracy.” You move forward in the game by first drawing cards with movement instructions. Each card also has a small blurb about a privilege statement. For example, “I got into an elite college that one of my relatives attended.” If that is true for the player, then they climb the nearest ladder. Lack of privilege makes a player move backwards or down the nearest chute. The final product is adversarial design because I think playing it makes players reckon with the privilege they have and sometimes the privileges they wish they had. First, I think there’s a tendency for a lot of extremely privileged people (specifically the ultra-rich) to downplay the resources they have and how those resources propel them to the top of society. Fuck the Meritocracy does not allow for that: if a card is true for you, you have to move. It might even motivate those people to admit ultra-privilege out loud so that they win a game. The game also forces those people to think critically about their advantages. If they got to the top of the board in four cards while everyone else is lagging behind, then they can see the inequality in a tangible way. Those who can (unfortunately) relate to every other inequity card and those who acknowledge their privilege probably don’t need a game to demonstrate this. 

The game is also directly adversarial to the attitude that you can “pull yourself up by the bootstraps and life will be awesome.” You’ll get the job you want since you’ve worked so hard. You’ll earn a bountiful living that provides for you and your family’s dreams. Right? No. The project also channels Carl DiSalvo’s “Agonism,” particularly something he said about it in an interview in 2012. When DiSalvo was asked what Agonism is, he said “Agonism is the truth that your neighbor already knows. Legislation doesn’t solve anything. The conflicts continue regardless; it’s just the nature of politics.” In the same vein, I argue that every person who has worked in the past 10 years knows that the idea of pulling yourself up by your bootstraps is no longer the case. For a lot of marginalized groups, it was actually never the case. Asserting that everyone is on an equal playing field in life only obscures the systemic inequities people face. Dunne and Raby talk about “Speculative Design” as design that imagines different possibilities in the future. I aim to demonstrate how the bootstrap and meritocracy attitudes are one possible way to view life, but that is bullshit, so we should pick a different possibility. This game is especially relevant in a political landscape where the federal government is trying to get rid of the programs that try to level the playing field for everyone.

Sources:

“Agonizing over ‘Agonism’: Exploring How Difference Can Fuel Democracy.” n.d. Accessed February 18, 2025. https://walkerart.org/magazine/agonism-politics-consensus-art-democracy.

Carl DiSalvo, “Design and Agonism” from Adversarial Design (2012)

Anthony Dunne and Fiona Raby, “A/B” and “Design as Critique” from Speculative Everything: Design Fiction and Social Dreaming (2013) 

Flog #3

This week, our main focus was adversarial design, critical play, and reskinning games. I didn’t have a lot of trouble with the readings, but I did fail as the Werewolf moderator, which kept the game running a lot longer than it did. Turns out that the seer pointed at someone who was actually the werewolf, but I thought she was pointing at someone else, so the werewolf walked free. Oops! I felt embarrassed but it’s alright. The other thing I failed at majorly was reskinning Passage. First, I found out that my laptop can’t run Whiskey because Whiskey is only compatible with a certain kind of Apple computer chip that my Macbook does not have. I have an intel chip, which must be the peasant of computer chips, apparently. So instead of Whiskey I am beholden to using Apple’s own app for running Windows software. It was pre installed to my Mac but it is not intuitive at all, so I’d have to look up some tutorials on how to use it. Luckily, Jody let me look off her computer. We had trouble getting Passage to actually open. It kept downloading and adding itself to the file system but never actually opening. Eventually, it opened and then we took the files and opened them in Gimp. We tried to recolor the avatar’s hair pink but it never updated on the game. We made the game crash twice by accidentally deleting files we were duplicating. We never figured out why our changes didn’t show up in the game. I suspect we were editing the wrong file.

Another fail is I still haven’t thought of an idea for my second hack. I’m pretty sure I want to reskin a board game, but I need to figure out what I’m going to do. I’m thinking maybe the Game of Life as a commentary about immigration to the United States. However, I need to find a tasteful way to represent real people’s stories instead of tokenizing them in a board game. I’m thinking of referencing an ethnography I read for another class.

Flog #2

When it came to crafting our Makey-Makey Etch-a-Sketch, Lillian and I ran into the most trouble figuring out how to make the buttons true to a real Etch-a-Sketch. We wanted to find a way to make only two buttons that would turn and move the pen left/right for the left button and one that made the pen move up and down on the right side. Unfortunately, we failed to find a way to make that happen because it would require splitting the button in half so that it could be controlled by two different clamps of the Makey-Makey, but then that would not be able to turn like a dial. We tried to make the buttons out of stacked mirror circles we found at DACE, but we’d have to find a way to cut them in half. We did not have the proper tools to safely cut glass in half, so we couldn’t do that. It would also look really odd to have a button split in half on both sides. Either way, that’s still technically four buttons so we decided to skip all those extra steps and have four buttons. Another problem we had during the class demonstration (and never before that) was that the pen was skipping random spots while we were controlling it. I’m not sure why that is, and Lillian couldn’t figure out why either. My only guess is the clamps were connected better when we tested them or something.

Another fail is that we never considered using the controls to navigate to the top of the Microsoft paint menu and pick different pen colors. I guess we didn’t think about that because it is not a feature of the Etch-a-Sketch. So if we wanted to make it an authentic experience, we’d probably make sure that users aren’t afforded the chance to pick colors other than black. Or we could highlight that feature as a modern take on the Etch-a-Sketch and keep it available. If we did that, though, we’d want to create a button or color wheel that can do that on the box interface.

By Julia S.

Flog #1!

I felt like both readings “worked” for me since I understood them easily. However, I would point out something that I didn’t remember in class about Huizinga’s piece. On page 100, he says “Or finally, let us take ritual. Primitive society performs its sacred rites, its sacrifices, consecrations and mysteries, all of which serve to guarantee the well being of the world, in a spirit of pure play truly understood.” Defining ritual as “play” in this way doesn’t work for me. I’m not even a deeply religious person. In fact, I’m not religious whatsoever. Still, even I understand how seriously people take rituals, and many people would probably be deeply offended by the label play. I think ritual is the most interesting concept he raises in the article. On the one hand, there is a kind of magic circle in a lot of rituals. For example, everyone who is a neophyte (whether it be a sorority or admission to adulthood in some cultures) understands that they must act a certain way within the ritual that doesn’t apply in the real world. On the other hand, some people might consider that ritual part of their real life. My point is that it feels infantilizing to write ritual off as play, especially when he mentions “primitive society.” However, the piece is over 100 years old, so that is not surprising rhetoric. I think ritual needs its own special category. Something that allows for seriousness but also the reality of rituals while factoring in the magic circle that I think exists in ritual.

By Julia Siqueira