This week, Hack 5 project tested my patience more than any other so far. I started off completely stuck, I couldn’t land on a narrative that felt especially meaningful or worth building around. Every idea felt too vague or too forced. Even once I chose the general concept of encoding a message graphically, I got tangled up in the logistics.
I knew I didn’t want to generate the equations by hand again, like in my last project. So, I experimented with building a tool that could generate encrypted messages automatically. I started collaborating with Claude to help construct the software, but things quickly got messy. Letters wouldn’t render correctly, and even after rounds of corrective prompting and patching the code myself, I realized I was spending more time fixing problems than making progress. The broader concept—creating an encrypted message—wasn’t strong enough to justify all that manual labor. It had potential, but still lacked conviction behind any specific narative examples.
That turning point forced me to ask the harder question: if I want to express realistic dangers through encoding, what would a realistic situation be? Once I reframed the project around meaning first, I landed on the idea of a ‘tutor’-student relationship.
Even though I abandoned my initial tool, I was still able to repurpose part of the code to help me generate the base equations. From there, I applied linear transformations to tailor them to my story. Ultimately, everything worked out for my Beta Release.
For my final hack, I revisited my third hack, Desmos Diary, where I transformed an online graphing calculator into a medium for encrypted self-expression. The original version repurposed Desmos—traditionally an educational mathematics tool—into a digital diary, with each letter meticulously encoded as individual linear equations. Through this, I aimed to challenge assumptions about writing, visibility, and accessibility within the digital interfaces we regularly use and trust.
In this beta release, I evolved this technical experiment into a narrative exploration, taking the form of a brief story about a student unknowingly ensnared in a digital trap disguised as supportive guidance. The revised hack, presented as a fake PDF homework assignment from a fictional tutoring service called SecretMathPrep, appears innocuous at first glance: simple assignment instructions and rows of equations. However, when graphed in Desmos, these equations reveal a chilling hidden message: “I AM ALWAYS WATCHING YOU.” The initial innocuous instructions take on new meaning, as the assignment previously stated that the tutor “looks forward to watching [students] complete this assignment,” abruptly switching from a benevolent to sinister tone.
This project continues the central tension of the original Desmos Diary—highlighting the gap between a tool’s intended purpose and its potential when used in unexpected ways. However, rather than focusing inward through personal journaling, this iteration emphasizes external threats, specifically how common digital tools can be manipulated to create illusions of safety, authority, and trust.
Encoding as Entrapment
While the original hack centered on personal introspection and voluntary encoding, this version imagines encoding as a weapon used against an individual. Here, the student is not the encoder but the unsuspecting decoder of someone else’s concealed intentions. The decoding process mirrors a standard mathematics assignment, involving solving and graphing equations, common classroom tasks aimed at reinforcing fundamental mathematical concepts. Typically, such assignments are educational, non-threatening, and purely pedagogical. However, when the assignment’s outputs are intentionally crafted to convey hidden textual messages, the activity transcends educational boundaries and enters the realm of social manipulation, illuminating how easily digital interactions can be weaponized under the guise of normalcy and legitimacy.
While the dangers of encoding might seem distant from everyday life—often viewed as complex issues relevant only to large-scale entities such as governments—these risks can also manifest in simpler, more accessible forms. Consequently, misuse becomes equally possible. To highlight this potential for manipulation, the project situates viewers in the relatable role of a student seeking extra assistance with their math coursework.
The idea for this plot did not arise from any personal experience or inspiration, but rather from a realistic issue I could foresee with our current technological interactions. Students are seeking more online support for classwork, as an easily accessible channel. While some students may have access to more personal, paid forms of help, there are many students without the means to afford these services. The internet affords these students more democratic forms of academic support but also creates accessible channels for predators. These effects, in conjunction with the misuse of encoding, inspired my idea for this imbalanced digital relationship.
As the narrative reveals that the tutor is “watching” the student, though the exact nature of this observation remains deliberately ambiguous. Whether interpreted as physical stalking or digital surveillance, the scenario underscores the vulnerability of online users, the threats posed by digital surveillance, and the ease with which common technologies can be misused.
Considering Technological Utopianism and the Illusion of Access
This hack invites consideration of technological utopianism, building upon O’Shea’s critique of those envisioning ‘ideal’ future societies without fully considering how to achieve them. These idealized visions often depend on unrealistic power structures, inherently creating social inequalities, especially in education and literacy. While graphing concepts might seem universally educational, the ability to solve these math problems is often either lost over time or never acquired due to unequal educational access. Tools like Desmos, therefore, exist within systems of expertise and privilege. Most individuals are not trained to interpret equations as language, and even those with the necessary skills must invest substantial time decoding a complete message. Thus, encoding acts as a form of gatekeeping, delivering messages exclusively to those already equipped to understand them.
Speculative Design and Critical Play
Inspired by Dunne and Raby’s speculative design framework, this project functions as a “provocation”—an artifact designed not to solve problems, but to highlight them. It raises critical questions: What happens when support turns harmful? How can interfaces weaponize trust?
The fake assignment sheet, presented as an innocuous PDF, further questions authenticity and authority in educational contexts. Its convincing appearance mirrors typical online educational resources—bland, cheerful, and stripped of context. This realism lends the project its unsettling power. If printed and handed directly to a student, would anyone notice the hidden threat?
To conclude, this Beta Release seeks to challenge the viewer to question not only how digital tools are used but also their realistic vulnerabilties to misuse. Exploring the relationship between education, digital tools, and manipulation, the project underscores the complex potentials of common digital interactions.
LF
Works Cited
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
Lizzie O’Shea, “Technological Utopianism is Dangerous” from Future Histories: What Ada Lovelace, Tom Paine, and the Paris Commune Can Teach Us about Digital Technology (2019)
This week, I struggled quite a bit with creating my remix video. Initially, I wanted to build a narrative around Trisha Paytas, someone with seemingly infinite digital artifacts and a public life that has gone through many different stages. My goal was to show how easy it is to manipulate someone’s reputation through modern media. I spent a lot of time gathering clips, trying to map out a storyline that would reflect this idea.
However, as I worked, I realized how complicated Trisha’s narrative truly is. I found myself overwhelmed by the sheer volume of content and the complexity of her public persona. It became increasingly difficult to build a new narrative without either oversimplifying her story or falling into a basic cut-and-paste method—simply reordering clips without really adding anything meaningful.
At the same time, I started losing sight of the remix aspect that originally interested me. I didn’t want my project to just rearrange existing materials; I wanted it to use the audio-visual medium to make a clear, powerful statement. I wanted a remix that could function as a kind of call to action, not just a re-edit of existing narratives.
Recognizing this, I decided to shift directions entirely. That’s how my Y2K “Girls on Film” remix came about. Focusing on childhood fame and the traumas faced by Amanda Bynes, Lindsay Lohan, Britney Spears, and Paris Hilton allowed me to not only create a coherent narrative but also engage more deeply with the ideas of remix as discourse and digital storytelling. While abandoning my original project felt frustrating at first, I ultimately think it was the right move. It reflected on why I was remixing, not just how.
For my hack, I created a remix video to explore the traumas of childhood fame through the lives of Amanda Bynes, Lindsay Lohan, Britney Spears, and Paris Hilton. I largely focused on Virginia Kuhn’s questions about how remix can function as discourse, “What does it mean to read video remix as a speech act, and how does this view provide a more nuanced account of digital artifacts of all stripes while still respecting the discrete communities from which these texts arise? What is to be gained by viewing remix as discursive, as an argument that is assembled by units of meaning that, when stitched together, become a larger statement? Moreover, whose interests might be served by this endeavor? At a basic level, viewing remix as a digital speech act would rid us of terms like appropriation and recycling, which suggest the primacy of an original author or text.” My project engages with this framing on multiple levels. In the most obvious sense, I took a range of media from across the internet, primarily from TikTok, and compiled it in a way that spoke a new meaning—one removed and detached from its originators, reframed within a different context. In a less obvious sense, these sources themselves, are already remixed and reframed, most often to flatter their subjects without accounting for their deeper traumas.
My remix relied heavily on specific audio and visual design choices to build its larger argument. In terms of music, I chose “Girls on Film” by Duran Duran and a humming version of “City of Stars (Humming)” by Justin Hurwitz and Emma Stone from La La Land. “Girls on Film” was originally a commentary on the modeling industry, but I wanted to extend its meaning to celebrity culture in the early 2000s, particularly how society failed so many vulnerable young women in the limelight. For the ending audio, I selected the “City of Stars” because it transitions the mood from fast-paced and visually aggressive to something softer and more endearing. This mirrors the emotional trajectory of the visuals. The film La La Land itself speaks to the highs and lows of Hollywood and the personal sacrifices made for professional success, and like “Girls on Film,” I wanted to extend this message to Y2K child stars, pointing to the emotional and psychological toll Hollywood has taken on them.
For visuals, I sourced all my clips from TikTok, both for practical reasons and because TikTok itself is rooted in remix and repurposing. The platform invites creators to not only push original endeavors but also encourages users to share, remix, and add to others’ work. This fit naturally with the message of my project. The introduction clip is designed to situate the audience in “my” shoes—a young woman dealing with adult responsibilities who finds occasional escapism through her social feeds. Personally, I am a huge fan of these “Y2K Divas” and enjoy many of these clips, even being able to quote some of these infamous lines. While I do not actually want to be like Paris Hilton in the introduction clip, I wanted to express the sense of escapism social media often provides—the confrontation with alternate versions of our lives and identities. The abrupt static cut after the introduction is meant to pull the audience deeper into the story.
In the process of collecting these clips, I began to reflect on how unsettling it was that such videos exist in the first place. It broke my heart to revisit how these women’s lives unfolded, especially when viewing moments like Britney Spears’ breakdown through the exploitative lens of the paparazzi. As we discussed in class, I felt a growing discomfort with my own viewing experience in this creative process. Many creators today push this kind of media out as flattery or nostalgia for the celebrities, often without deeper thought into the implications of resharing certain clips—or even how these clips were originally captured.
To marry the visuals with the music, I built up imagery of these women thriving during the verses of “Girls on Film,” only to sharply cut to images of their downfalls—often their mugshots—during the hard-hitting choruses. This fast switch between glamour and collapse created a natural parallel with how society reduces many of these women to simple tabloid narratives, forgetting the systemic factors behind their struggles. For example, Amanda Bynes is often remembered solely for her fall from fame or her addiction issues, rather than the toxic environments she faced under figures like Dan Schneider.
I aimed for this portion of the video to feel like a TikTok edit itself, replicating many of the editing styles I found while researching. To mirror how surface-level many of these edits often are—overlooking the deeper traumas behind the celebrities’ public images—I intentionally pushed a “lighter” mood, including some of my favorite audio clips. I also selected notable quotes that hinted at the internal struggles beneath the surface. For instance, clips of Paris Hilton and Lindsay Lohan speaking negatively about each other showed the real hostility and pressures that characterized their lives in Hollywood.
The last few clips are meant to return the audience to better times in these women’s lives. I ended the main video reel with a clip of a young Lindsay Lohan describing herself as just a “normal kid,” a moment that struck me especially hard after reflecting on her later traumas. Before the credits, I included a famous quote attributed to Marilyn Monroe: “Hollywood’s a place where they’ll pay you a thousand dollars for a kiss and fifty cents for your soul.” Although I could not fully verify the accuracy of this quote, I added a subtle “(allegedly)” for caution. Regardless, the quote captured the experience of the women I portrayed fittingly, and its attribution to Monroe—who herself faced deep exploitation in an earlier era—emphasized how little has changed over time. I wanted this moment to act as a kind of call to action, a reminder of the urgent need for change in the rights and politics of the film industry.
Finally, as the mood darkens with the credits, I included one final clip after the credits: Paris Hilton speaking to an audience and reminding them that they are all loved. I felt this was a lighthearted way to imply hope—that some, like Paris Hilton, are able to rise above their hardships and even work to expose the mistreatment they faced. While this may seem “cheeky,” I thought it was an important emotional reminder that resilience, healing, and productivity can come from suffering.
I hope my remix shows the juxtaposition between the highs and lows of child stardom, forcing us to reflect on “what we see” versus “what actually is.” Furthermore, I hoped to push viewers to consider their own complicity in the ongoing exploitation of celebrities, both in obvious and in everyday, minute ways. Through this remix, I aim to provoke deeper critical reflection on the costs of fame, the ethics of media consumption, and the urgent need for change within celebrity culture.
Works Cited
Daros, Otávio. “Deconstructing Britney Spears: Stardom, meltdown and conservatorship.” Journal for Cultural Research, vol. 25, no. 4, 2 Oct. 2021, pp. 377–392, https://doi.org/10.1080/14797585.2021.2018663.
“Duran Duran – Girls On Film (Official Music Video).” Youtube, uploaded by Duran Duran, 16 Nov. 2010, youtu.be/KCjMZMxNr-0?si=XHNkaRMHRdTMcunm.
“‘Hollywood Is a Place Where They’ll Pay You a Thousand Dollars for A…’” AM, www.amdigital.co.uk/insights/blog/hollywood-is-a-place-where-they-ll-pay-you-a-thousand-dollars-for-a-kiss-and-fifty-cents-for-your-soul-marilyn-monroe. Accessed 10 Apr. 2025.
Hurwitz, Justin, and Emma Stone. “City of Stars (Humming).” La La Land: Original Motion Picture Soundtrack, Interscope Records, 2016, Spotify.
Kuhn, Virginia. “The Rhetoric of Remix.” Transformative Works and Cultures, doi.org/10.3983/twc.2012.0358. Accessed 10 Apr. 2025.
O’Shea, Lizzie. Future Histories: What Ada Lovelace, Tom Paine, and the Paris Commune Can Teach Us About Digital Technology. Verso, 2019.
[@2000lindsay]. “i dont like this but i think it looks cool with this song.” TikTok, 21 June 2022, https://www.tiktok.com/@2000lindsay/video/7111739234901429509.
[@calabasaswings]. “There will no other Britney.” TikTok, 11 Nov. 2024, https://www.tiktok.com/@calabasaswings/video/7436177889487244576.
[@cherryforeveromg]. “[No title]” TikTok, 23 Mar. 2024, https://www.tiktok.com/@cherryforeveromg/video/7349653482770648352.
[@chromehearts.com]. “prime.” TikTok, 21 Mar. 2025, https://www.tiktok.com/@chromehearts.com/video/7484363465532935426.
[@editsyoulovetosee]. “amanda bynes dressed as cher on the show ‘what i like about you’.” TikTok, 31 Oct. 2024, https://www.tiktok.com/@editsyoulovetosee/video/7431838412426038571.
[@justedits321]. “Paris and Nicole in a club early 2000,s.” TikTok, 28 Feb. 2023, https://www.tiktok.com/@justedits321/video/7205408658115628293.
[@keshavids]. “Paparazzi time .” TikTok, 16 Nov. 2020, https://www.tiktok.com/@keshavids/video/6895679881347091713.
[@lindsayicon]. “Before we ruined her.” TikTok, 4 Jan. 2025, https://www.tiktok.com/@lindsayicon/video/7456072562515266858.
[@modeling.vibe]. “these figthing paparazzi.” TikTok, 24 June 2024, https://www.tiktok.com/@modeling.vibe/video/7384204981798276384.
[@narrativesaint]. “The Dark Side of Nickelodeon: Surviving Dan Schneider.” TikTok, 4 May 2023, https://www.tiktok.com/@narrativesaint/video/7229467204008512814.
[@ogspaceheygirls]. “Britney Stealing In Front Of Paparazzi.” TikTok, 2 Nov. 2022, https://www.tiktok.com/@ogspaceheygirls/video/7161264632760454446.
[@popculturey2k]. “her hair looks so good in this interview.” TikTok, 17 Mar. 2025, https://www.tiktok.com/@popculturey2k/video/7482924414070230302.
[@popflopculture]. “blonde baddie | follow for all things pop culture!” TikTok, 21 Oct. 2023, https://www.tiktok.com/@popflopculture/video/7292262036174769454.
[@primevideouk]. “Got this 2000s throwback on repeat .” TikTok, 27 Dec. 2023, https://www.tiktok.com/@primevideouk/video/7317227932152270112.
[@redditbelieveitornot]. “To the comments!” TikTok, 18 Aug. 2023, https://www.tiktok.com/@redditbelieveitornot/video/7268860088151035179.
[@screenshothq]. “@ParisHilton delighted her fans by carrying on her and @Nicole Richie musical tradition from The Simple Life .” TikTok, 16 Apr. 2024, https://www.tiktok.com/@screenshothq/video/7449019790557023521.
[@tanaslaughter]. “Celebrities Mugshots.” TikTok, 12 June 2022, https://www.tiktok.com/@tanaslaughter/video/7108443385480137989.
[@tanaslaughter]. “Lindsay Lohan calls Paris Hilton a c*nt, November 2006.” TikTok, 2 July 2023, https://www.tiktok.com/@tanaslaughter/video/7251317063254363418.
[@thatbritneypage]. “A 19 year old Britney Spears being by the paparazzi at the beach, 2001 .” TikTok, 16 June 2024, https://www.tiktok.com/@thatbritneypage/video/7381178722730151173.
[@the90sguyzz]. “She was so freaking talented.” TikTok, 20 Oct. 2024, https://www.tiktok.com/@the90sguyzz/video/7427730819743010078.
[@thejessicafoxx]. “Paparazzi moments from the 2000s.” TikTok, 17 Apr. 2021, https://www.tiktok.com/@thejessicafoxx/video/6952311949212339461.
[@themissiconik]. “Aww a young Lindsay Lohan .” TikTok, 2 Nov. 2022, https://www.tiktok.com/@themissiconik/video/7448018561290816773.
[@y2ktokk]. “her show would’ve been so entertaining especially during this era.” TikTok, 23 Nov. 2024, https://www.tiktok.com/@y2ktokk/video/7440337347658681646.
This week was definitely challenging for me in terms of skill. I’m getting used to a new medium, and while I have a lot of ambitions when it comes to audio-visual manipulation, it’s taking me some time to really understand the remixing process. It’s not necessarily coming quickly, but it is definitely coming along.
Once I decided on my narrative, though, I had a lot of fun finding clips. A large reason I chose my particular topic — Trisha Paytas — is because of how much internet content I can derive from it. Trisha has a notorious digital footprint, and I wanted to play into that by rearranging her different eras to form a new story.
While I have a pretty clear idea of what clips and media I want to use, I am constantly tempted to keep digging through her and third-party content to find more “treasure.” It’s easy to get lost in the hunt.
In terms of technical skill, I’ve been playing around in DaVinci Resolve. It’s definitely a learning curve, but I’m getting more comfortable. Even though it’s slow, it’s exciting to see the pieces starting to come together.
This week I did not encounter many failures that pertain to this course (personally, that’s another story), though I have had some challenges brainstorming my fourth hack. Our class discussion on Tuesday inspired several possible ideas:
Remixing movie genres in a new trailer
Ideas that show promise:
Rick and Morty as tragedy
Black Mirror as propaganda ads
Hannah Montana as a prisoner of her identity
Murder Mystery at F
Ideas I’ve ruled out:
Challengers as a duel to the death
Sabrina the Teenage Witch as a local murderer
One concept I’ve had more creative success with is a video remix showing a celebrity’s descent into “madness”—I’ll elaborate more on this as my project develops.
My main concern isn’t the artistic vision behind my project but rather the technical skills required. While I consider myself fairly tech-savvy, I have limited experience with audio/visual editing. However, with sufficient time and effort, I’m confident I can make it work.
Another concept I’ve been wrestling with this week emerged from Kuhn’s “The Rhetoric of Remix,” specifically her references to Berger’s Ways of Seeing. This text has been particularly significant to me in the last year, as I drew from Berger in considering new “ways of seeing” in the age of AI. I found this contextualization of how new media and images affect our perception of the world, and how we can express such changes through the media itself, extremely impactful. In the context of remixing, this means taking “art of the past into a language of images” (Berger) alongside modern audio/visual capabilities.
Without a project this week, I challengd myself to better understand remixing. I’ve always known that “originality” is a deeply philosophical concept, but this week, I started to grasp just how extensive this idea can be.
Interestingly enough, as I mentioned in class, remixing brought a scene from Heretic to mind. Reflecting on this film, alongside this weeks readings, made me realize that remixing isn’t simply a way of extending someone else’s work—it actually serves as a fundamental practice shaping society itself. Religion and myths echo each other across cultures, societal structures mirror and influence one another globally, and the idea of pure originality feels abstract.
Goldsmith’s exploration of ‘appropriation’ especially stuck with me. Appropriation has become a charged term, tied closely to issues of misrepresentation and cultural insensitivity. Goldsmith positions appropriation as a central, even principal, literary practice—particularly heightened in the digital age. His perspective pushed me to confront complex questions: When is appropriation beneficially exploratory, and when does it cross into cultural disconnection or exploitation?
Goldsmith argues for appropriation’s artistic legitimacy, highlighting its historical roots in visual arts and suggesting ways this practice could inform literary practices. Yet, I’m still left wondering about boundaries. How do we navigate the line between respectful exploration and cultural insensitivity?
This week ultimately reminded me why these questions are worth wrestling with. Remixing, originality, appropriation—these concepts are more intertwined and complicated than ever before.
For anyone interested in some relevant clips from Heretic, I’ve included two here. One scene explores how religions can be framed as remixes of each other, and the other explores the copyright saga of “Creep”.
In reflecting on my third hack, my “Desmos Diary” I considered three of Sacasas’ questions towards the ethics of artifacts.
Time and Experience
“3. “How will the use of this technology affect my experience of time?””
Considering how much and how long we interact with different technologies, I found myself dwelling on the intentional frustration built into my project. While creating a journaling system through graphing equations seems counterintuitive and deliberately difficult, I actually found that this friction produced an unexpected intimacy with the content. The slowed pace forced me to consider each word, each thought more carefully than I would with traditional journaling methods. There’s something different about expressing emotions through mathematical constructs—it created a reflective distance that paradoxically allowed for deeper processing. Time stretched and compressed in unusual ways; what would have been quick entries became deliberate exercises in translation and expression.
I could imagine revisiting these equation-based journal entries and experiencing them differently than traditional text. The process of decoding my own thoughts might reveal patterns and connections I hadn’t noticed during the initial writing. This time dimension—the way the technology transforms not just recorded thoughts but their later review—suggests journaling technologies aren’t just about efficiency but about shaping how we engage with our past expressions.
Assumptions and Systems
“30. What assumptions about the world does the use of this technology tacitly encourage?”
“34. Upon what systems, technical or human, does my use of this technology depend? Are these systems just?”
My software invasion project, if theoretically implemented broadly, makes significant assumptions about users’ mathematical literacy. It presupposes that everyone can understand and manipulate graphing equations and somehow translate them to written language. This reliance on specialized knowledge immediately creates barriers to entry that traditional journaling platforms don’t have.
The project depends entirely on educational systems that prioritize certain types of mathematical knowledge. It reinforces the divide between those who received particular types of education and those who didn’t, but even so, who retains these information. In this way, my “hack” accidentally reveals how technologies can reinforce existing social hierarchies and educational inequalities.
Good software is designed with specific purposes in mind, but its constraints and affordances can shape user interactions in unexpected ways. In this project, I repurposed Desmos—a graphing calculator software—as a medium for journaling. Rather than using it for purely mathematical visualization, I encoded diary entries as linear and nonlinear equations to subvert its intended purpose and question the assumptions embedded in its design. Initially, I was concerned that this approach might lack an element of surprise or critical engagement, given that using equations to “draw” is not entirely novel. However, as I worked through the process of journaling, I discovered deeper insights into the nature of digital writing, storage, and accessibility in this unique medium.
The core of this project is the challenge of translating written language into mathematical equations. I initially attempted to replicate my handwriting, incorporating curves and varying slopes, but the difficulty of encoding these features led me to adopt a more digital-clock style, composed primarily of horizontal and vertical lines. This simplification introduced inconsistencies; for instance, my “A” characters differ in structure, which I found to reflect the tension between personalization and the rigid mathematical logic imposed by the software.
My first “A”My second “A”My second “A”
Creating each equation was slow and meticulous. Though these types of transformations transformations are not inherently ‘complex’ mathematical concepts, their manual application proved time-consuming, even with the aid of graphing calculators. This experience underscored the necessity of more advanced computational tools like Mathematica, which automate such transformations, in contrast to Desmos’ more constrained functionality. Desmos, while user-friendly and widely accessible, does not support batch processing or dynamic transformations, requiring users to input equations individually. This limitation, while frustrating, highlighted the software’s underlying design philosophy: it prioritizes accessibility and visualization over advanced computational manipulation.
Beyond the act of writing, the challenge of storing these diary entries revealed another layer of intervention. While Desmos allows users to save graphs, it does not provide a mechanism for annotating or contextualizing saved equations. The true artifact of this project is not a single equation nor Desmos “sheet,” but rather the ordered collection of equations, yet there is no clear way to archive this evolving assemblage within Desmos itself. Instead, I resorted to manually documenting the equations in Notion equation blocks. However, the process of transferring equations between platforms proved cumbersome—copying and pasting was not seamless, often requiring manual re-entry.
Speculative Design: Questioning Function and Accessibility
Dunne and Raby’s speculative design framework suggests that designers can engage in “problem-finding,” using design as a tool for critique and provocation. My intervention aims to raise several key questions about the nature of digital writing, secrecy, and accessibility.
Who Is This Useful For?
One speculative application of this system is encryption. While each equation encodes a meaningful message, looking at them in isolation does not reveal their content. Unlike conventional text, which relies on direct visual recognition, reading these equations demands significant effort—the reader must manually plot each line to reconstruct the message. This characteristic makes the system effective for secrecy but impractical for conventional journaling, where ease of access and retrieval are essential. The paradox of this approach is that while it could function as an obscure method of communication, it undermines the very purpose of a personal diary, which is meant to be revisited and reflected upon over time.
Who Can Read This?
This approach to writing is inherently exclusionary. While graphing is a standard component of U.S. mathematics curricula, it is not a skill most people retain for everyday use. Moreover, even individuals with mathematical literacy are not trained to ‘read’ equations as they do words and sentences. Deciphering a message in this format requires not only knowledge but also a significant investment of time and cognitive effort.
This exclusivity parallels historical examples of technological elitism, such as the Tech Model Railroad Club (TMRC) at MIT (Levy). Early computing culture was built around small, insular communities where technical knowledge was only accessed by those who could afford it. Moreover, the insulated nature of this helps serve as a gatekeeping mechanism. Similarly, my hacked journaling method creates an implicit intellectual barrier—only those with specific expertise can engage with it. This raises critical questions about who has access to knowledge and whether certain forms of writing privilege specific groups over others.
Cultural Interventions
By using Desmos as a medium for journaling, my project engages with multiple layers of digital media, each with distinct cultural implications. In particular, the exclusivity of this system becomes apparent at the “Form and Function” and “Reception and Operation” levels. Encoding text as equations creates a communication system that is both unique and highly restrictive, requiring specialized knowledge to interpret. Unlike traditional text, which is immediately recognizable and readable, this system demands significant effort from the audience, reinforcing barriers to accessibility and limiting who can engage with the content in a meaningful way.
This project not only serves to repurpose software—it is an exploration of how digital tools shape knowledge production, accessibility, and communication. The constraints of Desmos reveal the underlying assumptions about how software is meant to be used. My intervention aims to challenge these assumptions, questioning the ways in which digital platforms mediate self-expression and who gets to participate in these mediated forms of writing.
Ultimately, this speculative hack raises larger questions: How do digital tools influence what we consider to be legitimate forms of writing? Who gets to access and interpret information? And how might we rethink the possibilities of digital communication beyond the constraints imposed by existing software? By hacking Desmos into a medium for journaling, I invite viewers to critically consider the technologies they regularly encounter and imagine alternative interpretations of our ways of writing.
LF
Works Cited
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
Steven Levy, chapters 1 and 2 of Hackers: Heroes of the Computer Revolution (1984), pages 1-31
This week, I had a lot of trouble with Hack 3. Unlike my usual experience of having random ideas floating around, I found myself completely stuck.
I explored several failed concepts before landing on something workable:
Emailing Affirmations to Myself: Email is probably the worst way to get my attention. If I were to schedule task reminders via email, it wouldn’t be effective for me personally, though it might work for others.
Snapchat for Stop Motion: While interesting, this felt more like an artistic project than the subversive commentary I was aiming for.
Excel for Choreography Mapping: Dancers need visual representations, but choreography is very embodied and mental. Excel might help with spatial blocking but would require confusing layer toggling. I couldn’t fully convey the meaning without including an actual dance performance alongside it.
What Finally Worked:
I reframed my approach by asking: “If I had a goal, what would be the worst possible way to get there?”This required lowering my standards for what goals I could realistically accomplish. I settled on a simple goal: writing in a journal or diary. And what’s one of the worst ways to journal? Coding it. What’s even worse? Doing the math to encode each letter manually. That’s when I decided to work with Desmos for my journaling.
As you might expect, writing words in Desmos by individually plotting each character has been incredibly time-consuming. My current prototype is far from ready, but the tedious nature of the process perfectly embodies the “worst way” approach I was going for.
Looking forward to having a ‘prettier’ project, going forward.
When I first approached my “Battleship” project, I envisioned digital versions of my modified “Battleship” game. The digital prototype seemed like the perfect medium to implement my ideas about war’s human cost. However, this turned out to be my first major setback.
The digital interface felt too far removed from the nostalgic aspect of the physical Battleship set. Beyond that, the digital version lacked the element of surprise and competition between two physical players. Furthermore. the interface wasn’t intuitive, the visual impact was lacking, and most importantly, it failed to create the emotional resonance I was aiming for.
Another challenge I faced was balancing the game’s playability with its critical message. I wanted to maintain the game’s core mechanics while adding layers of moral complexity. While I succeeded in keeping the game functional, I sometimes wonder if I could have pushed the ethical implications further without compromising the game structure. Overall, the simple addition of “baby” game pieces and subsequent modifications demonstrated how such divisive messages about war remain present in our daily consciousness. However, I would like to explore more physically involved ways to subvert the game and make it more unique from its original version.
“Battleship” has long framed the gravity of military conflict into an accessible game of strategy and luck. Within this transformation lies a problematic glossing over of war’s human cost. My modification of a vintage Battleship game does not completely reimagine this classic game but amplifies and reveals meanings that existed but remained overlooked. The simple addition of physical representations of civilian casualties to one player’s board creates a space for moral questioning about how we engage with war through play.
After an unsuccessful digital prototype, I chose a vintage Battleship set for its timeless aesthetic—a quality that parallels the enduring impact of war. The central modification involves placing three small baby figures on one player’s board alongside their ships. This asymmetrical design, in which only one player hosts these civilian figures, deliberately mirrors the way real-world civilian tolls often remain abstract to those not directly affected, while also highlighting inherent imbalances.
Iterations of my digital prototype.
The modification itself introduces subtle but significant structural changes. On the opponent’s board (the player without the baby figures), a discreet warning states “1 hit for a casualty” beneath the standard menu of hits required to sink ships. Each baby figure occupies four spaces but needs only one hit to “sink”—a stark commentary on how mass civilian deaths are commonly reduced to a single, devalued statistic. I made minimal alterations to the instructions, merely noting “3 special” surprises for one opponent, thereby preserving the game’s functionality while introducing moral weight.
In designing this hack, I considered Rittel and Webber’s characteristics of “wicked problems,” as discussed in Sicart’s analysis of ethical gameplay (Sicart 95). More specifically I focused on how wicked problems resist simple solutions; any attempt at resolution can create new complications. By modifying Battleship, I aimed to engage with these complexities in several ways.
First, I address how the civilian cost of war cannot be easily resolved or morally quantified. Placing the baby figures on only one player’s board generates an informational asymmetry that parallels real-world conflicts: one side remains unaware of the magnitude of their actions until after inflicting damage. This design choice reflects the incomplete or contradictory knowledge often central to wicked problems, echoing the lingering ethical questions about war throughout human history.
Second, the adaptation illuminates how attempted solutions to wicked problems spawn fresh ethical dilemmas. I drew further inspiration from the “Men Against Fire” episode of Black Mirror, where soldiers are visually manipulated to perceive specific civilians as monsters, thus enabling violence without remorse, and asserting and dangerous message about the true threat of genocide. Although this technology is ethically fraught, it is not impossible that it could be justified under a purported “greater good,” demonstrating that solutions to wicked problems can never be purely good or bad but often create their own complications.
My game modification aimed to align with Flanagan’s discussion how of critical play creates space for “careful examination of social, cultural, political, or even personal themes” (Flanagan 6). However, rather than disrupting the play space completely, it operates through what I call an intervention of amplification – stepping in to heighten awareness of meanings already present in the game’s structure. Thus, the subversive elements in this project operate on multiple levels. Rather than fully reskinning or rewriting the game’s narrative, my intervention intensifies existing nuances. While adding baby figures highlights the tragedy of civilian deaths in a straightforward manner, this modification also draws attention to how the game already abstracts the thousands of lives represented by the ships themselves. This dual critique underlines both the loss of innocent lives and our acceptance of military casualties as mere game pieces.
This design engages Sicart’s concept of ethical gameplay provides crucial theoretical grounding for the project by establishing a complex interplay between the procedural mechanics and representational elements of play. By introducing deliberate tension between these layers, the modification creates a meaningful cognitive dissonance for players. The hidden warning about civilian casualties and the intentionally asymmetric distribution of knowledge between players serves to disrupt the traditional flow of gameplay satisfaction. This disruption manifests as a form of cognitive friction – where players must simultaneously navigate their desire to succeed at the game while processing the moral implications of their actions. The uneven information landscape forces players to confront uncomfortable realizations about civilian casualties only after damage has been inflicted, mirroring real-world scenarios where the human cost of military action often becomes apparent too late. This careful design choice compels players to engage in deeper moral contemplation about warfare and its consequences, pushing beyond the surface-level abstraction present in the original game to consider the profound human impact in a way that the standard version deliberately avoids or minimizes. Moreover, this consideration evolves as the player reflects on the nature of the original game, extending the possible remorse of guilt they felt for the baby casualties to the theoretical lives carried on each ship.
Moreover, as a game that has been played through many generations, I also hoped that a sense of nostalgia for the players would help invoke reflective or meditative thought about the game. The vintage set I chose deliberately taps into this familiarity, allowing players to first approach the game with comfortable recognition before encountering the modification’s moral implications. This nostalgic connection creates an additional layer of cognitive friction – players must reconcile their childhood memories of Battleship as innocent entertainment with a new awareness of how the game has always abstracted the human cost of warfare. By building on players’ existing emotional connection to the game, the modification gains power from the contrast between remembered playful engagement and newfound ethical consideration. The familiar grid, plastic pieces, and classic “hit or miss” mechanics take on new meaning when players discover the presence of civilian casualties, transforming nostalgic comfort into critical reflection.
Overall, my goal in this Hack was not transform the game’s meaning completely, but to create space for moral consideration within its existing framework. Adding physical representations of civilian casualties while maintaining the game’s core mechanics highlights how war games simultaneously engage with and abstract away from the human cost of conflict. I hope project demonstrates how subtle interventions can reveal layers of meaning in familiar play spaces, encouraging critical reflection on how we engage with serious themes through play.
This week, I faced many trials and errors with Hack 2. For my first idea, I wanted to comment on the negative cultural effects of plastic surgery, namely on adolescents. More specifically, I wanted to comment on how the increasing popularity in cosmetic operations leads to unrealistic beauty standards and inherent medical concerns. I had hoped to transform the board game Operation by giving it a new skin or to customize dolls in a way that highlighted the drastic changes society seems to crave. However, as I began prototyping these ideas, I realized they were both more complicated to execute than I had anticipated. Moreover,, I found myself struggling to make the commentary feel clear to an audience that might not already be thinking critically about plastic surgery.
Then, I decided that I would create a Battleship-type game that comments on the loss of innocent lives that often comes with war. While it is still in development, I have a clearer sense of what works—and what does not. My original plan was to code an entirely new version of Battleship from scratch, but after many iterations, I realized the subversive effect I aimed for wasn’t coming through as strongly as I’d hoped, as I want some unexpected turn to occur in my game.
Now, I’m pivoting to reskinning a Battleship board, which will let me control the visual narrative more directly. My goal is to force players to confront the human cost of war in a visceral way, rather than just play a guessing game.