Showing posts with label web. Show all posts
Showing posts with label web. Show all posts

Monday, September 17, 2012

planning inspiration-adventure

I've organised a few inspiration-adventures for creatives or students over the years, mostly in London when I lived there - nobody seems to go on inspirational trips to Aarhus, Denmark...

Research for these was usually a mix of regular haunts (Galleries, shops, museums and so on) as well as checking listings and asking around for what was on, something easy to do when you know the place.



Now we're going on our own little adventure to Hamburg and while I've asked around, people I know haven't been able too point me to the kind of places I like, so a bit of online investigation has been needed - it's funny how finding quality info takes a while, a simple google of "cool things in Hamburg" won't do, you'll get a start, but to really get anywhere I've found that following trails works, It's been fun to research for this little adventure, I'm looking forward to finding out if my scouting is up to scratch, but I think it is.

I could get into this scouting and guiding, I enjoyed it in London and it felt good to show other creatives good stuff while getting the word out on great galleries and shops, everybody wins.

Oh, by the way, the main reason we're going is this

Monday, December 05, 2011

offline online advent calender

Last year around this time a secret club created a little online experience or activity every day for our advent calender playing with the idea of taking an online activity and method of delivery out of the computer, there were paper kits, collage challenges and so on.



This year, our advent calendar is running on the four Sundays leading up to Christmas - this is major thing in continental Northern Europe and this time, it's even more removed from the internet that hosts it: It's a geographical game (we love geographical games) and by following the instructions posted on the website, you will find a creation of ours in the landscape in and around Aarhus.


This was the first one, now taken offline, so the directions to it are gone, but the little house is still out there for passers by to see.

Wednesday, November 24, 2010

luddite web design

This post could be seen as a shameless plug of the new website of a secret club



But it's also an exploration of an idea born from a mistake: When I made the first in incarnation of the website, it was merely a splash, but I wanted a minimum of content so I added a pdf paper kit that you could download, but made a typo thereby creating a broken link, A secret club is about play and creativity, so this broken link became a riddle and I warmed to the idea of designing in this "wrong" way - you could easily figure out that "downolads" would mean "downloads", in fact, you might go one further and have a peak inside the "downloads" folder - you could add content here that would only be accessible to curious souls.

The idea of designing riddles that were based on very basic functions in the browser instead of clever flash could easily be expanded, URLs would not be clickable, you'd have to type them in, you could have QR codes that directed your mobile device to a site with instructions for you to type into your computer's browser - leading somewhere not accessible by smartphone, you could have text the same colour as the background, you could have several windows that would have to be placed next to each other in order to make sense. This would make the web more manuel, it would be walking by asking directions instead of by sat nav. It would be going to the library instead of googling. Not that I don't like sat nav or google, in the same way I don't dislike beer, I just like to drink other things every now and again.



When I designed the story for a secret club I thought I'd use these tricks, but it didn't fit in. The story is a fighting fantasy style mini-adventure that had been tested on Twitter and it involved you embracing a setting where you walked around a flat. Adding difficult luddite navigation would take you out of the fantasy, there are still some hidden features and harder to work out tricks, but they all fit within the concept of the story.



Furthermore, I was worried about the user, whether he/she/it would be able to figure it out and that's the really dangerous bit, something in me wanted to make this accessible to everybody, cater to the lowest denominator and that is a horrible thing. If we are are so obsessed with things having to be easy, we are going to be spoiled, if you're spoiled, you get lazy and ultimately you'll forget how to solve problems.