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Collective Play Spring 20 Syllabus

Resources

  • Class Google Group. I will be adding you after the first class.
  • Class Google Drive Folder. Resources from class, assignments.
  • All code examples will be pushed to this github repo.

Tools


Introduction

Week 1: Hello World, Hello Web Servers

Question(s)

  • What is a group?
  • What is play?
  • Is this a programming class?
  • What is a web server? Why do we need it?

In-Class

Assignment: Make a web server.


Week 2: Hello Sockets

Question(s)

  • What makes something absurd?
  • How do we make decisions in groups?
  • What are web sockets? Why do we need them?

In-Class

Assignment: Identify Inputs

  • Pick an input and send it over sockets. You can use 03_sockets-with-ids in 00_helloworld as a starting point. Put it on glitch.com and post a link here
  • Diagram to the best of your ability 04_sockets-with-namespaces in 00_helloworld. If that's easy, try 00_pollacky and 01_texteoke in 01_expression. See example here.
    • Include a server and some clients.
    • Label events with event names and draw and arrow to specify the direction of data flow.
    • Specify the data being sent with each event. (e.g. What would it look like if you console logged it?)
    • Bonus is to also diagram the logic in the code.
    • Bring your diagrams to class and we will unpack it together.
  • Bring 5 things to draw with to the next class. Look through your garbage.
  • Wear clothes you can get dirty...forever.

Design Strategy 1: Creative Collaborations

Week 3: Compromise or Collide?

Questions

  • How do we find meaning as a group?
  • How do we maximize creative collisions in collaboration?

In-Class

  • Improv Exercise: Collective Drawing

Technical Topics

  • Wrap-up sockets topics.
    • Namespacing to separate inputs and outputs
  • Phone sensors
  • Real-time typing

Resources:

Assignment: Creative Collaborations


Week 4: Play-test Creative Collaborations Assignment

Preview Partnering

  • Standing up together

Assignment:


Design Strategy 2: Partnering

Week 5: Influence or Instruction?

Question(s)

  • Is it possible to lead without leading? Follow without following?
  • Is complete equality possible in a relationship?

In-Class

  • Exercise: Human Ouija Board
  • Exercise: Speaking in One Voice

Examples

  • Human Ouija

Assignment: Partnering

  • In groups of 2: You are responding to a call to create dating experiences where couples can test how well they can communicate without using words or symbolic gestures. Is the other person a good "listener"? Do they give you room to lead? Or conversely, are they too timid and always waiting for you to take the lead? Inspiration
  • Pay special attention to the physical set-up of your interaction. How will people communicate if not through words and gestures? (e.g. Direct contact? Contact through a 3rd object? Eyes? Sound? Extra-Sensory-Perception?)
  • Questions to consider.
  • Include a diagram of your code and instructions for the experience. Post a link to your project here

Week 6: Play-test Partnering Assignment

  • What aspect of partnering does your project explore?

Preview Queueing

  • The Wave

Assignment

  • Come up with at least 5 examples of situations where you have to wait in line. Come up with at least 1 variable of "waiting in line" situations. Don't repeat what's already on the list. Throw them in this spreadsheet. Be as specific as possible.
  • Play The Evolution of Trust

Design Strategy 3: Queuing

Week 7: Waiting versus Anticipating

Question(s)

  • What's the difference between waiting and anticipating?
  • What's the difference between taking turns and dialogue?

In-Class

  • Telephone | Spreadsheet
    • Zip Zap Zop
    • Different ways to form a line
    • Play-test Dear Jordan

Assignment

Week 8: Play-test Queueing

Preview Group Effort

  • Aggregates and Statistics: Can you see the trees in the forest?

Assignment


Design Strategy 4: Group Effort

Week 9: Losing the Individual to the Group

Questions

  • When are you seen?

In-Class

Assignment for next week


Weeks 10-12: Final Project Development



Course description

Rules of play shape competitive games from checkers to football. But how do the rules of interaction shape non-competitive play? In this course, we will explore, code and test design strategies for playful group interactions while at the same time interrogating both what it means to play and how individual identities and group behaviors emerge.

Some of the questions we will ask and attempt to answer:

What motivates participation? What hinders it? When does participation become oppressive? What's the difference between self-consciousness and self-awareness? Who has power? Who doesn't? Are leaders necessary? What’s the difference between taking turns and engaging in conversation? What happens when the slowest person sets the pace?

Interaction inputs we will play with will include: mouse, keyboard, mobile device sensors, and microphone. Outputs will include, visuals, text and sound. We will use p5, websockets and node.js for real-time interaction. Class time will be split between group improvisation exercises, playing with and critiquing examples and translating design strategies into code and logic.

Pre-requisites

ICM or the equivalent.

Evaluation

  • 40% for showing up (on time!) and participating with curiosity and enthusiasm.
  • 40% for homework.
  • 20% for the final project.
  • More than 2 unexcused absences qualifies you for a failure.
  • 2 lateness of 15 minutes or more qualifies as 1 unexcused absence.

Please see ITP's statement on Pass/Fail which states that a "Pass" is equivalent to an "A" or a "B" while anything less would be considered a "Fail".

We will have weekly assignments that are relevant to material from the previous class. These assignments are required and you should be prepared to show/talk about them in class. It is expected that everyone in the class will create and maintain a blog for their assignments.

Attendance is mandatory. Please inform your teacher via email if you are going to miss a class. Two unexcused absences is cause for failing the class. (An unexcused lateness of 10 minutes or more is equivalent to 1/2 an absence.)

This class will be participatory, you are expected to participate in discussions and give feedback to other students both in class and participate with their projects. This (along with attendance) is 40% of your grade.

Class will culminate with final projects. You are expected to push your abilities to produce something that utilizes what you have learned in the class that is useful in some manner to yourself or the world. This will comprise 20% of your grade.

Statement of Academic Integrity

Plagiarism is presenting someone else’s work as though it were your own. More specifically, plagiarism is to present as your own: A sequence of words quoted without quotation marks from another writer or a paraphrased passage from another writer’s work or facts, ideas or images composed by someone else.

Statement of Principle

The core of the educational experience at the Tisch School of the Arts is the creation of original academic and artistic work by students for the critical review of faculty members. It is therefore of the utmost importance that students at all times provide their instructors with an accurate sense of their current abilities and knowledge in order to receive appropriate constructive criticism and advice. Any attempt to evade that essential, transparent transaction between instructor and student through plagiarism or cheating is educationally self-defeating and a grave violation of Tisch School of the Arts community standards. For all the details on plagiarism, please refer to page 10 of the Tisch School of the Arts, Policies and Procedures Handbook, which can be found online at: http://students.tisch.nyu.edu/page/home.html

Statement on Accessibility

Please feel free to make suggestions to your instructor about ways in which this class could become more accessible to you. Academic accommodations are available for students with documented disabilities. Please contact the Moses Center for Students with Disabilities at 212 998-4980 for further information.

Statement on Counseling and Wellness

Your health and safety are a priority at NYU. If you experience any health or mental health issues during this course, we encourage you to utilize the support services of the 24/7 NYU Wellness Exchange 212-443-9999. Also, all students who may require an academic accommodation due to a qualified disability, physical or mental, please register with the Moses Center 212-998-4980. Please let your instructor know if you need help connecting to these resources.

Statement on use of Electronic Devices

Laptops will be an essential part of the course and may be used in class during workshops and for taking notes in lecture. Laptops must be closed during class discussions and student presentations. Phone use in class is strictly prohibited unless

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