It is a challenge to introduce and practice computational modes of visual narrative in art and design and computer science classroom environments. Students need to learn, practice and synthesize a collection of multidisciplinary skills...
moreIt is a challenge to introduce and practice computational modes of visual narrative in art and design and computer science classroom environments. Students need to learn, practice and synthesize a collection of multidisciplinary skills when they develop projects (software development, art production, animation, interactivity, game design, electronics, among others), and such efforts often require collaborative work in team-based environments. These challenges are especially acute in domains such as augmented, mixed and virtual reality, where teams are also tasked to innovate in emerging platforms, as standards, affordances and potentials are open-ended and changing rapidly. As students address such design problems with creativity, they practice divergent thinking, and ingenuity, solving problems in inventive ways-such skills are difficult to teach. Emerging curricular strategies sometimes focus on fostering collaborative spaces and challenges that require multidisciplinary problem solving for unorthodox scenarios and the interplay of technology, arts, and design thinking. That is the focus of this paper. We present a project and technology platform called Story-Go-Round. The particulars of the platform are evolving-it was developed over the course of an academic semester, as a studio assignment for art and design students. The project involves a collection of technologies and a flexible, open-source design-a depth camera, actuated physical stage, basic electronics, digitally fabricated cabinet, computer and game controller controls, and a series of software templates and development environments. The students are asked to consider the affordances of the system and consider its potential to be modified, hacked and hybridized, towards the goal of creating a novel, cyclical storytelling experience. Story-Go-Round is a mythotrope, meaning "story turning", a term coined by the authors as a reference to a zoetrope, a historically significant cylindrical pre-film animation device developed in the 19 th century. It is an experimental physical development platform for producing augmented digital experiences. Students physically construct dioramas in an actuated carousel, modify the hardware platform, and then integrate the hand-crafted sets and engineered technical system with digital content, animation, interactivity, gameplay and effects. The platform has a low barrier to entry, it first involves crafting using methods familiar from childhood. It then introduces foundational skills, allowing the students to show off expert skills while at the same time crossing discipline domains into new areas. Along the way students consider the history of animation, video game consoles and digital media. As educators in this highly virtualized era, we are tempted to shift the focus exclusively to digital tools; however, this limits the design that students produce to choices and levels of complexity offered by software, and the results become alike and repetitive. We wanted to create an assignment that functions by combining two made-up worlds: one that is physically produced and another that is digitally animated and controlled. When students try to develop a multi-faceted project like this, which crosses multiple technical and artistic domains, and try to quickly learn the skills they need to implement their vision, they get to experience the remixing, mashup, open-source making culture, which is so prominent in the way we work today. How else can young designers best learn the duct-tape and jerry-rigging skills which will allow them to see potential opportunities in disparate things, and find new ways of hacking them together to create something new, playful and whimsical, even if what they create is also "absurd", and often not practical?