The team started the week with an enlightening conversation with our client, Emily Treat. It was an opportunity for us to learn about Games For Change’s priorities in regard to our project. We also got a much better understanding of the parameters surrounding our submission.
- The project is categorized under “neuro-gaming”, but the focus should be on the topic of emotions.
- The deliverable should be in the form of a 30-60 minute presentation for an audience of 20-200 people.
- The deliverable should be in the form of a presentable crowd-gaming experience that engages the majority of attendees.
With this new grasp on our project, we realized that while valuable, much of our previous week’s research was deeper than necessary for the desired product. We clearly needed to zoom out our perspective and get a sense of every possible avenue our project could go down.
This week we explored what’s possible. We looked at other projects and did some breadth brainstorming. Our goal was to see what types of things excited our team members in the worlds of crowd-gaming, emotion-based gaming, and transformational games. The tactic of divide-and-conquer worked well the first week, so we did it again. This time we sought inspiration from previous Games For Change submissions, previous ETC projects, and other art-forms like film and music. When we came back together, this is what we created:
Looking at the board, we realized we had some different understandings about the project from our initial conversation with Emily Treat. We came up with some questions to ask her for further clarification. Meanwhile, team members Kai-Chi and Mai worked on our branding materials.