The core experience we are designing examines how a collaborative audio/musical
authoring scenario can enhance, measure, communicate and interrogate
our physical
and virtual experience of a site with interruptive elements, through
parallel and convergent play.
Since we previously agreed that we were developing an audio
experience that would involve choreography, sampling and depositing
we chose to focus on how player-level agency can be built into the
experience, what effect location has on the design and the device
and what the most appropriate methodologies are for intensive designed/engineered
experiences. These are underlie our
preparation and design of some buildable, iterative prototypes.
In considering the audience for this experience we spoke
about visitors who are over-acclimatized to the location and as a
result do not get as much
enjoyment as they might have or once did. We must ask how users
who find the natural trail experience perfectly satisfying can
benefit from
our enhancements.
Since our experience is largely musical or aural we need to ask how required
levels of technical proficiency or musicianship can be accounted
for. Finally, while repeated play could result in an improvement
of the experience, how can each and every experience should be perfectly
satisfying unto itself?
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