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medium:
* interactive learning tools
* web experiences?
* existing platforms about kazakh culture
* tradition x modernity

content:
* audience's interests
* kazakh traditions
* kazakh music
* kazakh people

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Forest of Thoughts: Interactive Web Exhibition

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Forest of Thoughts: Interactive Web Exhibition

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Constructionism is a learning theory initiated by Seymour Papert of the MIT Media Lab, who advocated that learning is most effective when the learner designs or constructs a tangible or meaningful product as part of an educational activity (Papert, 1980).

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Book: Serious Reflection on Designing Interactive Systems (ACM)

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Book: Serious Reflection on Designing Interactive Systems (ACM)

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sigchi.org/DIS2002

Interaction designers answer three questions:
1. How do you do?
2. How do you feel?
3. How do you know?

According to Bill Verplank, the practice of interaction designers ranges from "observation and invention to analysis and implementation". "The goal is good mapping for controls and displays organized by appropriate modes or mental models for different tasks. We try to create meaning through metaphors and scenarios while understanding the breakdowns and ideals that motivate design."

"A game will only succeed if it is engaging to play. This has pushed computer and video-game designers to learn how to create enjoyable and playful interactions." (Will Wright, Sims)

"Design as a negotiated social process." [about participatory design] - Thomas P Morgan

Digital Bauhaus

Insight on UI design — consider "quickly showing initial ideas to users, however rough they are", as it can be beneficial in refining the prototypes. (S Joy Mountford)

* Page 40 - Augmented Education
"Computers have been used to support education for over 30 years. [...] Interaction designers are exploring new ways to augment education, moving from drill-and-practice to systems that allow students new forms of interaction."

Consider making digital interactions more connected to the physical world — for instance, by considering movement, sound, and other real world actions. This can help designers achieve more engaging, authentic experiences — without "fetishizing" technology, especially when it comes to childrens' education. (Inspired by K. Ferris' and L. Bannon's Boxology)  -> active play!

Insight on prototyping — make it inspired by observation of how real world objects work.

Insight on interaction — have a storyline which the user can follow on their quest of interacting with the experience.

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Book: Tools for Thought (C.H.Waddington)

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Book: Tools for Thought (C.H.Waddington)

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* New techniques and models for thinking about the world
* "The world as a series of interacting systems".

* Page 38 - Complex shapes
There is a limited number of ways for producing symmetry. The most perfect examples of symmetry are the arrangements of atoms and molecules in crystals.
In various cultures, artists used pattern symmetry to introduce "a certain definite but not an overwhelming sense of order."
This could be an interesting outlook on the importance of symmetry in traditional Kazakh ornaments called "oyu". As a nation with many strict customs, this "orderliness" is even translated through visual language, as "oyu" patterns are, as a tradition, very symmetrical.

* Page 161 - The Theory of Games
"If one is trying is trying to change the system in a particular direction, one has to take into account what steps these other people are also going to take to alter the system."
Zero-sum game, perfect information

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* Visual instructions on how to build a yurt -> a reference for creating my prototype

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Yurts are round, tent-like structures traditionally used in Mongolia as mobile homes. While yurts are not complex structures, they do require some general carpentry skills to build and set up. If you are a beginner, purchase a yurt kit to...

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* Information -> Question
* Interactive learning
* Sound, visuals, moving image, narrative

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Who we are

We are a group of UAL students and staff, and we've made this film for you.

What we want to do

We won't overwhelm you with information. We will ask you questions, relate the emergency to creative practice, and give you tools for action too.

We hope the film gets you thinking, talking, creating and organising!

Book a watch party

To arrange a screening, please contact m.percy@csm.arts.ac.uk.

What does the film cover?

The film is in four sections, each 10 minutes long with discussion breaks. We start with an overview of the emergency, rising temperatures and tipping points, then discuss the climate impact of colonialism, intersectionality and capitalism. Then we look at ways to tackle the problem, from political action to lifestyle changes.

Please note: If you struggle with images of climate and ecological chaos, please think carefully before watching parts 1 and 2 and skip to parts 3 and 4 instead.

Section 1: The climate emergency

Section 2: The ecological emergency and climate justice

Section 3: What can we do as citizens?

Section 4: What can we do as creators?

Learn more about our research.

Discover the creative people who appear in our film.

How did you find our film? We'd love you to fill in our survey.

Our drive to live and teach more sustainably.

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We are a group of UAL students and staff, and we've made this film for you. We won't overwhelm you with information. We will ask you questions, relate the emergency to creative practice, and give you tools for action too. We hope the film gets you thinking, talking, creating and organising!