Creating Immersive Worlds: Week 1 assignment (lost in my drafts)

The game that I played for an hour (or so) was Until Dawn: Rush of Blood. The Clown/Zombie VR game was the first real VR game I’ve ever played and so though I was trying to be aware of the aesthetics and design, my overall reaction that it was incredibly immersive was a bit distracting in hindsight. I had played in VR and seen others’ projects, even an advertising VR experience at Innis Free, the Korean Skincare Store and Cafe. I’ve had very intense audio and smells and whatnot, but the most important element for me was the moving of the cart. Simulating that motion without getting sick, and feeling in a roller coaster was incredible and I hope someday I learn to balance the speed and scenery to move the user in such an immersive manner. The second main aspect that stood out was the use of sound. The experience vacillated quite a lot and thus the quiet periods were so important in making the heightened period of adrenaline so much higher. If they would’ve kept more sound and more action during the entire game, there would be less cinematic effect, which is the biggest draw of the game. The intense periods are loud and filled with a number of sensory elements of blood, clowns, screaming pigs, zombies, gunshots, and more, however not too convoluted that it gets to be too frustrating. The large sum of sensory elements helps create anxiety but it is just barely manageable so the user is not too frustrated. The constant creaking and ability for the user to shoot the gun also helps make the experience during the low-action period full with more anxiety for a surprise of action because each gunshot seems so pathetic in the silence, thus you feel you are somewhat not prepared for the next attack.

MVP Final Journal Entry: Grewell

Throughout the past seven weeks my understanding of the ‘minimum viable product’ changed drastically as the word seemed self-explanatory, but when it actually came down to brainstorming new ‘minimum viable products’ I learned that it truly is the minimum, and must be deconstructed into one simple solution to one problem rather than trying to complicate it right away. I also found myself deconstructing products constantly throughout my day, similar to how we discussed case studies during class. Another key way of approaching the minimum viable product was taking not just a product itself but the building process and innovating it a new and better way. In addition, I had always put innovation into one category, without thinking about all the different kinds of innovation and the challenges that they bring. Especially with knowledge innovation, even though it is what I typically think of and it has so many benefits, but it often requires some of the most time, and there are different ways of innovating to solve a problem besides new knowledge. It also takes a new perception, and the primary way I was raised to think about things was always in a positive can-do spirit, which is often helpful, but often preventative in limiting the potential for innovation. I wish I had more time to continue developing the final project, partially because our prototype isn’t complete, but also because I think this idea has a few different ways to take it, whether it’s more of a ticket selling platform, more venue based, more artist based, a combination of both, the superfans, the regular fans, I think the business model could go a number of ways, and the way we chose it would be something to explore, but each time I think about our process I keep challenging it in another way, and I’d like to bring it to the point where I myself cannot challenge it as far as I can at this point. I would also like to work with people outside of our campus on the project as well to see if we can validate our assumption that people care about the seats, and that artists/venues would even work with us. I’m most proud of the way my attention to detail has evolved throughout the past few weeks. I feel I now have a strategy to look at a problem and break it down in a way that hindered possible innovation before. I think it helped us in creating the Seet platform and I’d really like to put the knowledge on the minimum viable process with prototyping, the business model, marketing and knowing a little bit about the way this innovation process has been working and hasn’t been working. I’m surprised at how the creative world has evolved over time as well as how it hasn’t. Watching a lot of those old ads, seeing the more recent storyboards, Taobao’s long forums, Rocket Internet, there’s such a variety in how people present and build their ideas and business models but ultimately the minimum viable product is still what it is all broken down to at some point. I had always thought that entrepreneurship required something so extravagantly large, but in reality that is so far from the truth and all of the cases that we read and talked about.

MVP: Expensive but useful innovation (Grewell)

I’ve seen a large amount of these companies in Shanghai and in the U.S. that deliver fresh foods to you and however affordable they are for a decent amount of the middle, upper middle class, they are still too far for the lower class and poverty level. If the price were completely reduced on these delivering services, I am not entirely sure that there would be an increase in demand because of the abruptness in the change in price. This innovation is important to me because it directly tackles a health problem but then also provides opportunities for local farms to mobilize their crops. However, since the cheapest foods currently are often the ones with lots of fats and preservatives, though obesity could have a better chance at going down, there would be too long of a transition face of diet adjusting to ensure an instant demand in this method of freshly grown delivery.

MVP Blog 1: Grewell

When I first think of minimum viable product I think of the most basic thing that someone needs that they are willing to buy. I think of very popular inventions such as the vacuum or a toothbrush. For some reason most of the items I think of are household, probably because I first think of items that are used daily. Then when I think about it I think of different services such as a taxi and other inventions that were once minimum viable products, but have been added on to with many features.

Week 13: Final Project

Project Title: Mickeyommon Soy Sauce

Working link:

Group members/role: Viktorija and I worked on a lot of the work together besides I did the p5 and she did the video editing and main design. She also did most of the options on the left and the homepage and I worked on the ones on the right, but we both worked on all the pages at some point or another. We both worked on shooting the video and brainstorming each level of the way you were going to try to open the soy sauce. All of the creative elements were thought of together. 


So we knew from a while ago that we wanted to base our final project after Viktorija’s soy sauce bottle that would not open for months. One day I tried opening it again and took it to about ten people including an invested exercise/weightlifting enthusiast and public safety who told me to break it and get as much out of it as I can. We were debating between either making a fake corporate website with the history and what not and then also doing ways to break the bottle and made somewhat of a combination of both. If we were to keep working on it, which there is a high percent chance we will, we will add more to the design of the corporate seeming website. The feedback to have certain ways to open it such as travel, and the give up option more as hidden extras within the corporate website as well as slowly reveal the give up after the get inspired video plays.

When you first load the page you will see the screen with the soy bean background and the main soy sauce bottle with the logo made on photoshop. We also had an nyush musician custom make a jingle that loads every time the page is loaded. The whole look and theme of the website has a lot of sarcasm. The travel option takes you to a video with the soy sauce traveling to different countries and there is a go back button to take you to the main page. This button is on every option. The complain button is the most sarcastic parts with the option of submitting the answers to the questionaire, but then it says you cannot submit it and to try again later. The inspire button is a video of the alpha male answering inspirational questions that become more relevant in the give up option. Then you go back. The investigate button makes you enter a password and then you learn the history of mickeyommon and see secret blueprint files made on illustrator of poorly designed soy sauce bottles. Smash uses p5 so you click on the bottle and it breaks into little soy sauce droplets and glass shard svgs made in illustrator that splatter on the page. The give up option is a video of the alpha male trying to open the bottle and he finally gets it. The answers to the questions play as he’s trying to open it. He talks about delayed gratification so it works out nicely. The whole scene was unexpected in very raw.

Overall we used a lot of the coding that we learned throughout the semester. We used photoshop, premiere, and audacity, as well as using a lot of the div alignment and general css and java that we have slowly been getting more practice with. P5 was extremely challenging to figure out but now that I have gotten this far, I’m excited to keep playing around with it. One thing we still need to keep working on is alignment that is consistent on multiple different screens.

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