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Hypertextual Narratives: Professor Patricio Buenrostro-Gilhuys

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Patricio Buenrostro-Gilhuys

on 15 August 2013

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Transcript of Hypertextual Narratives: Professor Patricio Buenrostro-Gilhuys

Narrativas Hypertextuales
Patricio
Buenrostro-Gilhuys
"Give me two turntables and I'll make you a universe."
Paul D. Miller aka DJ Spooky
That Subliminal Kid
Globality vs Localism
"Among the most common and enduring
definitions of design is “problem solving.”
A problem arrives, the designer analyzes it and distill it into goals, and these create a roadmap to a solution, working with the means at her disposal. These include the budget, the materials and techniques she can afford and master (for an object like a chair, a lamp, or a bicycle, for instance), or the code and software she favors (for a digital product, such as an interface or interactive map). She must also consider the requirements of distribution and marketing, if the product is meant for wide dissemination. If she is good, the process, simple and linear, will result in an elegant, functional economical and meaningful solution, the splendid outcome of an insipid syllogism. […]

Goals and means come together in design process, a remarkable synthesis, whose ambition is to distill an object that is much more—in significance, functionality, innovation, and elegance—than the sum of its parts.
MoMA NY
"Good design is familiar.
Bad design is boring.
Great design is exciting.
HOW?
Good design embraces human nature.
Bad design exploits human nature.
Great design is humane and humanistic.
Good design guides.
Bad design controls.
Great design invites.
Good design guides habit.
Bad design drives frustration.
Great design drives passion.
Good design teaches.
Bad design lectures.
Great design has you teach yourself.
Good design is invisible.
Bad design calls attention to itself .
Great design calls attention to what you can do.
Good design celebrates accomplishments.
Bad design celebrates minor accomplishment.
Great design enables accomplishments.
Good design does what the user wanted.
Bad design does what the designer wanted.
Great design does what the user didn’t know they needed.
Good design is at user´s skill level.
Bad design never asked the user.
Great design makes everyone think they can use it.
Good design is intentional.
Bad design is planned (exhaustively, on paper).
Great design reveals itself while working in the materials.
Good design gets people to pay for utility.
Bad design gets people to pay as quickly as possible.
Great design makes money as an incidental consequence.
Good design makes companies.
Bad design can make plenty of money.
Great design makes builds legacies, cultures, and communities.
Good design converses.
Bad design tells.
Great design connects people.
Good design executes on the possible.
Bad ships on time.
Great design reaches for the implausible.
Good design has only the parts it needs.
Bad design is cluttered.
Great design has fewer parts than it seems possible.
Good design doesn’t fail.
Bad design fails a lot.
Great design fails even more.
I have done good design.
I have done plenty of bad design.
I always want to do great design."

Raph Koster
Game Designer
Good design, Bad design, Great design
WHAT?
HYPERTEXTUAL NARRATIVES
Context
Tools
Remix Culture, Coniunctio Oppositorum & Appropriation
Globalized Tropicalization
Transmedia
Transmedia y ARG
INTERACTION DESIGN, GAME DESIGN & GAMIFICATION
Go to my other presentation?
Empathy
HOW?
WHY?
WITH ALL TOOLS AVAILABLE
WHAT?
GREAT DESIGN FOR A BETTER FUTURE NOW
TO SOLVE MEANINGFUL PROBLEMS FOR HUMANITY AND NATURE
Curiosity
Exponential Growth
Full transcript