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The main point of the article that I got is that people learn by doing. Procedural rhetoric, pioneered by Ian Bogost, does just that: you simulate a certain sy
by mettamage 8y ago
The main point of the article that I got is that people learn by doing.
Procedural rhetoric, pioneered by Ian Bogost, does just that: you simulate a certain system (or you create a game) and people can act in that simulation (or game) to experience the point. In his paper [1] he gives an example of a game called the McDonalds game. The player eventually has to make very unethical decisions in order to keep their McDonalds restaurant alive. The rhetorical point of the game is that McDonalds is unethical.
I find it interesting that project Xanadu is mentioned. The thing is: I have been working on a hypermedia system called XIMPEL. I think hypertext should still be a thing that should be discussed and improved upon, even if it will never be in global use -- for academic reasons. XIMPEL is a bit different though, it is definitely not the best hypermedia system out there. But it is a hypermedia framework in which you can make the quickest prototypes for interactive video and (by extension) for making procedural rhetorical arguments.
I would like to give you guys a demo of it in action, but unfortunately not many quality applications have been made with it (in my opinion). The best one is [2], but it does not show anything about procedural rhetoric and it is partially Dutch. It does give you a baseline application on what hypermedia is supposed to be (and the simple XML language accompanying it, it is meant for non-programmers). Experience it all yourself at [2].
Arguably, I did create an example of procedural rhetoric when I created a Turing Machine program with the language itself [3]. I don't have the money at the moment to spin up a server for it, but here's a video of it [4].
I do want to gauge interest at my university to see if we could make a XIMPEL production regarding the user experience design process. Such a process is messy and different everytime, which requires non-linear storytelling, which is exactly what XIMPEL is made for. Done right, it will be possible to let students experience the user experience design process in a short time (and hopefully get it) before they start to do it. I know one thing: telling how the user experience design process works does not help. It should be experienced. What I wonder is whether we can let students experience purely the process of it.
[1]: http://www.cogsci.rpi.edu/public_html/ruiz/EGDFall2013/readings/RhetoricVideoGames_Bogost.pdf http://www.cogsci.rpi.edu/public_html/ruiz/EGDFall2013/readi...
[2]: http://ub-viz01.uio.no/abelprisen/ http://ub-viz01.uio.no/abelprisen/
[3]: The Turing Machine is created with 2 counters. The two counters are represented as stacks through representing the numbers in binary fashion and simulating push and pop functions by multiplying times 2 (push 0), multiplying times 2 plus 1 (push 1) and dividing by 2 (pop). More details on it here: https://en.wikipedia.org/wiki/Counter_machine#Two-counter_machines_are_Turing_equivalent_(with_a_caveat) https://en.wikipedia.org/wiki/Counter_machine#Two-counter_ma...
[4]: https://www.youtube.com/watch?v=7NhRtKY0VzQ https://www.youtube.com/watch?v=7NhRtKY0VzQ (until 5:12) -- Note: I made a small mistake at 3:50 but it did not affect the output. In most cases it does affect the output and from mistakes you learn.