How do theories of acting, performance, and theater intersect with games and augmented/virtual/mixed reality? As designers of digital media systems what can we learn from theatrical performance? As theorists of games and media, what critical lenses can we draw from performance studies? What can we learn from the emergence of new forms of pervasive participatory theater, hybrid reality experiences, and interactive environments? In this online seminar style class we will explore the intersection of these topics. We will draw our readings from both performance studies, game studies, and popular vernacular writing about emerging digital theater forms.
We’re flying by the seat of our pants here in terms of format and content. My goal is to support both synchronous and asynchronous options for people to participate. I believe that we will be able to have a pretty lively conversation during class hours over Zoom, but I recognize that not everyone will have access to a stable connection or quiet location. To accommodate all participants, we will also maintain a slack for asynchronous discussion of the readings. We will have our discussions on either Tuesday or Thursday depending on student availability. On the other day we will use the designated class time to try to be on Slack, posting actively. We will structure deadlines for reading and reflection around this. We’ll be using a number of different tools for this process (see below)
By the end of this class, students should be familiar with the intersections of drama, storytelling, play, games, XR, and live performance. Students will demonstrate their understanding of the material through the production of a design document for an XR participatory theater project.
Students will produce an asset-rich design document for an XR participatory theater piece, complete with storyboard, concept art, UX walkthrough, environment maps, scripts, cast list, and mood boards. We will work on this in small pieces over the quarter in parallel with our readings and discussions.
Due to the global pandemic, UCI is shifting to a Pass/No Pass option for all classes. I would strongly prefer that everyone takes advantage of this option. However should anyone wish to use a standard grading scale they may do so. My understanding is that you need to opt-in to P/NP grading, but that you may do so at any time during the quarter. Please contact the Student Affairs Office for more information.
Much of this class is discussion focused. This means you should plan to spend a fair amount of your course time reading the materials, and log-in to our sessions prepared to ask questions, take positions, and dig into the topics we’re considering. XR Theater is still a pretty new phenomenon, so there is lots of room to speculate and disagree. Please come to this class prepared to read, think, and discuss.
That being said, we’re in an extraordinary time, and I’ll do my best to make this class as accessible to everyone as is possible. While it is my hope that most of us can be online during the scheduled class times, I recognize that this may not be possible or even likely. I promise to adapt my expectations to your unique situations as we move forward, and ask that you all extend me the same consideration.
To give you a chance to develop a preliminary idea about the kind of experience you will be designing in this class. You will be revising and iterating through your idea over the course the quarter, but this gives you a starting point from which to design.
For the moment don’t worry about how you would implement this vision. Treat this as a “speculative design” exercise: what kind of XR Theater experience would you create if time, money, expertise, and technology were not limiting factors? What kind of XR Theater experience can you imagine?
Your vision statement should be around 1000-2000 words. It should include the following elements:
Remember that you can use images, graphs, tables, diagrams, and other visuals to communicate your ideas.
How to submit
To capture the look and feel of your project and identify key visual and aural influences and inspirations for the piece. To give you an opportunity to sketch out some visual elements that can’t be captured by pictures online.
This one is simple: I want a collage of images that capture the aesthetic you are aiming for with your piece. You may use an online tool, like Adobe Spark, or just add images to a Google Slides Document. There are dozens of free moodboard makers out there and so many guides that I haven’t been able to decide on any one for you to use. So work with the tools that you find comfortable.
A typical mood board often includes the following elements:
You may include any of these things that you wish on your mood boards.
Additionally, I’d like you to assemble an auditory mood board – a playlist of relevant songs and sound clips that help inspire your work. This can be done on youtube, or some other free online service.
Finally, I’d like each of your to try your hand at sketching a piece of concept art for your project.
Captures and communicates a strong aesthetic for your piece.
How to submit
To provide a visual overview of your design, and to better visualize the physical and virtual spaces of your piece.
Whether your experience is physical or virtual (or a hybrid of both), space plays a significant role in conveying your narrative. By weaving details into your environment it becomes one of the most important avenues of storytelling available to you as a designer.
For this assignment you will be creating a visual representation of your experience that shows the path that participants, actors, and spectators take through it. This could take the form of an illustrated flowchart that shows the experience journey of people through your experience, or it could take the form of a literal map or floor plan showing how the space is laid out, and highlighting key design features and elements.
Should convey visually both space and time:
How to submit:
The UX Walkthrough is the most detailed version of your design yet. This is meant to be a detailed accounting of the experience that a participant will have from the moment they begin the experience to the end.
The UX Walkthrough is meant to be a highly detailed document that lays out the experiential aspects of the system in anticipation of a designer or builder implementing that experience. Think of it as a recipe for your design: I should be able to take that recipe and use it to create something that correctly realizes the vision you have in mind. this means that I expect your UX walkthrough to be very specific and detailed about the minute-to-minute experience of your system. What happens when the experience starts? What does the participant see and hear and do? Then what happens next? What key assets need to be produced to execute this vision (visuals, audio assets, interactional assets, and narrative details)?
See this Sample UX Walkthrough for formatting and content inspiration
How to submit
This is it! The final portfolio!
The goal of this assignment is to reflect upon all of your work this quarter and bring it together into a single coherent vision for your Speculative XR Theater Design
If I’ve done my job right, then by now your ideas and designs should be different from the initial vision document that you pitched. Hopefully you know more about the possibilities for XR Theater, and the underlying theatrical and digital media theory that can inform those possibilities, and have a better understanding of what kinds of systems and experiences exist in the world already. Ideally, your ideas have grown and evolved over this quarter.
For this final assignment I want you to go back over everything you’ve done up until now, and evaluate it from this perspective. How has your design evolved since you started? What is different from when you started? How have the readings and discussions changed your work?
For your final submission I want you to take all of the things you’ve made, and update them to reflect your new perspective. The older they are, the more updating and revision they will likely require, but you may want to iterate over everything, to make certain it is all telling the same story. Please make certain you have addressed any feedback or suggestions that I’ve given you on your previous assignments.
Then I want you to package this all up into a single unified design prospectus that you submit as a .pdf. For many of you, as you have been working in Milanote or similar web-based platforms, you will need to export or screen capture your work into a stable document that you can submit as a single file. The final submission should clearly incorporate the ideas from the readings into it, and should feel like a single unified prospectus with a high-level vision plan, moodboard, visual diagrammatic plan of a player’s journey through the space, and detailed UX walkthrough. If you have other ideation and material that fleshes out your design further, please include it as well.
How to submit
NEW: FINAL PRESENTATIONS
You will be presenting your ideas to the class on either Tuesday or Thursday of Finals week. We have 20 projects in the class, and a total of 180 minutes to present them, so each of you will have 8 minutes to present. Your presentation can take any format you like, but should be no longer than 5 minutes long, so that we have time for a few questions between talks. I will distribute a presentation order to the class prior to finals week so that you can prepare. I will also enable screen sharing so that you will be able to use powerpoint or keynote or google slides to showcase your idea.
Tuesday, March 31 (ZOOM)
Thursday, April 2 (SLACK)
Tuesday, April 7 (ZOOM)
Thursday, April 9 (SLACK)
Tuesday, April 14 (ZOOM)
Thursday, April 16 (SLACK)
Tuesday, April 21 (ZOOM)
Thursday, April 23 (SLACK)
Tuesday, April 28 (ZOOM)
Thursday, April 30 (SLACK)
Tuesday, May 5 (ZOOM)
Tuesday, May 12 (ZOOM)
Thursday, May 14 (SLACK)
Tuesday, May 19 (ZOOM)
Thursday, May 21 (SLACK)
Tuesday, May 26 (ZOOM)
Thursday, May 28 (SLACK)
Tuesday, June 2 (ZOOM)
Thursday, June 4 (SLACK)
Tuesday, June 9 (ZOOM)
Thursday, June 11 (ZOOM)
Please read and heed the following information regarding academic dishonesty. I cannot and will not tolerate academic dishonesty. For more information, refer to the UCI Student Handbook. The UCI campus policy on academic honesty resides here: https://aisc.uci.edu/policies/academic-integrity/AcademicIntegrityPolicyApproved-04.23.15.pdf
The penalty for plagiarism is at a minimum to receive a 0 on the assignment and have the case reported to the Associate Dean’s office. Particularly flagrant cases may receive more severe punishment (notably failing the course and being referred to the campus office of Academic Integrity and Student Conduct).