Copyright © 2010 Natalie M. Underberg and Jo Anne Adams PeruDigital Curriculum A Project of the Digital Ethnography Lab University of Central Florida School of Visual Arts and Design www.digitalethnography.dm.ucf.edu Copyright © 2010 Natalie M. Underberg and Jo Anne Adams 1 Copyright © 2010 Natalie M. Underberg and Jo Anne Adams PeruDigital: A Project of the UCF Digital Ethnography Lab The goal of the PeruDigital project is to build a pilot interactive and immersive Website about Peruvian festivals. The project is based in part on the ethnographic materials archived in Peru’s Institute of Ethnomusicology (IDE) at the Catholic University of Peru-Lima (PUCP). Those materials include hundreds of hours of sound recordings, videotapes, and DVDs, and tens of thousands of photographs and slides of festivals studied through Peru. Additional fieldwork for the pilot Website also includes data collected by the PeruDigital team in Peru and Central Florida. Working in a team consisting of visual language instructor Jo Anne Adams, Spanish teacher Norma Ledesma, Digital Media Assistant Professor (Associate Professor as of Fall 2010) Natalie Underberg, and the late anthropologist and PeruDigital founding co-director Elayne Zorn, Underberg and Adams developed lesson plans designed around the PeruDigital project in two core undergraduate Digital Media courses: Digital Imagery and Digital Cultures and Narratives. The curriculum was designed to help students develop the ability to design culturally appropriate content and dissemination of ethnographic material. The goal of the PeruDigital PROSE (Problem, Research, Objective, Strategy, Execute, and Evaluate) project design was to stimulate student writers’ and designers’ engagement in the process of communicating investigative research and key cultural ideas related to Peruvian festivals and traditions. Through this engagement students develop skills in respectful translation of cultural heritage materials. Adams and Underberg hypothesized that through the application of uniform rigorous research methods, (the PROSE model, from Mary Stewart, Launching the Imagination, 2002), more in-depth information will lead students to become more sophisticated and sensitive authors of visual language and computer-based narrative to communicate and disseminate cultural content in an accurate and un-romanticized way, while at the same time making students conscious of their own cultural assumptions. In this curriculum we outline the project progression in each class the instructors used to build up to two final projects: a proposal for a redesigned PeruDigital splash page and a game treatment for an interactive experience based on the world of PeruDigital. These lessons were used in two classes: a Digital Imagery class and a Digital Narratives and Cultures class, both at the undergraduate level. These lessons may be used in similar classes on technical principles of digital photography and scanned image capture for use in video games, internet and interactive software (Digital Imagery) and digital cultures and narratives theory from an 2 Copyright © 2010 Natalie M. Underberg and Jo Anne Adams interdisciplinary perspective, including conceptual structure and design of visual and interactive storytelling (Digital Cultures and Narratives). DIG3138C Digital Imaging Project Progression Project One: Sense of Place Purpose: To communicate the observations and visceral response each student artist has to a particular location. When human subjects enter an environment they react to the spatial relationships, color, design of objects within that space and other people who occupy that space. Students were asked to select a public or private location and record their own observations and feelings through writings, drawings, and photography. By asking the students to concentrate on the process of embodied experience and deliver visual materials that convey their personal reflections, Adams’ goal was to introduce the concept of presenting intangible human experience through symbolic visual representation. An example would be student use of low value, low definition lighting to communicate mystery or pensiveness. Alternatively, use of highly saturated contrasting imagery to would communicate elevated emotional states. Project Two: Self-Presentation Purpose: To create a body of professional presentation materials for use in communication to potential digital media clients or employers. Materials were to be comprised of a business card, folder cover, letterhead, CD label and contents page for the CD. Students were instructed to adapt their designs into a web banner for use on an accompanying Website, and to create a logo that represents their key qualities in the field, which will be consistently employed throughout the presentation package. Students were not required to write the body of the list of contents or letter of introduction but to create the form into which these elements will be added. Through self-reflection and identification of symbols that assist in the Irving Goffman concept of “stage” as described in The Presentation of Self in Everyday Life (1959), Adams’ intent was to lead the students to understanding audience perception. Project Three: Critical Analysis and Alternate Solution to the PeruDigital Website Purpose: To utilize the cause and effect critique method to analyze the aesthetic and subjective visual communication of the current PeruDigital Website and offer alternative design solutions. 3 Copyright © 2010 Natalie M. Underberg and Jo Anne Adams The Cause and Effect model of critique assigns the reviewer the task of evaluating the impact of the design decisions made. Using the key factors of level of unity, amount of variety, visual rhythms, attention to detail, and the overall concept conveyed, students determine which are the most effective tools and look for areas of success to build stronger impact in terms of the information delivered and personal reaction. Project Four: Alternate Visual Solutions to the PeruDigital Website Purpose: To implement the alternative solutions promoted by your classmates in the previous assignment to fully develop the visual presentation of the PeruDigital Website core message; the idea of how esteem in the community is created through service to the community by sponsoring festivals, and the three points of view from the sponsor, participant and ethnographer’s perspective. Project four is the fruition of the impact of the intellectual and practical explorations in the first three projects. The goal was for students to implement the understanding of perception of time and place, representation of others’ personal characteristics in favorable terms and education in cultural symbols through an interactive Web environment with nuanced respect for cultural differences. 4 Copyright © 2010 Natalie M. Underberg and Jo Anne Adams DIG3024 Digital Cultures and Narratives Project Progression The project involved creating a treatment or brief outline for a video game storyline. Students were instructed to use their imagination to envision a game environment, characters, and storyline. The treatment should have the game storyline’s beginning, middle, and end. In addition, students were told to outline a main character who undergoes some kind of development or growth during the course of the game and a description of their game setting or environment, the objects in it, and how they will be used. Project One: PROSE Model Explanation Purpose: To apply the PROSE model to the DIG 3024 course project and give students a “road map” for completing the project using the PROSE model’s convergent thinking process. The PROSE model, as an example of convergent thinking, involves pursuing a previously determined goal using a linear progression and focused problem-solving). Students were guided through the steps in the PROSE model, and given suggestions and resources for completing each step that follows: Define the Problem Students were instructed to draw on ideas from lectures and readings, and using knowledge of story structure gained from class lectures and readings to create a narrative description of how to use environments, avatars, and objects from the PeruDigital project (already existing or new elements to be designed) to illustrate a key cultural idea. Specifically, students were directed to create a game treatment (brief outline) for a video game storyline based on the PeruDigital project. They were instructed to use their imagination to envision a game environment, characters, and storyline based on the PeruDigital project. The treatment should have, as Bates outlines, the game storyline’s beginning, middle, and end. In addition, students needed to outline a main character who undergoes some kind of development or growth during the course of the game (choose a festival planner, performer, or documentarian/scholar) and a specific game setting (Lima, Peru; Piura, Peru; or Puno, Peru). Students were told that the purpose of the project was to consider whether and how culture, including ethnic identity, can be embedded in the content, design, and navigation of an interactive environment. Because the PeruDigital project draws on ideas from game design in its interactive environment design, the game 5 Copyright © 2010 Natalie M. Underberg and Jo Anne Adams treatment assignment (used by Underberg in other Digital Media writing/story classes) was chosen. Do Research Students were instructed to review their notes on the Website, including information on each of the festivals, the characters in the environments, and objects which are found in the interactive environments (for example, books, slide shows, posters, musical instruments, mobile video players, etc.), and then to conduct additional research as necessary to complete their project. Students were given access to a number of PeruDigital-related sources of research, including the PeruDigital pilot Website design document; an article Zorn and Underberg published on the project; a videotaped interview with Peruvian artist and PeruDigital cultural consultant Flora Zárate; and images from the project (from Peru). Determine Your Objective Students were instructed to consider the following questions in determining their project objective: Which perspective am I using (sponsor, participant, or ethnographer)? What are the particular concerns of this perspective? For example, if I am choosing the ethnographer perspective I may want to think of my character as a “tour guide,” helping the audience to understand the information being presented. Or, if I am choosing the sponsor perspective, I may want to focus on the planning work necessary to put on the festival, such as making the costumes worn by festival characters. What do I want to communicate? What experiences about being a sponsor, participant, or ethnographer do I want to express? Given the perspective I have chosen, what could the audience learn, feel, understand, or experience based on the information? Devise a Strategy Students were instructed to consider the following questions in helping to devise their particular narrative creation strategy: In which environment(s) do I want to base my project? What are the objects or other elements in the interactive environment I want to include in the project? What purpose will they serve? How does the story you envision relate to exploration of space? Based on the perspective I have chosen, what is the backstory of my main character? Where does he/she come from? Can you write a brief bio. of this person? What is she doing in this environment? What characteristics (externally observable traits) do I want the character to have? How will you reveal his/her “true character” (revealed by the choices he/she makes 6 Copyright © 2010 Natalie M. Underberg and Jo Anne Adams under pressure)? How does your character experience some kind of growth over the course of the story? What is the storyline? What is the beginning, middle, end? How do they correspond to the functions of those elements in the game story outlined by Bates in his reading? What is/are the source(s) of conflict? How does your character face them? What “gets the story rolling,” or upsets the balance of forces in your protagonist’s life? How is this eventually resolved? Are there multiple endings? If so, what are they and is one preferable? Execute the Strategy This involved having students put their strategies into practice according to a definite timeline and appropriate milestones, including an in-class progress report to the class outlining their work accomplished, work needed to be accomplished, and discussion of challenges faced. Evaluate the Results Students were told that they would doing a Peer Evaluation of each others’ assignments near the due date, to give students the opportunity to work collaboratively in identifying project strengths and areas for improvement. They would also be working in groups to determine the top three assignments in each group to present to the class. Underberg’s intention with this part of the assignment was to engage students in the critique method used in other Digital Media courses such as those in the Visual Language program. Project Two: Character Worksheet Purpose: To applying McKee’s distinction between characterization and true haracter to the film Chinatown (screened in class) and to the design of a character who undergoes some kind of narrative experience within the story world of PeruDigital. Students were directed to choose one of the three possible perspectives: festival planner, performer, or ethnographer as the basis for designing a character. Students were encouraged to use what they had learned about story structure from lectures and readings to flesh out their character descriptions and narrative experiences. They were given the following descriptions of characterization and true character: Characterization: the sum of all visible character traits, including age, gender and IQ, speech and gesture, education and occupation, personality, values and attitudes. Considering all of these traits together creates a unique character. Because these traits are visible, they can be incorporated into the character’s actions in the story. These traits help establish a connection between the 7 Copyright © 2010 Natalie M. Underberg and Jo Anne Adams audience and the character—the audience may see part of themselves in the character. True Character: revealed through choices a character makes under pressure. These choices must be made under great pressure in order for significant revelation of character to be revealed. True character lies beneath characterization and is revealed slowly to the audience over the course of the story through character’s actions. It asks: Regardless of appearances, who is this person really? What is their true nature? This true nature is revealed through choices made by the character under pressure. Something must be at stake in this decision for it to have impact, and for true character to be revealed Students were asked to consider the ideas of characterization vs. true character in creating a story character which displays and reveals both characterization and true character. Project Three: Peer Evaluation of Game Treatments Purpose: To involve students as peer evaluators of classmates’ ideas from class, including narrative structure, character, integration of ethnographic research into digital media environments, and computer-based storytelling, and to apply these to rough drafts of the final project. Students were assigned to review each others’ papers according to the following questions: Does the game beginning introduce the player to the game world and indicate the hero’s problem? How does it do this? Does the hero’s problem somehow relate to the Peru setting/content of PeruDigital? Does the beginning require the player to accomplish a specific, relatively minor task that relates to the hero’s desire/problem? What other suggestions or comments do you have regarding the game’s proposed beginning? Does the game’s middle consist of escalating obstacles/challenges? What are these, and how do they relate to the player’s problem or goal? How does the game’s middle utilize conflict to advance the game story? Does the game end offer a final confrontation and resolution of some kind? What is it? Are there multiple potential endings? If so, what are these? Does the character design indicate potential for some kind of development or growth during the course of the game? If so, what? Is the motivation for the protagonist’s actions clear? How do they relate to the “world” of PeruDigital? Do you have a sense of what kind of player would be likely to play this game? How might they identify with (or not) the player character and his/her perspective? From what you can tell from the brief treatment, how is research information about Peru gathered from the Website and, as appropriate, 8 Copyright © 2010 Natalie M. Underberg and Jo Anne Adams additional research included in the design of this game treatment? Consider the design of character and the storyline. From what you can tell from the brief treatment, how are narration considerations such as player identification with characters and suspense handled? Does the game build interest in the story through suspense or shock? How are we meant to identify with the character? What other suggestions or comments regarding these issues do you have? How does the game treatment indicate the design of the game environment? How does the setting of the story use elements from research about Peru? Does it incorporate ideas about spatial storytelling, such as developing the narrative through exploration of and interaction with space? 9