Teen-Manage Decision Making and Critical Thinking

“If Our world was not ready for the pandemics, what can we do about it? How do we/our communities recover from pandemics?

This question is that guiding question push me forward in the IP project. Double H is about the health of human community, and we are trying figure out what we can do as nobody can keep out of this affair. People with same purpose gathered with their sense of mission. Teen-Manage is form by the people who want to solve online learning and online collaboration hardship. And toward the topic, we have generated several ideas to work it out.

Website of BBC news

今年新春期间,国内开展远程办公的企业超过1800万家,远程办公人员超过3亿人。公开资料显示,全国共有7亿多工作人口,这意味着,有着半数中国工作人口参与了这场远程办公体验。在美国,也已经有超过80%的企业引入了远程办公软件。这意味着,「远程办公」这种模式已经被企业的大多数员工体验过了。这样一场浩大的线上办公实验使这种模式的优势也显露了出来,

More than 18 million enterprises and more than 300 million people are working remotely in China this Spring. According to public records, there are more than 700 million working people nationwide, which means that half of China’s working population has participated in this telecommuting experience. In the United States, more than 80 percent of businesses have introduced telecommuting. This means that the “telecommuting” model has been experienced by most employees in the enterprise.Such a large online office experiment makes the advantages of this mode also revealed.

From researching online, we find out that millions of people already taking remote working online. Since 2020 March, people notice that the pandemic won’t be end in short period, or it just a beginning. Online working is a big trending before the pandemic, and the Covid-19 drag nations into this big experiment.

Many questions will jumped out after this: “If the remote working shows really successful, are going to work online after the pandemic?” or “What is pro and con of working online?”.

We took a estimate on the pandemic, the remote working will be a tide, that every organization should try out, whether you’re school, or company, or small group. This is the time to change the conservative mindset. We think this is a great opportunity to make some attempt on this.

The product that every team member want to reach is a platform that can help online collaborators works fluently. Everyone sense that their is not really much online collaboration tools that helps us to work, or in the other way, we want to build one that may solve the most cooperation difficulty.

Afterwards we generated our mission and vision:

通过高中生的视角参与迭代slashme(一个线上合作平台),使其对于青少年项目管理更友好。

Iterating Slashme (an online cooperation platform) from the perspective of high school students, to make it more youth project management friendly.

帮助异时异地的青少年团队展开高效线上合作。

Help teenagers in different places to carry out effective online cooperation.

As you can see, we’ve aware that the perspective of teenage is our merit, and this is the reason of naming ourselves: “Teen(ager)-Manage(ment)”

The strategy of solving a question is listed in the image below. We used the defend in the attack, which means we solve the problem with discovering, in sum, we improve the problem.

For clear cut the problem, we’ve started with ourselves, the issue that we have need to face every day. Because as the user of our product, We made the empathy maps for conjecture users mindset.

#用户痛点

  • 线上的「看不见感」会降低合作效率。因为看不到彼此,没有了社交压力,人们更容易分心去做其他事。
  • 缺少紧张的竞争环境,没有了同伴压力。
  • 缺少面对面团队氛围,没有了社群文化。
  • 青少年项目新手对于合作模式的变革需要适应的时间。
  • 看不到自己在项目中的成长路径
  • 长时间对着屏幕影响视力(家长十分关心)和身体健康。
  • 没办法强制见面,沟通有时间差,问题无法得到及时解决。
  • 网络一卡,错过一堆。
  • 像实验类需要真实场景的合作无法进行。

#用户爽点

  • 线上的「看不见感」允许合作者分心干点其他事儿。
  • 缺少紧张的竞争环境,没有了同伴压力。
  • 缺少面对面团队氛围,没有了社群文化,社恐人士的福音。
  • 家里学习环境好,有更大的独立空间,舒服。
  • 省去了路上的时间。
  • 在家里不会传染,很安全。

Bold represent the part we are going to give solution.

But the data from ourselves can not represent the group of teenager, we need to find and collect more effective data to move on the next step. So we have a range around MSA survey:

From the information that we have gathered in preamble, the most significant problem shows of the interaction during the meeting. Last two graph is about the platform tools using and the functions, the highest column of “the difficulty faced during the collaboration” is the less communication, this turn out to be to top of feedback we gave to Slash Me in after, and ” the mission of “Help teenagers in different places to carry out effective online cooperation.” is the describe of the problem. We wish that without the low efficiency meetings(voice calls). People are able to collaborate without straight “voice talking” to each other, but by using our tools, the feedback from each other can be delivered.

Thus, we interpret the information we’ve gathered, we noticed that the key to solve the problem is to make sure by using our tool, user can interact with each other in any necessary situation, without having a voice call, this turn out to be the most important job in our after project.

Since we have finished every preparation before doing something real, we sink in to a moment of “don’t know what to do”.

In the beginning of the project we were run for a product the created by our own, but soon we figure out we don’t have the ability to create a platform or a webpage, and this is not our strong side.

And then, I’ve participate the publish conference of Slash Me, A platform of collaboration introduced by Kate Yang in our IP project. I contacted with Fiona (one of founder of Slash Me), and explained the willingness of provide a perspective of teenager, the partnership between Teen Manage to Slash Me started that day.

The logo of slash me
link direct to it:
https://www.slashme.com/

After we’ve been familiar with Slash Me, we took several zoom meeting with the Fiona , we wrote our feedback sheet to them. In the document, we have mainly focus on the feedback and scenes that happened mostly in online collaboration.

We’ve summarized the often feedback people used in collaboration, and sort it into a specific functionality in Slash Me. We expect that have the proper feedback give to people on time, a team could collaborate with each other fluently

and we summarized the every necessary situations that happened in our daily collaboration routine, corresponded the interpretation we have in the previous text.

The document of feedback, already received by Slash Me

Recover the Design Club

Our exhibition sign for last semester

Since we’ve working epidemic, and the club purpose of leadership has changed. The One Up Design Group paused for working online. I assume there is some problem with myself and to assign a club online, I never did this kind of business before. I really want to recover the club to the atmosphere last semester, but it seems much harder during social distancing

The main issue I’ve to solve is, I do not know what design topic I want to work on, during the epidemic, and collaborate with people. To be honest, I was kind of listless with social distancing. Even though I was lack of motivation on design. I tried to think all night to generate an idea, a topic that everyone can works on.

Unfortunately, I did not come up with any idea, so the club was lied idle for long.

In order to make a plan out, I’ve used system thinking tools for a solution. I’ve discussed with my teammates first, and received few of feedbacks:

After the discussion, I moved towards more systematic analyze. The CLD(Casual Loop Diagram), which I’ve used at the previous post, to demonstrate the connections between the elements.

I started to draw the graph with two key elements: “Club closed” and “Club start to run”, trying to do some connections between them. While after I finished the graph. The point of the graph is the “Balancing Loop” in the middle. During that night, I was keep thinking about how I gonna come up with an idea, but more I think, more stress I obtained.

On the next step, I’ve used Mental Model to reflect my mental behavior how I interpret the observable experiences. Base on the ladder of Mental Model, climb from the current experience to the action I should take.

Before I started to write the post, I’ve already came out with a solution and taken the action. So I have a complete ladder, which shows a example of using this:

The ladder of Mental Model

By using the mental model, start from the base of the ladder, I have analyzed my interpretation to the “data”, and the assumptions I’ve made. In the Conclusion: My club mates do not have passion on the club, or they have no time to work on another task, the club. We’re stucked with no topic to go.

Now I looked into the conclusion I’ve made, noticed I created many wrong assumptions. People never know what they’re thinking if they do no reflect on their mental. I think the Mental Model is quite helpful for people having trouble and facing the problems.

The Iceberg – What’s under the China population?

Our Population in China is having the greatest number for a long time. 2019, China’s population is over 1.4 billion and with 0.39% rate of increase. the well-known birth control in the country is started in 70’s and rapidly lowered the fertility rate and the increase of population, but the crisis which will come after the overwhelming excess of population, the “Aging of China”. the prospects given by OPCS(Office of Population Census Surveys) shows that, if the country growing as still, the aging of China will be a problem lying in the front.


I’m a student from the course of system thinking, yet we decided to have a research under the iceberg under the data, and figure out why the population growth like these.

China total population over time(1978 to 2014)

Population
Birth rate
Resources: World Bank

we can see that the graph demonstrated the fertility rate shows that the climax of population in time is around 1965, having the rate of 6.385, and after that, the fertility rate went down to 2.5 during 1965 to 1995, a pick up of population is about 1980, and continue to fall to 1995, and shows a rate of rising gradually till present days.

Birth Control Policy (family Planning/One Child Policy)

By researching that the story behind the decreasing came after the climax is the birth control policy appeared in China. Yanchu Ma proposed a article about arguing the population in the country and the idea of birth control in 1957. 1962, a serious protocol of the Central Committee and the State Council. Until the 1964, which year the Family Planning Committee was formed, and the policy started to operate at the very first time. At that time, 1/5 of village down the country side were forced to running the new policy. And that is exactly the reason that we see the decreasing of fertility rate.

After the policy was built, the strength of the control became more and more harsh. In 1973, Family Planning was already counted as a national policy, and claimed that a pair can only have two child, having one child is the best. In 1980, the control of policy’s requirement down to one child per pair, which is as known as the One Child Policy.

This explained that the fertility rate’s decreasing in the graph: it once stopped at 1980, around 2.5 birth rate, which is close to the limits of 2 child policy, and after that, 1 child policy published, population was declined again, almost reached the 1.5 line.

After the prominent work of the one child policy, government started to notice that if the country’s fertility rate keeping going down, the decreasing of new child will not be given the birth, and the country will face another huge problem, the aging of the country. the percentile of 65+ population will take more portion in the population, they need retirement, require for caring. The working power with no new blood boost in, the entire country will enter a old age.

So, One Child Policy is not a long term project, once the fertility got controlled, government need to open the policy for family planning. around 2010, 1.2 Child policy published, and then 1.5(1.5 means if one of the pairs is from a one child family, the family can have 2 children)

Finally, in January, 1 2016, the universal two-child policy published, and ended the two score and 1 decade birth control period, but the controversial policy in the China is no longer is still exist, people are still waiting for maybe the “three-child policy” or no policy for birth control.

Today is April in 2020, as the previous mentioned, the prediction of 2055 in China, the population is still a big problem. Even though for now the increasing rate seems fine, China still have 0.39% population growing. But in the perspective from the long term trending, the increasing will no longer be it. If China, a colossus with 1.4 billion population, started to losing the fertility rate really quickly, then the aged group in the population will stand in a very dangerous position in the way.

Let’s say that if we can analyze the country and government a system, figure out the principle behind it, then we shall predict what will happen in the future

CLD (Casual Loop Diagram)

balancing loop

Balancing feedback loop is a condition of feedback loop when the “direction” of the interaction between different elements are opposite.
When one of the elements in a balancing feedback loop changes, for a response, the other element will change more. However, this increase of change will cause a decrease of change on the initial element.
At a word, when element A in a reinforcing feedback loop increases/decreases, the other element B will also increase/decrease. However, this change will make A decrease/increase. The system finds its balance in the fluctuation listed above. —- DIY Definition by system thinking students

The balancing loop is the tools using to modeling the appearance during 1965 to 2016. as the definition of balancing loop, an element in a system, will be balanced by a mechanics in the loop. if the element get over the predicting value, or lower than, the balancing loop will try to balance the value to the most suitable one.

so every time the population increased or decreased, the birth control(by the government) will balance the increase or decrease to normal. For instance, in 1965, overwhelmed population and the striking number of 6.3 of birth rate made the Chinese government realized that the population will destroy the country if it keep increasing without intervene, then the family planning kicked in, balanced the population quickly.

Delay

But in the title of analyzing the population in a country, China spent 15 years to restrain the increasing population(from 1964 to 1980), this is a delay in the system. Delay in population control is nonnegligible. the policy will not remove thousand of population instantly, but for decades. A full-fledged policy need time left to test it. For birth controlling, 5 decades over, the aging of population still exist, this is the hardest part for a long-delayed balancing loop, government need years to re-amend the policy.

delay

After those analyzes, we figure out how the government control the population. the system of balancing loop will keep adjust the input over time, until the population goes fine. And the delay in the system, is the biggest problem that makes the balancing tough to handle. Although the prediction made the aging of China, the balancing shall prevent it before happen.

Consider with more comprehensive analyze

But the elements we have include or considered is enough, for analyze the population, there are many factors that can influence the population. War, famine, policy, even being wealthy can impact on the population.

GDP (current US$)
fertility rate, total (birth per woman)

From observe the trending on the graphs, we can see the GDP of China is upgoing quickly since 2000, and in the contrast, the fertility rate is falling quick falling since 1960. In math, we can call two data group “negative correlation”. Which means, the growth of GDP will cause a edgrowth of fertility rate.

If we only consider the data from 1960 to 2018, the correlation can be defined as negative. However, the relationships between population and other factor can not be listed detailed right here, but the more factor you have, the more of your diagram’s accuracy will contained

sketch of a stock and flow diagram, I tried my best to include as much as elements here, even the Covid 19 😀

I think there is no way that somebody can run every elements that influence the population, nobody can. So to be much detailed is not the way out. Otherwise, people can tell the future.

Bring the big picture view of problem

To analyze the population, I pretty much sure that you’re not gonna success with list every possibility. Thus, why don’t we zoom out, and use a more universal tools?

Archetypes is the phenomenon that people observed and summarized from common systems. We can use the archetypes that apply to our system and use the common solution to describe it.

After viewed the archetypes, I decide to use “The Limits of Success/Growth” to describe the phenomenon of the population in a country.

Sample Limits to Success Behavior Over Time

The reason why I decide to use this diagram, is that from my observe of population, countries tend to approach to the a steady ratio of fertility rate at last. To understand the phenomenon of limits to the growth, we can look in to the example of it.

The example in the limits to the success is that a company that seal the fish started to collecting wealth in the beginning, they catch fishes from the ocean, and use the money of sealing the fish to expand their shipments. The scale of the company growth and growth until they reached the limits of success, they can’t get more fish from the ocean, because the total amount of fish can not satisfy them.

This can be apply to the country population as well. The total amount of resources on the mainland is limited, that could only support such amount of population to live. As long as the population reach the limit, the number will not increase anymore.

The Fertility Rate of Developed countries in Europe and United States

I apply the idea to the CLD sample of the archetype, then I have this:

The total amount of resources will supply the population in a country. In fact, the total resources is limited, so the population will finally started to be balance by the lack of resource.

There is an exception right here, that is the conversion rate of resources, or the utility ratio of power. People can only use their body effort to farm the land to get cereals. But as long as the invention of machines, locomotive steam machines, and the electricity. We can use less effort to generate more power. Revolution can bring population boom in a short period.

Back to the China: What can China government do?

The Leverage Action is the point that you can put the less effort in a system to exchange for the maximal change to the system. Just like an leverage. If we’re able to find the most efficient leverage point in the population system, then we simply solve the problem.

So the leverage action that the archetype of The limits of growth gave us the point below:

“This archetype is best addressed by mapping out the interactions of the growth loops, resource stocks, and potential limiters to growth in the future before problems arise. In the case of overfishing, this may include slowing down growth in the short term in order for fishing stocks to recover. Or in the case of an economy’s dependence on oil, the solution may be to to decouple the limiting factor from the system itself by transitioning to alternative energy sources.”

(source from:https://systemsandus.com/archetypes/limits-to-growth/)

The Two way that archetypes lead the solution, is to stop the overusing the resource in the system, to let it to recover. If China is going to take the strategy, they should limit people from overmining the ores, fishing the fishes. This is the policy of all the developed country are doing. Slow down the exploit and prepare for the long term. I’m pretty sure the China government must planning on this.

And second strategy is to jump out of the factor that limit the system, or in the other way: do something revolutionary. We can discover a new field of resource to use, then the loop of limitation won’t limit us. New type of energy is still hot topic in scientific research. Clear energy, which can produce zero emissions, is the only way out to save a country

Stonehenge Analyzing

Form: Monument

Style: Old Ancient 3000 B.C.E.-2000 B.C.E built by ancient blue stone

Material: Bluestone(青石)

Technique:  科学家们做出了很多关于如何将这么大一块青石从远处的各地运输过来的。假设这些巨大的青石是从威尔士运输至此,而不是另一个学者猜测的通过冰川漂浮过来的。那么通过人力运输,只有可能通过在陆地上的移动来实现这一点。有一次尝试中,很难

1997年,有一个学者安排了个更加巨大的队伍,130组成的实验小组。将木头上涂上油脂。可是光靠这样还不行,为了移动这个40吨重的混凝土复制品,一些人在前面拉,才能勉强移动。但是他们不确定这是否就是移动青石去往25英里之外地点的方式。最后他们不得不使用现代技术。不过至少证明了这是一种可行的方式。

Content: 很多史前历史学家给出的猜测很多都是基于民间的超自然传说。比如梅林有一个巨人帮他建造了这样一个矩阵。石头是有魔法的,或者干脆就是魔鬼建筑的。

1640年,约翰·奥布里才对巨石阵做了第一次的科学测量。包括石头之间的距离,材质等等。约翰的解释是德鲁伊教的杰作,也认为这是个矩阵有着日历和天文的用途。

然后到1740年,建筑师约翰·伍德对巨石阵也做了一次考量,但是他却认为这是一个异教徒举办仪式的地方。

德鲁伊教的理论已经被正是不是正确的。德鲁伊的教会仪式一般都是在山中的树林之中进行,这样的平地更加适合进行“大地仪式”(Earth Ritual)

现代学者的论点更加多样化:

很多学者的论点为巨石阵是一个漫长的,仪式性的葬礼队伍的终点

现在的大多数解释都和仪式的功能沾边。基于在周边发现的很多埋葬墓穴和神圣的地点有关,大多的解释都倾向于葬礼/占星/精神象征意义

https://en.wikipedia.org/wiki/Theories_about_Stonehenge

A Paradise for Idealism

Titled: A Paradise for Idealism

Created in Oct 29, 2019

Digital illustration (Graphics tablet/Photoshop)

Here is a music list for the image: “An Idealistic Paradise”

You use the research tool in WangYiYun Music

Come out — Glenn Ligon, Identity

格伦·利根(Glenn Ligon),生于1960美国纽约,概念艺术家。

利根使用的艺术作品在种族,性别,及身份的话题上都很有冲击力。他使用的材料大多都是比较创新的,例如霓虹灯,立体的文字,图画和视频,大多表现力很强,也很直观的表现了他对社会上的不满

Exhibition Title: Well, it’s a bye-bye, if you call that gone

“‘Come Out”系列的灵感来自于美国极简派作曲家Steve Reich在1966年创作的同名作品“Come Out”。Steve Reich被委任为一场慈善音乐会创作一支曲子,音乐会的目的是为Harlem Six(6个美国黑人少年在1964年时被错误地指控谋杀了哈莱姆区的一家店主)筹集辩护基金。Steve Reich将焦点放在了Daniel Hamm的录音证词上——Daniel Hamm陈述到他不得不撕开他身上由警察造成的伤口让血流出来,以证明自己受伤了、需要救治——他的创作隔离出“出来展示给他们看”(come out to show them)这句话,不断地在两个同时播放的音频轨道上重复它。类似的,格伦·利根(Glenn Ligon)的画作通过反复手工印刷相同的短语来回应了这出悲剧,重叠的词语层在密度与易辨性也产生了变化。”

——摘自《艺术眼》http://www.artspy.cn/html/news/11/11379.html

两个不断闪烁的America霓虹灯被倒置在地板上,兴许代表着国家背后的不可言说的一面

Negro Sunshine

格伦引用了Gertrude Stein在小说 The lives 中的片段,将霓虹灯管的正面层涂黑,只留出背面发出的黄色荧光,很明显的表露了自己的形象在这样的一个光线和黑色灯管的对比

格伦使用了如此新颖的方式表达了他对种族不平等的不满,有些时候是张扬自己丰盈的一个存在,甚至可以说是“强调”。在 I AM A MAN 中使用简单的字母形象,以下划线的简单方式强调African American也是有人权的,我和其他人没有区别。

大多数时候格伦都用黑白的配色来强调自己的肤色,简单却令人深刻的形象明了的表达了黑色肤色的突出性。有时候格伦会引用一些有意思的句子和事件,背后也有很多我们需要去思考的地方。

James Turrell -The Light Inside

James Turrell a American artist born 1943, Mainly concerned about the “light and space” throughout his artworks

James Turrell has been influenced by his childhood experience since the psychology perceptual training and that formed his fascination about light and space. In the time 1960, he published his first draft that showed a artist so dedicated to the natural sight that is light and space

“My work is more about your seeing than it is about my seeing, although it is a product of my seeing. I’m also interested in the sense of presence of space; that is space where you feel a presence, almost an entity — that physical feeling and power that space can give.”

Turrell starting to create his spatial art pieces by pure light recorded in 1967. As you can see, the main objects showed in the image are simple geometric, the creation of basics that built up our world. The masterpieces I’ve put in the top of the article called “The Light Inside” published in 1999. A spatial one shaped by a tunnel piece.

James Turrell’s works during 1990-1991

As my view, I prefer to say those works are so related to architecture. to be a guy that passionate with architectural stuff, I could say those works highly showed his understanding about space and shape.

“Interspace and lights are all his creation materials.” — by me

EGO — A Board Game for Self-Awareness

我的包装盒
packing for the game

EGO是我在One-Up Design Club的第一份设计,而“Ego”本身这个单词的含义就是“自我”的意思。

EGO is the first draft of design I’ve made in One-Up design Club, and EGO itself means the identity of yourself.

我在一开始想到做一个这样的桌游之前,我其实还有一些其他的想法。作为设计社团的一个项目,以及自我认知作为我们所有人的主题,我最希望我的设计可以解决的问题就是每个人经常会遇到的,对于自我的认知的问题。

Before I come up with the idea to design a board game, I actually have some different inspirations. The first topic in the club: “Self-Awareness”. I expect my design to solve the problem that everyone might need to face to, about to understand and perceive yourself.

为什么说自我认知很多时候都会用到呢?除了平时要上的心理学自我认知课程之外,我觉得你会被强迫“自我认知”的场合,就是做自我介绍的时候了。很多时候你对一个人或者一群人做自我介绍的时候是不是总是不知道说什么好?或者是不知道那些该说那些不该说?那么我设计的这款桌游一定很适合你。

The most frequently occasion that people need to apply their self-awareness, probably when you are forced to “Introduce” yourself. Oftentimes you need to present yourself to a crowd of people, and it will be awkward if you’re not really extrovert person. A board game perhaps can solve the problem pleasantly.

其实这样一款桌游不只是只起到简单的介绍自己的用途,如果你们彼此更加的相信对方的话,简单的纸牌和人产生的链接将会是突破你对自己的认知的。这也是我希望在玩家或者说我设计的用户在游玩这样的简单的桌游之后会产生的感触。

Actually, the game not merely just solve the problem with introduce yourself, but if player could played with each other more trustful and familiar, the game shall bring more connection between people and may break through the self-knowledge. This is the outcome I wish to see or people played after my game could receive.

我从哪里开始的

Where I started with

在设计社团完成了铺垫的一些设计入门知识之后,我们就开始着手做我们的第一个设计了。我们第一个设计的主题为“自我认知”,大多数人在用设计表达自己的时候都想的是如何做一个小册子或者海报来介绍自己。但是我认为我的设计应该是有用的,是能够解决生活中的问题的。所以我不愿意走“创作一份自我塑像”的路,我像我可以带来一个有用的设计。

After the club finished the intro to design, we were ready for the first practical design. Our first topic is “Self-Awareness”. Most of people in the club were thinking about how to present themselves with a poster or a manual book, but I decide to make a design with more utilitarian purpose, which can solve real life problem. I don’t want to make a personal statue.

一开始我的想法是像名片一样的小东西,我可以通过设计在上面创作出很多自定义的图案,来代表个人的特色。或者是一串项链,每颗珠子都是一个元素。但是重点是我想带来的形式,我想用这个设计来解决所有关于自我认知的难题,也就是说,这个设计是通用的 (Universal)

In the beginning, I started with a idea of something present yourself. A business card, that I can edit few icons and patterns on it, for presenting yourself. Another idea is a string of necklace, each bead painted with certain element. But in most essentially, the format I want to use, a design that can solve every kind problem with self awareness. Which means, the design must be universal.

名片的例子
example for business card

在第一次灵感的presentation时我又联想到了我在第一学期做出的桌游,第二个想法诞生了,我要做一个关于自我认知的桌游。那么我就改变了想法,说我要做这个更有意思但是更难的。

New inspiration hit me when I was presenting my manuscripts. I linked with the board game I’ve made in the first semester. I quickly changed my idea, claimed that I want to design a board game.

Research:

我其实知道会有这样的桌游在市面上有发行,Ellen和我谈到了她在团建的时候用到的一套牌,也是自我认知为主题的。纸牌大多是一些很抽象的画作,没有任何的文字描述。游玩的方式也很简单,就是在牌堆中抽一张牌,然后解释牌和自己的关系。这样的牌更像是团建的时候Check-in用的,我其实觉得可能不会很有意思。可能玩一会就没什么意思了,而且桌游的性质不是很强,也没有最基本的桌游该有的规则,从这里我得到了我的桌游一定要能够玩起来的这样一个想法。

I have a sense that the board game with the self-awareness topic can be already design by somebody else online, so I did few research and gained nothing. Maybe I’m the first person who want to design a self awareness board game.

Ellen has been mentioned she played a board game before really like mine one. Same topic for self-knowledge. The function of the board game is about, you pick card from a pile, and every card have a painting on it, and you chose the one that fit you. I think the game is sort of: “Check-in” type of game. Not really fun if you play it several times. And you don’t really have rules from it, you can play whatever you want. I suppose my game need rules, and have to be fun to play.

我尝试在网上搜索一些“桌游”和“自我认知”两个关键词有关联的结果。但是并没能得到满意的结果。我希望之前从来都没有人想过这个主题吧,这样我就是第一个做自我认知桌游的人了。

在灵感枯竭的时候我想过很多桌游的形式,以及一些的规则什么的。我一开始想的是这个桌游也许可以做成一个测试的样子,我比较明确说游戏结束的时候每个玩家都会留下一套手牌,然后这些牌就是能代表他这个人的一些属性。这个想法来自学期中旬我们做的一套心理测试题目。我觉得通过一些题目,最终得出一个准确的结果,或许可以契合我的桌游的目标:那就是给游玩者一个答复,你到底是什么样的一个人

When I was running out of ideas, I thought a lot about the format of board games and the rules. My first thought was that the board game might be a test, and I made it quite clear that at the end of the game each player would leave a set of hand cards, and those cards would represent some of the attributes of the person. The idea came from a set of psychological tests we did in the middle of the semester. In my opinion, an accurate result can be obtained through some questions, which may fit the goal of my board game: that is, to give a reply to the player: What kind of person are you on earth

我觉得也许那些心理测试的过程会很像我的桌游,然后我就去网上找到了一个心理测试的网站,然后选择了personality test。我一共花了大概半小时把这样一个测试做完了。测试一共分为120道题,每道题就是对人的一个简单描述。然后你需要选择0-5分之间的一分。代表着这样的一个描述对你的合适程度。举几个例子:“我很好的保守一个秘密”或者“我很容易被激怒”。一共120个这样的问题,很明显的问题但是它会反复旁敲侧击各种角度的去问你。最终出来这样的一个报告。我觉得还是测试的很像我的,我好像也的确是这么一个人。

I thought maybe the psychological tests would be similar to my board game, so I went to google and found a psychological test website, chose the personality test. It took me about half an hour to finish such a test. The test is divided into 120 questions, each of which is a simple description of a person. Then you need to choose a score between 0 and 5. Represents how appropriate such a description is for you. “I’m good at keeping a secret” or “I’m easily provoked.”There are 120 of these questions, obvious questions but it’s going to ask you over and over again from different perspective. at last it came out a report. I think the test is very similar to mine, and I seem to be fitted with the test result

但是结果就是我对这样子的一种测试方式完全不能接受了。我觉得如果我的桌游要是设计成这样子或者借鉴了这样的一个机制不是我想要的。这也是我完全否决了会产出一个很严谨的报告的可能性。也是我在思考我的设计迭代中的一个过程。

But it turns out that this is a way of testing that I don’t accept at all. I don’t think I’d want a board game designed like this or borrowed from a test mechanism. That’s why I totally reject the possibility of a serious report being produced. It is also a process in which I am thinking about my design iteration.

之后我就找到Chuck希望能给到一些心理学的学术建议,比如会不会有一系列的词可以形容一个人。我不认为我自己可以想的很全面很周到。所以我想应该寻求一些学术的帮助。然而Chuck则希望我可以自己去做一些尝试,他觉得他如果给我一些标准的话会很限制我。所以我就直接的跳到了创作的环节了。

And then I went to Chuck and asked him for some academic advice on psychology, like is there a list of words you can use to describe a person. I don’t think I can be very thorough considered. So I think I should seek some academic help. Chuck, on the other hand, wanted me to do something on my own. He thought he would limit me if he gave me some standards. So I jumped right into the creative process.

Progress:

我最开始想的是如果说我的桌游和其他的桌游最不一样的地方,就是每张牌都会需要和持有牌的那个人产生简单或者复杂的链接。

initial ideas, each card need to have strong or weak connections with yourself

这是我最开始的一些草稿,关于桌游最开始规则的设想。其实在一开始我也不知道应该做成什么样子,然后就从最简单的一些元素出发。

其实我从一开始就确定了我的每张牌都需要代表一个元素,一个可以套用或者描述自己的元素

这些都是一些我对牌可能是一些什么的尝试,有各种领域以及形容词。

然后我就开始尝试去写一些规则,自己先去随便设定一些参数,比如集齐几张牌能够获得游戏胜利。然后我就发现我越写越有感觉,这些规则在起初被创建的时候就已经和最终的规则差不多一样了。后来也只是更改了部分的内容。

简单来说,第一版规则的核型内容只有“链接”(玩家和牌的链接),以及“交换”(玩家和玩家交换手牌)两个规则。

第一版规则

然后我开始将牌做出来:

在做出了牌的第一版样本之后就在coaching时间上和其他同学测试了第一版的游戏。整个游戏流程还是比较符合我的预期,而在个别方面还是会有一点点偏差。

在这里还是要非常感谢Ellen的Coaching小组的。我和我的coache们一块玩了我的α版本桌游。我在完成第一轮测试之后写下的反思:

Since I finished my first draft of my board game, I test the game out on our coaching time. The process of game is quite good for my expectation, some of the parts need improvements

I really appreciate to my coaching mates and Ellen. We’ve played my α version of game, and after the test, I came out with hereinafter reflection:

GOOD:

整个游戏流程都很令人愉快,游玩起来也很有一个桌游的感觉。虽然说没有繁琐的规则,但是每当任何一个人完成了一次两分的配对抽牌时,或者完成了一次心满意足的交换,都会十分开心。这是我想从桌游层面带给游玩者的快乐。

其次深层次的言论也有不少。当游戏目标放在那里的时候,你也会有意愿去和你手上的牌去产生链接,去思考。这才是我最想看到的。当你玩完一局游戏,不只是收获到了游戏中的快乐,还有对自己更深层次的思考。这样的影响绝对不是一般桌游可以办到的。

DELTAS:

游戏的机制都在游戏的过程中得到了体现,也展示了部分的漏洞。有些机制甚至都没有人用过,显得设计的并不合理。首先是交换牌的环节的时候由“要”与“不要”两个选择中“要”再分为选择自己的一张牌与对方交换。略显复杂而且也不是很平衡。如果你真的想要对方的牌的话,是要付出一定的代价的。所以后来我就改成了:如果你想要对方的弃牌,那么必须将自己的一张手牌亮出在得分牌前。

然后就是游戏目标的价值观问题。我在游戏中设置的获胜条件为得到9分(或指定分数)的人率先获得游戏的胜利。但是游戏的另一个核心机制是玩家和牌的配对。当你将手牌置出的时候需要其他玩家来评判你的发言质量。一个比较特殊的情况如下:当一个玩家的分数即将达到获胜分数的时候(7~8分),其他玩家完全可以通过否决他的发言来阻止他获得胜利。这一点在第一次测试中有些许的体现。有游玩者就向我提建议说是否可以将玩家的得分隐藏,只有得分玩家自己知道自己是否接近胜利。

但是我想强调的一点是我设计这款桌游的时候,更加注重的还是纸牌和人,以及人和人的链接,桌游只是实现其目的的工具,并且在显得无聊的谈心环节增加一抹亮色。所以在游戏里急切获胜永远不是我想看到的。我希望每个玩家都可以真诚相待我的一厢情愿(算是吧)。这一点我写进我的游戏规则说明书里的。

直到今天为止(24,Oct)我已经完成了两次基础测试了。第一次是和一共4个人一起玩,而第二次则是人数翻了一倍:8个人。四个人的时候整个游戏就体现的十分轻快,每个人都要经常说话,但是相比8人局,自己思考的时间就会少很多。所以来到8个人的一局游戏,整个游戏节奏就会很慢。其实主要是很大程度上是我选择的这些游玩者的性格问题。大家都有很多深度的思考,互相也十分的信任,但是相对与第一次测试时的愉快节奏就不在一个层面上了。我想的是这样的一款桌游可以介绍给两种群体游玩:第一种就是互相不太了解的,一般这种情况下大家也不太能够信任对方,所以和牌的链接也会相对来说比较浅。所以这正是一次互相了解的场景,也是增加互相之间信任的机会。

而第二种情况就是大家都比较熟悉,也互相之间比较信任。这时候就是能够诉说一些较为真诚的连接的时候了。我还是希望可以通过桌游多多少少给大家带来一些更美好的氛围和思考的。

我的原型牌,和 Ellen以及coach mate测试时用的纸牌
The prototype

The game is fully functional right now, and I move on to the visual design section

The work of visual design is basically turn the freehand sketching into more formal, and electronic form that easy to print. The rework on the cards is the progress of simplify and using color to express more stout feelings.

For example the set of the geometric, I’ve simplified redundant lines and used a strong black figure to express the geometric figures, makes it more figurative and could give the feeling of the attribute that the figure contained.(e.g. the circle is saponaceous, or the triangle is spiky..)

Once I’ve been query by Chunyang (the instructor of our club), he advice me that I may cancel out the color in the figures, because I have the color cards in my game. That means if I’m using the color in other cards, the sense of feeling you can get from color cards will be recede, makes no contrast. I take the advice at first, but I notice that if their is no color in the other card, the sense of feeling would be recede in the other hand. For example, I could have use red for the card fire, but there is no color for it, then the sense of warm and burning won’t exist anymore

Now the board game printed out

I’ve been thinking a lot during the design progress, Almost all the design works that you can see right now are decided by myself alone. Actually I didn’t do a lot researches and asking for help in time, so I spent most of the time to think about what kind like design piece I prefer to show to people, what kind like feeling and gain after they finished game. How could the form(board game) help my design to make people feel the information that I want to people to feel.

I would like to praise myself as I’ve done a good job on design a board game such like this. I combined the topic:” self awareness” suitable in to a design work. The come up reflections are telling me that my board game actually work at the time, it really help people to recognize and have a deeper view of them self, those achievements are what I want to see.

But even though I designed a really functioned board game, there still have a lot space that allowed me to do more improvements for a better version of design. As the contents of cards are all based on nothing but all I’ve figured out, it turned out all the design works are not fully reliable, I could do more research to design a more scientific work that might based on psychology knowledges, Philosophy concepts or those more systematically points.

Edvard Munch-The flowing of emotions

我一直能记得我爸爸说过的一句话,大概的意思就是天才和疯子其实也就是一墙之隔。梵高在世的时候没有人注意到他,大家都认为他是个疯子。而他死后才有人开始欣赏他的作品,花天价买下他的画,并且认可他作为一个天才的身份。

我觉得蒙克和梵高有一点像,但是蒙克还是没有梵高那么折腾。他在世的时候也是有很多人能够认可他的画,并且从精神健康的角度来讲蒙克还是要更加正常。

蒙克从小就被疾病,家庭的精神状态所影响,虽然说他一开始是学工程学以及物理生物化学出生的,但是与疾病的争斗之后他还是决定走了做一个艺术家的道路。因此也受到父亲的批评和谴责,在经济方面的支持也没有得到很好的直持。

蒙克其实还是有做出过许多的尝试的。在旅程中的他收获到了很多前辈留下的灵感。包括1986年他移居巴黎,那是梵高和高更也还健在。很显然蒙克的确是受到了两位的影响。然后包括二位之前的印象派在蒙克早期的画作(1990之前的)都颇见端倪。

Arrival of the Mail Boat  in 1990

August Stringberg 1982

很明显起初爱德华还是有注重笔触的规整和光影的变幻的,相比之后的蒙克来说。

蒙克在1989抵达巴黎。在此之前他也一直在寻找他自己的风格。这些在1990年间画的画还是印象派的画风。过度的模仿然蒙克也受到了不少负面的评价。我觉得艺术家在寻找自己的风格是很常见的事情,是十分艰辛辛苦的。

The Dance of Life 1990

The Anxiety1894

The scream 1893

我最喜欢蒙克的画的地方,就是可以在画面上很直接的感受到情绪的流动。这样的情绪流动产生于画布之上,被线条化的颜色块所带动的。每一笔的颜料最终淌到画布上的时候都是构成这样一种情绪的一部分。颜色的配比我觉得事蒙克最出色的地方。很多时候都是能够产生强烈对比的,有时候又是能够给你带来奇怪的感受的,但是当所有的颜色都汇聚在画布上完成的那一刻,好像又就可以看出一些端倪了。这样奇怪的颜色带来的感觉,配合上蒙克看似随心所欲的笔触,带来的却不是对事物的完美表述,而是带来了另一种感受,有点像蜡笔质感的感觉。都能给我带来很奇妙的感受。

其实好像大多数在后印象派到表现主义的画家多多少少都很受日本版画的影响。避免去创造太过宏大宽广的场景,在设计自己画作的时候尽可能的去使用近距离的透视关系。这一点蒙克也有体现。

虽然说从理性的角度来分析,蒙克的有些画还是用到了不封闭的开阔场景的透视,但似乎通过蒙克的描写之后,将整个天空,地平线,背景都放在了一个平面上面。仿佛画布前的形象,身后的背景,天空,景物都在随着强烈的波动在流动。这样的感觉是很令人印象深刻的。

The Sunset 1909

着幅是我在蒙克的画作里面最喜欢的一副了。对光的描写在印象派中的表现以及争议还是很多的。但是蒙克的这一幅才是最能够让我震撼的。这样的一幅画带给我的震撼,就如同直视那清晨的太阳。对光线最直接也最能表现的方式也莫过于此。

但是蒙克最心酸也是最能够标绘他的风格中所描述的情绪的流动的,还是他的画与他那不怎么愉快的人生经历的联系了吧。呐喊作为蒙克最出名的画作,我觉得就在最直接,没有丝毫掩藏的在表现他内心的声音的画作。这也是为什么蒙克能够受到大众的认可,并且作为表现主义的代表画家的原因了。几乎只要你是一个有血有肉有情感的存在,就能够感受到那对比明确的色彩带来的情绪的流动,我觉得甚至可以描述为情绪的冲击或者洗刷。

蒙克在后期还有很多更加抽象的,用色更加大胆的一些画作。他本人后来也画过很多女子的裸体。我在这里就不一一列举了。自己的感受也不是特别大。如果你会感兴趣的话可以自己搜一搜看看。

我觉得就是蒙克的画作能够这么受到欢迎还是有原因的。因为他的画作太有感染力了。蒙克虽然在之前有尝试过很多的风格,但是最终还是确立了自己独有的风格。在加上他的人生经历,很难会有人给蒙克一个刻薄的评价。