NMED 3203 / INTERACTIVE MEDIA APPLICATIONS

Learn interaction.
Make something happen.

A small island for big design questions. Explore eight premises,
play with their rules, and make the experiments your own.

EIGHT PREMISES. EIGHT PROMISES. ONE ISLAND.
THE LEARNING COLLECTION

Eight premises.
Eight starting points.

Each premise offers a way to think about interaction. Each promise turns that idea into something you can design. Begin at the beginning, or follow the question that interests you.

HOW TO USE THIS FIELD GUIDE

Try an idea.
Then change the rules.

You do not need to understand the whole system before you begin. Move between playing, reading, looking at other works and changing the source.

01 / EXPERIMENT

See what happens.

Try the island experiment. Change one condition and notice its consequences.

02 / LESSON

Name the idea.

Connect the behaviour to a premise, a promise and a concrete design decision.

03 / EXAMPLES

Look beyond the island.

Compare artworks and web experiments. Follow the reading prompts into the sources.

04 / REMIX

Make it your own.

Inspect the rule, plan a variation and work towards your own editable experiment.

THE WORLD BEHIND THE LESSONS

A field guide
you can walk through.

The bandstand, the owl clearing, the haunted pier. Every place on Interaction Island holds an experiment; every experiment opens a design question.

MEET THE KEEPER.
FOLLOW YOUR CURIOSITY.