DIGITAL REPORT CREATIVITY & PERSONALITY
Rica Pietersen 2505800 CO4J
CONTENTS INTRODUCTION FASCINATION Time travel
KEYWORDS
Adventures Patience History We-mentality
TRUISM STATEMENT “LOST IN TIME” CREATIVITY CANVAS
Customer relationship Target group Key activities Cost structure Communication & distribution Revenue streams
2
3D OBJECT
3
4
INTRODUCTION Hello. In this digital report you will read about the process of developing the concept “Lost in Time�. It all started with a fascination of mine, which is time travel. I started to gain more knowledge about this fascination and from this point onward I began to look at the world differently, ask myself many questions and talked with others about their fascinations as well. The knowledge I gained in this process are documented in my personal dummy. Most of the texts in this report are a derivative from the dummy; so if there is any unclarity during your reading I would kindly refer you to the dummy. At the bottom of each page you will find the reference to the particular section in the dummy. Enjoy your readings! 5
FASCINATION
My fascination for time travel stems from my taste in 80’s music and love for classic (arthouse) films such as Chinatown, Forrest Gump, and Back to the Future. Also my need to travel the world is actually an excuse to get out there and have adventures. My curiosity and open-mindedness have always been the driving forces of my daily thoughts and wonders. Sometimes I wonder how life would be like in other time periods or eras and actually think I would enjoy visiting another time period; meeting people from that time era, see how the world is constructed in those times and get a feel of the people’s mentality. Also, photobombing old iconic pictures would be awesome, and discover how the future will look like.
6
This could all be done if time travel is possible, but then I asked myself the question: “If time travel would be possible, how would that look like?”
TIME TRAVEL
time travel
noun * /`taIm .træv.el/
the concept of movement between certain points in time, analogous to movement between different points in space by an object or a person, typically using a hypothetical device known as a time machine. In fiction - films, books, tv-series - time travel is often related to science and physics wherein time travel seems possible by rational arguments of certain theories. In art, time travel is always related to the image of a clock. This topic is often to be seen in surrealist paintings. Dharmic religions - such as Buddhism - believe in the unity of the universe (“Om”). This implies that the past, present and future are included in an “om” sound that lives beyond time. In a way, they believe that time is something they can ‘cross’. see Dummy: ‘Research - Time Travelling’
7
KEYWORDS
Keywords are derived from the mind map of the fascination ‘time travel’ which can be found in the dummy. The keywords I chose to work further with are: 1. Adventures 2. Patience 3. History 4. We-mentality Each of these keywords are further explored in individual mind maps - also to be found in the dummy. On the next pages you will find an elaboration of each individual keyword.
8
see Dummy: ‘Time travel mindmap’
9
10
ADVENTURES
adventure
noun * /ed’ven.tjer/
an unusual, exciting, and possibly dangerous activity, such as a trip or experience, or the excitement produced by such an activity Adventures include a certain sense of curiosity, people to share the experience with and imagination. These three ingredients for adventure are all to be found in the different domains of reality. In popular culture the value of frindship is a reoccuring theme in adventure stories. In art, the works that seems to have or spark the imagination are the ones that give this imersive feeling since one is intrigued by it. Travel is the ultimate form of adventure, so it is only logical that time TRAVEL = adventures in time. see Dummy: ‘Research - Adventures’
11
12
PATIENCE
patience
noun * /’peI.lens/
the ability to wait, or to continue doing something despite difficulties, or to suffer without complaining or becoming annoyed The Buddhist teachings tell that patience is the antidote to anger and aggression. People are becoming more and more impatient with the ‘instan gratification’ of today. And this actually scares me. What if we become more and more violent because our lack of patience? Online, I found a picture of a bus stop that has books for people to read while waiting. I think this is a genius idea and fit perfectly with this keyword.
see Dummy: ‘Research - Patience’
13
Patience is also developing a (new) skill or trying to change oneself or the world. People with goals and missions have to be patient in order to reach them. They have a certain focus and I think to develop patience one need to possess a type of focus first.
14
see Dummy: ‘Research - Patience’
15
HISTORY
history
noun * /’hIs.ter.i/
(the study of or a record of) past events considered together, especially events of a particular period, country, or subject I feel that we can always learn from history, it merely repeats itself but we are able to see what we did wrong. Out of all the time periods we have had, I pick the 80’s to travel to - for sure. The aesthetics of that era, as depicted by the media, seems so bright and funky. Also, they didn’t have cellphone yet, so everyone had to have direct contact instead of the distant messaging we have nowadays.
16
In the domain of art, I found some (famous) artworks that had iconic clothes from the time that the paintings were made. I think these paintings depict those ages’ aesthetics very well. see Dummy: ‘Research - History’
As for the high culture domain of reality, I chose the image of a knight and coffin of a pharao. History can only be told via manuscripts, film footage and artifacts. There was this interesting passage in the autobiography of Stephen Hawking, where he said that “information is like burning an encyclopedia; the information contained in the encyclopedia is not technically lost if one keeps all the smoke and ashes, but it is very hard to read”. I think the concept of ‘past’ or ‘history’ has the same meaning. These are similarily scattered pieces of information (memories) in our minds.
see Dummy: ‘Research - History’ see Dummy: ‘My Brief History (2013) by Stephen Hawking’
17
18
WE-MENTALITY
we-mentality
~ in contrast to a ‘me-mentality’ or ‘I-mentality’ ~ builds trust, support, love and foundation for security and self-esteem ~ helping others, not to fix them ~ keeping an open mind ~ act of kindness; no expectations Characters in the media that often support this ‘we-mentality’ are knights and children in animation films/tv series. For the latter, it is their innocent nature that creates this humble and kind behaviour. In art, I found the artwork of Matisse (“La Danse”) perfectly fitting for this keyword. They seems as one unity of joyeus people who hold hands and dance on - what seems to be the world. This piece of art represents humanity to me.
see Dummy: ‘Research - We-mentality’
19
Within religious groups, there is a lot of we-spirited people amongst as well. Actually, religion and native communities are prime examples of we-mentality. Before the invention of technical gadgets, helping each other without any expectations was considered normal. Sometimes I have a bit of angst of what people will become once we are all surrounded by technology. Do we not trust human beings anymore, but moreover do we put our trust in digits and numbers?
20
see Dummy: ‘Research - We-mentality’
TRUISM
All of the information and inspiration gathered about time travelling and the four keywords, we have come to formulating a truism. A truism is a statement that is obviously true and says nothing new or interesting. In class, I answered the following questions: ~ what makes life worth living? ~ what is the biggest injustice in the world? ~ do you believe in God? why or why not? The answers to these questions helped me with coming up with my personal truism. Also, turning back a few pages in my dummy helped me to reflect on my own ‘true belief’. see Dummy: ‘Truism’
21
“A bridge between people is build with open-mindedness�
22
STATEMENT
Based on the truism, I formulated a statement of which is written in a predescribed fashion (action). Formulating a statement seemed very hard for me to do. I wrote down a few options, and asked others for their opinions. Yet, I still had difficulty choosing one. Ultimately I went for “Be open to the unknown”. I think this statement is more open to possibilities in comparison to other options. Additionally, it fits the fascination and truism very well.
” n w o n k n u e h t o t n “Be ope see Dummy: ‘Statement’
23
“LOST IN TIME”
A once-in-a-lifetime-experience where visitors are invited to ‘travel through time’. Four people from the crowd are chosen to participate together in this experience. They have to find the missing piece of the time machine by collaborating together. Once the time machine is fully assembled, they get to choose a time period to which the group want to travel to. After this, they are wired to a simulator which will “take them to another time period” - in reality it is just a simulation in their head by this simulator device. The participants would feel like they have been away for 12 hours, but in reality they have been in the simulation for only 10 minutes. After those 10 minutes they return to the present (reality) and leave with an unforgettable experience of having seen the past - or possible future. 24
25
CREATIVITY CANVAS
In order for this concept to be well-received among the customers, a more thorough research is done with regard to the design of “Lost in Time”. This is done using the ‘Creative Canvas’ tool designed by Chris Gibling and Monique Zijp.
26
First, I will highlight the relationship between de customer and this concept by expressing what kinds of emotions “Lost in Time” has to evoke with the target group. Second, a more detailed image of the target group is to be described in the ‘target group’ chapter. Third, a list of key activities is made based on things to do before implementation. Followed by an estimated evaluation of all the needed goods and services, and estimated revenue streams of this concept.
see Dummy: ‘Concept idea: “Lost in Time”
CUSTOMER RELATIONSHIP
The goal of this concept is to welcome people and encourage participation and interaction. It can be also seen as a small social experiment whereby the concept ‘tests’ whether people are willing to work together with strangers. Participants feel amused when leaving returning to their lives, since it is a unique experience. They met new people, got a glimpse of how time travel could be like, and are exposed to a new sort of immersive (simulation) technology.
27
TARGET GROUP
The target group consists of visitors to the annual fair or ‘nomadic attraction park’. Since the concept uses a new sort of technology, risks are better avoided. So, children under the age of 18 years cannot participate, as well as people who suffer from mental diseases and/or have heart issues. The rest of the population is welcome to participate in this experience; college students, grandparents, gays, muslims, housewives, etc. As is mentioned before, the length of the experience is 10 minutes, but in the simulation the participants will feel as if they are in there for about half a day. This will give them enough time to explore a time period without having to get ‘homesick’. “Lost in Time” will stay at one spot for one day, then it ‘vanishes’ (moves on to another spot). 28
KEY ACTIVITIES
The most important thing to do is to do continuous research and development in the works of simulation and technology. The last thing that I would have want to happen, is that something goes wrong due to technological problems. That’s why continuous tests and research needs to be done. There is also a supervisor present during the experience who will monitor the condition of the participant. Another thing is to start a funding in order to raise money for the expensive technology. Might have to close a deal with major distribution centres to hang posters of ‘time travel’ films (promotion). Also, arranging permits in every city where “Lost in Time” will stand. And setting up contracts for legal reasons.
29
COST STRUCTURE
In preparation for this concept to succeed there are a lot of ‘ingredients’ needed. A list of what is needed: ~ (technological) parts for time machine and simulation ~ people; supervisors, r&d, engineers/technicians, host, medical team, design ~ money (funding, loans) ~ time, a lot of time; planning, r&d, moving from one city to another In the run-up of the first appearance of “Lost in Time”, there is - ironically- a lot of time needed to get this off the ground. But I think, when the team is focused and be patient, that this concept will be the most innovative experience so far!
30
COMMUNICATION & DISTRIBUTION
Since we will be moving around the country, people have to stumble upon it accidentally. This is fine since this keeps the concept’s ‘mysterious vibe’. “Lost in Time” will have its own website, but no social media channels. People who want to share their experiences can leave a message on the website. The aim of this concept is not per se to make a big profit, but rather give people something to take with them forever. Although it is not possible to take pictures of their adventures in the simulation, they will captured it in their heads.
31
REVENUE STREAMS
To me, I would like to see people leaving the experience with a smile on their faces. Their participation is already a great accomplishment to me. Their experiences in the simulation are valuable data to use in future improvements of the concept. This would give me satisfaction since it is something totally brand new, that doesn’t exist (yet!). The combination of science (reality) and time travel (imagination) is a golden fusion; it makes it seems so much more tangible and I would enjoy inventing something like that. Whether it will be a success that brings a lot of profit, depends on the people; so that is not the revenue I’m striving to achieve primarily.
32
REFERENCES
Almost all information in this report derives from my personal dummy. Other information are retrived from internet. Below an overview of the used websites. https://en.wikipedia.org/wiki/Time_travel https://dictionary.cambridge.org/dictionary/english/adventure https://dictionary.cambridge.org/dictionary/english/patience https://kashgar.com.au/blogs/ritual-objects/themeaning-of-om https://dictionary.cambridge.org/dictionary/english/history https://www.google.nl/search?q=truism+meaning&oq=truism+mea&aqs=chrome.1.69i57j0l5.2865j1j4&sourceid=chrome&ie=UTF-8
Lastly, I also got inspiration for this concept by Netflix’s series “Black Mirror”. Especially from the following episodes: “Playtest” Season 3, Episode 2 “San Junipero” Season 3, Episode 4
33
3D OBJECT
This device is meant to be put on the participant’s head in order for the sequence of the simulation to reach the brain. It is totally safe and painless. This 3d object is merely a prototype made of cardboard and metal; the production of the real simulation devices are postponed until the prototypes doesn’t show any errors. The supervisor is the one who is responsible for putting these devices on and off and also monitor the well-being of the participants during the simulation. This device measures the participant’s vital and mental condition during the simulation.
34
The design of the simulation device is simple, yet spohisticated. It has to fit the future design of technology; sleek without too many buttons and easy in use. It is remarkable that with this device we are able to “travel in time” while this might be the new ‘future television’.
35