blog post 9: interface and e-lit


    I found "My Body, a Wunderkammer" and "Depression Quest" to be two of the most interesting Digital Humanities projects that we've looked at so far. Both were designed to be interactive and customizable, because the viewer could choose their own adventure. Both projects included elements of art and writing, as well as intentional digital design. Chapter 10 of The Digital Humanities Coursebook talks about interface basics and understanding interface design. In this chapter, Drucker writes that "Interface constructs a narrative" (Drucker). This is true with both projects that we looked at; the design of the website played a large role in the telling of the story and the intention that the author wanted to convey. In "Electronic Literature: what is it?" Katherine Hayles speaks of the difference between early electronic literature projects compared to modern ones; with the main different being changes in interface design. Older electronic literature projects were more limited because there were limited design capabilities, as far as graphics, animation, colors and sound inclusion are considered. Newer works of electronic literature have a far wider scope of design and interface, so they can be made much more complex. Hayles also speaks about the difference between Electronic Literature and Interactive Fiction, because Interaction Fiction can be more strongly interpreted as being a game of sorts. Both "My Body, a Wunderkammer," and "Depression Quest" are interactive, but "Depression Quest" is distinguished by authors as having been intended to be a game. However, by the end of the game, the authors confirm that their is no clear-cut win or loss to this game- much reflecting the realities of mental health struggles. The interactive format of "Depression Quest" furthers the message it seeks to perpetuate: that mental health and life is a series of continuing choices with infinite outcomes and chances to change available. It is arguable that the format of interactive fiction/electronic literature that was used is an integral part of this project, and this project would not have the same impact without the use of this medium. 



Comments

  1. I really like how you connected Drucker’s idea of interface constructing a narrative to My Body and Depression Quest. The design isn’t just for the appearance of it but for the experience of the viewer. The limited choices in Depression Quest show the emotional barriers of it. I also liked your point of the evolution of electronic literature. The ambiguity of these sites, especially depression quest is telling the message of living with depression is about navigating challenges. I agree with your conclusion of the medium going hand in hand with the message of the project which I think is super fascinating after learning how to create one of our own projects.

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  2. I really enjoyed reading your post, and connected most when you said, “Both projects included elements of art and writing, as well as intentional digital design” in lines with chapter 10. I think that the Depression game was a little gut-punching because it certainly incorporated art and writing, but it also pulled in real feelings of people who struggle with depression and mental health conditions. The navigation was intentional, showing the path of thoughts that someone who struggles can follow. I found the linking pages to be accurate and hopefully enlightening to those who work through the game.

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