Capture Consume Create
In collaboration with: Matt Manos and Jayne Vidheecharoen
Full Documentation website: Capture-Consume-Create
What if the creation of a book was not solely left up the the author, but instead the reader? What if an art book or even a museum was not curated by a group of individuals, but the world? “Capture-Consume-Create” explores the concept of co-curation, contextualizing the every day, and the future of the book not purely as an electronic device, but also as a physical object.
Our book holds true to the necessity of the physical object in the reading experience that we all long for by enhancing the reading experience through our object. We are interested in the idea that the future book may result in a physical form that is necessary for fully understanding and digesting the content within. Not only are we enhancing the reading experience through this physical form, we are leaving the reader with a souvenir, a memory of their experience with this book.
Capture-Consume-Create is a story in which the reader can become one of the characters through physically interacting with the content of the book in the real world, and creating and collecting their own content to share. As a result, our book brings forth the idea that an art catalogue, or book, is no longer up to a small group of people to curate. Instead, it is up to the world to deliver the content, and craft these experiences for themseleves and one another. Our book offers an experience that allows readers to form communities, exchange interests, and hold conversation in real time, about content they love.
Project Brief
Design the future of non-fiction books using using the best practices of interactive design and the concepts from productive interaction. Textbooks, reference, how-to, history, and other rich informational books have much to gain from interaction and the rich range of media (text, color image, video, interactive graphics, audio, etc.) that digital delivery systems offer.
To be clear, this project is not about novels and the particular mode of reading associated with purely textual fiction. Questions of interactive fiction have been debated for the last 15-20 years, but this project does not actively engage in that discourse. Rather, the focus is on the new potentials for substantial non-fiction works that, so far, have lived in the printed book or in tentative translations of print into the electronic form.
In addition to the visual interface, groups should consider the physical form-factor and interactions of the book, which could live on multiple devices at once if that is appropriate for your design approach. Groups must choose a specific content example to implement rather than designing a generic reader. You may use content from existing works as long as you make it clear where the content is coming from – in fact, you must use “real” content and greeking text is not allowed because the design issues are so deeply intertwined with the specific meaning of the particular content.
