Children playing with the Bureau

The Bureau of Dr. Goodman: Documentation

One challenge of this project was to better understand the concepts of post-linear narrative posed by our instructor, Douglas Rushkoff, and others including Phoebe Sengers and Michael Mataes. The most difficult challenge, however, was turning this theory into practice and creating a viable post-linear story. The western mind has been conditioned to think, tell stories, and recall events in a linear fashion. This assignment was challenging because it pushed us to develop a user scenario and a story that would not have the same linearity, that is without a specific beginning, ending, or the formulaic Aristotelian curve. Moreover, the challenge was not to create a traditional story and simply "shuffle" components or in some way mask it's linearity. To solve this, we looked at this story as one would analyze a crime scene and discover that everyone has her own perspective about the incident. Pulling these versions together in a fictional story that has several events and explanations helped us create a post-linear story.

Other challenges we faced involve the interface. We decided to use the bureau as the interface because of its history, visual intrigue (which would motivate the user), and the potential the bureau has for optimal interplay with the user. With this in mind, the next challenge was to install the appropriate hardware into the wooden cabinet to create a smooth and integrated experience. We chose to use magnetic switches that activate when the drawers open and close. This seemed to be the best solution, since we needed a reliable sensor that was not connected by wires, which could possibly bundle together from the continuous open and close motion.

Also, deciding on the more subtle aspects of the experience proved to be more difficult than initially thought. For example, our decision to have the audio track stop when the drawer closed, as opposed to running out on it's own, required much more programming into the software than expected. In the same vein, intentionally designing the bureau to change audio tracks when a drawer was closed and reopened required even more difficult programming. Still though we weren't completely happy with this, so to create a unique experience we added another twist. When a drawer was closed, the next time that particular audio track plays, it begins where the last person left off, (or closed the drawer). After watching people play with the bureau in real life, we became more satisfied with these decisions. Especially when The Bureau of Dr. Goodman was exhibited at New York University, much of the audience recognized theses nuances, so the result of these decisions seemed to impact the user's experience positively.