define:happiness

Pixels

Posted in crazy, happiness, inspiration, note to self by Ingrid on April 16, 2010

ph. by Ti.Mo

visualization-note-to-self.

Mike Perry

Posted in inspiration by Ingrid on April 14, 2010

Mike Perry /illustrator / Brooklyn.

: made me think of how many identities I have on the web. (fb. twitter. flickr. wordpress. ning  ..and the list goes on)

Identity/voice

Posted in inspiration, note to self by Ingrid on April 14, 2010

From Drawn! : Contributor S.britt’s favorite little orphan Eddy Broth is back and this time he talks (provided you do the talking for him)!

Throw your voice or simply hurl insults! Make Eddy say anything that you so desire – he is under YOUR command. Become the life of the party or impress your classmates and colleagues at the next school talent show or office party. You’re never completely alone with Eddy on your arm. Tell him your innermost secrets and confess all your depraved transgressions. He’ll never squeal, unless you make him! Soon you’ll ONLY communicate through Eddy. Your friends and family will worry themselves SICK with laughter!

Your 16-inch Eddy Broth puppet comes with a Best Friend Membership Card and free decal! Handmade in the U.S.A. Pick up your puppet here!

-Fantastic thing, and I think dolls like this has been used regularly by family-terapauts for a long time.. letting kids say what they feel is to hard or to personal to talk about; its somehow easier when you add a layer between your self and the words coming out, as if it is not actually about you, but rather the troubled doll.

//same as with the representation of you-concept/the you-tamagutchi (yes I’m that old!) where you play and manipulate a character that is yourself. “John haven’t been working out lately, you need to take him to a gym.” or “Kari haven’t been out socializing since …… Please find someone for her to talk to”

-rethinking that concept now; maybe possible to translate to the service.

(also this makes up for a lot of vinyl toy thoughts)

Posted in happiness, inspiration, motivation, state of the art by Ingrid on April 13, 2010

from 2007!

lovely to look at

Posted in inspiration, note to self by Ingrid on April 10, 2010

img. found via image-sharing-platform; ffffound

Makes me curious to read it, just because it looks good.

to-do

Posted in inspiration by Ingrid on April 6, 2010

-To bad I cant do time-travel, but then again, maybe I wont need to.

-Neat, clean and simple.

Tagged with:

How aware are you of your choices?

Posted in inspiration by Ingrid on March 23, 2010

The everyday choices you make affect how your life turn out, not to mention how you feel about it, much like adding and subtracting to a score. I just got a note on The Dice Man here from fellow diploma student Hans Huseklepp, -as I explained one of my current concept much like a reality game, (:if your playing a better version of your self, what choices would you make, and so on.) You get a letter /sms in the morning explaining the role you are to play throughout the day, where some of your friends may be in on it, some not. If all the choices are made for you, by a script or by dices, would you then not be more aware of them as opposed to merely float through on default? (then again what if default is precisely what you need to feel that you master your surroundings?)  As my project is about everyday health/happiness choices, I see this most easily benefitting the social/physical aspects of motivation.

About the book:

The Dice Man is a semi-comedic novel published in 1971 by George Cockcroft under the pen name Luke Rhinehart and tells the story of a psychiatrist who begins making life decisions based on the casting ofdice. Cockcroft wrote the book based on his own experiences of using dice to make decisions while studying psychology.[1] The novel is noted for its subversivity, anti-psychiatry sentiments and for reflecting moods of the early 1970s. Due to its subversive nature and chapters concerned with controversial issues such as rape, murder and sexual experimentation, it was banned in several countries.[2] Upon its initial publication, the cover bore the confident subheader, “This book can change your life” and quickly became a modern cult classic[citation needed]. The book hearkens back to the earlier concept of Flipism.
The book went through a number of republishings – in the
United States it acquired the even more confident subheader “Few novels can change your life. This one will”, in spite of its being a highly edited version of the original.[verification needed] Perhaps because of this, and despite the author and the character both being from the USA, it was initially less successful than in the United Kingdom and Scandinavia. After a further UK reprint in 2003, The Dice Man enjoyed something of a miniature comeback as it was introduced to a new generation.
The themes of the book are continued in two other novels,
The Search for the Dice Man and Adventures of Wim and a companion title, The Book of the Die.*

*from Wikipedia.

fictional function/funktional fiction.


what you find changes who you are

Posted in framework, inspiration, motivation, note to self by Ingrid on March 23, 2010

The internet has changed how we interact with each other with services and with products. It has changed our expectations of how things work, and let us work and it has changed how we consume and create.

-Dr. Jay Parkinson  (/future well)  talks about this in a resent blogpost:

…. It’s like TV but I’m the producer, the writer, and the director. I can connect to a ton of people. They can respond to me. We can engage in conversation with strangers. It’s a fascinating new world.

And I’m still sitting on my butt doing all of this, except when I’m out in the neighborhood trying to find the best way to walk from Park Slope to Williamsburg on my iPhone. Or maybe announcing to my Foursquare friends that I’m at the gym.

“We still have our everyday behaviors, eat food, go to work, drive or walk home, stare at glowing rectangles, and sleep. For the most part, most of us have a few behaviors that aren’t that great for us:

Some of us smoke. Others of us eat twice as much as we should and gain too much weight. Some of us need to be more active. Some of us just need to look at the positive things in life instead of obsessing over the negatives.

In the end, this all boils down to a few everyday decisions that we each need to change. And these small decisions that make such a huge difference will only change by making up our minds to change and then having the courage and discipline to stick with new behaviors that are better for us. A web app may serve as a crutch at this stage…but maybe not. What are the motivations to change? Strangers via social networks? Or our children who want us to be around when they have children? Or our desire to simply pursue everyday happiness on our own?

Technology may be one component of change. And social networking and the internet are being treated as the panaceas of our time. But in reality, it’s still good old-fashioned human willpower to truly change our simple everyday behaviors for the better.”

Still, the information you find change what you think, which in turn affects the choices we make. (meaning from attitude to behavior.) -So.. a couple of crutches can help you walk in the beginning, until its changed the way you think.



remember to be human

Posted in happiness, inspiration by Ingrid on March 22, 2010

Spotify: The xx – Intro

LARP?

Posted in how to, inspiration, motivation by Ingrid on March 22, 2010

By Erik Fatland, one of the activists behind laivfabrikken (the larp factory), a project for high-quality low-threshold larp in Oslo.

1 ………………………………………………………………………………………………………………………..

“Role-playing is play – improvised drama – done for the benefit of the participant/actor rather than an audience. There are many kinds of role-playing – educational, therapeutic, sexual, tabletop, online, freeform, pervasive – and many different contexts where role-playing is performed. Role-playing is “play” both in the sense that Hamlet is “a play” and in the sense that children play. Anyone who has ever played together as kids understand the basic mechanisms of role-playing. Anyone who has only role-played as a kid is also in for a couple of surprises when encountering adults role-playing.

In most places, larp, or live role-playing, started out as an offshoot of tabletop role-playing games (RPGs), a kind of role-playing where the players sit down and verbally describe what their characters do, usually aided by dice, rules and a judge/storyteller called the “gamesmaster”. The liveness of larp comes from players standing up and doing rather than describing, making it look more like drama and theatre and less like storytelling or board-gaming.

There are many, many kinds of larp, and many different local traditions. But in general “larps” can involve a theoretically infinite amount of players (the biggest larps these days count around 5000), there being no need for all players to know what the others are doing, and involves the players’ whole body in performing the character. These two qualities combined set it apart from tabletop role-playing, and from most kinds of “freeform role-playing”.

Larp, tabletop and the freeforms are in turn set apart from therapeutic and educational role-playing in that they are not performed for the sake of learning about something – be it yourself, or the United Nations – but rather for their own sake. In the same way that fiction is read for the sake of enjoying fiction, while prose is usually read for the sake of obtaining facts. Learning can of course be a benefit of both fiction and larping, but it’s not the reason we undertake those activities.

2 ………………………………………………………………………………………………………………………..

For years, people have been playing different kinds of games that occur in public spaces, that mix play with reality and players with unwitting civilians, that can invade your life at any time and any place. Some of these should be familiar to role-players: games such as “Killer”, where you murder your friends with bananas, or the “city larp”, played on the streets, in the cafes, amongst non-larpers. Others, such as “Alternate Reality Games” (ARGs) or location-aware mobile games, have their origins in business and marketing. Yet others, such as zombie walks or flash mobs, seem to have exploded out of the creative stew of the Internet.”

His excellent blog can be found here : http://larpwright.efatland.com/

It is remarkable how much larping has in common with service design -designing roles/stories and universes! -Orcs, goblins, mystical orders, spies, asassins, or any kind of extraordinary characters, combat, violence, mystique, politics, or any kind of extraordinary drama aside, there is also semi-real games like Evoke, mentioned earlier. Blurring the lines with what is the “gaming you” and the “real you” you still get a tremendous boost in taking action you might not have done otherwise on your own. If anything it gives “living the label” a new meaning

Idea: Play & escape.  What would the better version of you do?/ Chose the you you want to be.


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