Research Then and Now

by Jia1Xin1

This work has not been commented by curators.

Title

Research Then and Now

Headline

How Research Has Changed

Concept author(s)

Jasmine Lang

Concept author year(s) of birth

1997

Concept author(s) contribution

I did the research and composed the piece using found images and type.

Concept author(s) Country

United States of America

Friendly Competition

Pleasure (2016)

Competition category

Visual communication practice

Competition subcategory

static

Competition field

academic

Competition subfield

student

Subfield description

North Carolina State University

Check out the Pleasure 2016 outlines of Memefest Friendly competition.

Description of idea

Describe your idea and concept of your work in relation to the festival outlines:

This piece was designed as a response to this article:

http://www.newyorker.com/tech/elements/better-research-through-video-games

It compares how people feel about traditional research to how they feel about gamified research. On the left side, the typical Joe gets the blue screen of death while doing traditional research (i.e. sifting through long articles and using boring lab programs), but he is relieved since he has an excuse not to do the boring research anymore. On the right side however, the same man gets a parody of the Pokemon Go "blue screen of death" while playing a research game, and he is frustrated - angry, even - that he can't do his research. The point is, traditional research is generally thought of tedious and not very appealing to many, whereas research done through games can be addicting, fun, and appealing to all sorts of people.

What kind of communication approach do you use?

I divided the image in half diagonally to emphasize the drastic difference between the two types of research. I also used colors to express emotion - the grayscale on the left conveys an "eh" feeling, while the red haze on the right side conveys frustration, something that many game players have experienced when the server quits on them. I also appealed to viewers using humor, for many have played Pokemon Go and have seen/experienced that screen about failed servers. They would see that image and the "gotta match 'em all" phrase, realize that this is like the Pokemon Go situation, and laugh and empathize with the man.

What are in your opinion concrete benefits to the society because of your communication?

Society can see that research doesn't have to be boring and only involve erudite scientists. Research can be fun and can be for anyone.

What did you personally learn from creating your submitted work?

I had always known about games for learning, such as those on Study Island, but I had never thought research would be turned into games on such a large scale (such as an MMO). I also learned that it was hard for me to express my idea when only using found photographs for a photomontage (not using my own illustrations) and without words (the man's thoughts).

Why is your work, GOOD communication WORK?

I feel like many would be able to relate to the feelings expressed in this piece. When one thinks of "research," they typically think of someone laboring in a boring lab for hours on end, which deters them from wanting to do research. But then, they understand if research was turned into a game, then they might have a second thought - they might actually enjoy research. This piece dispels the idea that research HAS to be boring.

Where and how do you intent do implement your work?

I am not sure yet. I suppose I could put it on my portfolio website.

Did your intervention had an effect on other Media. If yes, describe the effect? (Has other media reported on it- how? Were you able to change other media with your work- how?)

Not as of right now.

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