CMU School of Drama


Thursday, April 05, 2018

Alcorn McBride: Tech talk

InPark Magazine: Before I was fortunate enough to fall into this industry, I worked in one of those big box technology stores. As an engineering student with an affinity for technology, I remember being fascinated by the gimmicks manufacturers would use to lure consumers into spending more money. One example I’ll never forget was Sony’s top-of-the-line CRT TV called the WEGA. In the late 1990s, this was the only TV to offer a flat screen (instead of the domeshaped screen most CRT televisions had). This slight improvement came at a high cost, though – and I’m not just talking about money.

1 comment:

Sydney Asselin said...

As we finish our designs and scripts for Arcade, I think these three facets of experience (interactivity, personalization, and inclusion) are something we should all really think about. Though this article is about theme park design, our arcades are really tiny, refrigerator box sized theme parks anyway. Of course, interactivity, per Susan's rubric, are a required part of Arcade, really giving the participant a meaningful interaction with our group's environment I think will leave a lasting impression on them. Blending the ideas of interactivity and personalization, giving the participant a really immersive experience will make it seem more personal for them, even if the script is the same for every person that goes in the box. Inclusion is also something I think my group in particular is going to have to think about. We have a really great set, part of it already built by the carpenters at Quantum, but it contains a boardwalk-like flooring that has rather large gaps between the planks. Using that platform as-is means that we have to find a scenery-safe way of making our flooring safe for everyone (from those with heels that might fall through to those with limited mobility that may need a ramp to get to the level of our floor).