Chapter 10: Program Design Flashcards

1
Q

program design is a

A

transitional step in which programmers plan the details of how to stage a program to facilitate a leisure experience for participants

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2
Q

during program design, the programmer

A

designs an interactive situated activity system that will animate a program to move it through time and orchestrate its flow by manipulating the 6 key elements

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3
Q

what is altered during program design

A

pattern of attention required from participants so there is variety in the content and intensity of consciousness demanded in the series of encounters that make up the program

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4
Q

5 parts of framed experience model

A

encounters
visualization
frames
transitions
artistic

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5
Q

framed experience model

A

assumes that individuals interact in a series of framed encounters that are designed and staged by the program or event designer

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6
Q

a frame is

A

smallest unit of interaction that can be designed, and it exists as long as it occupies the conscious attention of participants

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7
Q

synonym for framed experience model

A

animation plan

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8
Q

encounters are

A

focused occasion of interaction that occurs when co-present individuals interact to a co-created end

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9
Q

encounters are the smallest unit of

A

joint behavior and the focus of a designer’s intervention and manipulation

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10
Q

in program design the designer must determine what points of contact

A

to frame to guide participants to the intended design outcomes knowing that they cannot possibly manage all points of contactt

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11
Q

the programmer must design enough encounters

A

that the experience has a unique form and signature to it

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12
Q

examples of encounters

A

each activity
craft, book, game

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13
Q

visualization

A

rehearsal of interactions in advance of the activity/event

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14
Q

what do programmers use visualization to

A

vicariously experience the event in advance of its operation to identify potential problems and solve them

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15
Q

how to get best results from visualization

A

practice both internal and external visualization

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16
Q

what does going through event in our minds eye allow us to do

A

plan and predict what is going to happen

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17
Q

visualization allows programmers to go through

A

different ‘what if’ scenarios prior to real-life operation

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18
Q

with visualization the programmer can potentially identify

A

snags and make adjustments in the sequencing of events or other key elements to attain their desired outcome

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19
Q

how to vicariously experience the sense of a program as if to go there, go through step by step and feel the emotion of participating in it

A

should visualize from two different perspectives; internal and external

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20
Q

during external visualization you become

A

an object to yourself
for example, may observe yourself participating as leader of an event

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21
Q

external visualization’s aim

A

to experiment with various leadership styles and strategies to forecast optimal style for the event

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22
Q

during internal visualization you attempt to be

A

at a program and to experience it vicariously from beginning to end

23
Q

what is aim of internal visualization

A

to understand how the program will affect a participant in the program

24
Q

when using internal visualization what can you do

A

change other aspects of your viewpoint as well such as: what would it look like from aerial view? what would it look like to a child? how would parents, spectators see it?

25
Q

what is the sequence of Frames

A

temporal order

26
Q

frames can also be called

A

encounters

27
Q

frame=

A

a single configuration of the 6 program elements

28
Q

T=transition=

A

a reconfiguration of the 6 program elements

29
Q

a program is

A

a series of frames, and transitions between frames, that occur in a temporal sequence

30
Q

each frame is an

A

encounter (the amount of time the elements in a frame occupy the conscious attention of program participants)

31
Q

animation of the program comes about when:

A
  • the key situating elements in each frame are changed
  • the temporal order of frames is rearranged
  • interventions for essential transitions are directed
32
Q

by visualizing program through number of different perspective both internal and external programmer could end up with

A

large number of animation plans

33
Q

what is the criteria for how a programmer chooses animation plans

A
  • how well the plan facilitates a leisure experience for the participant
  • the plan that best contributes to accomplishing specific patron, agency, or community program goals
34
Q

what determines how well something facilitates a leisure experience

A

perceived freedom by creating choices; intrinsic satisfaction; provide opportunity for positive affect; is fun, relaxing and entertaining

35
Q

frames include

A

everything a designer needs to consider when designing an interaction

36
Q

frame includes:

A
  • intended outcomes
  • interventions that facilitate these outcomes
  • key elements to be acted on
  • artistic factors that enhance the experience
  • technical service quality factors that need to be tracked throughout encounter
37
Q

frames are connected by

A

transitions between frames

38
Q

designing a frame includes 3 things:

A
  1. stating the intended outcomes for that encounter
  2. identify interventions or manipulations that must occur for these outcomes to be achieved
  3. identify any artistic or technical factors
39
Q

9 artistic factors

A
  • theme
  • deepening
  • sensitizing
  • customizing
  • characterizing
  • memorabilia
  • framing and sequencing
  • wowing
  • empathizing and understanding
40
Q

intentional choices about which artistic factors should be included or enhanced

A

will improve the experience intended
do not need to use all in each leisure experience

41
Q

theme

A

was theme effectively utilized throughout the duration of the experience? tie elements together and create continuity

42
Q

deepening

A

were all 3 phases of the leisure experience programmed? (anticipation, participation, reflection) components that deepen experience

43
Q

sensitizing

A

were all 5 senses used? using all 5 sense and building them into program

44
Q

customizing

A

how was the experience customized for participants

45
Q

characterizing

A

was the cast in character throughout the experience

46
Q

memorabilia

A

how was the memory of the experience sustained through memorabilia

47
Q

framing and sequencing

A

was the framing and animation of the event appropriate? (venue, social objects, decorations, music)

48
Q

wowing

A

were there any surprises, value added features included in the event? did it exceed participants expectations?

49
Q

empathizing and understanding

A

did staff show empathy and understanding to the plight of participants?

50
Q

transitions

A

an experience is a series of framed encounters joined by transitions
can be soft or hard
sustains the theme

51
Q

soft transitions

A

do not need alot of the designer’s attention
they just naturally happen (participants understand how to transition to the next frame on their own)

52
Q

hard transitions

A

need to be designed and staged because it is not apparent to participants how to transition to the next frame

53
Q

a good transition

A

sustains the theme, helps shift mood or intensity of participation, helps sustain engagement or provide a moment of relied or reflection as appropriate, and position participants for participation in the next frame